Nebular Refueling
“Aye, the Skein be pretty, and desolate. They say, long ago, the Naikerran Empire core systems all went nova and blew everything to hell. The nebulae’s all that’s left. If you trawl the brightest strands of the Skein, you can refuel on ’em.” – Cpn’ “Squinty” Globbels
An optional rule for Traveller games set in the Skein Reach.
Interstellar travel among the sparse stars and glowing nebula of the Skein Reach can be difficult and slow, which is one of the reasons why the Reach is sparsely populated. Captains of ships with low jump ratings, which include most of the small freighters and other small ships that make up the low end of commercial transport, have a difficult time plotting courses away from the few small star lanes in the sector.
Yet some salty old space dogs employ an unusual technique for gathering fuel as they ply the void between gas giants – gathering hydrogen from the tendril-like clouds of the nebula themselves. This requires adjusting the ship’s fuel scoops magnetic fields to project a much larger, weaker intake field, which is somewhat tricky (-2 DM Engineer skill check).
When refueling, a ship with adjusted fuel scoops can trawl through the sparse gases of a nebula. Refueling from such a source takes much longer than when gathering hydrogen from a gas giant. Applying the Traveller rules for refueling, time, and tasks, refuelling takes 1d6 days instead of 1d6 hours.
Of course, spending such long periods refueling poses certain dangers – attacks from pirates or Mantid ships being chief among them. However, as the nebulae are huge and barely traveled, captains find that the slow routes along the glowing strands of can provide uneventful, if slow flying.
Posted in Traveller, Variant Rules and tagged Skein Reach by Adam A. Thompson with no comments yet.
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