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100 Diameters is the minimum safe distance to engage the Jump Drive - but how far is that and how long will it take to get there?

Time to 100D – Traveller Jump-Clearance Calculator

How long to 100D? Enter a world’s diameter and your ship’s M-drive to get distance, total time, and peak midpoint velocity—at a glance.

Time to 100D (Minimum Safe Jump Distance)

Traveller 100×Diameter jump-limit calculator: enter diameter & M-drive to get distance, total time, and peak velocity.

Tip: choose a preset to auto-fill.
Traveller M-drive rating in multiples of 1G (9.80665 m/s²).
Distance to 100D
100 × Diameter
Total Time
Accelerate halfway, decelerate halfway
Peak Midpoint Velocity
At the 50% distance point

Assumptions: No atmosphere/traffic constraints; straight-line radial climb; constant thrust at G × 9.80665 m/s²; symmetric flip-and-burn profile. Formula: t = 2 × √(d / a), where d (m) = 100 × diameter_km × 1000, a (m/s²) = G × 9.80665. Peak velocity vₚ = √(a × d).

Made for Traveller referees & crews who want to leave the well fast. ✦


Give Your Traveller Crew a Ship Before They Jump

The 100D limit tells you when the ship can safely enter jumpspace. A good deck plan shows what the crew is doing while they get there.

Use starship deck plans for departure scenes, jump prep, engineering checks, cargo stowage, passenger problems, emergency repairs, boarding actions, and tense moments while the crew waits to clear the gravity well.

CyborgPrime publishes Traveller-style starship deck plans and VTT-ready maps for Roll20 and other virtual tabletops.

Explore additional AI tools for character creation, worldbuilding, missions, and GM prep at CyborgPrime AI Tools.

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