MarcusIII
Cosmic Mongoose
This is the rules I will be using for "Hyper-Drive" in my next game. Pretty simple. Base drive drive data from Cepheus/SRD.
Hyper-Drive
A hyper-drive moves the ship into an alternate dimension called hyper-space. The drive is rated by how many parsecs(3.26 light years) the ship can travel per week (7 days) while in hyper-space. Drives are rated 1 through 6. As with a Jump drive one must be far enough away from a celestial body before engaging the hyper-drive. This is generally 100 diameters in distance. The shortest amount of time a ship may travel in hyper-space is 12 hours, traveling a corresponding distance based on Drive size. Courses follow a straight line only. If your course causes you to enter the100 D limit of a star or planet the ship returns to normal space at that point. So a short hop in hyper-space might be required to clear the local system star’s 100 D limit in order to get a straight course for your final destination.
Drive size & cost: The size of the hyper-drive is calculated by taking a Jump drive size of the same rating for the same ship tonnage and then adding the J-fuel tankage required for one jump. E.g. A J-1 drive for a 100 ton ship is 3 tons in size. Requiring 10 tons in fuel tankage for one jump. Therefore a Hype-drive with a rating of 1 for a TL 12, 100 ton ship would be 13 tons. Apply any TL tonnage drive adjustments to the total of the two figures, then calculate cost. The ship’s power plant rating must be equal to or greater than the hyper-drive rating. The cost of a hyper-drive is MCr0.5per ton.
Entering Hyper-Space Procedure
1. Calculate Plot: Entering hyper-space requires a course calculation called a “plot”. Starports rated C or better sell up-to-date plots to nearby populated worlds for Cr1,000 per parsec. A skilled pilot can also calculate their own plot. Throw Piloting/EDU 6+ to calculate a plot, apply a negative DM equal to the number of weeks the ship will travel; this takes1Dx6 minutes (i.e., 1D ship combat turns). Add any positive DM from your Electronics system. It is possible to rush this calculation, to guarantee that it will only take one ship combat turn, but the throw is Piloting/EDU 10+. A failed check requires another attempt, or the ship will have a hyper-space accident (see below). It is possible to calculate a plot in advance, but it will become obsolete within 1D days.
2. Engage Drive: Once the plot is ready, the ship’s engineer must throw Engineering/EDU 8+ to engage the Hyper-Drive. This procedure takes a second and can be done in the same round as the pilot’s throw itself.
3. Enter hyper-space: To succeed, throw 2D with the following DMs. A throw of 0 or less causes an accident. A bad plot causes an automatic accident. DM+the Effect of the Engineering throw to Engage the Drive DM-1 per day the plot is outof date. DM-2 if the Hyper-Drive is damaged. DM-8 if within a hundred-diameter limit of the nearest planet or star
4. In Case of an Accident: An accident causes a Critical Hit on the ship (see the space combat rules) and may destroy it.Furthermore, the ship travels 1D x 1D parsecs in a random direction.
Hyper-Drive
A hyper-drive moves the ship into an alternate dimension called hyper-space. The drive is rated by how many parsecs(3.26 light years) the ship can travel per week (7 days) while in hyper-space. Drives are rated 1 through 6. As with a Jump drive one must be far enough away from a celestial body before engaging the hyper-drive. This is generally 100 diameters in distance. The shortest amount of time a ship may travel in hyper-space is 12 hours, traveling a corresponding distance based on Drive size. Courses follow a straight line only. If your course causes you to enter the100 D limit of a star or planet the ship returns to normal space at that point. So a short hop in hyper-space might be required to clear the local system star’s 100 D limit in order to get a straight course for your final destination.
Drive size & cost: The size of the hyper-drive is calculated by taking a Jump drive size of the same rating for the same ship tonnage and then adding the J-fuel tankage required for one jump. E.g. A J-1 drive for a 100 ton ship is 3 tons in size. Requiring 10 tons in fuel tankage for one jump. Therefore a Hype-drive with a rating of 1 for a TL 12, 100 ton ship would be 13 tons. Apply any TL tonnage drive adjustments to the total of the two figures, then calculate cost. The ship’s power plant rating must be equal to or greater than the hyper-drive rating. The cost of a hyper-drive is MCr0.5per ton.
Entering Hyper-Space Procedure
1. Calculate Plot: Entering hyper-space requires a course calculation called a “plot”. Starports rated C or better sell up-to-date plots to nearby populated worlds for Cr1,000 per parsec. A skilled pilot can also calculate their own plot. Throw Piloting/EDU 6+ to calculate a plot, apply a negative DM equal to the number of weeks the ship will travel; this takes1Dx6 minutes (i.e., 1D ship combat turns). Add any positive DM from your Electronics system. It is possible to rush this calculation, to guarantee that it will only take one ship combat turn, but the throw is Piloting/EDU 10+. A failed check requires another attempt, or the ship will have a hyper-space accident (see below). It is possible to calculate a plot in advance, but it will become obsolete within 1D days.
2. Engage Drive: Once the plot is ready, the ship’s engineer must throw Engineering/EDU 8+ to engage the Hyper-Drive. This procedure takes a second and can be done in the same round as the pilot’s throw itself.
3. Enter hyper-space: To succeed, throw 2D with the following DMs. A throw of 0 or less causes an accident. A bad plot causes an automatic accident. DM+the Effect of the Engineering throw to Engage the Drive DM-1 per day the plot is outof date. DM-2 if the Hyper-Drive is damaged. DM-8 if within a hundred-diameter limit of the nearest planet or star
4. In Case of an Accident: An accident causes a Critical Hit on the ship (see the space combat rules) and may destroy it.Furthermore, the ship travels 1D x 1D parsecs in a random direction.