Rules for entering/exiting Hyperspace

By JJFDVORAK, in X-Wing

So now that wave 4 has arrived and the vast majority of ships for both factions have access to hyperdrive capabilities according to the fluff, does anyone think that it would be fun or a good idea to introduce some sort of reinforcement part of the game via hyperspace. I am not sure if anyone else has thought of any house rules or anything or has speculated on future waves introducing rules for hyperspace, but I think it would be cool. Especially in Epic Format. So I was thinking something similar to deep striking in Warhammer 40k(pick a spot and roll to see if/how far you deviate from your chosen spot) with a few notable exceptions. I think that your chosen "hyperspace exit point" ie. where you come in, should be chosen before the game starts and secretly written down. I don't know exactly how you would do this- maybe measure x inches from the right side of the board x inches from the top etc. But however you decided to do "hyperspace exit points" you should also include a "hyperspace lane point" a single point on your table edge. Then ships are assumed to be flying through hyperspace from their board edge at the "hyperspace lane point" to the " hyperspace exit point". Then at a predetermined time(the start of a certain turn, an actual time after the game starts, etc) the controling player/s of hyperdrive capable ships that were left in reserve, reveal their respective "hyperspace exit points" and "hyperspace lane points", then roll for deviation of their "hyperspace exit point" and connect the two points with an imaginary path. If at the predetermined time of the game, another ship or obstacle is along that path between the points, the ship coming in from hyperspace will come in at range x of the ship that is in the way. I would say range two to give the opponent some fair warning before getting shot to pieces at range 1 but either way. Or it could be cool to have ships bump and cause damage, but that might be a bit much. Anyway on the turn a ship exits hyperspace it cannot perform actions and cannot shoot. Effectively it is getting its bearings and whatnot. At the start of the next activation phase all ships act as normal. That is my take on hyperspace reinforcements. I haven't play tested it at all yet and maybe it will be totally broken, but I think it could be cool. Any ideas on how to tweak it, make it better, or is it just a bad idea?

For a mixed RPG/X-Wing Minis game that I am GM-ing we use hyperspace travel quite a bit, but really simplify it down. To enter the board from hyperspace I usually roll a D6 or D4 to determine what round they will arrive, then on the given turn the enter along one of the edges at a predetermined distance measured using the range rulers. On the entry they roll a hit die, and on a critical then something goes catastrophically wrong. I've been rolling a D10 against my own chart of outcomes, 1-4 they arrive at a different coordinate along the same edge, 5-6 they overshoot and arrive in range 6 from the edge, 7-8 they suffer damage from 3 damage dice, 9 they lose pilot abilities and upgrades for 1 turn, and 10 they are immobilized until they roll a hit or crit at the end of a game round.

For exiting they just need to line up an exit vector with no obstacles obstructing then roll a hit die. On a hit they can't go to hyperspace, on a critical their hyperspace drive is broken and must attempt repairs. As an action they can roll an attack dice, on a hit the drive is repaired and they can attempt to jump again.

It's worked so far for us!

I am not sure if anyone else has thought of any house rules or anything

Yes, I have a thread on that here.

Since that thread, I've also developed some more ideas. Right now, they're general in my mind, but explained in mission-specific descriptions. This is because my mechanisms for hyperspace are rather complex, and I'd like to keep my mission descriptions simple.

But I should write down my ideas at some point and open them to public scrutiny. When I get the time, I'll do so.

Why, how interested are you?

I am pretty interested in getting a working ruleset that makes entering/exiting hyperspace tactically viable and is balanced. I think it could be fun in Epic play, especially when the Empire gets their huge ship.

Hmm i have a bunch of home brew rules for using squadrons and have created a google + community to share

https://plus.google.com/u/0/?tab=wX#communities/112584680229614389998

the community really hasn't grown much since I haven't posted anything yet. If people actually start posting their rules it will probably grow pretty quickly. My biosyndrome community has over 150 people now..

I still haven't posted the rules yet (they are buried here in the threads somewhere) due to working on a zombie table top war game (biosyndrome). Once I finish up with my kickstarter stuff I'll post the home brew stuff. It's all free and open to suggestions of course.

Edited by oddeye

Okay, here are some notes that I've been working on, in the context of a mission:

In this mission, the rebels engage in a suprise attack, by coming in through hyperspace.

