[TML] [Merchant Shipping] Some ideas I came up with to make merchant shipping more interesing
Tom B
kaladorn at gmail.com
Thu Apr 10 10:20:50 MDT 2008
MT-based (in terms of task description format), excerpted from a page
I wrote on shipboard operations that I cannot reproduce here due to it
containing a modified version of MTs checklists.
One of my main goals was to highlight the importance of the pursers
and the supercargo (cargo officer) to the operation of merchant
shipping. This sort of thing is glossed over in favour of all things
tactical, which is a bit bizarre in merchant or mixed campaigns where
shipboard commerce is a key part of the game.
So here are some extra ideas...
Tom B
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Loading Cargo And Passengers
Before a ship can prepare to leave a port, the ship must embark
passengers and crew and must load any cargo (freight, mail, or
speculative cargo are all included in this description). Crew
embarkation is a familiar matter and not subject to any skill checks.
Passenger embarkation is also automatic if there are no enhanced
difficulty factors (examples of these would include embarkation under
zero-G, embarkation under combat conditions, embarkation without
lights). Cargo loading is always a task with at least a minimal aspect
of hazard. The ship's SuperCargo usually oversees cargo loading and
the Purser oversees passenger embarkation.
To Embark Passengers Under Difficult Conditions, (Difficulty),
Steward, Situational Modifier, (10 seconds per passenger). Difficulty
level is determined by the number of extenuating circumstances. The
list of circumstances includes embarkation under Zero-G conditions,
embarkation under combat conditions, and embarkation without light.
One condition is a Routine task, adding 1 to the difficulty level for
each additional condition. Normal failure to embark passengers will
indicate a delay (double the time increment). Catastrophic failure
will result in a 2D mishap roll, possibly resulting in a passenger
injury (or a big fuss). Amazing success halves the amount of time
involved. The Situational Modifier depends on the extenuating
circumstances - embarkation under zero-G uses zero-G environment skill
level, embarkation without light has a +1 DM if using night vision
gear, a +2 DM if using emergency lighting, embarkation under combat
conditions is chaotic and has no modifier. Only use the highest of the
available modifiers, do not add them together.
To Load Cargo Without Incident, Simple, Cargo Handling, Edu or Int,
(variable). This task is made more difficult by one level if the cargo
is being loaded under combat conditions or if the cargo is being
loaded without lights (positive DM +1 if using lo-light gear and +2 if
using emergency lighting). Zero-G cargo loading does not increase the
difficulty unless the cargo handlers involved do not have zero-G
environment skill (in which case it increases the difficulty one
level). The difficulty level is also affected by the awkwardness of
the cargo being loaded - unpalletized or poorly package cargo can be
awkward to load and some types of cargo are fragile or difficult to
load safely. Individual cargos will apply modifiers to this roll as
indicated in the notes for the particular cargo in question. The time
involved is listed as variable because this is a function of the size
of a ship's airlock, the ease of loading due to the design of the
ship, etc. A good rule of thumb is 1 minute per 10 dtons for an
average design, half that for a good design, twice that for a poor or
awkward design. A normal failure is worth a 2D mishap, a catastrophic
failure is worth a 3D mishap roll. Amazing success results in halving
of the time increment.
Securing Cargo and Passengers
Passengers left unattended often don't know how to properly secure
themselves for acceleration stresses and may be injured if incorrectly
secured. Passengers also are notorious for being space sick and need
to be prepared. Cargos that are not properly secured slide around
under acceleration or deceleration and can damage themselves and the
ship. Prior to liftoff, the SuperCargo and the Purser make sure that
the cargo is secured and that the passengers are prepared and secured.
To Secure Passengers For Departure/Arrival, Simple, Steward, Int or
Edu, 15 seconds per passenger (Uncertain). Catastrophic failure at
this task suggest that some key check was missed and a situation has
occured which may present a danger to one or more passengers or to the
ship. Amazing success halves the time involved. Securing the
passengers under difficult conditions (no gravity, no lights, combat,
etc) will be more difficult - add 1 difficulty level for each serious
difficulty factor (so securing passengers in zero-g in the dark during
combat is actually a Formidable Task. Note that unlike some shipboard
tasks, multiple stewards may attempt this task simultaneously for
different passengers. Note also that passengers must be secured prior
to entering a gravity well for landing (or for fuel skimming, if the
vessel must do so with passengers embarked). Passengers are usually
allowed freedom from the secured state after the vessel exits the
planetary atmosphere (assuming the ship has gravitic plating and
inertial compensators). If passengers remain secured during a flight,
it is not necessary to re-secure them for landing.
