SW Hyperspace Travel Times

From OakthorneWiki
Revision as of 09:07, 18 January 2021 by Oakthorne (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search


Intellect (Astrogation)
Astrogation involves the use of a navcomputer to plot a hyperspace course. The calculations involved are insanely complicated, and require an up-to-date set of charts.

  • The distance being traveled sets the Difficulty, time to calculate, and base duration of the trip (and number of jumps taken during the trip).
  • The Astrometrics Record: Ships docking in a space port are permitted an exchange of astrometrics data with the spaceport systems, downloading their information to the port (giving the port up to date data on where they've been) in exchange for uploading the port's compiled astrometics information. The downside of this, of course, is that this registers (by transponder identity) each ship's arrival and previous travels with the spaceport in question.


Distance Difficulty Time to Calculate Trip Duration Number of Jumps
Same or Neighboring Sector (Up to 2 Squares) Difficulty-die.png 3 turns (2 turns) 24 hours (16 hours) 1
Same Quadrant (3 - 5 Squares) Difficulty-die.pngDifficulty-die.png 6 turns (4 turns) 168 hours (112 hours) 3
Neighboring Quadrant (6 to 8 Squares) Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 12 turns (8 turns) 336 hours (224 hours) 6
Across the Galazy (9+ Squares) Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 18 turns (12 turns) 504 hours (336 hours) 9
  • Time to Calculate: The actual time it takes to make the calculations can vary depending on the distance involved, running and rerunning travel scenarios based on the galactic astroscape as contained in the navcomp. The further the distance, the longer this cascade of projected routes takes. The time in parentheses is if the route taken is traceable entirely along hyperspace routes.
  • Trip Duration: This is the time the travel from origin point to destination takes along the calculated route. This duration assumes travel via little-known or even entirely new routes. Travel along hyperspace routes can significantly reduce this time. The time in parentheses is if the route taken is traceable entirely along hyperspace routes. (168 hours is one week; 336 hours is two weeks; 504 hours is three weeks)
  • Number of Jumps: Even when a relatively safe route has been calculated, the drift of celestial bodies or other deep space phenomena frequently cause ships to be pulled out of hyperspace by their navcomps, preventing collisions and interactions that might destroy the vessel.
    • Such instances are usually in uninhabited or remote systems, or in deep space between systems, as data for such locations rarely shows up on astrometrics, making it harder to account for them in calculations.
    • When a ship drops out of hyperspace, it frequently takes a short time (2d10 + 10 minutes) in sublight speed to realign past whatever it was that caused the drop-out and to get back on track.
    • Such encounters are usually uneventful, providing a quick look at a rarely-visited or even entirely undiscovered system before a leap back to hyperspace, but those moments of maneuvering have also been the cause of significant danger for vessels, as pirates, slavers, mynocks or other dangers spring in that moment. The phenomena that cause the drop-out can also prove a danger that needs to be escaped, as well.


Situation Modifier
Astrometrics out of date +Challenge-die.png per step
High stress during calculations +Challenge-die.png
Damaged navcomp or astromech +Challenge-die.pngChallenge-die.png
Origin is along a Major Hyperspace Route +Boost-die.png
Destination is along a Major Hyperspace Route +Boost-die.png
Origina is along no Hyperspace Route +Setback-die.png
Destination is along no Hyperspace Route +Setback-die.png
Ship has taken Damage Less than half Threshold: +Setback-die.png
More than half Threshold: +Setback-die.pngSetback-die.png
Jumping Point Edge of system: +Boost-die.pngBoost-die.png
One hour away: +Boost-die.png
Ten minutes away: No modifier
Five minutes away: +Setback-die.png
Lunary orbit: +Setback-die.pngSetback-die.png
Planetary orbit: +Setback-die.pngSetback-die.pngSetback-die.png
In atmosphere: +Setback-die.pngSetback-die.pngSetback-die.pngChallenge-die.png
Arrival Point Edge of system: +Boost-die.pngBoost-die.png
One hour away: +Boost-die.png
Ten minutes away: No modifier
Five minutes away: +Setback-die.png
Lunary orbit: +Setback-die.pngSetback-die.png
Planetary orbit: +Setback-die.pngSetback-die.pngSetback-die.png
In atmosphere: +Setback-die.pngSetback-die.pngSetback-die.pngChallenge-die.png

