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# Find the distance on the table below and get the Base Difficulty; you should find the minimum time is within the time ladder band shown on the table as well. Add the ship’s Scale modifier to this difficulty. Subtract one if the journey is in Core Space. Subtract one if the route is routinely travelled by friendly vessels, that is, those that would share local conditions and data to the Mindscape. (This means -2 for well travelled routes in Core Space). This is the Course Difficulty, the difficulty that must be beaten if you want to make the jump in near minimal time. | # Find the distance on the table below and get the Base Difficulty; you should find the minimum time is within the time ladder band shown on the table as well. Add the ship’s Scale modifier to this difficulty. Subtract one if the journey is in Core Space. Subtract one if the route is routinely travelled by friendly vessels, that is, those that would share local conditions and data to the Mindscape. (This means -2 for well travelled routes in Core Space). This is the Course Difficulty, the difficulty that must be beaten if you want to make the jump in near minimal time. | ||
# Make the Planing Skill roll, making use of advantages from other character’s Pilot rolls, fate points and aspects, etc. and check the outcome... | # Make the Planing Skill roll, making use of advantages from other character’s Pilot rolls, fate points and aspects, etc. and check the outcome... | ||
− | ** On a Failure, step down the time ladder for each shift the difficulty was missed by; your voyage is going to take substantially longer than the minimum time. To avoid this, you may choose to take consequences instead representing more long-term wear and tear on your ship; a consequence can take care of as many shifts on the time ladder as its value (Mild 2, Moderate 4, Severe 6). If, for some reason you are unwilling to deal with failure shifts by moving down the time ladder, and can’t or won’t take consequences to deal with them, your ship is taken out. You may arrive at your destination or you may not at the GM’s whim, and the condition you arrive in is likely to be troubling. Good luck with that. | + | **On a Failure, step down the time ladder for each shift the difficulty was missed by; your voyage is going to take substantially longer than the minimum time. To avoid this, you may choose to take consequences instead representing more long-term wear and tear on your ship; a consequence can take care of as many shifts on the time ladder as its value (Mild 2, Moderate 4, Severe 6). If, for some reason you are unwilling to deal with failure shifts by moving down the time ladder, and can’t or won’t take consequences to deal with them, your ship is taken out. You may arrive at your destination or you may not at the GM’s whim, and the condition you arrive in is likely to be troubling. Good luck with that. |
− | ** On a tie, you will have some situation aspect on arrival that will complicate your life in some minor way of the GM’s choosing, such as “Chronodisplaced” or “Tired out from Hard Jumps” or “Engines on the Fritz” or similar. You can avoid this by going down one step on the time ladder. | + | **On a tie, you will have some situation aspect on arrival that will complicate your life in some minor way of the GM’s choosing, such as “Chronodisplaced” or “Tired out from Hard Jumps” or “Engines on the Fritz” or similar. You can avoid this by going down one step on the time ladder. |
− | ** On a success, you make the journey within the same time ladder band as your minimum time, although not in the minimum possible time. If you were on a schedule, you made it on time. | + | **On a success, you make the journey within the same time ladder band as your minimum time, although not in the minimum possible time. If you were on a schedule, you made it on time. |
− | ** On a success with style, you make the journey in essentially the minimum time, not off by more than a few minutes to hours. You also have a boost. | + | **On a success with style, you make the journey in essentially the minimum time, not off by more than a few minutes to hours. You also have a boost. |
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Revision as of 18:36, 14 October 2016
Contents
[hide]Mindjammer in the Hammer House Rules[edit]
Alternate Jump Rules[edit]
Background[edit]
These rules are about journeys using the jump drive, not individual jumps. A journey consists of one or more jumps between the start and destination. Often, the extra jumps are to or from one of the many unnoted stars in the octant that are otherwise uninteresting. The exact number of jumps taken is almost always unimportant. A journey is somewhat abstracted as getting from where you are to someplace you plan to spend some time. If you plan on just pausing for long enough to cycle the planing engines and jump again, then that isn’t your destination, somewhere else is.
These rules assume that the main difficulty with jumping is avoiding matter; any matter, no matter how diffuse, slows you down and/or increases the danger of a mishap. Also, they assume that in the completely absence of matter between two points the minimum time to traverse the distance between those points is roughly 1 day per 5 LY. That is a law of the universe; you can’t get there any faster than that through 2-Space. So the main goal of plotting courses for a jump is trying to get the actual travel time between point a and point b as close as possible to the minimum possible time without putting your ship in danger.