As the rebel ships leave hyperspace, however, they will be in a pre-determined formation. Before determining the location of asteroids in the skirmish area, the rebel player should set his ships on a blank letter/A4-size sheet of paper and draw around the bases, so that the sheet of paper becomes a template of sorts. The piece of paper can be either in portrait or landscape orientation as compared to the direction of the squad's travel. All the ships must face the same direction. The paper should note that direction of travel.

On one of the paper's corners, the rebel player should write down coordinates of where this corners will be in relation to the sides of the 3'x3' playing mat. (e.g. how far away - in metric or otherwise, your choice - from the far left-hand corner is from the left-hand corner of the mat on two dimensions.) The paper should align with the sides of playing mat, and not be at any diagonals.

When the rebel squad emerges from hyperspace, any ships that collide are both destroyed, as are any ships colliding with asteroids.

The direction from where the Rebels came is also their exit vector (ie. ships need to turn about 180 degrees from their entrance bearing in order to escape.)

The Rebel ships can jump to hyperspace while all of the following conditions are met:

  • There must not be any asteroid, ships, or other conceivable obstacles directly in the ship's flight path (if it were to fly only straight). (N/A)
  • Be more than a #4 movement marker away from any asteroid.(N/A)
  • It must not be in base-to-base contact with any ship.
  • It must be facing one of the side edges of the map that has a hyperspace vector. The Sharlissia system has three such vectors, as indicated on the map. Facing means that that edge is within more than half of the ship's firing arc.
  • Not have any of the following critical damages showing face-up:
    • Damaged sensor array
    • Console fire
    • Damaged engine*
  • Perform Action [engage hyperdrive], and survive until the End Phase

* If the ship has suffered a 'Damaged Engine' critical hit, then it is essentially disabled. It will only be a question of time before the Empire brings in a capital ship with a tractor beam to capture the Orokeet and its crew. Interrogation droids are standing by…

I hope this is complete. Again, I wrote it in a specific context, and pasted stuff together. Any feedback would be helpful.

I like these rules so far. I think that the drawing your formation on paper is perfect. I am not sure if I agree with the part where any ship that collides with another ship causing both ships to be destroyed. I think that it should be if a ship collides then both ships roll a red die and suffer any damage - hit or crit - at the most. But I really think it would be better that ships should not be allowed to collide and instead should be moved back along their hyperspace vector unitl they are at least some predetermined distance away from the other ship or asteroid. Then they should recieve 1 stress token for coming out of hyperspace into a bad spot. The reason I say this is that according to most EU sources, most hyperdrive units have safety mechanisms that will revert a ship to realspace before allowing a collision to happen. In universe pirates would even tow large asteroids into know hyperspace vectors to make ships revert to realspace for easy pickings. So I think that would be better represented by not allowing collisions. Also it seems a bit unfair that my fully loaded CR90 should be destroyed because your Awing hyperspaced into it. :) As far as fleeing into hyperspace goes I also like your rules pretty much. I think that the only thing I would add is that a ship must be heading in the exit vector for two turns with no stress before they jump. No K-turning and jumping next turn. Seems to me that it would better represent getting jump coordinates, setting controls, etc, if you had to travel along your hyperspace vector for a turn or two before you jump. This would also represent that dangerous time when you are just about to escape, but not quite gone and can still be shot at/destroyed. In your thread, people had mentioned "data tokens" and that kind of thing, but I think that makes it overly complicated. I did like the astromech droid/crew helping idea, but it kinda hurts Empire unfairly. Not that everything always has to be fair, but when your making up house rules, people are more apt to try them if they are. Your engine damage ideas are great. I will try out these rules during my next epic game as that is where I feel they will be best used. Thanks for all your help.

I remember in Xvt you could order you wingmen (with hyperdrive ability of course) to head home. It affected points if you lost ships. So you could order them out when wounded, some would do so on their own, or when there was a safe lull between waves. It was neat. But it took them while for it to spool up and they'd have to fly straight and level for a good 10 seconds at reduced speed. Protecting them from marauding fighters always made my adrenaline shoot up, it really felt like protecting a vulnerable wingman and I was pissed when they were destroyed just shy of jumping.

Maybe there could be a mandatory 4 rounds of play but after that hyperdrive equipped ships could hype out. You get points in tournaments for ships destroyed right? It would be a way of point denial. Make them have to linger for a full round with no attack maybe so it isn't broken and gives the other side a chance to vape 'em.

Thanks for your review. You've given me some things to think about. Here are my thoughts on your critiques.

