Misjump tables?

Jak Nazryth

Mongoose
Other than distance per the cannon rules, does anyone know of any other misjump tables that have been produced over the years? Specifically interested in internal damage to drives, power systems, electronics, from "massive power surges" etc..
My players have encountered a Fat Trader that misjumped some time in the past. Other than battle damage, (and GM's option) I was looking at some older Traveller Rules I had laying around, but so far, I can't find any "random mishap tables" for misjumps.
 
I can't recall anything other than the ship being destroyed or ending up somewhere else as part of it's jump.

Though it sounds like a perfect opportunity to come up with something and share with the rest of us. :)
 
Already working on it! :)
But with me, I always hate to step on the toes of "cannon". If something has already been published by an officially sanctioned source, I generally defer to that. ;)
 
phavoc said:
The only canon material I'm aware of is what's in the core rule book now.

From my AD&D2 days, I vaguely remember this quote:-
"Add, expand, extrapolate, make it all up".

In other words I don't worry too much about Canon. However, I do use Spinward Marches to save time. One day I might create a unique universe of my own.
 
Since your making up a standard misjump table for your game I wonder if I could get a copy? also I was wondering if there is a table for T and D drives (T=time D=Dimensional) from the Psion book? if not could you swing a table for them as well? The standard table for the T-drive is 1-10 but the D-drive sounds like a Doctor Who type of effect.

1 Rounds
2 Minutes
3 Hours
4 Days
5 Weeks
6 Months
7 Years
8 Decades
9 Centuries
10 Millennia

a malfunctioning "prototype" T-drive hooked up to the J-drive for instance could easily fix your "out of time effect"

In our game were free traders and we traded with a "alien" race for a T-drive that kills the week lag times between hops but we feal lethargic for a day or so like jet-lag, but pirates tried to ship-jack us in the process damaging both our T-drive and J-drive we jumped but don't know where or when we are at the moment.

So some interesting tables would help out if you would be so kind.

Thx
 
Will try to finish this weekend.
Basically I'm handling it like the speculative trade tables.
There will be one role for random direction and distance... as standard.
But then there are "effects" rolls.
Some times there will be no effects.
Then there will be "systems" effect table.
These can be engineering, (drives) electronics, power, computers, life support, etc..
If you roll the highest possible number on "effects" table, you get "special"
On the special effects you'll get things like "Temporal Events"... ;)
 
Found the misjump tables in MegaTraveller's Starship Operator's Manual.

Superficial: Jump relativity error occurs. The ship remains in jumpspace 80+(3D6x10) hours before emerging in the destination system.
Minor: Jump relativity error occurs. Also when the ship emerges in the destination system it is 1D x 100,000km away from its intended exit point in the destination system.
Major: Jump relativity error occurs. Ship misjumps. Throw 1D for the number of dice to throw then throw that number of dice for the distance (in parsecs) the ship travelled. Finally, roll 1D for the direction of the misjump.
Destroyed: The ship is destroyed.
 
Been a long time.
Last year I got hit with some major work issues. Between April and September last year I had 2 days off. Worked on 2 large projects simultaneously. Stopped all gaming and GM'ing for several months. I am rebooting my Traveller campaign tomorrow. 6 players, all brand new characters.
Here is the chart I came up last year. Please feel free to comment, add your own tables, charts etc... just my idea on how to expand misjump events.

EXPANDED MISJUMP TABLE BY JAKNAZ
For use in an Traveller setting

PRIMARY MISJUMP EVENT CHART
D66
11 Catastrophic Mishap, table C
12 Major Mishap, table B
13 Major Mishap, table B
14 Major Mishap, table B
15 Major Mishap, table B
16 Major Mishap, table B
21 Major Mishap, table B
22 Major Mishap, table B
23 Minor Mishap, table A
24 Minor Mishap, table A
25 Minor Mishap, table A
26 Minor Mishap, table A
31 Minor Mishap, table A
32 Minor Mishap, table A
33 Minor Mishap, table A
34 Minor Mishap, table A
35 Minor Mishap, table A
36 Minor Mishap, table A
41 Minor Mishap, table A
42 Minor Mishap, table A
43 Minor Mishap, table A
44 Minor Mishap, table A
45 Minor Mishap, table A
46 Minor Mishap, table A
51 Minor Mishap, table A
52 Minor Mishap, table A
53 Minor Mishap, table A
54 Minor Mishap, table A
55 Major Mishap, table B
56 Major Mishap, table B
61 Major Mishap, table B
62 Major Mishap, table B
63 Major Mishap, table B
64 Major Mishap, table B
65 Major Mishap, table B
66 Catastrophic Mishap, table C

