Astrogation
To travel through hyperspace requires the astrogator to
calculate a safe route through all of the swirling matter in the galaxy. It is
virtually unheard of for a human mind to complete this process without
assistance, so starships equipped with a hyperdrive include either an astromech
droid or a navigation computer. Current data regarding the point of origin and
the destination are then processed to generate a course of travel between the
two
locations which circumnavigates all of the objects in realspace. Most of
the time, the route is extremely convoluted, but due to the speed of traveling
through hyperspace, it rarely causes what most spacers would consider a
significant delay. On the other hand, a skilled astrogator using a state of the
art navicomputer could shave anywhere from a few seconds to an hour or more off
of a journey by using the smallest amount of overall distance traveled. Spacers
often claim bragging rights amongst one another on this basis.
Despite the incredible amount
of information referenced when attempting safe transit through hyperspace, no
jump is certain to succeed. For that reason, every hyperdrive is designed with
a safety system which scans ahead of the equipped vessel’s trajectory and
immediately shuts off the hyperdrive if a significant gravity mass is detected.
A hyperdrive that would otherwise be in working order will not function unless
the safety unit is active and receiving data. It is possible to bypass the
security protocols on the hyperdrive to allow it to function without the
safety, but there is very little rational reason to consider such drastic
action. Smugglers have been known to attempt to run their hyperdrives this way
in order to pass through an interdiction field or when navigating a
particularly dense route such as the Kessel
Run. Very few
of the individuals expressing this intent have been heard from since.
Acquiring the data
Throughout the history of the Galaxy, the advent of the hyperdrive
has brought countless species together and was integral to the formation of the
Old
Republic.
Throughout the life of that august body and its successor government now known
as the Galactic Republic, the information necessary for
space travel was readily accessible. Even at the height of the Clone
Wars,
civilians could easily acquire suitable bearings to make a journey to most popular
locales. This all changed with the rise of the Empire.
With the fall of the Republic and
ascent of the New
Order, knowledge,
particularly regarding space travel, became jealously guarded. During the
height of the Empire, spatial information was heavily restricted and access
required licensing, background checks and frequent vessel inspection, not to
mention numerous fees and surcharges. Spacers frequently resorted to the black
market or to bribery, rather than keep up to date on this bureaucratic minutia.
Others invested in protocol droids to manage regulatory aspects of starship
operation, but most crews have little tolerance for the stream of inanities a
dedicated protocol unit is prone to issuing. Many of these units have been
found floating in space and frozen beyond repair.
Spacers operating ethically
during the Imperial era find that certain destinations are restricted or that
they must wait in orbit or in dock for their vessel to receive approval for
data transfer. The standard for most reputable sources is to provide spatial
data between 6 and 8 hours old. By the time a particular destination is validated,
the information the astrogator ultimately receives may have aged to the point
that the calculation is more difficult, if not impossible. For this reason,
many spacefarers reach a point where they must choose between making much more
costly, difficult, and time consuming excursions, giving up their operations
entirely, or resorting to illegitimate means. The Rebel
Alliance
used a secret HoloNet channel to gather data for
hyperspace travel while pirates and smugglers often purchased stolen
information or kept slicers on their payroll.
After the Battle
of Endor,
the New Republic restored the ‘free
HoloNet’ to a semblance of its former scope allowing travelers access to data
that averages 6 hours old at the time of transit. Still, some information is
unavailable through standard channels, either due to security concerns or
because the Empire totally purged some coordinates from the collective record.
Presumably, this knowledge was stored in one or more data cubes, network
nodules, or intellect processors and await rediscovery.
Calculating the Route
Plotting a simple route through
hyperspace to any mapped location takes about 2 minutes (time rank 4) and requires a DC 10 Technology or suitable Expertise skill check. Since no route
can be used in exactly the same way twice the astrogator must have accurate
data to no more than 24 hours past. The
age of the data provides a circumstance modifier to the astrogation check as
shown on the table below:
AGE OF ASTROGATION DATA
|
|
DATA
TIME RANK
|
CIRCUMSTANCE
MODIFIER
|
9
(1 hour) or less
|
-5
|
10-11
(2-4 hours)
|
-2
|
12
(8 hours)
|
+0
|
13
(16 hours)
|
+2
|
14
(24 hours)
|
+5
|
With useable input, a
navicomputer or astromech can plot a routine jump to any mapped location that
will last about 6 hours (time rank 11). By accepting a -5 penalty to their
skill check, an astrogator can reduce the time rank required to calculate the
jump or the duration of the voyage by 1 (using both options incurs a -10
penalty). Entering a jump before all calculations are complete invites
disaster, regardless of the distance to be traveled. Objects in space are
constantly in motion and calculating a course with a reasonable chance of
avoiding even a miniscule fraction of all of that matter is no small
undertaking, even in the most routine circumstances.
