This is an alternate move action. Requires an Athletics check of 8 plus 1
per space attempting to jump minus 1 per 10 mass of equipment carried.
Failure
indicates how many spaces the jump is missed by. Cannot jump further than
base Movement.
Requires an Engineering check of 11 to close the automatic bulkhead between
modules. Place a sealed bulkhead counter to show that the bulkhead is closed.
Opening the hatch is an Engineering check vs 8. If on an enemy ship, the
bulkhead will need to be hacked first. When a module with a sealed bulkhead
is damaged, roll a D6 for each dice of damage. Any “6” opens
the bulkhead.
(sealed bulkhead
counters)