Disadvantage when using that component until the ship is refitted. With a lot of luck (and even more mesh tape), you managed to hold the component together. You are shocked during the repair and damage your tools, and have to fix them. You tried to escape, but it looks like an Interdictor Cruiser is blocking your ability to enter hyperspace. Imperial forces spot your ship and are able to identify it, making it more likely your enemies know your whereabouts.Īn Imperial blockade identified your ship as you attempted to skirt past them. Your enemies may be able to learn this information. Imperial forces spot your ship, but you're able to make a getaway before they can do anything further. Use Hide to avoid being seen by Imperial forces You're being hailed, and multiple TIE fighters are approaching your ship. You detected a large deposit of minerals, but failed to also detect the Imperial mining operation in the area. Your ship takes 1 level of system damage. You detected a large deposit of minerals in a large asteroid, but Mynocks flocked toward the ship, damaging it and forcing you to leave. Use Scan to detect the presence of minerals in a nearby deposit Your shortcut failed miserably and sent the ship to unknown coordinates in the galaxy. ![]() Your shortcut ended up nearly getting the ship caught in a gravity well. Use Astrogation to shorten the party's travel time The pirates led you straight into a trap! Multiple enemy ships are closing in on you, and multiple laser bolts speed past your ship. ![]() You fled from pirates through an asteroid field, but not without some pain. You're able to make your escape, but it costs you some time. You point out that this is a popular technique used by pirates, just as multiple contacts appear on your ship's display. Your ship is pulled out of hyperspace by a rogue asteroid. It has now spread to the rest of the ship, and must be dealt with lest you risk spreading it further. You're unable to identify the source of the disease, and unable to cure it. You isolate yourself for the rest of the trip and gain one exhausted level. You're able to cure the infected, but unfortunately contract the disease yourself. The sickness takes longer to deal with than you had hoped. Use Medicine to tend to a sick party member If the party fails their group skillcheck by more than 10, the GM chooses an appropriate Major consequence for the party. The table on the next page serves as a guide for potential consequences when the party fails its skillchecks during travel. All times are multiplied by the class multiplier of your Hyperdrive.These lanes override the difficulty of traveling through The Deep Core (As the best routes have already been found and are kept marked,) and The Outer Rim (As the routes have obviously been charted.) Travel along these routes is safe and secure, taking only 8 hours per grid square traveled. Major Hyperspace lanes and minor trade lanes alike are very well charted and constantly kept up-to-date.Traveling through these regions increases the travel time to 24 hours per square. The Deep Core is extremely densely populated with stars and stellar phenomena that make Hyperspace travel very difficult, and The Outer Rim is very poorly charted.In most of the galaxy, each grid square of distance traveled takes 16 hours to traverse.Use this as a guide to determine how long your party will be traveling. Based on the results of the party's skillchecks, they will either have an uneventful journey, or face some setbacks along the way. Each individual skillcheck is added together to form the Group DC check. Additionally, the party faces a group DC equal to the Individual DC x the number of party members. Based on this length, the party performs skillchecks with a DC based on the amount of expected travel time. ![]() When traveling in hyperspace, the GM calculates how long it will take to complete the journey by referencing the travel times section below. Likewise, if they're attempting a skillcheck with a starship ability, the ship must be proficiently equipped for the chosen skill. Players must be proficient in the skill they are attempting. Skillchecks can come from either the player's character, or the ship they're a crewmember of. Players may choose which skill they'd like to use for this skillcheck, so long as the GM agrees with their attempt. To account for this travel time, each party member must complete a skill challenge during their trip. Traveling for extended periods of time poses significant risk, requiring ship captains and travelers to be able to quickly react to potential problems while en route. Hyperspace travel can take a long time, especially for less equipped ships with lower class hyperdrives. Hyperspace: Travel times and Skill Challenges
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