While co-running the Warship Arms Race game I thought had occurred to me and I haven't found any good information about it so I figured I'd throw it out to the community.
I know that jumping IN to a place you can't jump to ends badly for the incoming ship - either arriving as a crushed piece of barely recognisable metal (that may explode soon after arrival) or not arriving at all, but what about trying to jump OUT of a place you cant jump? Safeties would normally prevent this of course but assuming those had been circumvented for whatever reason, what would happen?
Possibilities I came up with:
Option #1: Nothing.
Option #2: KF-Drive has a coronary, eats itself and the ship is most likely crippled and not going anywhere any time soon.
Option #3: The attempt destroys the ship at the point of departure, whether this is a explosive disassembly or just turning into a chunk of useless metal may vary.
Option #4: It vanishes from the point of departure, but if it turns up anywhere it again either suffers a Critical Existence Failure and explodes, or arrives as a chunk of steel and germanium.
Option #5: Something else??
I'm assuming the crew is doing it on purpose, either praying it works and they escape or in an attempt take an enemy with them to Valhalla.
you need at least 12 options, that way you can run it on 2D6 or 1D12.
Option #5: Ship is out of play for 2D10 decades, arriving at the destination years later.
Option #6: Overjump. Ship erupts from Hyperspace 2D10x10
4 light years out from the targeted location. (Roll 1D6 and use options 1-6 for secondary effects)
Option #7: Random Emergence, make a check to see how many crew survived, also make a check of the survivors for mental instability/insanity.
Option #8: Target emergence, 50% crew fatalities, random ship damage.
Option #9: underjump-plot a line along the planned route, ship emerges in-system with severe damage.
Option #10: Target Emergence, 75% crew casualties, ship rendered inoperable.
Option #11: Target Emergence, no damage.
Option #12: Target Emergence, 2D6 minutes earlier than departure time. (on a roll of 12, add 2D6 minutes, repeat as necessary up to 4 hours early), minor Structural damage to the ship, to include loss of up to 75% of armor, sensor, and weapons systems. 100% chance your nav officer will experience mind-altering phenomena.
Option #7: