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:
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 |
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.
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.