Tracing a 'Jumped' Ship

Hoplite

Mongoose
Is it possible to trace a jumped ship if you 'see' it jump.

Can you tell from its entry vector, power surge at the time of Jump etc, where its destination is going to be, or once a ship has jumped is it untraceable?

As far as I can remember there's nothing about this mentioned in the book (I haven't got it with me at the moment). My gut feeling is that if you had sensors on it at the time, you might be able to pick up some information depending on the effect. Something like Jump 3 to Spinward, which might narrow the destination down to a handful of systems.
 
AKAramis said:
It was possible under TNE (Regency Sourcebook, in the Ref's lib Data).

In GURPS Traveller too. p.121 mentions that ships leaving and entering jump can be detected by the burst of energy given off.

Mike
 
I've read somewhere, and it makes perfect sense, that the ship needs to match vectors with its destination (not to make the jump, just to make maneuvering straight forward once they arrive), so in that case, an observer should be able to work out which system, even to which planet, the ship is going to.

The 'prey' could always try to fool the watchers by matching vector with one system then jumping to another. Only that at their destination they might be flying out of the system rather than nicely heading in to their target planet.
 
With jump masking in use and a decent sensor lock on the jumping ship you should be able to short list the ship's destinations. The key information here is specific real vector, exact location, and knowing which destination systems are occluded from jump at that location.

With a visual details sensor lock (ie. pretty close) I might allow an estimate of the jump range just initiated, but it would be a specialized skill set to allow it.
 
The short answer is yes... with details.

I would say that it was a difficult (or harder) Sensors task to gain the needed information about the ship.

If you make a task roll - which I would set at difficult at the least - then you can determine how much power went into the jump and get an estimate on how far they are traveling. I would say a range... 1-2, 1-3, 1-4.

If you have other information you should be able to narrow down more info.
Thus, knowing the direction tells you approximately where they are going. But a ship *can* be pointing one direction and jump in a different one. It just means that when they come out of jump they have some extra work to do.

If you know you are looking at a 100t ship, then you can safely bet that it won't be making a Jump 4.

You get the idea (grin)
 
Of course, this all assumes you can see the ship well enough to figure out which way the front is pointing. The jump flash covers the whole ship, so you won't be able to tell anything just from that except for the fact that it's jumped.
 
This is one of those areas where the Referee usually decides whether or not a ship can be traced through jump.

Just think about how tracing a ship through jump will affect your game universe and then make the decision of either yes or no. If it is allowed, then think up ways for ship captains to spoof the trace (short jumping, jumping at a different vector than your direction, etc).
 
EDG said:
Of course, this all assumes you can see the ship well enough to figure out which way the front is pointing. The jump flash covers the whole ship, so you won't be able to tell anything just from that except for the fact that it's jumped.
Does it matter which way the front is pointing? Vector would be far more important, and a ship could be moving "backwards" from the way it's facing.

It's also going to depend on which j-drive method you subscribe to - lanthanum coil, or lanthanum grid.

IIRC, a lanthanum grid will "light up" in a sequence that depends upon it's destination. That would mean a clean visual of a ship should allow one to narrow down the destinations significantly.

I have no idea what a lanthanum coil would do.
 
Yeah, I think you'd need to be in sensor range and get enough information from them to determine vector etc to have a chance.

If all your saw was the flash of the ship with your naked eye as it jumped then you wouldn't stand a chance.

I think that if you had good enough data, you might be able to work out the more likely Jump destinations of a fleeing ship, but if the target ships navigator has had a chance to do something fancy with the Jump calculations, then its just going to be guess work...

So, at worse jumping from pursuit will buy you some time, at best you'll loose pursuit completely.
 
Jeff Hopper said:
This is one of those areas where the Referee usually decides whether or not a ship can be traced through jump.
Yep.
Just think about how tracing a ship through jump will affect your game universe and then make the decision of either yes or no. If it is allowed, then think up ways for ship captains to spoof the trace (short jumping, jumping at a different vector than your direction, etc).
There are all sorts of ramifications to jump tracing that can have some interesting, if mostly minor, impacts on the game universe. It doesn't matter if you say yes or no, but if you pick yes, be consistent in the effects. If the PCs can do it, so can a lot of other people.

