RE: Various replies concerning JumpDrive failure or misJump effects.
AS I recollect, if a misJump occurred, (typically due to Jumping too close to a planet's or Sun's gravity field), the afflicted ship ended up an enormous 1D6(1D6) parsecs (ie. hexes) away in a random direction (roll 1D6: 1=Coreward, 2=Coreward Trailing, etc.). Note thus that the MisJump distance bore no relation to the actual Jump attempted- a J1 Jump could (theoretically) result in a J36 Jump!!! Quite incredible fuel efficiency. If the final misJump location contained a world, you came out near it, as if for a normal Jump, but did not know where you were. If it was empty space, well ooops! You hopefully had enough fuel on board to perform another Jump to a nearby system, or (if the GM is being kind), there is a derelict nearby with parts and fuel on board that can be salvaged.
This of course, makes for various adventure possibilities.
As for misJump damage, there was a table with results ranging from "no damage" to "minor damage to aerials, etc." to "minor hull damage" to "lanthanum grid [Jump Grid] damaged" and eventually "ship destroyed". It was certainly not a case of instant ship destruction.
References are to the Traveller hardback (etc.), which I don't have on hand, so can't quote page numbers, I'm afraid.
Hope this helps.
Rules Mechanics.
I always used to rule that the actual Jump took about a day, and that system exit/entry travel generally took up the remainder of a week, so a ship could Jump once per week if desired, or twice if it didn't bother with going in-system (and it had enough fuel available, or was using an LSP Jump Governor to double its Jump fuel efficency [cost about 175kCr/100 Ship Tons, Tonnage about 0.1Tons, as I recollect]). I and my friends always considered the "official" fortnight (ie. two-week) turnaround too slow and unrealistic.
I like the idea of piggybacking, a la Babylon 5; this does indeed make a lot more sense with regard to Battleriders, and other super-large ships that carry complements of fighters, or have escorting smaller ships. Such ships would then get a "Free Jump" with the main ship.
best Wishes to all,
Christopher Simpson (playing RPGs since 1976).
SIM01043928@student.wakcoll.ac.uk