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Blind Hyperspace Jumps
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CRMcNeill
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PostPosted: Sun May 21, 2017 6:45 am    Post subject: Blind Hyperspace Jumps Reply with quote

The current hyperspace rules focus almost exclusively on hyperspace jumps where the goal is to travel from one planet to another...

But what if your goal is simply to be anywhere other than where you already are, with no time to calculate?

What method do you use if your characters are going to be destroyed any second, and simply decide to take their chances by pointing their ship at a random patch of sky, jumping to hyperspace and waiting several minutes before they drop back out? Obviously it can't be completely hazard-free, or else everyone would be doing it all the time, rather than as a desperate last resort.

Thoughts?
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Zarn
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PostPosted: Sun May 21, 2017 8:45 am    Post subject: Reply with quote

Wild dice. So . Many . Wild . Dice .

For every "degree" of rush, however you do it, one die in the Astrogation roll gets converted to a wild die. So if you usually would have 5D Astrogation, you'd ordinarily roll 4D + 1D wild die. But if you rush, say "2 degrees", you now roll 2D + 3D wild dice.
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Wajeb Deb Kaadeb
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PostPosted: Sun May 21, 2017 8:55 am    Post subject: Reply with quote

We have sensors today that can see other galaxies.

I'd keep the jump rules exactly the same except I'd up the chance that some wonky happens.

Was this covered in the Scouts book?
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ZzaphodD
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PostPosted: Sun May 21, 2017 1:13 pm    Post subject: Reply with quote

Just avoid hitting something should be quite easy, given the emptiness of space. Especially for a short jump just a minute long or so..
But what would be the problem, except overiding the security blocks in the astrogation system?

Would small gravitional forces, normally compensated for during a calculated jump, damage the ship?
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Wajeb Deb Kaadeb
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PostPosted: Sun May 21, 2017 1:20 pm    Post subject: Reply with quote

I would think that old calculations are still in the navicomp memory. They're old calculations--risky.

So, maybe the quickest calculations in a dire situation is to just go back to where the ship started.
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ZzaphodD
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PostPosted: Sun May 21, 2017 1:23 pm    Post subject: Reply with quote

Wajeb Deb Kaadeb wrote:
I would think that old calculations are still in the navicomp memory. They're old calculations--risky.

So, maybe the quickest calculations in a dire situation is to just go back to where the ship started.


If you are in the same spot sure..
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Wajeb Deb Kaadeb
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PostPosted: Sun May 21, 2017 2:05 pm    Post subject: Reply with quote

ZzaphodD wrote:
Wajeb Deb Kaadeb wrote:
I would think that old calculations are still in the navicomp memory. They're old calculations--risky.

So, maybe the quickest calculations in a dire situation is to just go back to where the ship started.


If you are in the same spot sure..


In the same system. You use your last jump coordinates, going back to where you came from.
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ZzaphodD
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PostPosted: Sun May 21, 2017 2:16 pm    Post subject: Reply with quote

Wajeb Deb Kaadeb wrote:
ZzaphodD wrote:
Wajeb Deb Kaadeb wrote:
I would think that old calculations are still in the navicomp memory. They're old calculations--risky.

So, maybe the quickest calculations in a dire situation is to just go back to where the ship started.


If you are in the same spot sure..


In the same system. You use your last jump coordinates, going back to where you came from.


But you are most likely at a different place in the system, the planets are in a different place, the system in itself is in a different space.

The chanses that you can use the same coordinates are actually close to zero..
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Wajeb Deb Kaadeb
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PostPosted: Sun May 21, 2017 3:07 pm    Post subject: Reply with quote

ZzaphodD wrote:
Wajeb Deb Kaadeb wrote:
ZzaphodD wrote:
Wajeb Deb Kaadeb wrote:
I would think that old calculations are still in the navicomp memory. They're old calculations--risky.

So, maybe the quickest calculations in a dire situation is to just go back to where the ship started.


If you are in the same spot sure..


In the same system. You use your last jump coordinates, going back to where you came from.


But you are most likely at a different place in the system, the planets are in a different place, the system in itself is in a different space.

The chanses that you can use the same coordinates are actually close to zero..


Close to zero?