If the astrogator has
insufficient data, plotting the journey requires 1 hour (time rank 9) and the
base difficulty for calculating the route is DC 30. Most of these jumps will
end when the hyperdrive safety protocol detects a gravity mass, at which point the
vessel abruptly exits hyperspace and a new route will need to be calculated. Such
journeys often require multiple jumps as well as additional sublight travel
to find a safe path back into hyperspace. Such journeys can take days or even
weeks unless the astrogator is able to acquire new interspatial data. The
astrogator can choose to take a -10 penalty to their skill check to reduce the
time rank required to calculate this type of jump by 1.
Making the Jump
When the astrogator employs
useful data to make a single jump and succeeds their Technology or suitable Expertise skill check, the vessel safely
enters hyperspace and usually arrives at its destination approximately 6 hours
later without incident. If the check fails, the astrogator has erred in
plotting the journey and the gamemaster should make a DC 10 Perception check on the astrogator’s
behalf to determine if they recognize the problem. If the astrogation check was
made as part of a Team
Check,
roll for each character involved. If the jump is still made, the vessel suffers
a hyperspace mishap and the time rank of the jump increases by 1 (after
applying any mishap results; see Hyperspace
Mishaps below).
Progress through hyperspace
becomes much less formulaic when the astrogator lacks sufficient information.
The gamemaster should decide how many jumps will be required to reach the
destination along the present course. Three to eight jumps is typical for well
known planets in areas of moderate astral density. Fewer jumps may be
appropriate for a regularly travelled location in the Outer Rim, but traveling to the Core or Deep Core ‘blind’ can take 10 jumps
or more no matter how close the current location is in terms of light years.
Each of these jumps should have a time rank between 10 and 16 (2 hours to 4
days) and may require interspersed sublight travel, as noted above. Once out of
hyperspace, it is possible to calculate a new route to the destination from the
current location. Unlike making a single jump, the entirety of the journey is
usually too complex to be examined and recalculated en route unless it is
exceedingly lengthy. Therefore, most spacers without up to date spatial
intelligence simply accept the path fate lays out for them. If the vessel’s
approach brings it within the range of a short sublight distance of a major
hyperlane or planet (and the astrogator notices it by reviewing the course), it
may be efficacious to cut out of hyperspace and lay in a course to that area in
the hopes of being able to acquire new data.
Starhopping
One method some spacers use to
in an attempt to reduce overall travel time, particularly during the height of
Imperial power, is to plot small jumps in a more direct route towards the
intended destination. This technique is known as starhopping.
Typically, the astrogator sets
a course to a location within one day’s travel through realspace to an area
along a hyperlane or in the vicinity of populated system. If the route created
will take longer than a few minutes to clear, the astrogator scraps it and
starts anew. The astrogator will usually ask the pilot to alter the craft’s present
trajectory to give the navicomputer a new starting point.
Once a suitably brief route is
plotted, the pilot engages the hyperdrive while the astrogator attempts to
override the hyperdrive safety (unless the protocols have been permanently
deactivated already) and feed new data into the navicomputer based on the
intended end point of the first starhop. The goal is for the astrogator to have
new coordinates for the next jump before the first one is finished, again close
to ‘safe’ areas of space and (spatially) closer the actual destination. If the
resulting jump is unacceptably protracted, the astrogator can feed the
navicomputer a new trajectory and try again. Depending on how long it takes to
plot the next jump, the vessel may reach the first jump destination before the new
coordinates are set. This is acceptable in most circumstances and makes the
astrogator’s job easier as a sensitive hyperdrive or navicomputer can be
confused by the influx of data received from travel at lightspeed. Still,
spacers who choose to utilize this method of travel are quite comfortable with
taking risks and therefore may have chosen a destination for the first hop
without regard for potential dangers thus making reentry into hyperspace of the
utmost concern.
Starhopping successfully can
make a trek that would have taken hours last only a few minutes or can make
‘blind’ jumps take no longer than standard jumps. Most operators are content
with a simple jump powered by a class 1 or better hyperdrive, but the
starhopping technique allows for small operations to compensate for their
inability to outfit a vessel to be competitive. It also sees military use,
particularly by spies and special operations units.
