PLOTTING DIFFICULTY

Current Starport Type
Imperial Class

(A)

Very Easy

Stellar Class

(B)

Easy

Standard Class

(C)

Moderate

Limited Services

(D)

Difficult

Landing Field

(E)

Very Difficult

No Starport

(X)

Heroic

Destination Starport Type
Imperial Class

(A)

-

Stellar Class

(B)

+2

Standard Class

(C)

+5

Limited Services

(D)

+10

Landing Field

(E)

+15

No Starport

(X)

+20

Trade Route Modifier
Major Trade Route

-5

Minor Trade Route

-2

Per Hex of Gas Cloud

+10

Each extra hour saved on journey

+1

Each extra hour taken on journey

-1

Travelling through hex with system

+2

Starship Condition
Lightly Damaged ship

+5

Heavily Damaged ship

+10

Miscellaneous Astrogation Modifiers
No nav computer or Astromech droid

+30

Within 50 units of a planet or large celestial body

See Effects of Gravity Wells

DURATION

Duration Modifiers

Modifier

Per Hex

4 hours

Per 4 Hexes

1D-1 hours

For every 5 over difficulty required

-5 hours

Ship’s hyperdrive multiplier

x Hyper Multi

Computation Base Difficulty

Speed

Very Easy

1D/2 rounds

Easy

1D rounds

Moderate

2D rounds

Difficult

1D minutes

Very Difficult

5D minutes

Heroic

1D hours

Fuel Consumption Table

Task Fuel
Entering Hyperspace 1 Cell
Six Hours in Hyperspace 1 Cell
One week of Real-Space Ops. 1 Cell
One Hour of Combat Maneuvers 1 Cell

ASTROGATION RULES SUMMARY

MICRO-JUMPS: A micro-jump may be performed in emergency situations. When this occurs, the character must make a Moderate Astrogation roll. If a one is rolled, consult the Astrogation Mishap table.

FAILED ASTROGATION ROLL: If the difficulty number is missed by 10 or more, the ship does not enter hyperspace, and the coordinates must be re-calculated. If the roll is 1-9 less than what is needed, a roll on the Astrogation Mishap Table is required. If a mis-jump occurs, or a micro-jump is performed, the ship’s nav computer must wait 1D hours before another jump may be attempted. This is to allow the nav-computer time to re-calibrate and determine the location of the ship.


ASTROGATION MISHAP TABLE

Roll 2D

Effect

2

Hyperdrive cut-out and damaged: Moderate starfighter, space transport, capital ship repair roll required.

3-4

Radiation fluctuations: Increase travel time by +1D hours per point roll is missed by

5-6

Hyperdrive cut-out: The ship emerges from hyperspace somewhere along the route travelled. This will still require the hyperdrive and nav-computer to be re-calibrated.

7-8

Off course: Ship emerges in wrong system. If the ship wishes to leave the system, it will be necessary to re-calibrate the nav-computer and hyperdrive before a new course may be plotted.

9

Mynocks: Increase journey’s duration by 1D days. This effect will continue, if the mynocks are not removed.

10-11

On-board System Malfunction: Any number of ships systems are damaged as a result of the mishap. 1D systems are damaged. The systems damaged is up to the GM.

12

Collision: The ship collides with an object, and receives 10D damage.


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