Hyperspace Travel

Travel in Realspace

All starships have sublight drives to propel them through space, using them when taking off, landing, or flying within a star system. Starships also have ion drives capable of incredible acceleration (thousands of times the force of gravity) due to a combination of exceptional thrust and manipulation of the starship's mass relative to that of its exhaust. In addition, repulsorlift drives are preferred for delicate maneuvering during takeoff and landing; in fact, the mass manipulation that makes ion drives so efficient in deep space is markedly less efficient in atmosphere, so almost all starships use both drives in conjunction during atmospheric flight, particularly when near the surface of a planet.

You can use the following guidelines to determine travel time in Realspace for an average Starship:

R.1 — Realspace Times and Distances

Destination Distance Time
Surface of planet to orbit 25,000 to 100,000 km 1-5 monutes
Orbit to safe Hyperspace Jump Distance 25,000 to 50,000 km 1 minute
Planetary Orbit to Planet's Moon 250,000 to 500,000 km 10-30 minutes
Planetary Orbit to another Planet in the same System 50 to 200 million km 2-6 hours
Planetary Orbit to outer edge of System 1 to 8 billion km 12-24 hours

Travel in Hyperspace

Moving from a given location to the desired destination through Hyperspace requires a successful Use Computer check. Because every object in the galaxy is constantly in motion, the precise path between two locations changes from day to day. If the astrogator uses current data (one day old at most), they can plot a safe course.

An astrogator is a pilot, co-pilot, or systems operator. Plotting a course requires the astrogator to spend a Swift Action each round while calculating the jump.

Two numbers will need to be determined by the player or GM: the DC of the Use Computers check required to successfully plot a course and the number of hours the journey will take.

Astrogation: Plotting a Course

An astrogator can either plot each jump as it occurs or all of the intermediate jumps before the journey begins, instead of stopping at each jump-point and make the calculations. Plotting a single jump requires 1 minute and a successful DC 10 Use Computer check.

Plotting a more complex course involving multiple jump-points prior to the first jump is more difficult and takes more time. is a time-consuming task. This typically requires 1 minute for a single jump-point. Each additional jump-point adds a cumulative minute. So, a journey with two jump-points requires 3 minutes to plot, and a journey with three jump-points requires 6 minutes to plot. Each jump-point requires a separate Use Computer check with a cumulative +1 to the DC. Plotting a multiple-jump route puts the ship on auto-pilot for the duration of the entire hyperspace journey.

As a general rule, data for a particular route through Hyperspace is available to anyone with access to the HoloNet—although that data might be outdated if the route in question is not frequently traveled by other ships. If an astrogator has no data with which to plot a jump through Hyperspace, the base DC for the Use Computer check is 30, and the time required to plot calculate coordinates and vectors is converted to hours (not minutes) before attempting the check.

Certain situations or circumstances can also modify the check DC, as shown in the table below. The lack of a Nav Computer (or, failing that, an Astromech Droid with stored coordinates) makes the task much more difficult.

If time is of the essence, the Astrogator can perform the check as a Full-Round Action by taking a -10 penalty on their Use Computer check.

A.1 — Astrogation DC Modifiers

Situation Check Modifier
Using Nav Computer +5
No Nav Computer Used* -10
No HoloNet Access -51
Attempt to make the check as Full-Round action -10

1 Do not apply the penalty if the ship has current Astrogation data stored in an Astromech Droid or receives accurate transmitted data from another ship.

Additional Modifiers. There are a number of modifiers which can be taken into account. The astrogator might chart a safer and longer course, decreasing the DC, or he might try for a more difficult and faster route, increasing the DC.

There are also times when the astrogator needs to get the ship into Hyperspace under less than ideal conditions, such as when a blockade or other obstacles are partially blocking his path. If an obstacle fully blocks the starship's path (a capital ship or object of similar mass), the astrogator cannot safely chart a course and the hyperdrive will not engage.

Include all that apply.

A.2 — Hyperspace Calculation Modifiers

Modifier Situation
-1 DC Additional 10% time on journey length (up to 50%)
+1 DC 10% less time on journey length (up to 50%)
+5 Per obstacle during entry or exit

If the Use Computer check is successful, the starship enters Hyperspace without incident and arrives at its destination in the amount of time determined in the Length of the Journey section below.

Failed Astrogation Check. A failed Use Computer check indicates that the astrogator has made a potentially dangerous error in his calculations. Make another Use Computer check using the same modifier against the same DC. If this second Use Computer check is successful, the error is caught before entering Hyperspace, and he must re-plot the course from scratch. If this second Use Computer check fails, the starship moves -1 persistent step on the Condition Track and takes damage equal to 5% of its total hit points for every point by which the check fails. (The Persistent Condition and damage remain until the ship undergoes maintenance.) If the ship is not disabled or destroyed, it arrives at the intended destination in double the expected travel time. If the ship is disabled, it drops out of Hyperspace in a random location somewhere between the point of origin and the destination (the exact location is determined by the GM).

Length of the Journey

To determine the length of time which a journey takes, use the following guideline.

1. Using the galaxy map, determine the number of jumps it will take and plot a route from jump-point to jump-point. For each jump-point and consult table H.1 for the standard hours it requires to perform the jump. This is your base number.
2. Multiply your base number by the modifier on table H.2 for the route’s complexity. If there is no route, but no special condition either, use a modifier of “1”.
3. Multiply the result by the modifier of table H.3.
4. Multiply the result by the modifier of table H.4, depending on how many galactic quadrants the ship will cross in a single jump.
5. Multiply the result by the ships hyperdrive multiplier to determine the final number of hours in hyperspace that the journey takes.

H.1 — Basic Hyperspace Calculation Chart

Travelling From/To: Deep Core Core Worlds Colonies Inner Rim Expantion Region Mid Rim Outer Rim Wild Space
Deep Core 12 18 24 48 72 96 120 144
Core Worlds 24 6 24 36 60 84 96 120
Colonies 48 24 12 24 48 72 96 120
Inner Rim 72 36 24 18 24 48 72 96
Expansion Region 96 60 48 24 24 24 48 72
Mid Rim 120 84 72 48 24 36 24 48
Outer Rim 144 96 96 72 48 24 48 24
Wild Space 168 120 120 96 72 48 24 12

H.2 — Route Modifiers

Major Trade Route 0.25
Minor Trade Route 0.5
Known Route 0.75
Special Conditions1 2 to 5

1Special Conditions cover very difficult or previously uncharted routes.

H.3 — Astrogation Difficulty

Very Easy 1
Easy 1.5
Moderate 2
Difficult 3
Very Difficult 4
Heroic 5

H.4 — Quadrant

Same 0.5
One 1
Two 2

Hyperdrive Engagement. A starship’s hyperdrive requires time to push the starship into Hyperspace. To determine the time needed, find the ship’s scale on table H.5. The total is the time required for a ship’s hyperdrive to make the jump. This time often overlaps with the time spent calculating the jump to lightspeed.

This action must be taken by the pilot and requires his Full-Round Action each round.

H.5 — Hyperdrive Startup Time

Class Base Time
Starfighter 1 round
Space Transport 1 round
Capital (Frigate) 2 rounds
Capital (Cruiser) 3 rounds
Capital (Space Station) 10 rounds
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