The drawbacks of this technique are several. The ship either needs to be illegally modified (by removing the hyperdrive safety) or illegally operated (by bypassing the safety). A starhopper’s hyperdrive is put under enormous stress as it must make multiple jumps when other units only complete one and with little to no idle time in between. The navicomputer takes in a tremendous amount of unnecessary data and becomes sluggish and temperamental, even with regular maintenance. Worse, if the vessel is subject to inspection, it is immediately apparent that starhopping is being used. Technically, making numerous short jump to nowhere in particular is perfectly legal, but to actually benefit from starhopping suggests criminal (or rebel) behavior and invites additional scrutiny. At the very least, a known starhopper can expect to be fined for any infraction the inspector can possibly find remotely applicable. Starhoppers using an astromech often find that the unit develops quirks which continue to assert themselves after mind wiping and most aftermarket buyers will pass on any astromech known to have been used this way. Finally, each jump carries a significantly greater risk of catastrophic failure than any standard jump. Starhopping vessels regularly suffer system strain, collision damage, power leaks and so on.
The drawbacks of this technique are several. The ship either needs to be illegally modified (by removing the hyperdrive safety) or illegally operated (by bypassing the safety). A starhopper’s hyperdrive is put under enormous stress as it must make multiple jumps when other units only complete one and with little to no idle time in between. The navicomputer takes in a tremendous amount of unnecessary data and becomes sluggish and temperamental, even with regular maintenance. Worse, if the vessel is subject to inspection, it is immediately apparent that starhopping is being used. Technically, making numerous short jump to nowhere in particular is perfectly legal, but to actually benefit from starhopping suggests criminal (or rebel) behavior and invites additional scrutiny. At the very least, a known starhopper can expect to be fined for any infraction the inspector can possibly find remotely applicable. Starhoppers using an astromech often find that the unit develops quirks which continue to assert themselves after mind wiping and most aftermarket buyers will pass on any astromech known to have been used this way. Finally, each jump carries a significantly greater risk of catastrophic failure than any standard jump. Starhopping vessels regularly suffer system strain, collision damage, power leaks and so on.
Like a standard jump, the initial
astrogation check is DC 10, however the astrogator has no chance to notice a
course error (unless in possession of a special ability that would grant one)
and the DC for any characters assisting the astrogator to notice something
amiss is 20. In addition, the astrogator takes a cumulative -1 penalty for each
jump beyond the first until the ship comes to a full stop. The table below
provides the base difficulty class of plotting subsequent jumps during a
starhop.
STARHOP DIFFICULTY BY REGION
|
|
REGION
|
BASE DIFFICULTY
|
Core
|
35
|
Colonies
|
30
|
Deep
Core
|
40
|
Expansion
Region
|
15
|
Inner
Rim
|
25
|
Mid
Rim
|
15
|
Outer
Rim
|
10
|
Western
Regions
|
15
|
Wild
Space
|
40
|
Unknown
Regions
|
35
|
As with making a blind jump,
starhopping requires multiple jumps. The gamemaster should secretly determine
the number of jumps required keeping in mind that denser areas of space will
usually require more hopping. If at any time, the astrogator abandons the
original course (if the cumulative penalty becomes prohibitive or if the ship
is placed in an unexpected situation requiring evasive maneuvering, for
example), the astrogator begins again and the gamemaster chooses a new target
number of jumps. This number can be less than or greater than the original
course depending on whether the ship is moving towards or away from the
galactic core (among countless other potential factors).
STARHOP JUMP
DURATION
|
||
DEGREE
|
TIME RANK
WITH DATA
|
TIME RANK WITHOUT
DATA
|
Four
(Success)
|
3 (1 minute)
|
8 (30 minutes)
|
Three
(Success)
|
4
|
9
|
Two
(Success)
|
5
|
10
|
One
(Success)
|
6
|
11
|
One
(Failure)
|
7
|
12
|
Two
(Failure)
|
8
|
13
|
Three
(Failure)
|
9
|
14
|
Four
(Failure)
|
10 (2 hours)
|
15 (2 days)
|
Hyperspace Mishaps
All manner of hazards await the
foolhardy spacer. Whenever a jump into hyperspace is made after an astrogation
miscalculation, a mishap occurs. The gamemaster should feel free impose any
sort of onerous scenario as a complication but if a random outcome is desired,
consult the table below. Subtract 1 from the mishap roll for each additional
degree of failure achieved on the astrogation check. For example, suppose an
astrogator is starhopping from Klatooine in the Outer Rim to the Core on the
way to Corellia. Because there are no hyperlanes connecting these planets, the
ship is required to make over a dozen jumps. The eleventh jump will take the
vessel from the Expansion Region to the Inner Rim,
a base difficulty of 25. Since this is the tenth starhop after the vessel initially
entered hyperspace, the astrogator takes a -10 penalty to the check and rolls a
total of 12, resulting in two degrees of failure. The gamemaster will roll on
the hyperspace mishap and subtract 2 from the result to determine the type of mishap
that befalls the ship and her crew.
HYPERSPACE
MISHAPS
|
|
ROLL
|
MISHAP RESULT
|
-2
|
Starship collision; destroyed
|
-1
|
Starship collision; wrecked; major hull breach
|
0
|
Starship collision; wracked; minor hull breach
|
1
|
Starship collision; Damaged;
hull breach possible
|
2
|
Supernova radiation; all ship
traits disabled
|
3
|
Hyperdrive destroyed
|
4
|
Black hole; Toughness
disabled
|
5
|
Hyperdrive cut-out and damaged
|
6
|
Major power loss; all electronics
disabled
|
7
|
Corrosive gas; hull Weakened
|
8
|
One non-critical system disabled
|
9-11
|
One critical system impaired
|
12-13
|
Minor power loss; all electronics impaired
|
14
|
One non-critical system impaired
|
15-16
|
Radiation fluctuations
|
17-18
|
Off course
|
19-20
|
Hyperdrive cut-out
|
Starship
collision; destroyed
The vessel collides with an
astral body and is destroyed. Most
vessels disintegrate on impact and all characters aboard will be killed
instantly.
Starship
collision; wrecked; major hull breach
The vessel collides with an
astral body and is wrecked. Characters
may be subject to Damage
depending on the vehicle’s size and the character’s location in relation to the
breach (characters at the site are likely to be killed instantly and nearby
characters may enter the vacuum of space). Life support continues to function.
Some vessels automatically seal the breach with localized shielding, while
others only have blast doors which close in the event of a breach.
Starship
collision; wracked; minor hull breach
The vessel collides with an
astral body and is wracked. Characters
may be subject to Damage
depending on the vehicle’s size and the character’s location in relation to the
breach; however the breach is too small for characters to be pulled into space.
Characters at the location of the breach may still face the hazards of a
vacuum, at least temporarily.
Starship
collision; Damaged;
hull breach possible
The vessel collides with an
astral body and is Damaged.
If the Damage
result causes the ship to become
wracked, it suffers a minor hull breach as above. Wrecked ships suffer a major hull breach.
Supernova
radiation; all ship traits disabled
All of the vessel’s traits are
reduced to -5 and all Technology
checks made by characters using onboard systems suffer a -5 circumstance
penalty until the damage is repaired.
Hyperdrive
destroyed
The ship has passed through an
area of high astral density. The hyperdrive is damaged beyond repair and must
be replaced.
Black
hole; Toughness disabled
The vessel passes too close to a
black hole in transit and warps the hull. The vehicle’s Toughness is -5 until repaired.
Hyperdrive
cut-out and damaged
The hyperdrive safety activates
to avoid a collision. The starship exits hyperspace instantly and the
hyperdrive is useless until repaired.
Major
power loss; all electronics disabled
A major power loss has occurred.
The ship may have an energy leak or mynocks may have damaged the power
couplings. All features relying on electronics are reduced to -5 and Technology
checks made by characters using electronic systems suffer a -5 circumstance
penalty until the source is located and the damage repaired. The computer systems,
hyperdrive, sensors, weapons systems and more rely on electronics on most
starships. Shields usually don’t rely on electronics to function, however the
controls which activate them do.
Corrosive
gas; hull Weakened
The starship enters an area of
corrosive particles which damage the hull. The vessel is subject to a Weaken
Toughness effect.
One
non-critical system disabled
The starship has a close call with
astral matter and one non-critical ship function is disabled. Critical functions
typically include hull, life-support, magnetic and radiation shielding and
propulsion. Examples of non-critical systems include computer, hyperdrive, navicomputer,
sensors, shields and weapons.
One
critical system impaired
The starship has a close call with
astral matter and one critical ship function is impaired. Any trait associated
with that function is reduced to -2 and any Technology
checks made by characters using that system suffer a -2 penalty. Critical functions
typically include carrying capacity (Strength),
hull (Toughness), life-support, magnetic
and radiation shielding and propulsion (Speed).
Minor
power loss; all electronics impaired
A minor power loss has occurred.
All features relying on electronics are reduced to -2 and Technology
checks made by characters using electronic systems suffer a -2 circumstance
penalty until the source is located and the damage repaired.
One
non-critical system impaired
The starship has a close call with
astral matter and one non-critical ship function is impaired. Examples of
non-critical systems include computer, hyperdrive, navicomputer, sensors,
shields and weapons. Any trait associated with that function is reduced to -2
and any Technology
checks made by characters using that system suffer a -2 circumstance penalty.
Radiation
fluctuations; time of the journey changed (up or down)
The hyperdrive performance is
unexpectedly altered. The time rank of the current jump is adjusted up or down by
1. If this jump was made as part of a series of jumps or while starhopping, a
new route will need to be calculated on arrival.
Off
course
The current jump ends at some place
other than the intended destination.
Hyperdrive
cut-out
The hyperdrive safety activates
to avoid a collision and the vessel drops out of hyperspace. A new route must
be calculated.
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