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Hyperdrive System


Super Squirrel

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I'm working on the Hyperdrive system for my Star Hero campaign and need some input on it. It is pretty much identical to Star Hero pg. 192-193 with a few exceptions. It is built on a multipower because there are four levels of warp. Those levels are:

 

28(53) 500 Light Years / Year = 1 LY / Day

34(59) 4000 Light Years / Year = 10 LY / Day

40(65) 64000 Light Years / Year = 100 LY / Day

46(71) 512000 Light Years / Year = 1000 LY / Day

 

All powers are built with RSR(Hyperspace Navigation, -1 per 20 points)

 

The player rolls this after the hyperspace jump is initiated. If the roll fails, the end results will not be the desired location. I'm not sure how to determine just how far off course it would be.

 

Any recommendations?

 

Oh, regarding the hyperdrive, there is more to it than the above. I'll post the full writeup once I have finished it up in Hero Central.

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Re: Hyperdrive System

 

TE page 159 has an FTL Accuracy Table that may be of use.

 

In short, in order to make it to the exact target, the Skill Roll needs to be made by 5 or more. Made by 2-4, you're off by 1d6 x 100 kilometers. Made by 0-1, off by 1d6 x 1000 kilomters. From that point, the accuracy is off by an additional factor of 10 for every 1 the roll is missed by.

 

I would type out the whole chart, but I'd rather you buy the book. ;)

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Re: Hyperdrive System

 

TE page 159 has an FTL Accuracy Table that may be of use.

 

In short, in order to make it to the exact target, the Skill Roll needs to be made by 5 or more. Made by 2-4, you're off by 1d6 x 100 kilometers. Made by 0-1, off by 1d6 x 1000 kilomters. From that point, the accuracy is off by an additional factor of 10 for every 1 the roll is missed by.

 

I would type out the whole chart, but I'd rather you buy the book. ;)

I'd rather buy the book but I have no money. :)

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