I like these rules so far. I think that the drawing your formation on paper is perfect. I am not sure if I agree with the part where any ship that collides with another ship causing both ships to be destroyed. I think that it should be if a ship collides then both ships roll a red die and suffer any damage - hit or crit - at the most. But I really think it would be better that ships should not be allowed to collide and instead should be moved back along their hyperspace vector unitl they are at least some predetermined distance away from the other ship or asteroid. Then they should recieve 1 stress token for coming out of hyperspace into a bad spot.

Those are good points. My reasoning has been that coming out of hyperspace is a high-velocity/high-energy affair. It's not the same as normal collisions in space as we have already modeled. I'm sure that knights also objected to the idea of being killed by musket balls (being high energy/velocity), which were much smaller than themselves.

The reason I say this is that according to most EU sources, most hyperdrive units have safety mechanisms that will revert a ship to realspace before allowing a collision to happen. In universe pirates would even tow large asteroids into know hyperspace vectors to make ships revert to realspace for easy pickings. So I think that would be better represented by not allowing collisions.

Yes, you're right, they do have those safety mechanisms. In my fallible mind, those safety mechanisms respond to sensors which are looking for gravity shadows which are projected into hyperspace by large mass objects. Most starships are not large mass objects, and do not need to be avoided in hyperspace. Now, they do need to be avoided in real space, and in real space there's such a low probability that you're going to hyper into an area where there's a ton of ships flying around that the technology wasn't seen as particularly critical to control for it.

I do imagine that high-traffic areas such as around many core worlds there's a regime that says that you must hyper into a system at a very significant distance from the planets so as to reduce the risk of collision.

Now, tactical hyperspace - hypering into a combat situation - should, in my view be a very risky endeavor. It's the risk you take for the benefit of the surprise attack.

Also it seems a bit unfair that my fully loaded CR90 should be destroyed because your Awing hyperspaced into it. :)

Fairness does not concern me, Admiral. darthvader.gif

(But I see what you're saying - maybe the same rules for collisions between huge and small should also be applied to hyperspace conditions. But then again: bullet vs. knight. I don't know - convince me with arguments other than game balance.)

As far as fleeing into hyperspace goes I also like your rules pretty much. I think that the only thing I would add is that a ship must be heading in the exit vector for two turns with no stress before they jump. No K-turning and jumping next turn. Seems to me that it would better represent getting jump coordinates, setting controls, etc, if you had to travel along your hyperspace vector for a turn or two before you jump. This would also represent that dangerous time when you are just about to escape, but not quite gone and can still be shot at/destroyed. In your thread, people had mentioned "data tokens" and that kind of thing, but I think that makes it overly complicated. I did like the astromech droid/crew helping idea, but it kinda hurts Empire unfairly. Not that everything always has to be fair, but when your making up house rules, people are more apt to try them if they are. Your engine damage ideas are great. I will try out these rules during my next epic game as that is where I feel they will be best used. Thanks for all your help.

I think that astromech droids are great precisely because they avoid the need to make the calculations for the jump.

Regarding the Empire, I am not concerned with unfairness towards them. I'm trying to faithfully represent (what I see as) the SWU. I'm not trying to write a balanced game. If I need balance, I'll get it in some other way.

Besides, only a few of their ships are hyperspace capable to begin with. But, depending on the conditions, the route might have been plotted ahead of time and thus no in-flight calculations might be necessary.

I would make the rule that when the Empire is on the offense, they only get to bring Hyper-capable ships. So no Eyeballs, Squints, or Bombers. This might change when some sort of Imperial Huge ship with a carrier module is released. Suddenly the Tie Advanced doesn't quite look so dumb, does it? ;)

Obviously when the Pirates (excuse me "rebels") are the ones doing the attacking, the Imperial navy would have the option of staging Tie Fighters, Tie Interceptors, and Tie Bombers around installations valuable enough to draw their attention.

I would make the rule that when the Empire is on the offense, they only get to bring Hyper-capable ships. So no Eyeballs, Squints, or Bombers. This might change when some sort of Imperial Huge ship with a carrier module is released. Suddenly the Tie Advanced doesn't quite look so dumb, does it? ;)

Yeah, that leaves the Empire rather not very Imperial. They have the Advanced, the Lambda, the Firespray, and the forthcoming Decimator. Am I missing something? Both the Decimator and the Lambda are transport vessels; not - by design - front-line combat vessels. That's actually where the Blastboat comes in.