To Secure Cargo For Departure, Routine, Cargo Handling, Edu or Int, 1
minute per 10 dtons (Uncertain). Catastrophic failure at this task
represents failing to properly secure cargo tie-downs, locking
ratchet-shackles, or other similar cargo rigging. Such a situation
represents a danger to the cargo and to the ship itself (as large,
weighty cargos thrashing about are not a good thing during multi-G
manouvers). Amazing success results in the cargo being secured within
half the time. This task also suffers from being attempted under
adverse conditions - Add 1 difficult level for each of: Working
without lights, working in combat conditions. Zero-G or low G
conditions do not affect the difficulty unless the cargo handlers do
not have zero-G environment skill (in which case, the difficulty is
increased by one level). Additionally, some fragile or awkward cargos
may be more difficult to secure and such a situation will be noted in
the cargo handling notes for a particular cargo. Note that unlike some
shipboard tasks, multiple cargo handlers may attempt this task
simultaneously on differing cargo lots.
To Verify Cargo Is Secured For Departure, Simple, Cargo Handling, Edu
or Int, 1 minute per 100 dtons (Uncertain). Catastrophic failure is a
'no truth' result to the inspection. If the securing operation failed,
it will not have been detected as a failure. If the securing operation
suceeded, it will appear there was a problem with the cargo lock-down
and it will appear to need to be re-secured. A successful inspection
will reveal if any problems occured during the securing process.
Amazing success halves the inspection time increment. To re-secure a
cargo that appears unsafe, see To Secure Cargo For Departure above,
half the time increment. Note that for liability reasons, these
inspections are often done by the SuperCargo or Captain and are not
usually undertaken by junior crewmembers.
To Verify Passengers Secured For Departure/Arrival, Routine, Steward,
Edu or Int, 5 seconds per passenger (Uncertain). Catastrophic failure
is a 'no truth' result to the inspection. If the securing operation
failed, it will not have been detected as a failure. If the securing
operation suceeded, it will appear there was a problem with the
passenger preparation and it will appear they need to be re-secured. A
successful inspection will reveal if any problems occured during the
securing process. Amazing success halves the inspection time
increment. To re-secure passengers that appears to not be properly
secured and prepared, see To Secure Passengers For Departure/Arrival
above, half the time increment. Note that for liability reasons, these
inspections are often done by the Purser or Captain and are not
usually undertaken by junior crewmembers.
-------------
Keeping Watch
The tasks for scanning are listed under Jump Emergence (all vessels
scans there). Ships usually maintain at least a close-in scan
(trusting SysCon telemetry is a dodgy business). They often do this on
passives and even sometimes then on reduced power if they're in a safe
system (or think they are). However, the Scan Tasks may be attempted
during most of the other operations (probably not during the actual
portside operations as the authorities from on people dropping a few
hundred kW of power into the refueling and landing operations staff of
the Port).
Loading Cargo And Passengers
Before a ship can prepare to leave a port, the ship must embark
passengers and crew and must load any cargo (freight, mail, or
speculative cargo are all included in this description). Crew
embarkation is a familiar matter and not subject to any skill checks.
Passenger embarkation is also automatic if there are no enhanced
difficulty factors (examples of these would include embarkation under
zero-G, embarkation under combat conditions, embarkation without
lights). Cargo loading is always a task with at least a minimal aspect
of hazard. The ship's SuperCargo usually oversees cargo loading and
the Purser oversees passenger embarkation.
To Embark Passengers Under Difficult Conditions, (Difficulty),
Steward, Situational Modifier, (10 seconds per passenger). Difficulty
level is determined by the number of extenuating circumstances. The
list of circumstances includes embarkation under Zero-G conditions,
embarkation under combat conditions, and embarkation without light.
