Engineer skill before a jump

Tobbe

Mongoose
I have a question about how to use the Engineer (jump drive) skill before making a jump.

On p. 141 Core Rulebook it is said that to jump some procedures must be done.

One of these is Divert power. It is stated that firing the Jump drive is an average (+0) Education based Engineer (jump drive) check taking 10-60 seconds.

But in the skill chapter, p 54, under the skill Engineer it is stated as an example for Engineer (jump drive): Making a jump: Intelligence, 10-60 minutes, routine (+2).

What am I getting wrong?

Tobbe
 
Maybe it is a two step process:

Making a Jump (Prepping the systems) is the 10-60 minute Intelligence based roll.

Transfer Power for Jump is the shorter 10-60 second Education based roll.

The Transfer roll is part of the linked roll with the pilot actually pushing the button.

The Prep time is probably simultaneous with the Astrogator calculating the Jump.
 
So, still building MTU for a highly anticipated game in the near future I am still trying to wrap my head around some aspects that are still sort of nebulous.

I don't mean to hijack the thread or anything, but I had a question related to yours and figured I would ask here instead of making another thread.

My question is how does a ship computer with Jump Control/X get involved with this?
Deep down, I'm still not grasping what exactly a computer/software actually does for a character. I read the example(s) on page 93 about Interfaces and Intellects, and Expert Skill Software. But it's not very clear.

Thanks again.
 
In the case of jumps, the Engineer handles equipment readiness and monitors large-scale physical processes (like fuel transfers) where a "man on the scene" is useful.

The computer's Jump Control software handles the application of the energy coming out of the drive, channeling power through whatever mechanism you care to use to open a carefully calculated gateway into jumpspace that will precipitate the ship at the desired destination in a week.
 
Seems reasonable but what does that manifest into game terms? Does the engineer get a bonus to a roll? The computer makes its own roll? The computer just does it and no roll is required and a Jump X (depending on however far the software can handle) is just automatic and succesful?
 
The computer rolls are subsumed by the character rolls.

Your ship cannot make a Jump-3 without Jump/3 software. Part of the Astrogation roll is to ensure that the software is used correctly. No separate roll is needed just for the computer.

Using a higher Jump/X software doesn't give you any bonuses, because each jump is unique and has to be calculated separately. The software can handle larger jumps, but doesn't use that in a smaller jump.

I figure most of the Jump/X software is controlling how fast and in what direction the energy is channeled. It doesn't care if it is headed in the right direction or not, that is the job of the Astrogator. The Engineer's dice roll is to ensure that nothing goes wrong during the energy transfer.

Also, remember that the EXACT process is not defined, so you as GM can make it as complicated or as easy as you like.

Normally, I don't bother with anyone having to roll for Jump unless there are extenuating circumstances. If the ship is damaged or late on maintenance, using unrefined fuel or within 100D of the planet or anything like that, then they roll. A normal jump is just that, normal, and doesn't have to be rolled for every time. Your call.
 
Ah, thank you. SO having a computer with Jump/X just allows the ship to actually do that. Like having a gun lets a character use the Gun Combat skill. Sort like a pre-requisite.

That clears that question up.
 
That's exactly how I interpret it myself.

I think you could also have an expert program running 'engineer - jump drives' to help you make the eng + edu roll (or even make it for you), but that's a separate thing from the jump control program, which is just a pre-req for jumping.
 
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