vanadium wrote:hi!
maybe you can use this for "jumping in":
http://www.mj12games.com/forum/viewtopic.php?f=2&t=2694&hilit=hyperdrive+ops+traveller+sfo
I actually have a slightly streamlined version for the project I have been working on:
Tactical Micro-Jumps: A vessel equipped with Hyperdrive Special Equipment may choose to move across the game board using a “Tactical Micro-Jump” rather than issuing standard movement orders. The procedure for doing so is as follows: The Hyperdrive is activated in the Orders Phase and a target hex is chosen anywhere on the game board. Since the distance being jumped is very short, it is not necessary to "charge" the Hyperdrive as in the normal rules for its use.
On the Movement phase, roll a D6, and if it comes up 1, the Hyperdrive stalls and the ship doesn't jump and follows the same course and maintains its current speed (no "backup" movement orders are allowed). If any other number is rolled, the ship immediately jumps to hyperspace. If the roll was a 6 the ship returns to normal space exactly where it intended, on a 4 or 5 it misses its mark by 1 hex, and on a 2 or 3 it misses its intended hex by D6 hexes. If the target hex is missed roll a D6 for bearing of the miss, and go clockwise around the target hex with one being on the "top" of the hex.
Ships return to normal space on the same bearing and with the same velocity that they had when they made the jump. Following a tactical micro jump or even a Hyperdrive stall, the ship cannot initiate Hyperdrive startup (of any kind) on the next turn.
I think you could use something similar to this for "jumping in", even if you don't want to permit tactical jumps. I think if you use it for jump-in you would have to also make some notation for facing and initial velocity, unless everybody arrives at relative rest. My thought would be that if all of the ships in a particular setting had the ability to do something like this, there would be no reason to change points/costing at all.
Cheers,
Erik