Post by buzzcorry on Aug 23, 2018 19:49:42 GMT -6
The hyperspace rules from WEG SW never did anything for me. Not only are they bland, but they don't really reflect how hyperspace works in the movies. So, in light of the recent reprints, I've decided to finally rework the rules to try and make them more interesting and flexible.
One: Convert the "hyperspace multiple" to speed die roll like sublight. The sublight speed values range from 1 to 6 dice so I'm using a similar scale here.
The Falcon, being the fastest hunk of junk in the galaxy, will naturally be given a 6D for Hyperspace Speed. Since outrunning the "big Corellian ships" is bragworthy, the ISD will clock in at 5D. From this point on, ships will get a Hyperspace Speed of 4D, 3D, 2D, etc for multiple of x1, x2, x3 respectively.
For Hyperspace Maneuverability, I'll just transfer over the regular value while giving the Falcon a 1D boost and taking 1D+ away from the fighters, as those are primarily designed for subspace flight.
Two: Now that we have similar stats between sublight and hyperspace, we can use the same rules for chases. To start a hyperspace chase, the pursuer must enter hyperspace on the same turn or the following turn. All ships can detect when another ship charges up their hyperdrive and, thus, can charge their own in turn. If both ships enter hyperspace on the same turn, they start at Close range. If the pursuer enters the following turn, they end up at Long range.
To lose a pursuer, the chased ship can either try to outrun them (ala Han) by making a Speed vs Speed roll or by making a dangerous maneuver. Both ships roll Astrogation + Maneuver versus the same target number (as decided by the chased ship). Failure is death (or significant damage). The pursuer can avoid the roll by taking the long way around but that automatically increases the range one step.
Ideally, losing a pursuer would involve a sensor check on the part of the chaser but there are no sensor rules in 1e. Not sure if I should add them. I'm also not sure what a chaser ship can do if they get to close range. I think that it might be possible for ships to shoot each other in hyperspace if close enough (I mean, they can see each other so light, and, therefore, turbolasers, should be able to go from ship to ship. There's also the chance of hyperspace missiles.) Another use of ship sensors is to try and detect if any ships are following them.
Three: As I mentioned in the other thread, I'll have to work out a hyperspace chart using fuel as the cost to travel. The number of fuel points will be consistent among all ships but the cost of a point of fuel will vary based on the size of the ship. I'll transfer over the size charts from the FFG game to use for this purpose.
One: Convert the "hyperspace multiple" to speed die roll like sublight. The sublight speed values range from 1 to 6 dice so I'm using a similar scale here.
The Falcon, being the fastest hunk of junk in the galaxy, will naturally be given a 6D for Hyperspace Speed. Since outrunning the "big Corellian ships" is bragworthy, the ISD will clock in at 5D. From this point on, ships will get a Hyperspace Speed of 4D, 3D, 2D, etc for multiple of x1, x2, x3 respectively.
For Hyperspace Maneuverability, I'll just transfer over the regular value while giving the Falcon a 1D boost and taking 1D+ away from the fighters, as those are primarily designed for subspace flight.
Two: Now that we have similar stats between sublight and hyperspace, we can use the same rules for chases. To start a hyperspace chase, the pursuer must enter hyperspace on the same turn or the following turn. All ships can detect when another ship charges up their hyperdrive and, thus, can charge their own in turn. If both ships enter hyperspace on the same turn, they start at Close range. If the pursuer enters the following turn, they end up at Long range.
To lose a pursuer, the chased ship can either try to outrun them (ala Han) by making a Speed vs Speed roll or by making a dangerous maneuver. Both ships roll Astrogation + Maneuver versus the same target number (as decided by the chased ship). Failure is death (or significant damage). The pursuer can avoid the roll by taking the long way around but that automatically increases the range one step.
Ideally, losing a pursuer would involve a sensor check on the part of the chaser but there are no sensor rules in 1e. Not sure if I should add them. I'm also not sure what a chaser ship can do if they get to close range. I think that it might be possible for ships to shoot each other in hyperspace if close enough (I mean, they can see each other so light, and, therefore, turbolasers, should be able to go from ship to ship. There's also the chance of hyperspace missiles.) Another use of ship sensors is to try and detect if any ships are following them.
Three: As I mentioned in the other thread, I'll have to work out a hyperspace chart using fuel as the cost to travel. The number of fuel points will be consistent among all ships but the cost of a point of fuel will vary based on the size of the ship. I'll transfer over the size charts from the FFG game to use for this purpose.