SolarGlitch
Banded Mongoose
I am unsatisfied with how this seems to work RAW, but doing difficult homebrew or orbital/vector calculations for every simple ship-combat scene also feels insane.
Traveller often teases pirates lurking near gas giants as a classic danger of wilderness refuelling. But how is this supposed to work at the table?
Example: a Jupiter-sized gas giant has a diameter of about 143,000 km, so the 100D jump limit is about 14.3 million km. A 2G ship starting near the gas giant and accelerating outward from rest needs roughly 10 hours, or about 100 six-minute combat rounds, to reach jump distance. That is not a playable pirate encounter.
But maybe that model is wrong. A ship probably does not “land” on the gas giant and slowly climb out. It is more likely doing a fast skimming pass, entering with velocity, dipping into the atmosphere to refuel, and leaving on an outbound trajectory.
So the real question seems to be:
Can the pirates obtain an intercept during the vulnerable skimming/outbound window?
Is there any official or common simple abstraction for this? Something like: “pirates have X combat rounds before the target is too far/fast to catch”?
This matters because of symmetry. Gas giant piracy should be dangerous if the PCs are refuelling, but also plausible if the PCs are the pirates. I want a tense, finite engagement window, not either instant escape or a 100-round combat.
Traveller often teases pirates lurking near gas giants as a classic danger of wilderness refuelling. But how is this supposed to work at the table?
Example: a Jupiter-sized gas giant has a diameter of about 143,000 km, so the 100D jump limit is about 14.3 million km. A 2G ship starting near the gas giant and accelerating outward from rest needs roughly 10 hours, or about 100 six-minute combat rounds, to reach jump distance. That is not a playable pirate encounter.
But maybe that model is wrong. A ship probably does not “land” on the gas giant and slowly climb out. It is more likely doing a fast skimming pass, entering with velocity, dipping into the atmosphere to refuel, and leaving on an outbound trajectory.
So the real question seems to be:
Can the pirates obtain an intercept during the vulnerable skimming/outbound window?
Is there any official or common simple abstraction for this? Something like: “pirates have X combat rounds before the target is too far/fast to catch”?
This matters because of symmetry. Gas giant piracy should be dangerous if the PCs are refuelling, but also plausible if the PCs are the pirates. I want a tense, finite engagement window, not either instant escape or a 100-round combat.