One condition is a Routine task, adding 1 to the difficulty level for
each additional condition. Normal failure to embark passengers will
indicate a delay (double the time increment). Catastrophic failure
will result in a 2D mishap roll, possibly resulting in a passenger
injury (or a big fuss). Amazing success halves the amount of time
involved. The Situational Modifier depends on the extenuating
circumstances - embarkation under zero-G uses zero-G environment skill
level, embarkation without light has a +1 DM if using night vision
gear, a +2 DM if using emergency lighting, embarkation under combat
conditions is chaotic and has no modifier. Only use the highest of the
available modifiers, do not add them together.
To Load Cargo Without Incident, Simple, Cargo Handling, Edu or Int,
(variable). This task is made more difficult by one level if the cargo
is being loaded under combat conditions or if the cargo is being
loaded without lights (positive DM +1 if using lo-light gear and +2 if
using emergency lighting). Zero-G cargo loading does not increase the
difficulty unless the cargo handlers involved do not have zero-G
environment skill (in which case it increases the difficulty one
level). The difficulty level is also affected by the awkwardness of
the cargo being loaded - unpalletized or poorly package cargo can be
awkward to load and some types of cargo are fragile or difficult to
load safely. Individual cargos will apply modifiers to this roll as
indicated in the notes for the particular cargo in question. The time
involved is listed as variable because this is a function of the size
of a ship's airlock, the ease of loading due to the design of the
ship, etc. A good rule of thumb is 1 minute per 10 dtons for an
average design, half that for a good design, twice that for a poor or
awkward design. A normal failure is worth a 2D mishap, a catastrophic
failure is worth a 3D mishap roll. Amazing success results in halving
of the time increment.
Powering Up
Normally, when unloading, sitting in dock, reloading, fueling, being
worked on, etc., the starship is usually in a Powered Down state, with
only lighting and other minimal life support systems running. The
Power Plant is deactivated and batteries are temporarily taking up the
slack. In order to lift, or to run combat systems, it is necessary to
power up the main power plant (unless, for some reason, an ungodly
number of very fast discharge, high reserve batteries are installed on
the ship...).
To Power Up A Starship, Routine, Engineering, Edu, 3 minutes. Failure
indicates another attempt must be made with a time increment of 1
minute. Catastrophic failure indicates that a trouble light is
illuminated and the engineer must investigate and resolve the problem
before the power plant can run safely. Failure to investigate results
in a test to avoid a mishap when the power plant is used.
To Execute A Crash Power Up Of A Starship, Formidable, Engineering,
Edu or Int, 30 seconds. Failure indicates another attempt must be made
with a time increment of 1 minute. Catastrophic failure indicates that
a trouble light is illuminated and the engineer must investigate and
resolve the problem before the power plant can run safely and that the
next attempt to restart the plan must be a normal power up with a 6
minute time increment. Failure to investigate results in a test to
avoid a mishap when the power plant is used.
To Avoid Mishap For A Power Plant With A Trouble Indicator, Routine,
Engineer, Edu, no time. The first time the plant is used (powered up)
or anytime the plant is pushed (powers weapons, screens or the jump
drive), this check must be executed until the trouble light is
investigated and resolved. A power plant past annual maintenance adds
1 level to the task difficulty. A crash started power plant adds 1
level to the difficulty. If the mishap is not avoided, apply a 2D
mishap. A catastrophic failure yields a 3D mishap. Amazing success
means there is nor requirement to check again until the next flight
(the problem was transient).
To Investigate A Power Plant Trouble Indicator, Routine, Engineering,
Edu or Int, 30 seconds (Uncertain). Failure indicates that the problem
was believed to be superficial but was not. Roll to Avoid Mishap
whenever the drive is first used or is pushed. Catastrophic failure
indicates that the mishap avoidance roll is Difficult. Success
indicates that the problem was identified and must be resolved (roll
to Resolve Trouble). Amazing success indicates the trouble light was a
minor transient problem and is considered resolved (does not require a
resolution roll).
To Resolve A Power Plant Trouble Indicator, (Difficulty), Engineering,
Edu or Int, (varies). Roll a 2D mishap. This is the mishap that would
have occured if the drive was used or pushed. Difficulty and time
increment of repair corresponds to level of mishap - Superficial
(Simple, 1D6 min), Minor (Routine, 2D6 min), Major (Difficult, 3D6
min). Superficial repairs are covered under normal starship
maintenance. Minor repairs cost 1D6% of the cost of the power plant in
spares. Major repairs cost 1D6x1D6% of the power plant in spares.
