Author Topic: (Answered) Fast drop  (Read 1423 times)

ScotK

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(Answered) Fast drop
« on: 23 March 2013, 05:47:07 »
If my zenith jump point is 2.96 days out ( I assume thats at a normal 1g burn ), how much could I safely decrease the travel time, through acceleration, of our Triumph class aerodyne? Would there be any negative effects on tactical rolls once we hit the ground?

Loxley system. Norse-Storm Technologies factory is target. Capture/destroy is the mission.

Our GM seems determined to kill us all, so we need to hit hard and fast, giving them as little time as possible to prepare.
« Last Edit: 23 March 2013, 14:53:35 by Paul »

Paul

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Re: Fast drop
« Reply #1 on: 23 March 2013, 14:53:21 »
As discussed in the narrative of p.258 & p.259, you don't actually gain that much at 1.5G.

Your 160405746.6km trip takes 2.96 days = 71.04 hours.
At 1.5G, you'll do the trip in 71 / (1.5^0.5) = 58.00 hours. Not sure those 13 hours buy you much, tactically.
At 2G, you'll do the trip in 71 / (2^0.5) = 50.20 hours. Maybe 21 helps, but the bottom line is, the defenders have 2 days to spot you coming in.
At 2.5G (poor Triumph) you'll be there in 44.90 hours.

The good news is that you'll not suffer any negative effects for trying at 1.5G; the rules for that don't kick in until 2Gs. You can find those on p. 237-238 of TW.
Of course, you'll still get there tired. The Encumbrance rules on p. 169-170 of ATOW could provide guidance there; presuming most of your guys range in to the 75-100kg range, most of you will be encumbered or very encumbered just by existing (nevermind the gear that's now 1.5 times heavier), so those Fatigue points will start racking up quick even at 1.5G acceleration. That's covered on p.182-183 of ATOW.
You'll probably want to get a headstart on getting in the cockpit to give yourself time to recover from the activity of getting in there under a 1.5G burn so you don't kick off with some fatigue-enduced penalties.

The solution is just ignore Paul.

 

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