Re: [TML] starting your ship Alex Goodwin 24 Mar 2017 14:36 UTC

On 24/03/17 22:02, Jeff Zeitlin wrote:
> On Thu, 23 Mar 2017 23:47:49 -0700, Leonard Erickson (aka shadow)
> wrote:
>
>> For example, something went wrong at a small colony/outpost. and the
>> PCs get asked to supply power to restat the local power. Or they need
>> power to restat the ship's systems.
> Now, would this require the ship's _power plant_ to 'jump' the
> outpost, or does it need the kind of fast burn that the _Jump Drive_
> does - and if the latter, how do you disconnect the drive and grid
> from the drive power to do it?
>
> If it requires the services of a starport - of at least grade C - and
> it's the _starport_ that needs to be jumpstarted with the jump plant,
> you've got an ... interesting ... situation...
>
>
> ®Traveller is a registered trademark of
> Far Future Enterprises, 1977-2016. Use of
> the trademark in this notice and in the
> referenced materials is not intended to
> infringe or devalue the trademark.
>
GT: Starports gave me the impression that (at least) Imperial starports
make a point of both being able to generate their own power, independent
of local grid (assuming there IS one), and being able, subject to
director's discretion, to black start same.