Space Hazards & Ship Malfunctions In Star Probe





Space Hazards & Ship Malfunctions In Star Probe


Every time a ship makes a jump it must be determined if it has done so safely. Each of the TSR games has hazards related to making these FTL jumps.



From Page 13 of Star Probe

Star Probe has you roll once a 1D100 which you then compare to two charts, one for malfunctions and the other for encountering natural hazards of space. The game gives a base 8% chance for a malfunction and a 6% of encountering a space hazard under optimum operational conditions of 1000 crew members. In theory therefore (8+6=14) every jump has a 14% chance of something happening. The game has a built in system in the malfunction chart though to increasing the risk of things going wrong based on your crew numbers. Every time you loose 2 units of crew (200 souls) numbers are added to the chart that if you roll them bad things happen. The numbers are cumulative.

As you look at the charts below remember they are taken together and are not separate dice rolls.
Explanations:

Ship Malfunction Table
No. Of Naval              Die Roll.                              Distance  Direction Drive Break     Repair Time
Personnel.      200    400     600      800     1000.                                Down.             Number Of Months
                    39,47.   36.     19,27.   16.         1.        5.          O            Yes.                 2 months
                    40,48.   35.     20,28.   15.         2.        2.          R.            No.                  —
                    41.        34.     21.       14.          3.        3.          L.            No.                  —
                    42.        33.     22.       13.          4.       -3.          S.            No.                  —
                    43.        32.     23.       12.          5.        3.          S.            No.                  —
                    44.        31.     24.       11.          6.        4.          L.            Yes.                 —
                    45.      30,38   25.      10, 18.     7.        2.          R.            Yes.                 —
                    46.      29, 37  26.       9, 17       8.        5.          O.            No.                  —

Distance
So if the ship in Star Probe jumps 3 hexes and malfunctions and distance is added or subtracted to that original jump distance. Keep in mind each hex equals 5 light years. 

Direction 
Refers to the final direction of travel by your ship. S = direction you meant to go, O = opposite direction, R = you go 90 degrees to the right, L = you go 90 degrees to the left.

Drive Break Down
If a yes you must stay stationary for the time listed in order to repair it, during that time you cannot explore the system.

If your new course puts you in a hex that has a star at the same level as your ship, there is a 33% chance that you will be in that system. (Keep in mind this refers to the 3D nature of the Star Probe map)

Space Hazard Table

Die Roll.      Hazard.                Megatons Of.               Time Lost
                                                 Structural Damage.      In Months
95.             Hydrogen Clouds.              3.                             0
96.             Space Debris.                     5.                             0
97.             Radiation Storms.              7.                             1
98.             Black Star.                         11.                            1
99.             Cosmic Storm.                  13.                            2
100.           Hyper-Space Distortion.   17.                            3



In Star Empires the hazards seem to mainly occur as aspects of battle scenarios which I will look at in another post. 

In considering these tables it is important to understand the % the charts are generating for a problem to occur.  

With 1000 crew 6+8=14%
With 800 crew 6+8+10= 24%
With 600 crew 6+8+10+10= 34%
With 400 crew 6+8+10+10+10=44%
With 200 crew 6+8+10+10 +10+10=54%


In looking at the chart you can see what the percentages work out to per type of problem.



Ship Malfunction Table
No. Of Naval              Die Roll.                              
Personnel.             

       200               400           600              800        1000.                                
       39,47 (7%)    36 (5%)    19,27(4%)   16 (2%)  1 (1%)
       40,48 (7%)    35 (5%)    20,28 (4%)  15 (2%)  2 (1%)   
       41 (5%)         34 (4%)    21 (3%)       14 (2%)  3 (1%)   
       42 (5%).        33 (4%).   22 (3%).      13 (2%)  4 (1%)
       43 (5%).        32 (4%)    23 (3%).      12 (2%)  5  (1%)    
       44 (5%).        31 (4%).   24 (3%).      11 (2%)  6 (1%)     
       45. (7%)        30,38 (6%) 25 (4%)   10,18 (3%)7 (1%)       
       46.  (7%)       29, 37 (6%) 26. (4%)   9, 17 (3%) 8 (1%)




I have combined the charts below so you can see it all together.

