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per the tin: is it affected by navigation or engineering skill? if so would it be a flat reduction or act to bring the time closer to the ideal time of 168 hours?
per the tin: is it affected by navigation or engineering skill? if so would it be a flat reduction or act to bring the time closer to the ideal time of 168 hours?
AFAIK this began with a question about the fleet dispersal in the Q&A in a DT, and from then it began this concept of "jump coordination" (for the lack of better name).
From High Guard, 2nd Edition, comes the following quote, on page 17.
Any jump, regardless of number, takes approximately one week (150 to 175 hours); ships in jump space are untouchable and cannot communicate with other ships or stations.
Based on this, it appears that the 168 hour jump time was never really a firm time, more of an average. Jumps could take longer or could be shorter for the same distance.
Need to check T5.09, but I know that T5.00 had rules for Trained & Tuned time in Jump. The book is buried and I need to bounce out and get rent and shopping done, but I may come back and see if I can hunt you down page numbers and some idea of how it works.
Using MgT2e as the most recent reference, the travel time of 148+6D hours is the effect of jump space itself, however, the Misjump section says failing the Engineering (jump) check by an Effect -1 will increase the number of days by 1D and possibly cause the ship and crew to experience a relative extra 1D days in jumpspace compared to real space.
Looking at my revised T5 under How Jump Works page 339, an Astrogation failure still means arriving in 7 days but there's 'Blockage/Scatter' at jump exit while an Engineering failure means 7 + Flux days. For those who don't have T5, that flux mean you can arrive earlier or later.