Been a long time.
Last year I got hit with some major work issues. Between April and September last year I had 2 days off. Worked on 2 large projects simultaneously. Stopped all gaming and GM'ing for several months. I am rebooting my Traveller campaign tomorrow. 6 players, all brand new characters.
Here is the chart I came up last year. Please feel free to comment, add your own tables, charts etc... just my idea on how to expand misjump events.
EXPANDED MISJUMP TABLE BY JAKNAZ
For use in an Traveller setting
PRIMARY MISJUMP EVENT CHART
D66
11 Catastrophic Mishap, table C
12 Major Mishap, table B
13 Major Mishap, table B
14 Major Mishap, table B
15 Major Mishap, table B
16 Major Mishap, table B
21 Major Mishap, table B
22 Major Mishap, table B
23 Minor Mishap, table A
24 Minor Mishap, table A
25 Minor Mishap, table A
26 Minor Mishap, table A
31 Minor Mishap, table A
32 Minor Mishap, table A
33 Minor Mishap, table A
34 Minor Mishap, table A
35 Minor Mishap, table A
36 Minor Mishap, table A
41 Minor Mishap, table A
42 Minor Mishap, table A
43 Minor Mishap, table A
44 Minor Mishap, table A
45 Minor Mishap, table A
46 Minor Mishap, table A
51 Minor Mishap, table A
52 Minor Mishap, table A
53 Minor Mishap, table A
54 Minor Mishap, table A
55 Major Mishap, table B
56 Major Mishap, table B
61 Major Mishap, table B
62 Major Mishap, table B
63 Major Mishap, table B
64 Major Mishap, table B
65 Major Mishap, table B
66 Catastrophic Mishap, table C
TABLE-A –MINOR MISHAP (upon exiting from Jump Space)
2D6
02 Exit Jump Space 1d6 days from target coordinates (Assume 1G thrust)
03 Exit Jump Space 1d6 days from target coordinates (Assume 1G thrust)
04 Exit Jump Space 1day from target coordinates (Assume 1G thrust)
05 Exit Jump at wrong planet/location within target system
06 Jump Drive power surge - knocked off line -1d6 (x4 hours) engineering roll to repair
07 Jump Drive power surge - knocked off line -1d6 (x8 hours) engineering roll to repair
08 Jump Drive power surge - knocked off line -1d6 (x4 hours) engineering roll to repair
09 Exit Jump at wrong planet/location within target system
10 Exit Jump Space 1 day from target coordinates (Assume 1G thrust)
11 Exit Jump Space 1d3 days from target coordinates (Assume 1G thrust)
12 Exit Jump Space 1d3 days from target coordinates (Assume 1G thrust)
TABLE-B –MAJOR MISHAP (upon exiting from Jump Space)
2D6
02 Damage to Jump Drive per Combat Table (1 hit)
03 Damage to Power Plant per Combat Table (1 hit)
04 Damage to Maneuver Drive per Combat Table (1 hit)
05 Damage to all three systems per Combat Table (1 hit each)
06 Energy Spike-d66 rads released inside engineering compartment
07 Random drive damage (2-6) + Random misjump (8-12) (roll 1d6, reroll 6)
08 Misjump, fuel and time spent in Jump Space, but no distance traveled
09 Misjump d6 direction, 1d3 parsec distance
10 Misjump d6 direction, 1d6 parsec distance
11 Misjump d6 direction, 2d6 parsec distance
12 Misjump d6 direction, d66 parsec distance
TABLE-C –CATASTROPHIC MISHAP
2D6
02 Damage to Jump Drive ENTERING jump space per Combat Table (2 hits)
(make engineering rolls each day in Jump space to maintain jump bubble)
03 Damage to Power Plant ENTERING jump space per Combat Table (2 hits)
(make engineering rolls each day in jump space to maintain power)
04 Damage to Jump Drive EXITING jump space per Combat Table (3 hits)
05 Damage to Power Plant EXITING jump space per Combat Table (3 hits)
06 Damage to all three systems EXITING jump space per Combat Table (2 hits each)
07 d66 rads released throughout entire ship both entering and exiting Jump Space
08 Misjump, d6 direction, 1d6 sector distance
09 Misjump d6 direction, 2d6 sector distance
10 Misjump d6 direction, 3d6 sector distance
11 Catastrophic Explosion, ship destroyed, all hands lost
12 Table D, Temporal Event
TABLE-D –Temporal Event
Time can pass the same in Jump space and Normal space, sometimes time can pass differently between the crew of a ship while in Jump Space and the rest of the universe in normal space. So sometimes a crew can enter jump and spend 2-3 weeks in jump (assuming they have enough food and water) while in normal space only a week passes. In the revere situation, a crew can spend a standard week in jump, but when they exit, 2-3 weeks have passed in normal space. In extreme instances this can be months or years, moving forward or backward in time
3D6
03 Normal Distance, add 1d6 days in both Jump and normal space)
04 Normal Distance, add 2d6 days in both Jump and normal space)
05 Normal Distance, add 3d6 days in both Jump and normal space)
06 Normal Distance, normal time in Jump, add 1d6 days in normal space
07 Normal Distance, normal time in Jump, add 2d6 days in normal space
08 Normal Distance, normal time in Jump, add d66 days in normal space
09 Normal Distance, normal time in normal space, add 1d6 days in Jump space
10 Normal Distance, normal time in normal space, add 2d6 days in Jump space
11 Normal Distance, normal time in normal space, add d66 days in Jump space
12 Number 06 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
13 Number 07 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
14 Number 08 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
15 Number 09 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
16 Number 10 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
17 Number 11 this chart + Mishap table (role d6; 1-4 = table “A” , 5-6 = table “B”)
18 Time Travel – Instantaneous Jump, no time passes relative to the ship crew, but arrive many years in the past or in the future… GM’s discretion. (make your own chart)