SW Micro-Jumps

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Micro-jumps are used by military fleets to bring in reinforcements already in-system or for sneak attacks where timing is critical. Micro-jumps can also be used to make quick getaways.

  • Plotting a micro-jump takes two combat rounds.
  • Because the jumps are intra-system, they only take one combat round to complete the jump.
  • When executed, a micro-jump brings a ship within medium range of their specific destination.
PLOTTING A MICRO-JUMP
INTELLECT (Astogation) • Difficulty Difficulty-die.pngDifficulty-die.pngDifficulty-die.png
Time: Plotting the micro-jump takes two combat rounds.
• Transit Time: The micro-jump takes one combat round of transit.
Arrival Range: The micro-jump delivers the ship to within medium range of its target destination.
System Strain: A micro-jump causes 2 System Strain to a ship.
Result Option
Success-result.png
• The jump is successful.
• Additional Success-result.png reduces time to calculate to one round.
Advantage-result.png
• Reduce range band to target destination by one range band.
• Reduce System Strain by 1.
Triumph-result.png
• May make the micro-jump in zero rounds – the transit is instantaneous.
Threat-result.png
• Increase range band to target destination by one range band.
• Increase System Strain by 1.
Despair-result.png
• After jump, ship takes the Major System Failure (Hyperdrive) Difficulty-die.pngDifficulty-die.pngDifficulty-die.png Ship Critical to the hyperdrive used to execute the jump.