Showing posts with label Bk2. Show all posts
Showing posts with label Bk2. Show all posts

Wednesday, July 26, 2023

The Implications of Jump Drive

 The Jump Drive is the technology in Traveller that allows for FTL travel. We play Traveller, We know this. But have you thought about what that means?

The Jump Drive moves the PCs from hex to hex, yes. But how?  You look at the jump rating, which is a cross-reference of the size of the ship and the letter code, A to Z, of the drive. These give us the ratings from 1 to 6. Still telling you things you already know.

The point is this: a jump drive is not rated by how fast it can go. Any jump “takes about one week” (TTB, p. 49) whether you have a tiny type-A in your Free Trader or a mammoth type-Z in your super-cargo freighter. 


A jump drive rating tells you how far it can go in that one week. A jump-2 drive is not twice as fast  as a jump-1 drive; it has twice the range of the jump-1 drive.

There is no real-world comparison for this distinction. We rate vehicles, from bicycles to Blackbirds in rate of distance per unit of time. Faster vehicles cover the distance in less time. Not so in Traveller. A jump-1 drive takes as long as a jump-6 drive to do a one-hex transit. End of story. 

The difference is of vital importance to Travellers. Why? Because of a hard-wired fact of the Traveller setting, whether the 3rd Imperium or my own Church and Empire setting. Information, in order to propagate, must be carried. In ships, that all take a week to jump. 

From Supp 8, Library Data: Another central fact of interstellar travel is that no method of information transfer faster than jump drive transmission has been discovered. Ships can carry messages, but radio still lags at mere light speed. Communication is always restricted to the speed of interstellar transportation.

The distances between worlds is a fixed and unchanging quantity. If you want information about a world 6 hexes away, how long will it take for that information to reach you? Answer: either six weeks, or one. If you get your information delivered express, you get to act a month and a half before the other guy does, who’s waiting on a jump-1 courier to bring it.

The same goes when Travellers decide to, well, travel. A ship with Jump-4 can get a Traveller from Holtzmann to Stavanger in one week. A Jump-2 ship will take 3 weeks to make the same trip. Look at the map to figure out why. If your PC and his competition have a goal to reach on Stavanger, what is the essential play?  Securing the ship with long enough legs to get you there in one week.

Add to that this complication. Not all planets have the same access to the information delivery network. TTB page 89 says: 

Within the subsector, local governments will have established communications or trade routes connecting some (but not all) worlds.

AND

Communications routes should be carefully drawn so as to avoid making all parts of the subsector accessible; a subsector should reserve some areas as backwaters for exploration and adventure.

Depending on where you are, it may take even longer for the Big News to reach you.

The Traveller who wants to do big things and make a name for himself needs information, and needs it faster than his competition. Knowledge is Power. The Jump drive is the key to that power. 


Image credit: Pixabay

Thursday, February 18, 2021

Forget Adventuring, Become a Broker!

 In the article High Finance by Terry McInnes from JTAS #13 

"After a character has reached his late 50's or early 60s - an age when rough and tumble adventuring loses its appeal, he may wish to . . . settle into the brokerage business. Cargo brokers help ship captains get increased prices for their goods and charge a percentage of the final price for their services. Brokers also arrange the sale of goods by planetside farmers and manufacturers to ship captains who invest in these cargoes for resale to another world."

Cargo Brokering. Wow. You can make an absurd amount of money with this little technique, all without the wear and tear of adventuring. I ran the numbers, keep reading and you'll see.

So you're sure this cargo isn't illegal on this world, right? Ohhh-kay.
The general process is this: the Referee determines the number of captains per week who may want to contract with the broker. This is presented in the article as always being a non-zero number. Perhaps this should be modified by the starport rating of the world the PC works from.

Tuesday, September 8, 2020

Fire for Effect! the Forward Observer Skill

The Forward Observer skill has long puzzled me. When I was a teenager getting into Traveller (in the 1980's) I could not get my head around what the Forward Observer skill was good for. Why did they include it? Now these many years later, I have an answer for that. It turns out that I've missed out on some exciting adventure opportunities!


 

The first reason that FO skill confused me is that to me this skill deals with Big Guns - mortars & howitzers; you know, artillery. Classic Traveller has next-to-nothing to say about Big Guns, at least ground-based ones. The Book 1 Gunnery skill is primarily about starship weapons. The skill text does say that “Gunnery may also be used for similar weapons mounted on ATVs or air/rafts.”

which suggests that these vehicles can have energy or projectile weapons. The Vehicles section mentions AFVs but nothing whatsoever about how to adjudicate fire from Big Guns. Starter Traveller didn't even mention AFVs.

