Arrival

Space travel is a “fail forward” system – the ship will not fail to navigate to its destination, but the checks determine the condition it arrives in. Add up all the successful checks and all the unsuccessful checks. If there are more unsuccessful checks than successful checks, when the ship arrives at its destination the PCs are weary, and the crew is considered one category less skilled (elite - experienced - standard - poor) until they have had 24 hours’ rest for each range increment travelled.

Additionally, each failed check results in a problem.

Delay. A failed engineering check causes delays as repairs are needed. A minor science is required before the vessel can continue its journey. The delay takes place halfway along the route. A failed engineering check does 1d6 damage to the ship. This cannot reduce a ship below half SS.

Fuel. A failed navigation check means that the fuel cost of the journey is doubled. A good navigator will plot a more efficient course, perhaps effectively completing a spice run in less than the number of parsecs expected.

Illness. A failed medical check means that 1d6 crew members are lost to illness or injury. If a 6 is rolled on this number, an infectious illness breaks out.

Indiscipline. A failed security check can cause sloppiness, and even petty crime. This costs the ship 1d6 Cr x the crew complement.

Encounter. A failed sensors check means an unexpected encounter takes place. This can be with an interstellar phenomenon or with another ship. The GM should roll for or select an encounter from the Space Phenomena table.