Traveling through hyperspace ain't like dusting crops, boy! Without precise calculations we could fly right through a star, or bounce too close to a supernova and that'd end your trip real quick, wouldn't it.
That's fine for when everything goes as planned. But things going as planned is boring. Now let's spice things up with some new rules inspired from Galaxy Guide 6: Tramp Freighters
CP2020 Skill Checks |
Hyperdrive Mishaps
When making a jump, the PC should make a skill check for their Hyperdrive Tech skill i.e. 1d10+Tech+Hyperdrive Tech at the appropriate difficulty:
- jumping on known hyperlanes within a sector, make an Easy roll
- jumping between sectors on known hyperlanes, Average roll
- under stress or preoccupied, bump up the roll by one level
- jumping within the sector or between adjacent sectors with no known hyperlane, bump up the roll by one level
- if they are trying to jump from within another ship while a Rathtar tries to devour their ship, make a Very Difficult roll
- if they are trying to jump into a planet's gravity well to avoid the planetary shields, make a Nearly Impossible roll
Hyperdrive Types |
Hyperdrive Modifiers
The more advanced the hyperdrive, the harder it is to operate. As such, add a modifier to the roll needed:
- x4 -2
- x3 -1
- x2 +0
- x1 +1
- x1/2 +2
Mishaps Table |
Mishap Severity
If the player misses their check, a mishap occurs. First determine mishap severity
- Minor Mishaps: Check missed by <=5
- Moderate Mishaps: Check missed by <=10
- Catastrophic Mishaps: Check missed by <=15
- Fatal Mishap: Check missed by >15
Playtest
Well, we'll have to give these rules a playtest next game session. I'll let you know how it goes! Hopefully without too many fatalities!