The biggest ramification that comes to mind is that depending on how easy it is, systems may have routine monitoring systems in place that scan the are for departing/arriving ships, and record the data with a list of possible destination/origin points. This database would be used in things like skip tracing and criminal investigations, and even determining who gets customs inspections - IE, if a ship, upon arriving in system A, transmits info that it is arriving from system B, when in fact it came from system C, computer monitoring of jump arrival information may flag the ship as needing a customs inspection because of the discrepency.

If the data is a bit harder to sift through - like it usually takes hours of investigating the sensor data and computer time to derive the information, you'll probably find that there are specialists for this sort of work. Many systems will have specialists who can be hired (at significant cost, I'm sure) to provide this information where data is available, and Military ships will almost always try and have a specialist or two onboard specifically for this. In these cases, the data will be mostly used in a historical context - in order to provide intelligence data on routine enemy ship movement patterns, and build criminal cases against ship owners/operators, not trying to follow a ship that just fled system.

IMTU, calculating the jump vector is relatively easy for an Astrogator with average skill, its getting reliable data that's the hard part. I use the lanthanum grid model for the j-drive, so a good clear visual of the arriving or departing ship is basically all that's needed, and the ships last known vector helps as well. A good visual does require knowing where the ship you're tracking is, which means having your sensors pointed in the right place when the ship jumps. The further you are away from the target, the more things they can do to "fool" you - like change vector, add flashing decoy lights to obsfucate the grid flash, etc.

Higher tech and/or higher traffic systems routinely monitor incoming and outgoing ships with satellite and "bouy" netowrks, and log the data, but the data is rarely used in real time. A computer routine will scan the data as it's stored, and flag any gross discrepencies for further action, but for the most part, it isn't doing the analysis required to give a definitive answer.
 
Jump tracing is possible in my campaign. Recently my characters, in a hackneyed The Traveller Adventure, watched a 2500dton Kforrzeng (sp?)Cruiser follow the Walblutn (sp?) out of jump and blow great holes in it with a spinal mounted Fusion cannon.

I ruled that a ship with powerful enough military sensors - and someone with at minimum sensors 2 - along with a powerful enough computer - and someone with minimum computer 2 - plus some kick ass software and in a short time, the location can be decerned.

Of course, the Vargr are unlikely to have this kind of technology, but the Zhodani and Imperium do, and the Vargr are mercenaries...

Character ships could have it, if they have the room, the money and get it from the right place - being military assets mostly. Military will definately have it and some rich system police squadroms of high enough Tech level.
 
kristof65 said:
The biggest ramification that comes to mind is that depending on how easy it is, systems may have routine monitoring systems in place that scan the are for departing/arriving ships, and record the data with a list of possible destination/origin points. This database would be used in things like skip tracing and criminal investigations, and even determining who gets customs inspections.

Besides the military and law enforcement options, jump tracing could also be used for rescue operations if a ship is reported as overdue.
 
Good question, and oddly one I have never considered. On reflection while reading this thread, I have desided that for my game you simply cant do it. And if I change my mind later, I can always have a new peice of gear invented.

Of course I already have hyper that cuts your speed by 90% and you cant predict what direction you are going to be pointing when you pop out. And to head off any arguments, show me a text book that shows thats not how hyperspace works :D
 
kristof65 said:
Jeff Hopper said:
The biggest ramification that comes to mind is that depending on how easy it is, systems may have routine monitoring systems in place that scan the are for departing/arriving ships, and record the data with a list of possible destination/origin points.

I think it would have to be very easy to trace jumps if automation was going to have much impact. It might be reasonable for known traffic to be monitored this way, since the sensor drone can anticipate where to look to gather the data, but a ship which deviates from (or never filed) its flight plan might not even be detected in time to get the data the trace calculations need; the 100D shell is a huge volume to scan.

If you can make guesses from the jump flash (spectrum, polarisation, magnitude, form), that might be noticeable enough for a broad area scan to spot.
 
TNE requires that you be able to get a relatively good fix, and must make a formidable astrogation, to reverse engineer the plot.
 
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