 

A quick digression. Back in the day I did not conceive of the rules as a toolkit for adding my own features into a Traveller setting. I expected the publishers to do it all for me. I have since changed my outlook.

Where was I? Oh yes. Without rules to define and use Big Guns, I had no way to actually use the FO skill except in the most abstract sense. I also lacked the real world information and the sci-fi reading background to make use of the FO skill by whipping up some Big Gun rules.

I think the FO skill did not survive past the Classic edition of Traveller. If later editions still have it, please enlighten me in the comments. If you open up Book 1, it is available on the Service skills table for the Navy, and the Army. If you look in Book 4, Mercenary, FO skill appears on the Artillery and Marine MOS tables, the Staff and Shipboard skill tables. Note in Book 1 this is a skill for Navy and Army types; in Book 4, it becomes a Marine skill as well. It appears in Book 5, High Guard on the Shore Duty and Gunnery MOS tables. Book 4 also introduces the Field Artillery gunnery skill. I'll add a thought on that later.

Wednesday, August 10, 2016

On the Nature of Book 2 Space Combat

This is not covered under Book 2 Rules. You figure it out.
Over the weekend I refereed a Book 2 space combat engagement with my boys. In the course of the battle, I discovered something I'd never noticed before. The boys have a fancy ship, the FNS Audacity, and were chasing down two ships of the rebellion against the Federation (my sons' ATU setting), now illustrated here!

But that's not my discovery.

I realized that Bk2 is not so much a tactical game, as it is a resource management game. It's not so much about maneuvering your ship or using that cool specialty weapon, but in maximizing the efficiency of the resources you bring to the game. 

What do I mean by resource management?

Wednesday, April 22, 2015

Classic Traveller Ship Builder


Building starships is one of the many fun 'solo' activities in Traveller. The Bk2 system is fast, simple and reasonably flexible, so you can crank out ships in just minutes.  Now you can go even faster with Matt"s CT Ship Designer!

Features include:
  • Bk 2 and Bk 5 (High Guard) designs
  • standard and custom hull sizes
  • Small craft design sequence
  • civilian staterooms or troop carrier accomodations
  • A 'payload' section with custom interior features like workshops and vehicles
  • Error report tells you what you need to fix

Sample Ship: 400 tn TL 12 Liner/Mail Packet

Regina Shuffle
400 ton, TL 12 Civilian Design, 158.79 MCr
10 crew (Command: 1+1, Engineer: 0+1, Gunners: 1+1, Stewards: 1+3, Medic: 0+1)

Agility 0, Emergency Agility 2
___Ton._____MCr.____EP.___
| ___.__ | _20.00 | _.__ | standard hull, streamlined , fuel scoops
| _20.00 | __2.00 | _.__ | bridge
| __3.00 | _18.00 | 1.00 | 1 x computer model 3
| __2.00 | __9.00 | _.__ | 1 x computer back up model 2
| _25.00 | _40.00 | _.__ | drive jump #2
| __7.00 | _16.00 | _.__ | drive maneouver #2
| _13.00 | _32.00 | _.__ | power plant #2
| __5.00 | ___.__ | _.__ | reserved drive space
| _20.00 | ___.__ | _.__ | fuel, PP endurance 4 weeks (8 weeks powered down)
| _80.00 | ___.__ | _.__ | fuel, jump range 2 parsecs
| __1.00 | __0.75 | _.__ | 1 x sand caster turret #4
| __1.00 | __2.00 | 2.00 | 1 x beam laser (mixed turret) turret #2
| 140.00 | _17.50 | _.__ | 35 x staterooms
| _15.00 | __1.50 | _.__ | 30 x low berths
| _43.00 | ___.__ | _.__ | 43 tons cargo capacity
| __5.00 | ___.__ | _.__ | 1 x 5 ton Mail
| _20.00 | __0.04 | _.__ | 1 x 20 ton Launch
‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
| 400.00 | 158.79 | 3.00 EP used, PP generates 8.0 EPs

160.38 MCr for first ship in class, built in 64 weeks
127.03 MCr when built in volume, built in 52 weeks
CT Ship Designer by Matt. Visit https://tca-2014-12.herokuapp.com