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| Old/New | Difficulty | Cost | Mishap Modifier |
|---|---|---|---|
| x4 (or more)/x3 | Moderate | +10% | +1 |
| x3/x2 | Difficult | +15% | +1 |
| x2/x1 | Very Difficult | +25% | +2 |
| x1/x1/2 | Heroic | +35% | +3 |
*Due to current technology standards, it is impossible to improve a hyperdrive better than x1/2.
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Minor Mishaps
| Roll | Result |
|---|---|
| 1 | Hyperdrive fluctuation. Trip takes 1D hours longer than normal |
| 2 | Hyperdrive motivator damaged. Ship will not enter hyperspace until the motivator is fixed(Very Easy repair roll). |
| 3 | Hyperdrive power flux. Ship will not enter hyperspace until 2 rounds after hyperdrive is engaged. |
| 4 | Power overload: emergency circuits shunt energy into alternate system. Roll 1D.
3-4 Sensors 5-6 Lose 1D of shields |
| 5 | Hyperdrive misaligned. Character must make Easy repair roll before hyperdrive can be engaged. |
| 6 | Misjump. Hyperdrive cuts out in wrong system. |
Moderate Mishaps
| Roll | Result |
|---|---|
| 1 | Hyperdrive overload. The main hyperdrive nearly overloaded. Characters must make a Difficult repair roll to get it operating again. |
| 2 | Hyperdrive power flux. Ship will not enter hyperspace until 1D+2 rounds after hyperdrive is engaged. |
| 3 | Power surges destroy backup hyperdrive and double hyperdrive multiplier. |
| 4 | Misjump. Hyperdrive cuts out in wrong system. |
| 5 | Hyperdrive fluctuation. Trip takes 4D hours longer than normal. |
| 6 | Hyperdrive destroyed. The ship arrives at its destination, but the hyperdrive is destroyed as the ship emerges into realspace. |
Catastrophic Mishaps
| Roll | Result |
|---|---|
| 1 | Hyperdrive blows. The main hyperdrive is completely destroyed. |
| 2 | Hyperdrive overload. Power flux nearly destroyes hyperdrive. Characters must make Very Difficult repair roll to get it operating again. |
| 3 | Collision. Ship collides with a heavy object while in hyperspace. The ship drops into realspace, heavily damaged and with a ruptured hull. The ship is no longer space worthy and must be abandoned. |
| 4 | Power surges mean trip takes 1D days longer than expected. |
| 5 | Misjump. Ship emerges in wrong system. |
| 6 | Near miss. Ship nearly collides with a stellar object and drops into realspace at the last instant. The pilot must now plot a new hyperspace course. |
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