Random Hyperspace Terrain

The following section may be used in any game of Babylon 5 Wars to generate a random area of Hyperspace.  Roll once on each of the following charts:

Hyperspace Rapids

D20 Roll

Hyperspace Rapid

1-4

No Hyperspace Rapid Present

5-20

Hyperspace Rapid Present, roll on Rapid Direction and Rapid Strength tables.

 

 

D10 Roll

Rapid Direction

1

From direction 1 to direction 4

2

From direction 4 to direction 1

3

From direction 2 to direction 5

4

From direction 5 to direction 2

5

From direction 3 to direction 6

6

From direction 6 to direction 3

7

From left to right

8

From right to left

9

Roll again, ignoring 9-10.  Rapid is in resultant direction for D3 turns, at which time roll on the Hyperspace Rapid chart again, accepting any result.

10

Roll again, ignoring 9-10. Rapid is in resultant direction for 1 turn, at which time roll on the Hyperspace Rapid chart again, accepting any result

 

 

D20 Roll

Rapid Strength

1-3

1

4-6

2

7-9

3

10-11

4

12-13

5

14-15

6

16-17

7

18

8

19

9

20

10

Hyperspace Waveforms

D20 Roll

Hyperspace Waveform

1-10

No Hyperspace Waveform Present

11-18

Hyperspace Waveform Present, roll on Waveform Orientation table and determine Waveform Origin

19

Two Hyperspace Waveforms Present, roll once for each Waveform

20

D3 Hyperspace Waveforms Present, roll once for each Waveform

 

 

D10 Roll

Waveform Orientation

1-2

From direction 1 to direction 4

3-4

From direction 2 to direction 5

5-6

From direction 3 to direction 6

7

From left to right

8

From right to left

9

Roll again, ignoring 9-10.  Waveform is has resultant orientation, but only extends outward 2D10 hexes from Origin Hex.

10

Roll again, ignoring 9-10. Waveform is has resultant orientation, but only extends outward 2D6 hexes from Origin Hex.

Waveform Origin Hex:

Depending on how your hex map is numbered, this may vary.  The most basic method is to roll a D100 (percentile dice) for each dimension, re-rolling any number out of range.  The Waveform passes through that hex in its Orientation, usually off of the board edges unless otherwise specified.

Hyperspace Whirlpool

D20 Roll

Hyperspace Whirlpool

1-15

No Hyperspace Whirlpool Present

16-19

Hyperspace Whirlpool Present, roll on Whirlpool Orientation table and determine Whirlpool Origin

20

Two Hyperspace Whirlpool Present, roll once for Whirlpool Orientation, and twice for each Whirlpool’s Origin

 

 

D10 Roll

Whirlpool Orientation

1-4

Clockwise Rotation

5-8

Counterclockwise Rotation

9

Re-roll, ignoring 9-10.  Waveform(s) are in resultant orientation for D3 turns, after which it switches orientation.

10

Re-roll, ignoring 9-10.  Waveform(s) are in resultant orientation for D3 turns, after which it dissipates.

Whirlpool Origin Hex:

Depending on how your hex map is numbered, this may vary.  The most basic method is to roll a D100 (percentile dice) for each dimension, re-rolling any number out of range.  The Whirlpool Singularity is in that hex rotating as determined above.  It will block line of sight through that hex.

 

When a vessel is expelled from Hyperspace due to a 9-15 result on the Hyperspace Whirlpool Singularity Effects table (see Rules Compendium), it is considered to be at a Sufficiently Far Away location in normal space.  The vessel may return to battle assuming that it has sensors capable of determining its location and a properly charged Jump Engine.