Failure means the task must be attempted again, Catastrophic failure
means the mishap is re-rolled and the more severe of the current
mishap and the new mishap taken.
Securing Cargo and Passengers
Passengers left unattended often don't know how to properly secure
themselves for acceleration stresses and may be injured if incorrectly
secured. Passengers also are notorious for being space sick and need
to be prepared. Cargos that are not properly secured slide around
under acceleration or deceleration and can damage themselves and the
ship. Prior to liftoff, the SuperCargo and the Purser make sure that
the cargo is secured and that the passengers are prepared and secured.
To Secure Passengers For Departure/Arrival, Simple, Steward, Int or
Edu, 15 seconds per passenger (Uncertain). Catastrophic failure at
this task suggest that some key check was missed and a situation has
occured which may present a danger to one or more passengers or to the
ship. Amazing success halves the time involved. Securing the
passengers under difficult conditions (no gravity, no lights, combat,
etc) will be more difficult - add 1 difficulty level for each serious
difficulty factor (so securing passengers in zero-g in the dark during
combat is actually a Formidable Task. Note that unlike some shipboard
tasks, multiple stewards may attempt this task simultaneously for
different passengers. Note also that passengers must be secured prior
to entering a gravity well for landing (or for fuel skimming, if the
vessel must do so with passengers embarked). Passengers are usually
allowed freedom from the secured state after the vessel exits the
planetary atmosphere (assuming the ship has gravitic plating and
inertial compensators). If passengers remain secured during a flight,
it is not necessary to re-secure them for landing.
To Secure Cargo For Departure, Routine, Cargo Handling, Edu or Int, 1
minute per 10 dtons (Uncertain). Catastrophic failure at this task
represents failing to properly secure cargo tie-downs, locking
ratchet-shackles, or other similar cargo rigging. Such a situation
represents a danger to the cargo and to the ship itself (as large,
weighty cargos thrashing about are not a good thing during multi-G
manouvers). Amazing success results in the cargo being secured within
half the time. This task also suffers from being attempted under
adverse conditions - Add 1 difficult level for each of: Working
without lights, working in combat conditions. Zero-G or low G
conditions do not affect the difficulty unless the cargo handlers do
not have zero-G environment skill (in which case, the difficulty is
increased by one level). Additionally, some fragile or awkward cargos
may be more difficult to secure and such a situation will be noted in
the cargo handling notes for a particular cargo. Note that unlike some
shipboard tasks, multiple cargo handlers may attempt this task
simultaneously on differing cargo lots.
To Verify Cargo Is Secured For Departure, Simple, Cargo Handling, Edu
or Int, 1 minute per 100 dtons (Uncertain). Catastrophic failure is a
'no truth' result to the inspection. If the securing operation failed,
it will not have been detected as a failure. If the securing operation
suceeded, it will appear there was a problem with the cargo lock-down
and it will appear to need to be re-secured. A successful inspection
will reveal if any problems occured during the securing process.
Amazing success halves the inspection time increment. To re-secure a
cargo that appears unsafe, see To Secure Cargo For Departure above,
half the time increment. Note that for liability reasons, these
inspections are often done by the SuperCargo or Captain and are not
usually undertaken by junior crewmembers.
To Verify Passengers Secured For Departure/Arrival, Routine, Steward,
Edu or Int, 5 seconds per passenger (Uncertain). Catastrophic failure
is a 'no truth' result to the inspection. If the securing operation
failed, it will not have been detected as a failure. If the securing
operation suceeded, it will appear there was a problem with the
passenger preparation and it will appear they need to be re-secured. A
successful inspection will reveal if any problems occured during the
securing process. Amazing success halves the inspection time
increment. To re-secure passengers that appears to not be properly
secured and prepared, see To Secure Passengers For Departure/Arrival
above, half the time increment. Note that for liability reasons, these
inspections are often done by the Purser or Captain and are not
usually undertaken by junior crewmembers.
Warm Up The Manouver Drive
After the Power Plant is back on-line, the Manouver Drive can be
warmed up for use.