Also... I can't help it. The Decimator, a transport, with only enough space for six passengers. Who the hell dreamt this thing up?

I wonder if the hyperspace aspect is really only suitable for some sort of campaign play. (That's fine by me, because that's what I am working on.)

Coincidentally, a friend and I played a game last night where waves of reinforcements jump in at predetermined turns of the game. Was a good bit of fun, but needs a bit more fleshing-out!

Actually the Empire now has more hyperspace capable ships than not. The Defender and Phantom have hyperdrives. Only the Tie Fighter, Interceptor, and Bomber are unable to jump to hyperspace.

Actually the Empire now has more hyperspace capable ships than not. The Defender and Phantom have hyperdrives. Only the Tie Fighter, Interceptor, and Bomber are unable to jump to hyperspace.

Good point

As for jumping in and colliding with other ships, I think you can justify not automatically destroying ships in the flight path by the fact that this is a 2D representation of a 3D environment. The chances are high that any ship coming in from hyperspace will be doing so at an oblique angle to other ships in the area. But since there's a chance they might still collide, I think a nice compromise would be to figure out which ships have the potential to collide (using straight-line movement) and roll 3 attack dice for each of those collisions, applying to both ships any [critical hits] rolled.

As for jumping in and colliding with other ships, I think you can justify not automatically destroying ships in the flight path by the fact that this is a 2D representation of a 3D environment. The chances are high that any ship coming in from hyperspace will be doing so at an oblique angle to other ships in the area. But since there's a chance they might still collide, I think a nice compromise would be to figure out which ships have the potential to collide (using straight-line movement) and roll 3 attack dice for each of those collisions, applying to both ships any [critical hits] rolled.

Yes, I like that!

Consider the amendment made.

(When I get around to it.)

It is funny because DagobahDave had almost the same idea as me and got it in first regarding hyperspace exit collisions. Originally I didn not think that collisions should be allowed, but then I was thinking back and I remembered that in the 2003 cartoon network animated Clone Wars series there is a scene during the Battle of Coruscant where a ship jumps out of hyperspace and hits another and both ships blow up. I know that series was over the top in most ways, but it is canon so who am I to argue. I guess hyperspacing in is a very dangerous manuever. So anyway collisions should be allowed and should be very catastrophic to both sides when they happen. So DagobahDaves idea would be good I think.

Okay, here are some notes that I've been working on, in the context of a mission:

In this mission, the rebels engage in a suprise attack, by coming in through hyperspace.

As the rebel ships leave hyperspace, however, they will be in a pre-determined formation. Before determining the location of asteroids in the skirmish area, the rebel player should set his ships on a blank letter/A4-size sheet of paper and draw around the bases, so that the sheet of paper becomes a template of sorts. The piece of paper can be either in portrait or landscape orientation as compared to the direction of the squad's travel. All the ships must face the same direction. The paper should note that direction of travel.

On one of the paper's corners, the rebel player should write down coordinates of where this corners will be in relation to the sides of the 3'x3' playing mat. (e.g. how far away - in metric or otherwise, your choice - from the far left-hand corner is from the left-hand corner of the mat on two dimensions.) The paper should align with the sides of playing mat, and not be at any diagonals.

When the rebel squad emerges from hyperspace, any ships that collide are both destroyed, as are any ships colliding with asteroids.

The direction from where the Rebels came is also their exit vector (ie. ships need to turn about 180 degrees from their entrance bearing in order to escape.)

The Rebel ships can jump to hyperspace while all of the following conditions are met:

  • There must not be any asteroid, ships, or other conceivable obstacles directly in the ship's flight path (if it were to fly only straight). (N/A)
  • Be more than a #4 movement marker away from any asteroid.(N/A)
  • It must not be in base-to-base contact with any ship.
  • It must be facing one of the side edges of the map that has a hyperspace vector. The Sharlissia system has three such vectors, as indicated on the map. Facing means that that edge is within more than half of the ship's firing arc.
  • Not have any of the following critical damages showing face-up:
    • Damaged sensor array
    • Console fire
    • Damaged engine*
  • Perform Action [engage hyperdrive], and survive until the End Phase

* If the ship has suffered a 'Damaged Engine' critical hit, then it is essentially disabled. It will only be a question of time before the Empire brings in a capital ship with a tractor beam to capture the Orokeet and its crew. Interrogation droids are standing by

I also wanted to throw out some ideas for additional factors required for the exit jump.

1. Not stressed can not k turn and then jump out.

2. I think that in addition to facing your exit vector, you should have to travel in that direction for a turn or two(1 less for an astromech that does not use its special ability that turn)

I think that if you added these two factors it would be more "realistic" of ships getting ready to/focusing on their jump out of the system.

Interesting stuff here. Slightly different than what I have in mind but pretty close (mine was for more individual ships- lower damage for collision, and you're base "ghosts in" in activation round and you arrive stressed in combat but can take a maneuver instead of shooting). Will mesh some of it.

Finding that fine line between tactical, common sense, flavorful, and not overly complicated is the danc!

I also wanted to throw out some ideas for additional factors required for the exit jump.

1. Not stressed can not k turn and then jump out.

2. I think that in addition to facing your exit vector, you should have to travel in that direction for a turn or two(1 less for an astromech that does not use its special ability that turn)

I think that if you added these two factors it would be more "realistic" of ships getting ready to/focusing on their jump out of the system.

Okay, so you don't think I have enough conditions already?

In the Orokeet mission, it's already very difficult for the HWK to make the jump without being toasted by the TIEs.

(Not that the needs of one mission should influence how a general rule gets set up. I'm just mentioning it as one example. Hopefully soon, I'll get to test the rule in other missions.)

I think that hyperspace is a critically important aspect of space combat in the SWU. I know that George Lucas wanted to reflect WWII - and the reasons for that are entirely fitting - but a fight by a rebellion against a mighty Empire is really an altogether different sort of war. In his depiction, he doesn't violate that, because we only see a small portion of the entire war.

However, this game (and I love it, otherwise I wouldn't be here) doesn't really reflect the inherent nature of an insurgency war. If the rebels are in an equal fight to the death, then the rebel general woke up that morning with a serious case of 'the stupid'. Combat from the rebel perspective, in this war, should be about lightning strikes: get in; get out.

Of course... we want this game to be fun, and insurgency war might not be the best type of combat for a fun game.

Sorry, ... my inner nerd has been leashed again. He'll play nice now. ;)

I also wanted to throw out some ideas for additional factors required for the exit jump.

1. Not stressed can not k turn and then jump out.

2. I think that in addition to facing your exit vector, you should have to travel in that direction for a turn or two(1 less for an astromech that does not use its special ability that turn)

I think that if you added these two factors it would be more "realistic" of ships getting ready to/focusing on their jump out of the system.

Okay, so you don't think I have enough conditions already?

In the Orokeet mission, it's already very difficult for the HWK to make the jump without being toasted by the TIEs.

(Not that the needs of one mission should influence how a general rule gets set up. I'm just mentioning it as one example. Hopefully soon, I'll get to test the rule in other missions.)

I think that hyperspace is a critically important aspect of space combat in the SWU. I know that George Lucas wanted to reflect WWII - and the reasons for that are entirely fitting - but a fight by a rebellion against a mighty Empire is really an altogether different sort of war. In his depiction, he doesn't violate that, because we only see a small portion of the entire war.

However, this game (and I love it, otherwise I wouldn't be here) doesn't really reflect the inherent nature of an insurgency war. If the rebels are in an equal fight to the death, then the rebel general woke up that morning with a serious case of 'the stupid'. Combat from the rebel perspective, in this war, should be about lightning strikes: get in; get out.

Of course... we want this game to be fun, and insurgency war might not be the best type of combat for a fun game.

Sorry, ... my inner nerd has been leashed again. He'll play nice now. ;)

Yeah I thought the same thing too at first, that there doesn't need to be more conditions that must be met in order to make the jump, but I really think that you shouldn't be able to just k turn and then next turn jump out of there. It seems to easy and we've already established that jumping in/out of hyperspace is a big risk/big reward kind of deal. Also everytime we see a ship jump to hyperspace it takes a little while to get the jump coordinates ready. So I think that traveling along your escape vector for two turns makes sense( again 1 turn if you have a astromech that does not use its special ability) And I know that you stated that in your mission the HWK-290 had trouble getting out before it was destroyed but it is not the best ship to test rules sets out on because it has a pretty poor dial and not very manueverable. A Defender or an Ewing or Awing or any ship with more green dice should be able to survive unless they are already pretty banged up. And if not, to bad so sad. If it was easy everyone would be doing it! ;) And as far as the stress thing goes, I feel that in this game stress really represents something being out of place or not right and the pilot has to give it his/her full attention. Therefore I think that if that is the case and a ship has a stress token, it should have to wait till its stress is gone.

