So, how much time passes jumping one to two AUs?
168 hours +/- 17 hours.So, how much time passes jumping one to two AUs?
Even if the distance travelled is zero, the time in jump is always 168 ± 10% hours (151 to 185 hours).
Unless, of course, you Misjump; then the duration might be significantly longer (assuming the vessel survives in the first place).Even if the distance travelled is zero, the time in jump is always 168 ± 10% hours (151 to 185 hours).
According to CT02 "Starships"... a stationary misjump can not occur -- the ship is thrown a minimum of 1 parsec away in a random direction.
Thus, according to canon, a stationary misjump can not occur -- the ship is thrown a minimum of 1 parsec away in a random direction.
Yes, but the way the game mechanic works is that it places you a minimum of 1 parsec away. The question is how closely the game mechanic matches "reality". Note that the distance distribution follows some weirdly twisted bell curve. Perhaps misjumping ships do, in "reality", sometimes wind up less that a parsec away, but the likelihood is too low for the resolution of the game.Actually, not really. A J-1 is UP to 3.26 parsecs. (anywhere within one hex) A J-1 can send you to a star 1 LY away. So, J1 is 0-3.26 parsecs. J2 - 3.27 - 6.52 Parsecs, etc.
At least that is how Jump space works...![]()
Yes, but the way the game mechanic works is that it places you a minimum of 1 parsec away.
No, a "Jump 1" is not the same sematically as "a 1 hex jump". The latter is anywhere from 0.5 to 1.5 Pc distance... while the former is anything under 1.5Pc.
It's a side effect of the quanitization effect of the hexgrid...
And the misjump is a minimum 1 hex jump, not a jump 1. Really, it's possible in very odd circumstances to quantize out to even less than a parsec... but in general, it means at least a parsec, especially if one treats the hex measures as centered upon the ship at departure.
Not the way I interpret the text. 36 hexes is 36 hexes away, not 35. 1 hex is 1 hex away, not 0. If you roll a 1 on the first throw and a 1 on the second throw, you end up in the adjacent hex, not the same one.Actually, there is no minimum. A jump hex is anywhere within one hex.
"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."
The game mechanic doesn't deal with half hexes.I see what you're saying, semantically. So, a mis jump could be as little as .5 hex.
The game mechanic doesn't deal with half hexes.
Hans
Could you elucidate, please? The rule doesn't refer to any other rule and AFAIK no other rule refer to this one, so what relevance could they have?That particular rule doesn't need to. It's already written elsewhere in the rules.
Could you elucidate, please? The rule doesn't refer to any other rule and AFAIK no other rule refer to this one, so what relevance could they have?
Hans
Could you elucidate, please? The rule doesn't refer to any other rule and AFAIK no other rule refer to this one, so what relevance could they have?
Hans
It's a consequence of that, yes, and for all I know it could be an unintended one. But the salient point is that it is. For gaming purposes a system in one hex is considered to be one parsec from a system in an adjacent hex.It's an unintended consequence of using 1Pc hexes and quantizing systems to the centers of those hexes.
That's sounds reasonable enough, but AFAIK there is no rule anywhere that actually says so. HG_B says that this half-parsec variation is mentioned elsewhere in the rules. Where?If I have a system at 1204 it could be in col 12 anywhere from 11.5 to 12.5, and in row 4 from 3.5 to 4.5, but it all renders to 12 by 4.