To Warm Up A Starship Manouver Drive, Easy, Engineering, Edu, 3
seconds. \ Failure indicates another attempt must be made.
Catastrophic failure indicates that a trouble light is illuminated and
the engineer must investigate and resolve the problem before the
engine can safely be used. Failure to investigate results in a test to
avoid a mishap when the drive is used.
To Avoid Mishap For A Manouver Drive With A Trouble Indicator,
Routine, Pilot, Edu, no time. The first time the drive is used (during
takeoff or undocking) or anytime the drive is pushed (greater than
50%+ of available thrust is used), this check must be executed until
the trouble light is investigated and resolved. An M-drive past annual
maintenance adds 1 level to the task difficulty. If the mishap is not
avoided, apply a 2D mishap. A catastrophic failure yields a 3D mishap.
Amazing success means there is nor requirement to check again until
the next flight (the problem was transient).
To Investigate A Manouver Drive Trouble Indicator, Routine,
Engineering, Edu or Int, 30 seconds (Uncertain). Failure indicates
that the problem was believed to be superficial but was not. Roll to
Avoid Mishap whenever the drive is first used or is pushed.
Catastrophic failure indicates that the mishap avoidance roll is
Difficult. Success indicates that the problem was identified and must
be resolved (roll to Resolve Trouble). Amazing success indicates the
trouble light was a minor transient problem and is considered resolved
(does not require a resolution roll).
To Resolve A Manouver Drive Trouble Indicator, (Difficulty),
Engineering, Edu or Int, (varies). Roll a 2D mishap. This is the
mishap that would have occured if the drive was used or pushed.
Difficulty and time increment of repair corresponds to level of mishap
- Superficial (Simple, 1D6 min), Minor (Routine, 2D6 min), Major
(Difficult, 3D6 min). Superficial repairs are covered under normal
starship maintenance. Minor repairs cost 1D6% of the cost of the
M-drive in spares. Major repairs cost 1D6x1D6% of the M-drive in
spares. Failure means the task must be attempted again, Catastrophic
failure means the mishap is re-rolled and the more severe of the
current mishap and the new mishap taken.
Lift Off And Travel To Orbit Or Undock From High Port
After the Manouver Drive is ready, the Pilot must lift the ship and
head for Orbit. He must decide how much thrust he wishes to use (and
therefore how much fuel he will burn). Contra Grav may help to make
the lift more economical for ships appropriately equipped.
Note that extremely poor atmospheric conditions such as massive
electrical storms, hurricanes, micro-cell storms, etc. may increase
the difficulty level of the manouver.
If the ship is moored at a High Port, Undocking is required.
To Lift Ship And Fly To Orbit, Routine, Pilot, Dex, (absolute time).
Time depends on fuel spent and world size. This also determine fuel
consumption. An M-Drive past its annual maintenance will increase the
difficulty one level.
To Link With The Local Traffic Control Grid, Easy, Commo, Int, 15
seconds. A catastrophic result may lead to collision. This task
becomes Routine in Type A Starports due to the volume of traffic.
To Undock From A High Port, Routine, Pilot, Dex, (time increment
varies with starport and pop levels). Base time increment is 2
minutes, add 2 for Type A Starport, subtract one for Type C, Add (POP
UWP DIGIT-7) (possibly zero, but not negative) to the result to get
the final time increment (e.g. - Pop 9 StPrt A means base 2 plus 2
plus 2 more for a basic increment of 6 minutes). This task is not
terribly taxing on the drives and so does not suffer the annual
maintenance penalties.
Travel to 10 Diameters
After reaching orbit, the ship begins the journey out to either 10
Diameters for a not-so-safe jump or out to 100 Diameters for a fairly
safe jump (assuming your astrogator has a clue).
To Navigate A Ship To 10 Diameters, Easy, Navigation, Edu, (absolute
time). Time is strictly a function of the world size and the thrust
used. This of course affects fuel consumption.
A desperate jump may be attempted from 10 diameters or less. This is
fairly dangerous, but sometimes situations merit the risk. Consult
Step 6: Prepare for Jump if an desperate jump is attempted.
