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A hyperspace jump requires a starship to be at least 100 diameters distant from a planet, or any object as large as a small planetoid. Calculations for the jump to lightspeed, made with the ship's Navigate skill, take at least one turn of calculations.
 
A hyperspace jump requires a starship to be at least 100 diameters distant from a planet, or any object as large as a small planetoid. Calculations for the jump to lightspeed, made with the ship's Navigate skill, take at least one turn of calculations.
  
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A standard hyperspace jump can cover roughly 1 parsec (3.26 ly or 1 hex on a subsector map) per Jump drive rating. The relevant roll is dictated by the ship's Jump drive, and other factors. So, a 1-parsec jump requires a -10% success, a 2-parsec jump a -20% success, and so on. This total can be influenced by external environmental factors. For instance, a hyperspace lane typically lowers the difficulty (increases the range) of a jump by 10%, or  even 20%, while a miscalculated jump or local environmental interference may raise the difficulty by 40% or even more.
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A standard hyperspace jump can cover roughly 1 parsec (3.26 ly or 1 hex on a subsector map) per Jump drive rating. The relevant roll is dictated by the ship's Drives rating, and other factors. So, a 1-parsec jump requires a +1 success, a 2-parsec jump a +2 success, and so on. This total can be influenced by external environmental factors. For instance, a hyperspace lane typically lowers the Difficulty (increases the range) of a jump by 1, or  even 2, while a miscalculated jump or local environmental interference may raise the Difficulty by 1 or far more.
  
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After each jump, a starship needs to stop and recalibrate its hyperdrive, and make the calculations for the next jump, at the new difficulty. Consequences of a hard failure can include flying into the heart of a star, or other equally unpleasant outcomes.
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After each jump, a starship needs to stop and recalibrate its hyperdrive, and make the calculations for the next jump, at the new Difficulty. Consequences of a hard failure can include flying into the heart of a star, or other equally unpleasant outcomes.
  
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A hyperspace jump takes an unpredictable but limited amount of time - usually around 1 week - and a lot of fuel. Typically, a Jump for a ship's full Jump range consumes half of the ship's entire fuel reserves.
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A hyperspace jump takes an unpredictable but limited amount of time - usually around 1 week - and a lot of fuel. Typically, a Jump consumes half of the ship's entire fuel reserves.
  
 
== '''Starship Combat''' ==
 
== '''Starship Combat''' ==

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