...As the capacitors must be fully charged to jump, that means at the moment of jump there must be 36 EP. That part is RAW, well in CT anyways.
High Guard states that the jump drive includes capacitors equal to 0.5% mass times jump number, so 1 ton for a scout or free trader. It states that the capacitors can store 36 EP per dTon. It states that a ship must generate EP equal to two turns output from a power plant rated equal to the jump being attempted, so 4 EP for the free trader on a jump-1 or the scout on a jump-2, and the scout can manage a jump-1 with 2 EP in one turn. It states that if a ship has a black globe and absorbs enough energy to satisfy jump requirements (in this case 4 EP, if one can imagine a free trader with a black globe) and also has sufficient jump fuel, it may jump. (This kinda muddies the "jump drive is a fusion plant" paradigm, but that's a discussion for another day.)
High Guard does not say the jump capacitor must be filled to capacity to engage the jump drive - that would take the free trader 18 turns, which would make disengaging by jump pretty much impossible for that little ship. Neither does it say that ships generally run around with the capacitors nearly full except for the 2 or 4 or whatever EP needed for a jump; such an interpretation would make the jump capacitors pretty much useless as a reserve for the black globes on warships.
Ergo, at the point the drive is triggered, we're looking at about 4 EP, yes?
Starship Operator's Manual describes the capacitors as Zuchai crystals, very good at storing immense power but nonetheless with limits: "...the crystals will begin to decompose and break down after two or three hours if not discharged. In extreme cases, the crystals can explosively decompose and do significant damage to the ship." It was a TNS news item that had a ship blowing up due to a "jump capacitor discharge," related to a delay in jump after charge-up, caused by the failure of a drop tank to separate on time. Interestingly, that one had a few survivors. Book 5 has the ship destroyed if the jump capacitors are full and the black globe takes in more energy. However, CT errata makes clear that the capacitors are reasonably resilient: no particular limits on how long the capacitors hold charge, capacitors don't blow if the jump drive takes damage, and it doesn't seem that you're at any risk if you lose the power plant and can't discharge the capacitors - you just don't want the black globe to pump in more power than they can hold. Same model seems to hold over in MegaTrav. So, it's one of those "pick-and-choose" canon conflicts, where canon says both and you can rationalize whichever option you like best - or both, if you're really good at rationalizing.
I think I'm liking the "pop into the jumpspace" paradigm, myself, maybe with a wee bit of collateral effects to make it more dramatic. Saves me having to come up with elaborate starport interventions to prevent or minimize massive explosions, and there's a certain eerie mystery about people disappearing into jumpspace. I'll save the big boom for other jump-related accidents.
THIS.
The "answer" to Carlobrand's original question is "What happens is whatever the GM wants/needs to happen." The results of Abri's act of suicide are going to be as varied as the many GMs who use the event and the many needs of their many campaigns.
There's going to be a catastrophic explosion or there's going to be a fizzle induced by safety interlocks. There's going to be a release of plasma or quarks or gluons or steam or custard cream pies. Passersby are going to be immolated or electrocuted or parboiled or knocked down or inflicted with weird mental powers. The ship is going to disappear or melt or be blown to atoms or sold for scrap or need a new jump drive. What's going to happen is what the GM needs to happen.
We're dealing with a make-believe technology which has been described in vague and contradictory terms. Anything you want to claim can happen can happen and you can make a good argument for anything you claim.
Please do not rain on my parade. I made the post to solicit ideas from others on how they see it and how they explain it. I'm well aware that the options are as varied as the gamemasters imagining them, but it is precisely that imagination that I'm looking for. If that troubles you - well, sorry about that, but please don't stomp on the thread.