Yeah I thought the same thing too at first, that there doesn't need to be more conditions that must be met in order to make the jump, but I really think that you shouldn't be able to just k turn and then next turn jump out of there. It seems to easy and we've already established that jumping in/out of hyperspace is a big risk/big reward kind of deal. Also everytime we see a ship jump to hyperspace it takes a little while to get the jump coordinates ready. So I think that traveling along your escape vector for two turns makes sense( again 1 turn if you have a astromech that does not use its special ability).

Fair enough.

What do the rest of you guys think?

On the coordinates thing; I agree with you in cases where the astrogation has not yet happened. That was certainly the case for Han in ANH, but then they also had to leave Tatooine in a hurry. I imagine that most people have coordinates already plotted by the time they've left the atmosphere, and then they just pull the levers when they leave the gravity well.

In the Orokeet mission, the pilot has calculated two bug-out routes, just in case he gets caught out by the Empire... which he does.

Strictly in terms of an accurate reflection of the SWU (which, yes, is fictional), I don't know what the stress/two turns facing the exit vector is supposed to represent that conflicts with my understanding of how hyperspace works. I'd say that if you're stressed, you can't do the calculation. In my full conception of the rules (which I have not written down here), actually doing the astrogation requires a number of actions). Given that you can't do actions when stressed would incorporate what you're saying.

Are you saying that someone who is stressed can't pull the levers, or are you just talking about doing the calculations?

Fair enough.

What do the rest of you guys think?

On the coordinates thing; I agree with you in cases where the astrogation has not yet happened. That was certainly the case for Han in ANH, but then they also had to leave Tatooine in a hurry. I imagine that most people have coordinates already plotted by the time they've left the atmosphere, and then they just pull the levers when they leave the gravity well.

In the Orokeet mission, the pilot has calculated two bug-out routes, just in case he gets caught out by the Empire... which he does.

Strictly in terms of an accurate reflection of the SWU (which, yes, is fictional), I don't know what the stress/two turns facing the exit vector is supposed to represent that conflicts with my understanding of how hyperspace works. I'd say that if you're stressed, you can't do the calculation. In my full conception of the rules (which I have not written down here), actually doing the astrogation requires a number of actions). Given that you can't do actions when stressed would incorporate what you're saying.

Are you saying that someone who is stressed can't pull the levers, or are you just talking about doing the calculations?

No I am not saying that they can't pull the levers. I am not unreasonable. Usually. :) I just feel that being stressed in this game represents being preoccupied with whatever is causing you stress, whether it is a difficult manuever, an enemy attack, etc, and that is why you do not get an action and should not be able to calculate hyperspace, pull the levers, push the button, trust in the force or whatever else you need to do to make the jump. It takes a good bit of concentration and ain't like dusting crops to travel through hyperspace. A stressed ship is in my opinion, no better than a cropduster. :P

But really it will be somewhat rare that a ship will be stressed and still be able to do the action of engaging the hyperdrive anyway. Only ships with Advanced Sensors, who did their action and then a red manuever, or ships who recieved stress during the Combat phase would ever be in the situation of having done the engage action, but having a stress token in the end phase. If that happens then they shouldn't be able to jump. Is that fair? Who knows. Sucks for them.

And if there is a 'Navigator' aboard?

(I'd respond more fully, but I'm on my phone.)

And if there is a 'Navigator' aboard?

(I'd respond more fully, but I'm on my phone.)

I think that a Navigator should work in the same way as an astromech and should reduce the turns going along your exit vector by 1 if not using his ability. Of course I could be convinced that any crew that doesn't use its ability would work the same way. But I don't know that might be to generous. Navigators and Astromechs do have special training/programing that makes them better than average at making calculations. I don't know how I feel about that.

Changing gears one more time back to why your should have to travel 2 turns along your exit vector; I think another good example I just though of that reinforces this idea, is the Defenders white k turn. Otherwise they are flying normal one turn the totally wrong direction, and flipped around and gone the next. That is a bit outside of my interpretation of the way hyperspace should work in the SWU.

So far I think that these rules seem to reflect the nature and function of hyperspace jumps fairly accurately and also have pretty easy to remember/accomplish game mechanics. Of course all this is just conjecture until I get some games in using these rules. Once I play them a few times, I might have to revisit some of these rules/ conditions/etc. I am hoping to get some games in this week, but work has been crazy so we will have to see how it goes.