But, that's why it ain't safe.
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garhkal
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PostPosted: Sun May 21, 2017 3:33 pm    Post subject: Reply with quote

ZzaphodD wrote:
Just avoid hitting something should be quite easy, given the emptiness of space. Especially for a short jump just a minute long or so..
But what would be the problem, except overiding the security blocks in the astrogation system?

Would small gravitional forces, normally compensated for during a calculated jump, damage the ship?


And what WOULD the rules for such a micro-jump be? Would they need to alter the safeties? If so, how quickly do they need to do it?
If not, how quickly can they jump back out of hyperspace?
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ZzaphodD
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PostPosted: Sun May 21, 2017 4:05 pm    Post subject: Reply with quote

Wajeb Deb Kaadeb wrote:
ZzaphodD wrote:
Wajeb Deb Kaadeb wrote:
ZzaphodD wrote:
Wajeb Deb Kaadeb wrote:
I would think that old calculations are still in the navicomp memory. They're old calculations--risky.

So, maybe the quickest calculations in a dire situation is to just go back to where the ship started.


If you are in the same spot sure..


In the same system. You use your last jump coordinates, going back to where you came from.


But you are most likely at a different place in the system, the planets are in a different place, the system in itself is in a different space.

The chanses that you can use the same coordinates are actually close to zero..


Close to zero?

But, that's why it ain't safe.


Yes, the chance of you being in the same spot, relative to the planets in the system, the sun, not to mention the position of the system in the galaxy... It all moves around.

Exactly, thats why you cannot use old calculations and have to take the risk of running into something or being pulled apart by gravity..
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ZzaphodD
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PostPosted: Sun May 21, 2017 4:15 pm    Post subject: Reply with quote

garhkal wrote:
ZzaphodD wrote:
Just avoid hitting something should be quite easy, given the emptiness of space. Especially for a short jump just a minute long or so..
But what would be the problem, except overiding the security blocks in the astrogation system?

Would small gravitional forces, normally compensated for during a calculated jump, damage the ship?


And what WOULD the rules for such a micro-jump be? Would they need to alter the safeties? If so, how quickly do they need to do it?
If not, how quickly can they jump back out of hyperspace?


Found these rules, but cant say if they are exactly canon

http://diceandsteel.com/wp-content/uploads/2014/03/Astrogation-and-Space-Travel.pdf

Given this one would have to decide what the base difficulty is for a micro-jump and then modify according to circumstance (fast jump x2).

Even if these are not exactly canon, the same principle would apply.
Also, jumping blindly does not seem to be possible, the hyperdrive would refuse to engage.
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Whill
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PostPosted: Sun May 21, 2017 7:37 pm    Post subject: Reply with quote

Short blind jumps could run into something but odds are against that. I think the difficult part is getting your bearings in a point in space not on any known route because you are forging a new hyperspace route to get back to somewhere the nav computer has coordinates for.
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garhkal
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PostPosted: Mon May 22, 2017 3:24 am    Post subject: Reply with quote

ZzaphodD wrote:
Found these rules, but cant say if they are exactly canon

http://diceandsteel.com/wp-content/uploads/2014/03/Astrogation-and-Space-Travel.pdf

Given this one would have to decide what the base difficulty is for a micro-jump and then modify according to circumstance (fast jump x2).

Even if these are not exactly canon, the same principle would apply.
Also, jumping blindly does not seem to be possible, the hyperdrive would refuse to engage.


That's pretty much just a cut n paste from the rulebook.. So making a blind jump (no charts x2 and possibly even adding in not using charts or nav computer, +20 or even higher), could easily place the diff at 50 or more and any astrogation roll of 10 or more under that TN means you don't GO into hyperspace, the drive refuses..
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CRMcNeill
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PostPosted: Mon May 22, 2017 12:52 pm    Post subject: Reply with quote

Here's another question in the same vein; Rogue One very clearly shows a ship jumping into hyperspace well within the gravity well of a planet. The only way this is possible under the RAW / EU is if the ship in question disengages their hyperdrive cut-out, which is obviously dangerous enough that it is purely a desperation move.

So how would you rule it if a character tried this, such as if trying to escape an Interdictor?
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