Travel to 100 Diameters
After reaching 10 Diameters, the Astrogator must decide to prepare for
jump or wait until the ship reaches 100 Diameters. The latter is far
more advisable.
To Navigate A Ship To 100 Diameters, Easy, Navigation, Edu, (absolute
time). Time is strictly a function of the world size and the thrust
used. This of course affects fuel consumption.
Prepare For Jump
Somewhere after the Power Plant is brought on-line, Jump Calculations
must be made. And after the Jump Calculations have been fed into the
Computer, the Engineer must make sure that the Jump Drives are ready
to transit and operating within specifications. It is unwise to rush
this step as this is often a place where late-breaking problems with
the jump engines are caught.
To Calculate Jump Coordinates, Routine, Navigation, Avg(Int + Edu), 5
min. This task becomes Difficult if the ship is past its annual
maintenance date.
To Prepare The Jump Engines For Transit, Routine, Engineering, Edu, 5
min. Failure indicates another attempt must be made. Catastrophic
failure indicates that a trouble light is illuminated and the engineer
must investigate and resolve the problem before the engine can safely
be used. Failure to investigate results in a test to avoid a mishap
when the drive is used.
To Avoid Mishap For A Jump Drive With A Trouble Indicator, Routine,
Engineering, Edu, no time. When the drive is used, this check must be
executed until the trouble light is investigated and resolved. A
J-drive past annual maintenance adds 1 level to the task difficulty.
If the mishap is not avoided, apply a 2D mishap. A catastrophic
failure yields a 3D mishap. Amazing success means there is nor
requirement to check again until the next flight (the problem was
transient).
To Investigate A Jump Drive Trouble Indicator, Routine, Engineering,
Edu or Int, 30 seconds (Uncertain). Failure indicates that the problem
was believed to be superficial but was not. Roll to Avoid Mishap
whenever the drive is used. Catastrophic failure indicates that the
mishap avoidance roll is Difficult. Success indicates that the problem
was identified and must be resolved (roll to Resolve Trouble). Amazing
success indicates the trouble light was a minor transient problem and
is considered resolved (does not require a resolution roll). If a ship
attempts to jump with an undiagnosed mishap, this will probably affect
the odds of a successful jump.
To Resolve A Jump Drive Trouble Indicator, (Difficulty), Engineering,
Edu or Int, (varies). Roll a 2D mishap. This is the mishap that would
have occured if the drive was used or pushed. Difficulty and time
increment of repair corresponds to level of mishap - Superficial
(Simple, 1D6 min), Minor (Routine, 2D6 min), Major (Difficult, 3D6
min). Superficial repairs are covered under normal starship
maintenance. Minor repairs cost 1D6% of the cost of the M-drive in
spares. Major repairs cost 1D6x1D6% of the M-drive in spares. Failure
means the task must be attempted again, Catastrophic failure means the
mishap is re-rolled and the more severe of the current mishap and the
new mishap taken.
Transit!
With coordinates in place and Jump engines warmed up, the Jump Transit
must be executed. The Engineer engages the Jump Drive.... and everyone
hopes for the best.
To Engage A Starship Jump Drive, Routine, Engineer, Edu, Mishap DM, 1
round (absolute). The task is one level more difficult if using
Unrefined Fuel that has not been purified. The Task becomes one level
more difficult if the transit is being executed between 10 and 100
Diameters out, and two levels more difficult if executed at 10
Diameters or less. Jump mishaps can be anything from minor temporal
fluctuations to drive damage to losing the ship in Jumpspace with all
hands (Flying Dutchman). Also note that a jump drive which failed to
avoid a mishap has the difficulty of the transit task modified as
follows: Superficial mishap yeilds -1 Mishap DM, minor mishap yields
-2 Mishap DM, major mishap yields -4 mishap DM. Attempting a jump with
a seriously malfunctioning jump drive will likely lead to a misjump.
Jump Space
The normal Jump Space Transit is 168 hours plus or minus about 24
hours. Everyone holds their breath - a ship that has not dropped out
of Jump by 192 hours into the Transit is in trouble.
Emergence From Jump
Eventually, at least most of the time (thankfully), ships emerge from
Jump. When they do, it is a matter of determining if the Astrogator
hit his mark for an exit vector right. If not, then it will take
longer to get correctly oriented to the destination.
