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Accidents *in* jump sapce?

As I do a copy and paste from BOOK 2 second edition 1981 the following is concerning Misjump.

Misjump: Each time the ship engages in a jump, throw 13+ for a misjump: Apply the following DMs: +1 if using unrefined fuel (and not equipped to do so), +5 if within 100 planetary diameters of a world, +15 if within 10 planetary diameters of a world. If the result is 16+, then the ship is destroyed. A misjump is an unpredictable random jump. Throw one die to determine the number of dice thrown (1 to 6); throw that number of dice to determine the number of hexes in length the misjump is. Then throw one die to determine the direction of the misjump (one of the six directions possible on the hex grid). Finally, throw one die to determine the number of weeks spent in jump space before the ship re-emerges at its new location.

please note the the time is not just gonna be 1 week, and you can do just about anything you want as they could do a J36 jump and go anywhere. Also of course that is CT and not New Era but I believe it does set a precedent
 
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I always hated "instant kill" or "destruction" rules and usually implemented something catastrophic instead. Real Life™ can be vicious and arbitrary but that stinks in a game that's supposed to be fun.
 
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