Transit- Mass Effect Jump

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MEJs are now the fastest and safest way to travel the stars without the use of a Mass Relay. When looking at a galactic map, you will see that it is broken into hexes. These are referred to as Intra-galactic Hexes or iGH. However, each of those iGH represents 100 Interstellar Hexes or iSH. Travel between each iSH requires a Mass Effect Jump. Each MEJ takes about 50 hours including the exhausting and resetting of the Eezo drive. While slower than the use of a Mass Relay, it is the only way to venture out and find new relays.

There are some limitations to MEJs. A ship can only easily travel as far as 3 iSH per drive rating with each jump. Luckily, a standard starship has an Eezo drive rating-2. Being able to travel only 6 iSH at a time is somewhat limiting, however an Eezo drive is designed to be so efficient that it can jump in such a way effectively an unlimited number of times. That is of course assuming the engine is running smoothly.

Some pilots and engineers are skilled enough to run the Eezo drive a bit more efficiently, increasing the effective Eezo drive rating by 1 for a single jump at a time. eg. treat a 2 as a 3 to increase the MEJ’s range from 6 to 9. This is referred to as ‘trimming the course’.

Finally, a MEJ needs a pilot. However, not only a sapient creature is capable of dealing with the difficult calculations needed to jump between stars. Expert systems and VI can maneuver the evolving algorithms, albeit with difficulty. Most ships require at least three crew members to cover all the bridge watches necessary, though only one of these crew needs to be an actual pilot. In desperate circumstances, a lone pilot can attempt this task. However, you increase the difficulty by 2 for each crew member beneath the required amount.

If all these ingredients are in place and the ship is at the edge of the solar system, a ship’s navigator can make an Int/Pilot skill check to make a successful MEJ, the process taking 30 minutes. If rushed, it takes only one ship combat round to execute (15 minutes). The base difficulty is 7, modified by the available Star Chart, distance traveled, rushed procedures, and whether or not the navigator is trimming the course to speed up the transit. If the final difficulty is 6 or less, the jump is too safe and simple to have any risk of failure.

Mass Effect Jumps
Base difficulty for a MEJ 7
The jump’s distance, per 5 full hexes +1
Trimming the course +2
The jump activation was rushed +2
Star Chart
The course is totally uncharted +6
The chart is more than 5 years old +2
The chart is from 1 to 5 years old +1
The chart is less than a year old +0
The chart is less than a month old -2
Damaged Drive
Mildly damaged Eezo drive +1
Moderately damaged Eezo drive +2
Majorly damaged Eezo drive +3
Missing Crew
Missing 1 crew member +1
Missing 2 crew members +2

If the roll fails, something has gone wrong on the jump, and a roll on the failed navigation results are necessary. These mishaps don’t always result in the summary death of the crew, but they force the navigator to make emergency course changes and emergency shut down procedures. These are MRJ exits that might leave the ship in a dangerously unfriendly region of space.

3d6 MEJ Mishap
3 Catastrophic failure. Ship emerges around a star within 2d6 iSH of the target destination with drive and all systems destroyed.
4-5 Shear surge overwhelms internal systems. Ship emerges around star nearest to jump origin. 50% chance for each system to be disabled until repaired. If the Eezo drive is disabled, treat as if a 3 were rolled.
6-8 Power spike. One system disabled until repaired, ship stuck in transit for full base time before being able to make another Pilot check. If the jump fails, treat as if a 3 were rolled.
9-12 Power overdraw. Spend base time in transit, then make a Pilot or Electronics check.
13-16 Power overdraw, but detected early. Make a Pilot or Electronics check.
16-17 Jump successful, but takes twice base time.
18 Jump successful and on time, by blind luck.

Transit- Mass Effect Jump

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