Number                   Die Roll            Hazard/Malfunction
Of Crew                                                                      
                                                                                 
1000                            1                 Drive Breaks Down 2 Months Repair & 5 (25 light year) 
                                                      Misjump in Opposite Direction                                                                                                    
1000                            2                 Misjump 90 degrees Right 2 (10 light years)  
1000                            3                 Misjump 90 degrees Left 3 (15 light years)  
1000                            4                 Misjump in direction you were going -3 (15 light years)  
1000                            5                 Misjump in direction you were going 3 (15 light years)  
1000                            6                 Drive Breaks Down & Misjump 90 degrees Left 4 (20 light      
                                                      years)  
1000                            7                 Drive Breaks Down & Misjump 90 degrees Right 2 (10 light      
                                                      years)  
1000                            8                 Misjump in Opposite Direction 5 (25 light years)             
800                              9                 Misjump in Opposite Direction 5 (25 light year) 
800                              10               Drive Breaks Down & Misjump 90 degrees Right 2 (10 light      
                                                      years)  
800                              11               Drive Breaks Down & Misjump 90 degrees Left 4 (20 light
                                                      years)  
800                              12               Misjump in direction you were going 3 (15 light years)  
800                              13               Misjump in direction you were going -3 (15 light years)  
800                              14               Misjump 90 degrees Left 3 (15 light years)  
800                              15               Misjump 90 degrees Right 2 (10 light years) 
800                              16               Drive Breaks Down 2 Months Repair & 5 (25 light year) 
                                                      Misjump in Opposite Direction                                                                                                  
800                              17               Misjump in Opposite Direction 5 (25 light years)
800                              18               Drive Breaks Down & Misjump 90 degrees Right 2 (10 light      
                                                      years)  
600                              19               Drive Breaks Down 2 Months Repair & 5 (25 light year) 
                                                      Misjump in Opposite Direction                                                                                                  
600                              20               Misjump 90 degrees Right 2 (10 light years) 
600                              21               Misjump 90 degrees Left 3 (15 light years)  
600                              22               Misjump in direction you were going -3 (15 light years)  
600                              23               Misjump in direction you were going 3 (15 light years)  
600                              24               Drive Breaks Down & Misjump 90 degrees Left 4 (20 light
                                                      years)  
600                              25               Drive Breaks Down & Misjump 90 degrees Right 2 (10 light   
                                                      years)  
600                              26               Misjump in Opposite Direction 5 (25 light years)
600                              27               Drive Breaks Down 2 Months Repair & 5 (25 light year) 
                                                      Misjump in Opposite Direction                                                                                                  
600                              28               Misjump 90 degrees Right 2 (10 light years) 
400                              29               Misjump in Opposite Direction 5 (25 light years)
400                              30               Drive Breaks Down & Misjump 90 degrees Right 2 (10 light      
                                                      years)  
400                              31               Drive breaks Down & Misjump 90 degrees Left 4 (20 light 
                                                      years)  
400                              32               Misjump in direction you were going 3 (15 light years)  
400                              33               Misjump in direction you were going -3 (15 light years)  
400                              34               Misjump 90 degrees Left 3 (15 light years)  
400                              35               Misjump 90 degrees Right 2 (10 light years) 
400                              36               Drive Breaks Down 2 Months Repair & 5 (25 light year) 
                                                      Misjump in Opposite Direction                                                                                                  
400                              37               Misjump in Opposite Direction 5 (25 light years)
400                              38               Drive Breaks Down & Misjump 90 degrees Right 2 (10 light      
                                                      years)  
200                              39               Drive Breaks Down 2 Months Repair & 5 (25 light year) 
                                                      Misjump in Opposite Direction                                                                                                  
200                              40               Misjump 90 degrees Right 2 (10 light years) 
200                              41               Misjump 90 degrees Left 3 (15 light years)  
200                              42               Misjump in direction you were going -3 (15 light years)  
200                              43               Misjump in direction you were going 3 (15 light years)  
200                              44               Drive Breaks Down & Misjump 90 degrees Left 4 (20 light
                                                      years)  
200                              45               Drive Breaks Down & Misjump 90 degrees Right 2 (10 light      
                                                      years)  
200                              46               Misjump in Opposite Direction 5 (25 light years)
200                              47               Drive Breaks Down 2 Months Repair & 5 (25 light year) 
                                                      Misjump in Opposite Direction                                                                                                  
200                              48               Misjump 90 degrees Right 2 (10 light years) 
Any sized crew              49-94          No Hazards or Malfunctions
Any sized crew              95               Hydrogen Clouds and 3 damage
Any sized crew              96               Space Debris and 5 damage
Any sized crew              97               Radiation Storms, 7 damage and lost for 1 month
Any sized crew              98               Black Star, 11 damage and lost for 1 month
Any sized crew              99               Cosmic Storm, 13 damage and lost for 2 months
Any sized crew              100             Hyper-Space Distortion, 17 damage and lost for 3 months



By Bob Layzell

Misjumps In Star Frontiers

In Star Frontiers 15 light years is the furthest distance a ship can jump without penalties being applied. Ships that jump further than 15 light years (3 hexes in Star Probe) incur a 10% chance per additional light year that the ship will misjump. 

Breakdowns are based on the age of the ship and maintenance history. A new ship has a 1% chance per voyage of a breakdown, for every 5 years of age that a ship has been in service add another 1% chance. Every ship needs a yearly maintenance if it misses this preventative maintenance it adds a 5% chance to breakdown and if it has gone more than two years add 10% and so on.

Star Frontiers allows for player character's skill to effect jumps. Normally the success rate is 100% on a charted rate with proper preparation time. Every lightyear requires 10 hours of time to plot. If an Astrogator does not spend all the time required to plot a jump they are Risk Jumping or "smoking the jump". 

Risk Jumping Success Rate for a known route is determined by the following formula the number of hours spent calculating the jump/light years to be traveled + Skill Level x 10%

(25 hours/5 light years + 3 SL) x 10 = 80%

Note there are two formulas given for this, but the one above is the one the rules actually give an example for. The other formula is 10% x skill level + 10% per hour. 

(10 x 3SL) + (25/10) = 32.5% I feel this formula is a printing error.

Note these are for known space routes not for uncharted routes. Also in Risk Jumping if the Astrogator rolls a 96-100 the ship always Misjumps. If the Astrogator spent less than 2 hours plotting time per light year it is also a Misjump. 

If the ship has all top of the line high-quality astrogation equipment then the Astrogator gets to add a +5% to his attempts to lay in a course properly.

Charting New Routes which is what the crew of the T'tet is doing over in Star Probe uses the following formula in Star Frontiers. 50% + 10% x Skill Level - 5% x light years thus in the case of the T'tet jumping 15 light years assuming only 3 Skill Level... 80% - 75% =  5% if however the Skill Level of the crew is higher say Skill Level 5 then 100% - 75% = 25% 

If a crew Misjumps in Star Frontiers the Astrogator will need to figure out where the ship is, if the ship Misjumped into a colonized area which will be well charted it will only take the Astrogator 1d10 hours to know the location the ship has ended up in. If the system is uncharted it takes 2d10 x 10 hours of calculations and a roll by the referee (d100) against the Astrogator's success rate for this subskill. If the result is equal or less, the Astrogator knows where the ship is in the amount of time the referee rolled... if however the roll is a failure depending on how bad the Astrogator will know he is lost if it is 30 to 40% higher than the Astrogator will think he knows where the ship is but is wrong. Any new jump will be a Misjump and any attempts to locate location will be at a-10% cumulative with each new Misjump. Once an Astrogator does know his location if it is an unknown 
system the ship is in he must plot a course back using the Charting New Routes rules. 

So what happens when a Star Frontiers ship Misjumps  The ship will enter space somewhere near a star system, however it cannot be the system the ship was trying to reach. A misjump can cause the ship to appear anywhere within a circle of the targeted system at the center. This circle has a radius equal the light years from the starting system to the target system. The referee assigns numbers to the stars in the radius and randomly rolls which system the ship entered. If there are no stars in the radius the radius is extended till two star systems are in it's radius. 






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