To Correctly Set Exit Vector, Difficult, Navigator, Avg(Int + Edu), no
time (was part of jump calcs). Outstanding success will mean a good
exit vector requiring no course change or fuel expenditure to travel
in to Orbit (well, no extra fuel other than what will be needed to
slow the ship down when it gets to its destination!). Normal success
means a 10% expenditure (percent of fuel burned to achieve the
pre-jump velocity which is preserved through jump). Minor mishaps cost
up to 50% and a major mishap can require the investment of up to 150%
of the fuel used to achieve the original velocity vector.
To Conduct A Passive EMS Scan, (difficulty), Sensor Ops, Int, 1 combat
round (Uncertain). Difficulty depends on the Passive Object Scan
ability of the sensor.
To Conduct An Active EMS Scan, (difficulty), Sensor Ops, Int, 1 combat
round (Uncertain). Difficulty depends on the Active Object Scan
ability of the sensor. This means 'going active' or 'lighting up'.
To Notify System Control of Ship's Arrival, (difficulty), Commo, Int,
1 combat round (uncertain). Difficulty depends on range
characteristics of the communication. Note some types of communicator,
being broadcast, will be equivalent to 'lighting up' or 'going
active'.
This result will also have some implications for any jump-point
ambushes.... though arriving where you expected to might be a bad
thing in that event.
Travel To Orbit From Jump Emergence Point
The Astrogator plots the inbound course and deceleration phases. The
goal is to end up in orbit without excess burning fuel.
To Navigate From Jump Point To Orbit, Easy, Navigator, Edu, (time
depends on vector). The time will depend on the previously built up
vector.
Travel To Planet From Orbit or Dock With High Port
The ship now either has to descend to the Down Port (or someplace
else, if the place is very primitive or uninhabited) or dock with the
High Port.
To Pilot A Starship From Orbit And Land, Routine, Pilot, Dex, (time
varies with thrust and planet size). The task may be more hazardous if
foul atmospheric conditions exist or if the Manouver Drives are past
their annual maintenance date.
To Link With The Local Traffic Control Grid, Easy, Commo, Int, 15
seconds. A catastrophic result may lead to collision. This task
becomes Routine in Type A Starports due to the volume of traffic.
To Dock With A High Port, Routine, Pilot, Dex, (time increment varies
with starport and pop levels). Base time increment is 3 minutes, add 2
for Type A Starport, subtract one for Type C, Add (POP UWP DIGIT-7)
(possibly zero, but not negative) to the result to get the final time
increment (e.g. - Pop 9 StPrt A means base 3 plus 2 plus 2 more for a
basic increment of 7 minutes). This task is not terribly taxing on the
drives and so does not suffer the annual maintenance penalties.
Some High Ports will only allow autodocking - either entirely computer
controlled or with a Port Pilot who will be sent out.
Refueling!
Your ship will need to refuel either from pumps at the Star Port, or
from a handy ocean or gas giant (unrefined fuel - requires
purification to be used as refined fuel).
To Fuel From A Gas Giant, Routine, Pilot, Dex, 1 hour. Minor mishaps
will extend refueling time due to turbulence, etc. Major mishaps may
seriously damage the vessel. The quoted time increment reflects the
acquisition of unrefined fuel into the tank. It does not include time
for the purification plant to purify the fuel. It also only includes
the skimming operation, not the transit to the Gas Giant's Orbit.
To Fuel From An Ocean, Routine, Pilot, Dex, 15 minutes. It does not
include time for the purification plant to purify the fuel. It also
does not include transit time from Orbit to the surface of the world.
To Fuel From A Star Port, Simple, Engineer or Mech, Edu, (time by
tankage). Refueling time will depend on tank size and flow rate.
Typical high volume pumps can deliver 40 to 60 kiloliters per minute.
Special Heavy Duty High Volume Pumps (military use mostly) can deliver
up to 200 kiloliters per minute.
In-System Travel
Depending on how long the in-system trip is, it may be practical to do
it as a normal space flight or it may be practical to use a
micro-jump. In the latter case, the Jump Engines must be warmed up and
the Calculations done, but both happen at half the normal time
increment.The micro-jump is more predictable, giving a reduction of
one difficulty level in calculating the exit vector. This kind of jump
will burn half of what a Jump-1 would burn.
