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Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
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Posted: Fri Aug 01, 2008 4:54 pm Post subject: |
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Those are excellent ideas. I think it may be a subject that is worthy of varying approaches, as fit the circumstance.
In my campaign there is the potential for significant tactical planning, as the characters are in charge of a large privateer crew. That's why I'm interested in developing a reasonably concrete way to deal with the issue. For what it's worth, copied below is the house rule I made for my group. I tossed in a bit about the hyperdrive inhibitor as well.
Gravity Wells & Hyperspace Travel
Jumping to Hyperspace
In order to jump to hyperspace, a ship must pass beyond the effective reach of the gravity well of a planet or other massive nearby object in space. This is not accomplished simply by getting out of the atmosphere (if there is one). Instead, a ship must get out of the mass shadow, which extends well beyond that. That escape range is a number of space units beyond the upper atmosphere. The required distance to escape the planet is shown on the chart below:
Planet/Object Size -Escape Range
Standard – Gravity Normal/Near Normal - 75
Very Low Mass/Gravity - 25
Low Mass/Gravity - 50
High Mass/Gravity - 100
Very High (gas giant) - 150
Massive (star) -500
Emergence from Hyperspace
When a ship emerges from hyperspace, it is typical to arrive well outside the escape range. That distance is typically determined when plotting the course. When a ship emerges from hyperspace due to the action of the hyperdrive inhibitor, it typically arrives in subspace just beyond the edge of the escape range of whatever object obstructed the path.
If that distance is considered important, it may be determined by rolling as specified on the chart below. The result is the distance from the body in space units. The facing and relative position should be based on the route and common sense.
Planet/Object Size Distance from Object
Standard – Gravity Normal/Near Normal Escape Range +6D
Very Low Mass/Gravity Escape Range +2D
Low Mass/Gravity Escape Range +4D
High Mass/Gravity Escape Range +8D
Very High (gas giant) Escape Range +10D
Massive (star) Escape Range +12D _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
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TrueGrit Sub-Lieutenant
Joined: 02 Jun 2008 Posts: 54 Location: Leamington, Ont, CAN
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Posted: Sat Aug 02, 2008 8:34 am Post subject: |
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Yak Face wrote: | Emergence from Hyperspace
When a ship emerges from hyperspace, it is typical to arrive well outside the escape range. That distance is typically determined when plotting the course. When a ship emerges from hyperspace due to the action of the hyperdrive inhibitor, it typically arrives in subspace just beyond the edge of the escape range of whatever object obstructed the path.
If that distance is considered important, it may be determined by rolling as specified on the chart below. The result is the distance from the body in space units. The facing and relative position should be based on the route and common sense. |
Very good house ruling. Covers most all bases and is quick/simple. The info I quoted above (emphasis mine) is perhaps a typo? It states that the "result is the distance from the body in space units" - but should it instead read that it is the distance from the gravity well? The way I understand it the nav computer and hyperdrive detect gravity wells in your path and drop you out of hyperspace before reaching them - and that if you wait for the computer to have to do it then there are often serious (sometimes fatal) consequences. |
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Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
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Posted: Sat Aug 02, 2008 12:07 pm Post subject: |
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I see what you mean - my wording of that section was not optimal. What I tried to do was capture that concept by adding the dice roll to the "escape range," which I use as a term to decribe the furthest extent of the gravity well.
A better way would have been this:
Planet/Object Size Distance from Object
Standard – Gravity Normal/Near Normal 75+6D
Very Low Mass/Gravity 25+2D
Low Mass/Gravity 50+4D
High Mass/Gravity 100+8D
Very High (gas giant) 150+10D
Massive (star) 500+12D
I think that's how I'll re-word it in my house doc.
Thanks! _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
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