Power plant Overcharge Rules

Jak Nazryth

Mongoose
This question pertains to mostly MgT1
Under Engineer-Power Plant, an Engineer can "overcharge" the power plant for more output.
Exactly what can you do with this extra output? I can't find anything in the rules about what the extra output can do?
I can't find anything in writing that clarifies what you can do with an overcharged power plant.
Is it like a task chain? Can your power plant overcharge roll give an assist to the maneuver drive overcharge rule?
You can over charge the M-drives for better agility.
But even agility isn't discussed in the rules. Does this allow an extra "thrust point" for dodging, lining up a shot, etc...?
I'm playing in a Traveller game and we are using MgT1
I'm trying to answer a newbs' questions, but this kind of has me stumped.

Am I missing an "overcharge" rule or example somewhere else in the rules? Is there an errata I'm missing?

Thanks.
 
I don't recall, but it may compensate if the engine is damaged and your onboard gadgetary need more juice than the current output can provide.
 
Or to help with ships we have intentionally underpowered (such as using weapons while trying to make a jump).

The real reason, of course, is for the engineer to say 'I canna give you more power, cap'n!'
 
Since there is nothing in rules that clarify what overcharging actually does, I'm plug it into the task-chain, so any overcharge power you get from your power plant can be diverted into the M-dirve, which will give you bonuses to overchargin the engines, which will give your ship better agility... which in turn will give you extra maneuvers based on the results, like "dodge"
 
edit: this post is for MgT 2ed, my bad

Agility? I see no agility.

Check page 160.

Overcharging M-drive gives +1 thrust.
Overcharging P-plan gives +10% power.

What you do with the extra power depends entirely on your ship configuration. If you have a surplus of power, then overcharging might not grant you those benefits. Of course, you can invent anything as a referee. Keep in mind thought no piece of machinery works better if you put it more power than it's originally designed to use.

For MgT 1ed you can play it your as you proposed.
 
Understood MgT2, but you clarified that so no worries.

Since MgT1 has no power requirements, the only thing I could think to do that made since was to give bonuses or more range for sensors etc... "boost the power to the main scanners"... that sort of thing.

I might allow the player to select either more thrust or agility with maneuver drives.... game time thing.
 
Mgt1 had - in its original playtest - power management for drives and guns. I suspect the suggestion of overcharging the plant got left in when the other bits got removed....
 
Squeezing out more power would be an engineering throw.

Careful preparation and using high grade components increases the chances for success, as well as sustained success.
 
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