When an astrogation roll misses the difficulty number by 1–9 points, a mishap occurs. Roll 2D to determine what happens:
| Roll | Result | Description |
|---|---|---|
| 2 | Hyperdrive Cut-out and Damaged | The ship’s hyperdrive cuts out, avoiding a collision with a stellar body. Unfortunately, the cut-out damages the hyperdrive engines. A Moderate repair total (capital ship repair, space transports repair, or starfighter repair) is necessary to repair the main hyperdrive; otherwise, the ship must use its backup hyperdrive to limp to a nearby system. This can be a good excuse to introduce the characters to a new system, ship, alien species, or other adventure. |
| 3–4 | Radiation Fluctuations | Radiation surges affect the hyperdrive’s performance, randomly increasing or decreasing the journey’s duration. Suggested change: +1D or −1D hours for each point the roll was missed by. Example: if the astrogator missed by 3, the journey might be increased by 3D hours. |
| 5–6 | Hyperdrive Cut-out | The ship’s navigation computers detect a mass shadow (a rogue planet, for example), throwing the ship into realspace. The pilot must now calculate a new hyperspace route from their current realspace location. This is also a good excuse to introduce an adventure. |
| 7–8 | Off Course | The ship is completely off course and emerges in the wrong system. An entirely new trip must be plotted. The system may be settled or unsettled—yet another good excuse to introduce an adventure. |
| 9 | Mynocks | Mynocks somehow attach themselves to the ship’s power cables prior to the jump to hyperspace. The journey’s duration is increased by 1D days. |
| 10 | Close Call | Some other ship system—such as the sublight drives, nav computer, escape pods, or weapons—is damaged due to any number of factors. The ship completes its journey, but the system must be fixed upon arrival. |
| 11–12 | Collision, Heavy Damage | The ship actually collides with an object. The ship drops to realspace, heavily damaged (see “Starship Damage” later in this chapter) and with a ruptured hull. The ship is no longer spaceworthy and must be abandoned. All characters in a ruptured area of the ship must make a Moderate survival total to get into survival suits in one round. If the character doesn’t, he must make a new stamina check each round to avoid passing out from lack of air: • Round 1: Easy • Round 2: Moderate • Round 3: Difficult • Round 4: Very Difficult • Round 5: Heroic • Round 6+: Heroic +10, and so on |
Source: REUP:124