Transit- Mass Relay Jump

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MRJs are the fastest way to get across the galaxy. 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. When using a Mass Relay to travel, each hex takes only 6 hours to travel through. This means that a simple jump of 4 hexes is only 1 day travel. However, each of those iGH represents 100 Interstellar Hexes or iSH. Travel between each iSH requires another Mass Effect Jump. Each MEJ takes about 50 hours including the exhausting and resetting of the Eezo drive. That means that it would take over 833 days to travel the distance a MRJ allows. All that assuming you never stop traveling and nothing goes wrong.

There are some limitations to MRJs. A ship can only easily travel as far as 3 iGH before needing to stop and rest. Luckily, a standard starship has an Eezo drive rating-2. While being able to travel only 6 iGH at a time is somewhat limiting, it only stops travel to a few locations. Some pilot 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 a t a time. eg. treat a 2 as a 3 or a 4 as a 5. This is referred to as ‘trimming the course’.

Finally, a MRJ needs a pilot. Only a sapient creature is capable of dealing with the dangerously difficult calculations needed to be sent to the relay. Expert systems and other “dumb” robots simply can’t handle the evolving algorithms. 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 approaching the relay, a ship’s navigator can make an Int/Pilot skill check to make a successful MRJ, 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 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 Relay Jumps
Base difficulty for a MRJ 7
The jump’s distance, per # full hexes +1
Trimming the course +2
The jump activation was rushed +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
# is the Eezo drive rating

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 MRJ 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 Relay Jump

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