I dislike the Way MonT does jump rolls anyway, astrogation has no real effect and 50% of them go off course which just isn't supported by classic and other versions.
Plot jump, 1D hours to plot and refine jump, no roll needed. Emergency jump 1-6 space combat turns (6 – 36 mins) Roll Astrogation and use effect number .
Jump roll. 2D +4, +astrogator skill level, + Jump Engineer skill level, - parsecs jumped, -2 per level of jump/power damage, emergency jump plot -4, -8 within 100D.
8+ Spot on, 164 hours, on target.
7 Close 1-3 early 1D hours, 4-6 late 1D hours, off target by 1D 1,000,000 Km
6 Close 1-3 early 1D hours, 4-6 late 1D hours, off target by 1D 5,000,000 Km
5 Mid 1-3 early 2D hours, 4-6 late 2D hours, off target by 1D 10,000,000 Km
4 Mid 1-3 early 2D hours, 4-6 late 2D hours, off target by 1D 20,000,000 Km
3 Far 1-3 early 3D hours, 4-6 late 3D hours, off target by 1D 50,000,000 Km
2 Far 1-3 early 3D hours, 4-6 late 3D hours, off target by 1D 100,000,000 Km
1-Miss Jump 6D parsecs, see ref.
Short jumps with a skilled astrogator and engineer are almost always on target. Computer Nav on longer jumps with a less skilled engineer are often off target.
Fleet/convoy jumps. One astrogator plots entire jump, ships match vector. Roll using worst engineer skill for fleet result, if off target then roll for each ship separately. For example 4 ships jump and roll 6. Each of the 4 ships will be early or late by 1-6 hours and off target by 1d 5,000,000km so not too badly scattered but still up to 6 hours and 30,000,000 km apart.
Cannon wise there are a few mentions scattered around of fleets jumping into a target world badly scattered and engaged piecemeal and defeated so we know it happens but it doesn't seem to happen that much and if jumps are realy so inaccurate how do raiders catch anyone by suprise if half the time they arrive many hours away from target
Getting back to pods, several encounters and adventures have players finding pods. They have to capture them and open them to find out what is inside (random usualy) so no info given as to living person or otherwise. A powerfull radio transmitter screaming "GK, SOS, HEEEEEELP" and when you get closer maybe a faint voice saying"can anyone hear me, is anyone out there".
Not that the pod still has anyone alive still in it, voices of the dead are just spooky when you spend hours listening to the voice only to open the pod and find a long dead body. Anyone remember a Star Trek episode where they pick up a distress call and respond with members of the crew constantly talking to the survivor in shifts as they race to the rescue only to find a temporal pocket and a long dead person.
Half ton life pods should be roughly the same as modern life boats but with life support. A modern life raft with GPS, emergency beacon, med kit, food and water, shelter roof etc drops from its ship and shouts for help to every satelite in line of sight. A starship pod should be better than this with improved tech. You may not be happy after a week in a pod but you should be alive, just remember to grab your personacomp with its library of books to read and games to play :lol: