Skills
Athletics
The Climb, Jump, and Swim skills have been condensed into Athletics. If any of these skills is a class skill for your character, then Athletics is a class skill for your character.
The Jump application of the Athletics skill works differently than in the core book:
Long Jump: You may leap 1 square per DC 10, DC 15 without a 4 square running start.
High Jump: You may jump 1 square per DC 15, DC 20 without a 4 square running start.
Jump Down: You may decrease the damage from a fall by 1 square per DC 10. If you take no damage, you land on your feet.
Computer Use
Hyperdrive Link: When a squadron travels together in hyperspace they need to travel together. Arriving seperatley, sometimes days later than the first ship could be catastrophic. To prevent this several ships can be linked together to create a hyperspace link. This allows all ships linked to arrive at the same destination at the same time.
The DC’s for this task are as follows:
| Number of Additional Ships | DC |
| 1 | 10 |
| 2 | 12 |
| 4 | 14 |
| 8 | 16 |
| 16 | 18 |
| 32 | 20 |
| 64 | 22 |
Each ship is linked to the lead ship. They all travel at the same rate as the first ship at the slowest class of hyperdrive in the squadron.
