There are two reasons to make a J1 ship at 100 tons:Basically, if you aren't making a 100-ton J1 ship, you should be using this method.
This ship uses a battery in the 2nd edition High Guard as well, so early.Following up on the info in the Farcebook post, it seems this has been explicitly legal since High Guard 2022 Update came out, as the X-Boat does the same thing.
I picked a random ship from Traders and Gunboats to get a glimpse at how they are designing ships. With everything entered (though they didn't allocate everything so that it fit with the right amount of cargo space left over and even double stacking the crew, they don't all fit) the ship is powered to do everything, coming in only 2 power points short of meeting all needs--including jump--simultaneously. So, the official designs--based on admittedly one ship--seem to not be saving any space by shorting the power plant.For most ships, at least civilian ones, the J-drive and the M-Drive have comparable ratings and, thus, draw comparable power. So you aren't saving anything by doing this 'trick'. Because they are just moving the same power from one drive to the other. If your J-Drive is higher rated than your M-Drive, I guess you get some benefit from it.
Understood. My personal view is that the batteries make a good backup to the power plant. Not needed in most situations, but no one wants to be short power to jump out as the pirates are bearing down and dealing damage that might drop the power plant. Call it inexpensive insurance.Yeah, there's approximately zero use case for simultaneously accelerating and jumping. It used to be standard design for that power switch to be the case. I guess the new standard is different or people think the M-drive is like the accelerator in your car and you slow down/stop if you turn it off. Which is obviously not the case in any meaningful sense in space.
No one is saying it doesn't need the fuel. At least I think not. It still has a power plant and can manage just fine in jump space. I'll have to plug it into a spreadsheet to be sure, but I believe the 20 point power plant will handle that. The batteries are solely to power the jump (40 power points).I would point out that while the X-Boat uses batteries instead of a POWER PLANT for the purposes of making a jump, it does still need jump fuel. Essentially what CT and High Guard are saying is that the Jump Drive batteries are enough (or have been increased enough) to cover life support for one for a week.
Somewhere I have a copy of an independent? adventure I picked up at DriveThruRPG centering around a mis-jump on a ship that cut that switchover a hair to fine.With almost all of the ships I design, I assume that the manoeuvre drive and the jump drive won't be both drawing power at once (assuming that power to the manoeuvre drives is cut one second before the jump drives are engaged). I don't believe there is a requirement to power both concurrently.
Yes, that's the actual intent of the batteries: to have a reservoir of power if you lose part of your power plant to malfunction or battle damage. But that's batteries on top of your power plant, not instead of.Understood. My personal view is that the batteries make a good backup to the power plant. Not needed in most situations, but no one wants to be short power to jump out as the pirates are bearing down and dealing damage that might drop the power plant. Call it inexpensive insurance.
That's better than the TL12 power plant that they keep insisting on installing in the TL 10 Shuttle. At least they got the TL 9 passenger shuttle right, where TL is concerned.As a side note, TL8 power on a TL13 craft? Really?
I don't recall it being possible to jump with battery power in CT. I think Mongoose Traveller is the only version that allows it. Marc has always been super restrictive about what can and can't power jump drives, with assorted contorted rationales for making Chemical and Fission power plants ineligible.I would point out that while the X-Boat uses batteries instead of a POWER PLANT for the purposes of making a jump, it does still need jump fuel. Essentially what CT and High Guard are saying is that the Jump Drive batteries are enough (or have been increased enough) to cover jump drive power requirements and life support for one for a week.
Annic Nova is an edge case, but I believe it's still accumulating hydrogen and storing it as jump fuel?
The need to have both M-Drive and J-Drive powered at the same time is purely tactical. About the only time I could see it being desirable is if the ship is under threat and needs to get to 100D (or 10D!) without any delay. Even then, there are often other systems that can be taken offline or not used (weapons, life support temporarily if everyone is suited up, G-Compensation if the crew can cope etc), and the power plant put into Montgomery Scott mode, if you have to. Military ships will often be ABLE to do it by simply not firing all their guns.
I see your point, but even with the power plant scaled back to not cover jump and that power going to batteries, most ships still have the option of rolling back main power and using the power plant or going with batteries.Yes, that's the actual intent of the batteries: to have a reservoir of power if you lose part of your power plant to malfunction or battle damage. But that's batteries on top of your power plant, not instead of.
There are restrictions on power sources in Mongoose Traveller.Yes. As far as I am aware, you can provide the power for jump with any source of power you want in Mongoose Traveller. Chemical, mechanical, fission, fusion, anti matter, batteries, etc.
Ships should have emergency power, batteries, or other such things. But that level of complexity is normally ignored. The option exists in MgT2e but it's rarely used.
There was one edition of Traveller that built ships that way. T:NE or T4, I don't recall off the top of my head.
Jump Drive:
In order to use the jump drive, the ship requires an amount of Power equal to 10% of the hull’s total tonnage multiplied by the maximum jump number the drive is capable of. Only fusion and antimatter power plants can generate the intense burst of energy necessary to operate a jump drive. In either case, the power plant must be used to inject hydrogen into a jump bubble, so alternative fuels cannot be used. Note that this Power requirement is only needed when the ship actually initiates a jump – at all other times, the jump drive remains inert.
HIGH-EFFICIENCY BATTERIES
Ship-board batteries are designed to store power until needed. They can be recharged in any round with excess Power not being used by other systems. This Power can then be used in subsequent rounds as if they were being produced by the power plant; simply add the amount of Power stored within the batteries (they need not be completely drained) to the Power the ship has available that round.
Supposedly the lower TL helps cut costs over the large number in use, the arguable "explanation" of the inherited lack of M-drive. It's been a minute since I looked, but I got the impression everything on it was as low TL as possible.On a side note, it is poorly designed. TL8 power on a TL13 craft? Really?
I'd imagine the bolded part is the justification for using batteries to power jump, so long as the right kind of power plant generated the hot dogs, er, power. It's the justification I was using, anyway.![]()