The farther you have to go, the more you are likely to get slowed down somehow along the way. These slowdowns might include finding intermediary stops along the way, misplanned jumps that have to be aborted, minor repairs after being inadvertently thrown out of 2-space, etc., as well as the general “headwind” pressure of forging through the expected or unexpected interstellar matter (dust, mostly) you encounter. But these rules also assume that as long as you aren’t too worried about how long it takes to make the journey, you can always find a safe path.
Rules[edit]
These rules replace all of the rules in the section titled “Planing Engine Jumps” starting on page 224 of the rulebook, Table 13-2, and the box labeled “Mindjammer Routes” on page 225. Misjumps still happen, but only those that result in a consequence need be brought into the story, all the others are factored in to the amount of extra time a journey might take.
- Determine the distance between start and destination in LY. Divide this value by 5. This is the minimum amount of time in days the trip can take.
- Find the distance on the table below and get the Base Difficulty; you should find the minimum time is within the time ladder band shown on the table as well. Add the ship’s Scale modifier to this difficulty. Subtract one if the journey is in Core Space. Subtract one if the route is routinely travelled by friendly vessels, that is, those that would share local conditions and data to the Mindscape. (This means -2 for well travelled routes in Core Space). This is the Course Difficulty, the difficulty that must be beaten if you want to make the jump in near minimal time.
- Make the Planing Skill roll, making use of advantages from other character’s Pilot rolls, fate points and aspects, etc. and check the outcome...
- On a Failure, step down the time ladder for each shift the difficulty was missed by; your voyage is going to take substantially longer than the minimum time. To avoid this, you may choose to take consequences instead representing more long-term wear and tear on your ship; a consequence can take care of as many shifts on the time ladder as its value (Mild 2, Moderate 4, Severe 6). If, for some reason you are unwilling to deal with failure shifts by moving down the time ladder, and can’t or won’t take consequences to deal with them, your ship is taken out. You may arrive at your destination or you may not at the GM’s whim, and the condition you arrive in is likely to be troubling. Good luck with that.
- On a tie, you will have some situation aspect on arrival that will complicate your life in some minor way of the GM’s choosing, such as “Chronodisplaced” or “Tired out from Hard Jumps” or “Engines on the Fritz” or similar. You can avoid this by going down one step on the time ladder.
- On a success, you make the journey within the same time ladder band as your minimum time, although not in the minimum possible time. If you were on a schedule, you made it on time.
- On a success with style, you make the journey in essentially the minimum time, not off by more than a few minutes to hours. You also have a boost.
Distance | Time | Base Course Difficulty |
---|---|---|
Microjump | Several Hours | Poor (-1) 1 |
1-3 LY | Half a Day | Mediocre (+0) |
3-6 LY | A Day | Average (+1) |
7-20 LY | A Few Days | Fair (+2) |
21-50 LY | Several Days (A Week) | Good (+3) |
51-75 LY | Half a Month (A Few or Several Weeks) | Great (+4) |
76-150 LY | A Month | Superb (+5) |
151-300 LY* | A Few Months | Fantastic (+6) |
More than 301 LY 2 | Several Months | Epic (+7) |
Half a Year 3 | ||
Year 3 |
1See Microjumps for details.
2 Only possible with very high Tech Index engines and X-Cores.
3 Provided to extend the time ladder for reference, almost all ships will need to stop for maintanence during a journey of this lenght as it will exceed the Jump Maximum.
Microjumps[edit]
Any jump of less than 1 LY is a Microjump. Poor (-1) difficulty makes these jumps seem easy, but that is actually not the case. These are often more difficult than longer jumps, because they are so short there is no real way to make them safer. Because of this, failed shifts must be soaked up in consequences, they cannot be dealt with by moving down the Time Ladder. If you have no consequences, you are taken out and the GM will put you into a very dire situation. Microjumps should only be attempted by smaller ships with good planing engines. Note that the rules for Activating Planing Engines in Dangerous Environments found on pg 228 still apply in their entirety.
Examples[edit]
Expand for examples
Why these rules?[edit]
Expand for Reasoning