Modifier Descriptions

  • Astrometrics Out of Date: For each step that a ship's astrometrics record is out of date, upgrade the Difficulty of the astrogation check once. Not having an up-to-date record makes it harder to perform accurate calculations to avoid the hazards of hyperspace travel. These penalties are negated by receiving an updated set of astrometrics, most commonly done at a spaceport.
  • High Stress during Calculations: Any high stress situation makes it easier to make mistakes, upgrading the Difficulty of the check.
  • Hyperspace Routes: Destinations and starting points that are along hyperspace routes make the calculations easier - those points in space are more judiciously recorded, after all. Conversely, those that are far from any established routes are less likely to have all variables accounted for.
  • Ship Damage: Astrogation calculations including risk assessments for bringing a ship near a hyperspace phenomenon. Undamaged ships can take risks that a navcomputer might rule are too risky for a damaged ship to take, making the calculations more difficult.
  • Arrival Points: Where the astrogator wishes to emerge from hyperspace relative to their destination can make the calculations more or less difficult.
    • Edge of system: The ship arrives at the edge of the system in question. This can take 1d10 hours to reach the destination or so, but making a system's-edge jump can be a good way to approach stealthily and/or with ample time to run full scans on the system as a whole.
    • An hour out: The ship arrives quite a distance away (often closer to the planet's nearest neighbor than the planet itself). The destination is some distance out, with plenty of time to scan the arrival point.
    • Ten minutes out: No Modifiers. The ship arrives ten minutes from the destination point.
    • Five minutes out: The world is clearly visible, though a short distance away.
    • Lunary orbit: The ship arrives within easy sight of the planet in question, right around the lunary sphere (area where most moons orbit a planet).
    • In orbit: The ship arrives at the edge of the planet's gravity well, and is immediately coasted into its orbit. Pilot must make a Piloting check, (Dif 3) or take 3 System Strain.
    • In atmosphere: A dangerous and unpredictable trick, this puts the ship into the atmosphere of the planet in question, effectively aiming for hyperspace breach inside of the world's gravity shadow. Upon arrival, the ship takes 1 System Strain for every Silhouette level it has, and the pilot must make a Pilot check (with a Difficulty equal to his vessel's Silhouette -1) to avoid taking an immediate Critical Hit.


One Success-result.png is required to accomplish the task in the base time, arriving 10 minutes flight from the target destination,. Other results can be spent as follows:

Cost Result Options
Success-result.png • Reduce travel time by 10% (cumulative, max 50%)
• Remove one jump from trip.
Advantage-result.png • Reduce calculation time by 1 turn.
• Remove one jump from trip.
• Add Boost-die.png to next Astrogation check when traveling this route (does not apply to major hyperspace routes).
Advantage-result.pngAdvantage-result.png • The trip is particularly smooth. Everyone aboard recovers 2 Strain.
Triumph-result.png • Reduce base calculation time by 50% before other modifiers
• Reduce base travel time by 50% before other modifiers
• Make entire trip in a single jump
• As part of calculations, the navigator discovers a new shortcut along the route adding Boost-die.png to all future Astrogation checks along that route. This information can often be sold to others as well (does not apply to major hyperspace routes).
Threat-result.png • Increase calculation time by 1 turn
• Increase travel time by 10%
• Add one jump to trip
• Astrometric record of ship is one one step out of date.
Threat-result.pngThreat-result.png • The trip is particularly rough; everyone aboard suffers 2 Strain
• A piece of debris strikes the ship upon reentry. Roll 2 Force dice; each Dark Side result inflicts 1 Hull damage, each Light Side result inflicts 1 System Strain
• Mynocks or other space-going ship nuisances have attached themselves to the vessel. Resolve those effects.
Threat-result.pngThreat-result.pngThreat-result.png • Miscalculations send the ship wildly off-course, and it emerges in hyperspace in a strange system or deep space somewhere along the route. Scans are required to ascertain exact location before the journey can be resumed, requiring a Computers (Difficulty-die.pngDifficulty-die.png) test and one hour of scanning.
Despair-result.png • Double base calculation time before applying other modifiers
• Double base travel time before applying other modifiers
• During a drop-out, the hyperdrive becomes damaged by debris or sudden stressors. The hyperdrive is rendered inoperable until repaired, and the ship suffers 5 System Strain.
Despair-result.pngDespair-result.png • One of the drop-outs is disastrous: the ship drops out of hyperspace too late and impacts with some part of a planet or phenomenon - even appearing in a simple atmosphere can be disastrous. The ship suffers a Critical Hit at +30 to the roll.

Hyperspace Routes

Astrogation along one of the main hyperspace routes is very different from calculating hyperspace travel vectors along minor or even entirely new routes. Hyperspace interaction has a cumulative effect - the more vessels travel along a given route in hyperspace, the smoother and even faster that travel becomes. The five hyperspace routes of the known galaxy are so often traveled that they have dramatically smoothed the process of both calculation and travel along them.

Generally speaking, astrogators perform one set of calculations to get to a major hyperspace route, another to calculate their travel along it, and then a third set from their drop-out point along the route to wherever their final destination lies. This turns what might normally be a long and arduous cross-galactic journey into a series of much more reasonable jaunts.

  • Time to Calculate: The time to calculate a hyperspace jump along a major route is significantly reduced, dropping to 1 turn for each quarter of the route taken.
  • Number of Jumps: The jumps along a route are also significantly diminished, amounting to 1 jump for each quarter-length of the route. Thus, to run the entire length of a route results in only four jumps, and to run half its length is only two. These can still be reduced by Astrogation check results.
Route Difficulty Time per Square Route Travel
Corellian Run Difficulty-die.png 18 hrs 180 hours (full) • 90 hours (half) • 45 hours (quarter)
Corellian Trade Spine Difficulty-die.png 16 hrs 168 hours (full) • 84 hours (half) • 42 hours (quarter)
Hydian Way - 13.5 hrs 280 hours • 140 hours (half) • 70 hours (quarter)
Perlemian Trade Route - 8.8 hrs 80 hours (full) • 40 hours (half) • 20 hours (quarter)
Rimma Route Difficulty-die.png 14 hrs 144 hours (full) • 72 hours (half) • 36 hours (quarter)