There is, in GT:ISW, due to the nature of jump travel in Imperium and Dark Nebula.As far as I am aware, there is no rule that says you can't jump into the middle of nowhere if you wanted to. At some point during the various editions, Maneuver drives in deep space were nerfed. So if you use that rule, it'll make deep space doings more annoying.
That was my understanding too.As far as I am aware, there is no rule that says you can't jump into the middle of nowhere if you wanted to. At some point during the various editions, Maneuver drives in deep space were nerfed. So if you use that rule, it'll make deep space doings more annoying.
During the Interstellar Wars era, neither Terran nor
Imperial navigators are able to plan a jump that starts or ends in deep
interstellar space, far away from any such massive object.
This means that the vast majority of interstellar travel must go from one
star system to the next. The empty hexes on the maps in Chapter 5 (or on
subsector maps generated using the rules in that chapter) are normally offlimits
to starships using the jump drive. This means that “gaps” – regions
of space containing no star systems – can be so wide as to be impassable!
Which specific source materials? Imperium was the first one for Traveller, published in 1977. It had no such prohibtions - though it and Dark Nebula rules only allow jumps along the jump lines on the maps. Both games also say you can move 1 hex per turn at sublight speeds (90% of speed of light). That's not in regular Traveller versions.It was introduced so that Interstellar Wars specifically matched the source material wargames. The rule is NOT intended for any other application. I don't feel like matching the source material is "no good reason". Besides, the explanation is that the navigational capabilities of the time made jumps problematic, not the jump drives. So its not even a change of function.