Hyperdrive Modifications

Characters must make a repair roll to increase the hyperdrive multiplier of their ship. The cost is based on the original retail price of the ship.

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.

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.
    1-2 Communications
    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.