You Turn off Gravity on the Ship: How Long Before Hilarity Ensues?

DigrizJB

Banded Mongoose
I ran a homebrew scenario where the PC Pilot was being forcefully relieved of command by the Security Officer (SO). The ship was depressurized to retrieve orbiting objects, and the Security Officer’s stunner failed to penetrate the Vacc suit or disable the pilot. The pilot then turned off the gravity on the next turn and started to roll the ship on the third turn.

Since a personal combat round is 6 seconds and a starship combat round is 6 minutes (60 personal combat rounds), I house ruled that shutting down the artificial gravity was 1) was not an instantaneous change and 2) would cause a general alarm to be sounded on the ship, before the gravity was switched to zero. The pilot made a routine electronics check (6+) and I house ruled that if he succeeded with an effect of 4+ he could shorten the shutdown time.

This gave everyone a chance to make at least one saving throw to grab something (a significant action) when the alarm sounded. The SO missed her DEX throw to grab hold of something.

Q 1. Are there any written rules official or unofficial that cover the operation of ships systems and how long actions take?

Q 2. Any thoughts on how long it would take to turn off all of the circuits running the anti-gravity? I think it might be related to the size of the ship?

The pilot succeeded, and the artificial gravity was shut down in 1 personal round (6 sec.), which in retrospect seems too short. The SO failed her next saving throw and was thrown into the wall, as the ship began to roll. Here I thought maneuver thrust in 0-gee would affect the ship in 6 seconds, but welcome anyone with a greater understanding of physics to please comment.

Later on, one of the PCs got into a turret, which had not been powered up. In space combat rounds it takes 6 minutes to make one attack, which I would guess largely consists of targeting and building up power in the weapon (or powering the launch system for missiles and sand).

I did not allow the PC to fire the weapon “while it was powering up” - for the duration of personal combat, which was over in less than 6 minutes. However, I did allow them to use the sensors and targeting, which enabled them to “attract the attention” of another spacecraft.

Q 3. If a boarding action is raging around a turret gunner, when would you expect the turret to attack, in the sequence of personal combat? After D6 x n personal rounds? During the second personal combat round? (sensors check, then trigger)? After 30 personal combat rounds (3 minutes)?

The final question revolves around opening an Iris valve when one side is pressurized and the other is not pressurized. Once the PC succeeded on their electronics check to override the door’s opening mechanism, I ruled that there would be a 30 second warning before the door opened, which now seems to short. But 5 combat rounds worked well for dramatic effect. I considered making it one personal combat round if they rolled a 12 or effect +6.

Q 4. How long does it take to open an Iris valve if the sensors detect atmosphere on one side but not the other? Can it be opened or does it need to be breached?

The main lesson I learned is that combat in space is very complex, you have to account for numerous other variables including artificial gravity, the movement of the ship, unsecured cargo that shifts, change in atmosphere, and creative PCs.

Cross Posted from COTI for a different perspective from this forum
 
Q1 - Many of your questions are likely answered 'officially' only once the Starship Operator's Manual comes out in August. Before that, it is up to the individual Referee's discretion as there are no actual rules (current edition) for those situations, at least as far as I know. You just have to make your own interpretation on how the technology works in specific situations like what you described. I think you handled them well. There was a Starship Operator's Manual for MegaTraveller back in the 80s, which is an excellent resource, but that information is no longer canon, I fear (hasn't been since the 90s, I think).

Q2 - [Pedantic mode on: You mean artificial gravity, BTW, as anti-gravity is a different thing.] In older editions, it was possible to play gravity ping pong with artificial gravity as a way to e.g. deter boarders. That is, you would turn the gravity off, then after a short while turn it back on, making everyone not prepared for it crash to the floor hard, then turn the gravity off again and on again, repeating as necessary. This meant the gravity could be instantly turned off and it would take effect instantly. Ditto for turning it on (but maybe there would be safety measures to slow it down a bit, unless overridden). Now, IMHO, this makes nearly all boarding actions practically impossible as the attackers will be easily pounded into minced meat and where's the suspense in that. IMTU, I have ruled the artificial gravity takes awhile to turn on and off for tehnobabble reasons (e.g., "slowly dissipating residual charge in the gravity plates") and can't be used for gravity ping pong. Also, the artificial gravity field cannot be so finely controlled as it isn't localized room by room, corridor by corridor, but affects the entire ship as a whole.

Here I thought maneuver thrust in 0-gee would affect the ship in 6 seconds, but welcome anyone with a greater understanding of physics to please comment.
Without artificial gravity, inertial dampening or any other technobabble measures, the ship's acceleration will affect those inside it immediately and at all times. There is no delay.

Q3 - I would have just rolled either 1D6 or 1D3+3 and said it fires on that minute in the 6 minute span.

Q4 - This is again up to the Ref's discretion. In my games, an iris valve cannot normally be opened if the other side is in vacuum. It needs to be overridden or breached to get it open. An emergency override would seal the area now pressurized before opening the iris valve to the unpressurized area. It would depend on the override if there are warnings and delays - a crude bypass job would take effect immediately without warning, an emergency program command would issue a warning and 10-60 second delay (as chosen by the operator).

P.S. The issue of artificial gravity is a bit convoluted as it also touches on acceleration and inertia, which you are, of course, free to ignore. And depending on your flavor of sci-fi, it is not necessarily an issue you even want to tackle. As of current edition, I think it's been assumed the artificial gravity also provides inertial dampening and the whole package is an extremely reliable and rugged piece of technology which doesn't need worrying about, then leave it at that. Don't try to look behind the curtain. ;)
 
Now, IMHO, this makes nearly all boarding actions practically impossible as the attackers will be easily pounded into minced meat and where's the suspense in that. IMTU, I have ruled the artificial gravity takes awhile to turn on and off for tehnobabble reasons (e.g., "slowly dissipating residual charge in the gravity plates") and can't be used for gravity ping pong. Also, the artificial gravity field cannot be so finely controlled as it isn't localized room by room, corridor by corridor, but affects the entire ship as a whole.
The boarders could be using magnetic soles.
 
Yeah, if I was hijacking a ship, especially by boarding, I'd have my spacewalking gear ready. You know that disabling gravity is a thing they will do (or a thing you might do if you get control of engineering), even if gravity ping pong isn't an issue.
 
Traveller canon has artificial gravity switching on instantly, but says nothing about if there is a residual artificial gravity that fades over time once the power is switched off.

Note that switching off acceleration compensation may have a much worse effect on the unprepared...
 
It's artificially induced.

I tend to think that artificial gravity would be an active component, so if you switch off the power, it's gone.
 
Thanks for all of the responses, and the pedantic corrections. Originally the ships were trying to do this in orbit, and there are just too many variables - 3 dimensions. I will move this encounter to the surface of a small airless planetoid with minimal gravity to avoid player shenanigans with the flight trajectory.
 
Wait a second, do we have granite (presumably) planetoids?
Granite is an igneous rock formed in the magma chambers under volcanoes: essentially you need a large mass of molten rock that you then allow to cool slowly to get the large crystals.
Asteroids can form by accretion, which would not produce something like granite until they achieve planetary size, of by taking a planetoid and breaking it up, perhaps by collision (though it would try to reform, such as what we believe happened to the Earth/Moon) or inside the Roche limit of a larger planet (which would create a planetary ring).
Igneous asteroids are possible but will be rare.
 
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