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D6 Simple Rules Overview for Empire Ascendant
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===Astrogation=== The best -- though certainly not the most accurate! -- way to figure out relative positions and travel times are to use the following resources: *[http://images.wikia.com/starwars/images/1/10/MainGalaxy.png The Galaxy] - This is the Essential Atlas version of the map of the Star Wars Galaxy. *[http://starwars.com/atlas/ Star Wars Essential Atlas Online Companion] contains an updated PDF index of all of the Star Wars planets and their position on the above map. *[http://www.starwars-chronicles.com/Hyperspace_Travel_Time.htm Hyperspace Travel Times] gives you a general idea of the travel times involved with going from one section of the galaxy to another. Unfortunately, it's a generalization; certain features of the galaxy make it such that any planets not along well-traveled Hyperspace routes could have travel times that vary widely from what is presented. Combine all these with several listings in the various Star Wars sourcebooks, and then multiply all that by your ship's Hyperdrive Multiplier. See why it requires an Astrogation roll? Astrogation rolls are normally against Moderate difficulty, though this may vary slightly based on how well known the route is. Without a nav computer or a way to calculate a jump, the base difficulty is Very Difficult. ====Time to Use:==== *''Precalculated jump:'' 1 round. *''Position is known and route is well-traveled:'' 1 minute. **Lower it up to as little as 1 round by doubling the TN each round until you successfully pass the roll. *''Position is known but destination's route is not:'' 1D hours **Lower it up to as little as 1 minute by doubling the TN each minute until you successfully pass the roll. *''Current position is unknown and jump is effectively blind:'' 1 day. **You can do one of these faster, but you're pretty much doomed. '''Modifiers to ETA''' *Ship's Hyperdrive multiplier **Backup Hyperdrives are usually rated at x10 to x15 (assume x15 unless source says otherwise) *Through gas cloud: +2d6 hours *Through star cluster or asteroid field: +2d6 hours ====Difficulty Modifiers==== *Increase TN by +1 for every hour you wish to save on the journey. *Decrease TN by -1 for every extra hour you are willing to take on the journey. *Damage to starship: **Light +2 **Heavy +5 ====Astrogation Mishap==== If the roll is failed by 1-9 points, a mishap occurs. Roll 2D: '''Roll // Mishap''' *2. . . Hyperdrive Cut-out and Damaged: the hyperdrive cuts the trip short to avoid an obstacle, and the drive is damaged, requiring a Moderate repair roll before it will work again. Backup hyperdrives must be used to limp to the nearest facility. *3-4. . . Radiation Fluctuations: a radiation leak causes the trip to be increased or decreased by +/- 1D per point the roll missed by. *5-6. . . Hyperdrive Cut-out: the ship cuts out of hyperspace to avoid an obstacle, and a new route must be calculated from scratch. *7-8. . . Off Course: the ship veered off-course to a random system. *9. . . Mynocks: mynocks or something similar attached themselves to the power cables, extending the trip's duration by 1D days. *10. . . Close Call: another system is damaged during transit, such as escape pods, nav computer, or weapons. It requires repairs before it can be operated again. *11-12. . . Collision, Heavy Damage: the ship drops out of hyperspace due to collision with a realspace object, causing heavy damage and rupturing the hull. Anyone in the damaged section must make Moderate Knowledge/Survival checks to avoid passing out. Failure means Strength/Stamina rolls each round to avoid passing out due to lack of air; the TN starts as Easy the first round, Moderate in the second, and so on.
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