TABLE-A –MINOR MISHAP (upon exiting from Jump Space)
2D6
02 Exit Jump Space 1d6 days from target coordinates (Assume 1G thrust)
03 Exit Jump Space 1d6 days from target coordinates (Assume 1G thrust)
04 Exit Jump Space 1day from target coordinates (Assume 1G thrust)
05 Exit Jump at wrong planet/location within target system
06 Jump Drive power surge - knocked off line -1d6 (x4 hours) engineering roll to repair
07 Jump Drive power surge - knocked off line -1d6 (x8 hours) engineering roll to repair
08 Jump Drive power surge - knocked off line -1d6 (x4 hours) engineering roll to repair
09 Exit Jump at wrong planet/location within target system
10 Exit Jump Space 1 day from target coordinates (Assume 1G thrust)
11 Exit Jump Space 1d3 days from target coordinates (Assume 1G thrust)
12 Exit Jump Space 1d3 days from target coordinates (Assume 1G thrust)

TABLE-B –MAJOR MISHAP (upon exiting from Jump Space)
2D6
02 Damage to Jump Drive per Combat Table (1 hit)
03 Damage to Power Plant per Combat Table (1 hit)
04 Damage to Maneuver Drive per Combat Table (1 hit)
05 Damage to all three systems per Combat Table (1 hit each)
06 Energy Spike-d66 rads released inside engineering compartment
07 Random drive damage (2-6) + Random misjump (8-12) (roll 1d6, reroll 6)
08 Misjump, fuel and time spent in Jump Space, but no distance traveled
09 Misjump d6 direction, 1d3 parsec distance
10 Misjump d6 direction, 1d6 parsec distance
11 Misjump d6 direction, 2d6 parsec distance
12 Misjump d6 direction, d66 parsec distance

TABLE-C –CATASTROPHIC MISHAP
2D6
02 Damage to Jump Drive ENTERING jump space per Combat Table (2 hits)
(make engineering rolls each day in Jump space to maintain jump bubble)
03 Damage to Power Plant ENTERING jump space per Combat Table (2 hits)
(make engineering rolls each day in jump space to maintain power)
04 Damage to Jump Drive EXITING jump space per Combat Table (3 hits)
05 Damage to Power Plant EXITING jump space per Combat Table (3 hits)
06 Damage to all three systems EXITING jump space per Combat Table (2 hits each)
07 d66 rads released throughout entire ship both entering and exiting Jump Space
08 Misjump, d6 direction, 1d6 sector distance
09 Misjump d6 direction, 2d6 sector distance
10 Misjump d6 direction, 3d6 sector distance
11 Catastrophic Explosion, ship destroyed, all hands lost
12 Table D, Temporal Event


TABLE-D –Temporal Event
Time can pass the same in Jump space and Normal space, sometimes time can pass differently between the crew of a ship while in Jump Space and the rest of the universe in normal space. So sometimes a crew can enter jump and spend 2-3 weeks in jump (assuming they have enough food and water) while in normal space only a week passes. In the revere situation, a crew can spend a standard week in jump, but when they exit, 2-3 weeks have passed in normal space. In extreme instances this can be months or years, moving forward or backward in time

3D6
03 Normal Distance, add 1d6 days in both Jump and normal space)
04 Normal Distance, add 2d6 days in both Jump and normal space)
05 Normal Distance, add 3d6 days in both Jump and normal space)
06 Normal Distance, normal time in Jump, add 1d6 days in normal space
07 Normal Distance, normal time in Jump, add 2d6 days in normal space
08 Normal Distance, normal time in Jump, add d66 days in normal space
09 Normal Distance, normal time in normal space, add 1d6 days in Jump space
10 Normal Distance, normal time in normal space, add 2d6 days in Jump space
11 Normal Distance, normal time in normal space, add d66 days in Jump space
12 Number 06 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
13 Number 07 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
14 Number 08 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
15 Number 09 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
16 Number 10 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
17 Number 11 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
18 Time Travel – Instantaneous Jump, no time passes relative to the ship crew, but arrive many years in the past or in the future… GM’s discretion. (make your own chart)
 
Back
Top