 |
|
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. |
|
|