I am curious what other do for the amount of time it takes to make a Astrogation skill check when jumping to Hyperspace? I did a search of the forum, but couldn't find a discussion.
I wasn't listening to the Order66 podcast and took this from what they use:
min diff. calc time
1 diff
2 rnd
2 diff
4 rnds
3 diff
6 rnds
4 diff
8 rnds
5 diff
10 rnds
OR
All checks have a base time of 10 rounds.
Both of the above are then adjusted by the roll as per below:
Calculations
1 success Reduce calc time (-1 rnd per)
1 triumph Complete calcs in min time; instant microjump
1 triumph
Able to jump into/out of atmosphere (upgrades needed though)
2 triumph Calcs done instantly (stored calc)
1 threat Increase calc time (+1 rnd per)
1 despair Calcs done in max time +50%
2 despair Calcs done in max time +200%
Any other ideas? What are you using in your game? It will be important for my next game as the players will need to escape a planet just as an Imperial Assault Carrier drops out of hypersapce sending 4 TIEs towards the players.
Edited by Andreievitch