Table of Contents
Hyperdrive
Actions
Warp in
Skill: Science
Difficulty: 30
Uses Module: Yes
Can be done Remotely: Yes
Energy: None
Can be done more than once per Round: No
Note: At the start of the mission you warp in with 0 energy and usually a speed of 4, but then immediately do Power Generation. The ship appears a number of hexes away from the target hex according to the failure level of the roll and facing a random direction. Ships cannot warp in within 12 hexes of a celestial body (Planet, Star) or into the same hex as an asteroid.
Warp out
Skill: Science
Difficulty: 8
Uses Module: Yes
Can be done Remotely: Yes
Energy: None
Can be done more than once per Round: No
Note: If the Hyperdrive has the same amount of program markers as the size of the ship and is not within 12 hexes of a celestial body, it warps out.
Ping
Skill: Science
Difficulty: 0
Uses Module: Yes
Can be done Remotely: Yes
Energy: None
Can be done more than once per Round: Yes
Note: Determine either the distance to, or the hex side direction of the nearest cloaked ship by detecting its mass.
Program Hyperdrive
Skill: Science
Difficulty: 8
Uses Module: Yes
Can be done Remotely: Yes
Energy: None
Can be done more than once per Round: Yes
Note: Add a program marker to the hyperdrive if not within 12 hexes of a celestial body. All program markers are lost if ship approaches a celestial body closer than 12 hexes. Every used marker increases the difficulty by 3.
Repair module
Skill: Engineering
Difficulty: 11
Uses Module: No
Can be done Remotely: No
Energy: None
Can be done more than once per Round: Yes
Notes
Damaged Hyperdrives lose one programming marker (p47)
Flying within 12 hexes of a celestial body removes all program markers.