To Navigate In-System In Normal Space, Easy, Navigator, Edu, (time
depends on distance and thrust expended). The time will depend on the
the length of the transit and the thrust expended. A mishap will add
10% to the fuel expenditure and travel time, a catastrophic mishap
will add 50% to both of those numbers.
Unloading Cargo And Passengers
When a ship arrives at port, the ship must disembark passengers and
crew and must unload any cargo (freight, mail, or speculative cargo
are all included in this description). Crew disembarkation is a
familiar matter and not subject to any skill checks. Passenger
disembarkation is also automatic if there are no enhanced difficulty
factors (examples of these would include disembarkation under zero-G,
disembarkation under combat conditions, disembarkation without
lights). Cargo unloading is always a task with at least a minimal
aspect of hazard. The ship's SuperCargo usually oversees cargo
unloading and the Purser oversees passenger disembarkation.
To Disembark Passengers Under Difficult Conditions, (Difficulty),
Steward, Situational Modifier, (10 seconds per passenger). Difficulty
level is determined by the number of extenuating circumstances. The
list of circumstances includes disembarkation under Zero-G conditions,
disembarkation under combat conditions, and disembarkation without
light. One condition is a Routine task, adding 1 to the difficulty
level for each additional condition. Normal failure to disembark
passengers will indicate a delay (double the time increment).
Catastrophic failure will result in a 2D mishap roll, possibly
resulting in a passenger injury (or a big fuss). Amazing success
halves the amount of time involved. The Situational Modifier depends
on the extenuating circumstances - disembarkation under zero-G uses
zero-G environment skill level, disembarkation without light has a +1
DM if using night vision gear, a +2 DM if using emergency lighting,
disembarkation under combat conditions is chaotic and has no modifier.
Only use the highest of the available modifiers, do not add them
together.
To Unload Cargo Without Incident, Simple, Cargo Handling, Edu or Int,
(variable). This task is made more difficult by one level if the cargo
is being unloaded under combat conditions or if the cargo is being
unloaded without lights (positive DM +1 if using lo-light gear and +2
if using emergency lighting). Zero-G cargo unloading does not increase
the difficulty unless the cargo handlers involved do not have zero-G
environment skill (in which case it increases the difficulty one
level). The difficulty level is also affected by the awkwardness of
the cargo being unloaded - unpalletized or poorly package cargo can be
awkward to unload and some types of cargo are fragile or difficult to
unload safely. Individual cargos will apply modifiers to this roll as
indicated in the notes for the particular cargo in question. The time
involved is listed as variable because this is a function of the size
of a ship's airlock, the ease of loading due to the design of the
ship, etc. A good rule of thumb is 1 minute per 10 dtons for an
average design, half that for a good design, twice that for a poor or
awkward design. A normal failure is worth a 2D mishap, a catastrophic
failure is worth a 3D mishap roll. Amazing success results in halving
of the time increment.
-----------
I also had rules for refueling from a gas giant, an ocean or a
highport (hadn't thought of replenishment ops... might have to write a
rule for spaceborne refueling from another ship too), for warming up
power plants, shutting them down, warming up M and J drives, shutting
them down, calculating jump vectors, doing requisite comms tasks with
SysCon, making the jump, and investigating trouble indicators all the
way through (IF YOU HAVE TIME). Large systems made to be safe rarely
just fail - they have trouble indicators first and if you check them
out, you can often prevent disaster.
Unfortunately, most of those parts are based off (or modifications and
elaborations from) MT checklists and tasks, so I can't publish them.
:0(
But at least this original part may give you some ideas.
Note: I introduced some Paranoia Press skills into my merchant and
spacer characters tables - Cargo Handling, Life Support Systems, and
Security. These all seemed like solid additions to the MT skill lists.
Have fun. Any questions, you know where to find me... :0)
Tom B
kaladorn atsign gmail dot com
--
"Now, I go to spread happiness to the rest of the station. It is a
terrible responsibility but I have learned to live with it."
Londo, A Voice in the Wilderness, Part I
"To argue with a person who has renounced the use of reason is like
administering medicine to the dead." -- Thomas Paine
Thomas Paine
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