Long Haul Jump Travel, Jump Stress and effects [FT campaign]

2 posts ยท Oct 12 1999 to Oct 12 1999

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Tue, 12 Oct 1999 11:12:12 -0400

Subject: Long Haul Jump Travel, Jump Stress and effects [FT campaign]

List-ites: (Like Dead-ites, only much more hygenic)

Me and Schoon worked this up, and now submit it for your perusal. It is based
(at least partly) on canon and words from St.Jon of Needham, and
the rest is our own bash-up. Fill yer boots, and hope you like it. To my
mind, it filled a need for getting some long-haul transit rates set
down, along with consequences for violating them.

Without further adieu....

************************************************************************
********

Long Haul Jump Travel in the FT Universe:

by Tomin8tor (Tom Barclay) and Schoon (Sean Bayan Schoonmaker)

==============================================================

Canon (and conversations with Jon T on the mailing list) seems to indicate
that a military ship may jump once per 6 hour period at a maximum, and a
civilian ship once per day, or at least these were the starting points. The
average jump works out (counting the smaller jumps coming into a system and
the larger
open-space jumps) to about 1 LY.

With a little thought, the following table is produced:

Ship Type      Normal Transit    Hi-Rate Transit Max
Civilian       7 LY (2.1 Psc)	 14 LY (4.28 Psc)      (Max 2 jumps a
day with civ gear)
Military       20 LY (6.1 Psc)	 28 LY (7.7 Psc)       (Max 4 jumps a
day with military gear)

These are "typical" travels. For a freighter or passenger liner, a normal day
is one jump. For a military ship, most commonly three jumps.

What we know also from canon is that the stresses of jump mess up humans and
machines in the FT universe so that it takes a while for a ship to be
"functional" when entering from jump. What that does not do is account for how
long the trip prior to that was or how long the crew had been "short cycling"
their jumps.

In order to take this into account, and in order to allow a concept of
"pushing" in long distance travel, a ship captain may choose to push his ship
beyond his normal transit rate, towards the maximum rate. In the case of
civilian rigs, this means two jumps a day... their gear just is not military
standard. In the case of military ships, this means making the maximum 4 jumps
each and every day. In either case, the regimen is no joy for the ships or
crew.

Minimal-Time Jump Cycling to Achieve Higher Transit Rates
-----------------------------------------------------------------

For each and every LY the ship chose to increase its speed by
short-cycling (in excess of the Normal Transit rate,
limited of
course by the Hi-Rate Transit Maximum), it will be possible to
accumulate a Transit Stress point. At the end of the week (if still in jump),
or at the end of the jump if it was less than a week in duration), roll one d6
for each LY rate increase excercised.

Military Vessels & Marine Contingents:
On a 5-6, accumulate a Transit Stress point.

Civilian Freighters (no passengers, only crew) & Other non-Marine
Troops:
On a 4-6, accumulate a Transit Stress point.

Civilian Passenger vessels:
On a 3-6, accumulate a Transit Stress point.

Cryosleep: When rolling for an accumulation of Transit stress, it takes TWO
sixes to accumulate a stress point. This means a contingent of troops in
jumpsleep can exist aboard a ship only slightly pushing the envelope rather
indefinitely without noticing. They can also survive a Navy crew pushing hard
to reach a destination. But that doesn't spare the ship's crew...

If you have troops (non-Marine) aboard a Military Vessel, therefore
they'd have different rates of Transit Stress
accumulation, don't bother to roll twice - just count two totals as you
roll and track the effects separately.

For effects, consult the following table. Note that only severe effects (Jump
Shock) will be relevant to ships
in-transit. Otherwise, the results only matter when you exit a jump.

Accumulated Stress Points Stress Level 0 Normal, no Transit Stress effects.
1-2                             Slight Transit Stress
3-5                             Moderate Transit Stress
6-9                             Serious Transit Stress
10+                             Severe Transit Stress, Jump Shock

Effects of differing Transit Stress Levels:
------------------------------------------------------------------

Light Transit Stress

One die roll every turn (opponents choice) is modified by -1 for every
stress point (either 1 or 2). It only therefore affects 1 or 2 dice. But the
opponent can chose whatever roll he wants to palsy representing the crew just
not being in
top shape - these can be firing rolls, thresholds, push-the-engine type
rolls, PDS, you name it. But the choice to affect a roll must be made before
the roll is made. Note for things where
re-rolls might occur or certain die results have a
specific value, even though a modifier is applied the basic roll is considered
(for example, a beam rolling a 6, modified
to a five is still considered to have a reroll - unmodified - as a
result of the initial six).

Moderate Transit Stress

All die rolls every turn are modified by -1. This represents the crew
really just not being in top shape and even the
computers onboard the ship are a little off calibration - these modified
rolls include firing rolls, thresholds,
push-the-engine type rolls, PDS, you name it. Note for things where
re-rolls might occur or certain die results have a
specific value, even though a modifier is applied the basic roll is considered
(for example, a beam rolling a 6, modified
to a five is still considered to have a reroll - unmodified - as a
result of the initial six).

Serious Transit Stress

All die rolls every turn are modified by -2. This represents the crew
being totally shagged out and the computers in a
pretty questionable state, badly off calibration - these affected rolls
include firing rolls, thresholds, push-the-engine
type rolls, PDS, you name it. Note for things where re-rolls might occur
or certain die results have a specific value, even though a modifier is
applied the basic roll is considered (for example, a beam rolling a 6,
modified to a five is
still considered to have a reroll - unmodified - as a result of the
initial six). At this stress level, fighter and deck
crews are in too rough of shape to perform - fighters and other small
craft may not be launched or recovered. A Captain that takes his ship to this
level of jump stress had better have a compelling reason, because a Board of
Inquiry may well be convened. Any Admiralty looks askance at manouvres that so
seriously endanger the safety of the ship and crew. Civilians caught pushing
this hard can have their license to operate suspended for up to a year.

Severe Transit Stress (Jump-Shock)

This is very, very bad. The crew has been pushed to their limits and beyond.
The computers are as likely to tell them the
blip on the screen is a one-eyed, one-horned, flying purple people eater
as it is to reveal its true nature. The hardware needs recalibrated, and the
software may need reloaded from offline backups. For the crew, the effects are
to the point
where their headaches, nausea, and general de-habilitation become life
threatening. Needless to say, crew can't fight. Automated defences can't work,
and the ship will automatically decelerate to zero when it comes out of jump.
It cannot move. The crew cannot fight a boarding action. Every crew unit must
roll d6. For every point of Transit Stress over 10, add 1 to the roll. Any
roll that meets or exceeds a result of 6 kills that crew unit. This should be
applied to passengers or troop units too (obviously). A Captain that gets his
ship to this state without some pressing emergency is
likely to be stockaded for several years, have his or her watch-standing
ticket suspended, be blacklisted by the Admiralty (bad for getting a
subsequent civilian job), be stripped of rank, then be dishonourably
discharged. Civilian Captains can expect to have their license to operate
suspended, their ship impounded, face civil suits from injured
parties or their relatives, and expect to have their space-qualification
tickets and Ship's Master's tickets withdrawn. They can expect to be
blacklisted with their professional guilds and whatever company they may work
for, if any.

Ghost ships have resulted from very bad transit shock. Ships arriving with all
their crew dead and their computers a smoking heap. This is the stuff space
legends are made of.

Jumps executed inside a system's Jump Frontier are very stressful. Whatever
this Jump Frontier is, for every 10% inside of this Jump Frontier (see the
bottom to determine how long it takes to get from primary habitable area to
Jump Frontier
- or use your own PSB, math and distance), roll 2d6 for jump stress just
from ENTERING Jump. A separate roll will be made for any intersystem distances
covered. If the Jump is executed from inside the Habitable area, EVERYONE
aboard dies. In fact, it is quite likely the ship never exits Jump space and
is either lost in Jump space or destroyed.

Recovery from Transit Stress
----------------------------------------------

You can't recover from being dead. But, for those that are alive, recovery
will be a slow process. A Transit Stress point is recovered for every 6 hours
spent resting. This means either the ship is gliding on a ballistic path with
no enemies nearby to watch for, or that it is stationary in space on low
power. In either case, the ships company takes time to come back from
protracted jump stresses, and it takes them a while to recalibrate all the
hardware and sensors and to reload and verify the integrity of all the various
software nodes.

Rumor has it that the Kra-Vak may recover from Transit Stress faster,
perhaps 1 point every 3-4 hours. This is an
unconfirmed rumor. Rumors also persist of secret drugs from black labs that
will cut the recovery time for humans or allow them to ignore Light Stress.
But these drugs no doubt come with risks, if they exist at all. Certainly none
have been sanctioned or acknowledged by any civilian body or military service
as of yet.

Another Tidbit on Travel:

From: Thomas Anderson <thomas.anderson@u...>

Date: Tue, 12 Oct 1999 21:11:50 +0100 (BST)

Subject: Re: Long Haul Jump Travel, Jump Stress and effects [FT campaign]

> On Tue, 12 Oct 1999, The Nameless One (aka Thomas Barclay) wrote:

> Me and Schoon worked this up, and now submit it for your perusal.

looks pretty thorough. i suggest that the analysis part of this go in the
currently empty technology section of the encyclopedia galactica.

tom