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Table 1-1: Astrogation DCs and Modifiers

Astrogation Check
Quality of Data Base DC Hazard Die
One day old or less 10 d4
More than one day old, up to one week old 15 d6
More than one week old, up to one month old 20 d8
More than one month old 25 d10
No data available 30 d12

------------------------------------- Traveling To (DC Modifier): ----------------------------------------------


Traveling From: Deep Core Core Colonies Inner Rim Expansion Mid Rim Outer Rim Wild Space Unknown
Deep Core +5 +2 +1 +1 +0 +1 +2 +5 +10
Core +2 -2 -2 -1 -1 +0 +0 +5 +12
Colonies +2 -2 -1 -1 +0 +0 +1 +7 +10
Inner Rim +2 -1 -1 +0 +0 +1 +1 +5 +7
Expansion +5 -1 +0 +0 +0 +0 -2 +5 +7
Mid Rim +5 +1 +0 +0 +0 -1 +0 +3 +6
Outer Rim +7 +1 +1 +0 +0 +0 +0 +3 +5
Wild Space +10 +9 +7 +6 +5 +3 +1 +0 +12
Unknown +12 +10 +7 +5 +2 +2 +1 +1 +1

Random Hazards
Die Roll Result DC Modifier Situation/Circumstance DC Modifier
1-3 +0 No nav computer or astromech used +5
4 +1 Nav computer used -5
5 +2 Astromech droid used* -3
6 +3 Hyperdrive jury-rigged +5
7 +4 Reduce time needed for check by 1 round +2
8 +5 No HoloNet access +5
9 +7 *Does not apply if the ship also has a nav computer
10 +10
11 +12
12 +15

Table 1-2: Hyperspace Travel Time


--------------------------------Traveling To (Base Travel Time in Hours): -----------------------------------------
Traveling From: Deep Core Core Colonies Inner Rim Expansion Mid Rim Outer Rim Wild Space Unknown
Deep Core 12 18 24 48 72 96 120 144 168
Core 24 6 24 36 60 84 96 120 144
Colonies 48 24 12 24 48 72 96 120 96
Inner Rim 72 36 24 18 24 48 72 96 72
Expansion 96 60 48 24 24 24 48 72 96
Mid Rim 120 84 72 48 24 36 24 48 72
Outer Rim 144 96 96 72 48 24 48 24 60
Wild Space 168 120 120 96 72 48 24 12 120
Unknown Regions 192 144 96 72 60 72 96 120 48

Possible Modifiers Effects on Journey


Hyperdrive other than x1 (x.95, x2, x3, etc.)¹ Travel time = base travel time x hyperdrive multiplier
Journey within same quadrant² Travel timed halved
Astrogate check result:³
Failure by 5 or more Hyperspace mishap; see Table 1-3
Failure by 1-4 Jump occurs; add 1d12 hours to travel time
Success by 0-4 Jump occurs; no time modifier
Success by 5-9 Jump occurs; subtract 1d12 hours from travel time*
Success by 10 or more Jump occurs; subtract 2d12 hours from travel time*
¹Apply this modifier first. ²Apply this modifier second. ³Apply this modifier third. *Cannot reduce time to less than 1 hour.
Table 1-3: Hyperspace Mishaps
d% Mishap
01-30 No jump occurs.
31-50 Off Course: The ship is completely off course, emerging from hyperspace at the end of the journey's travel time in
the wrong system, which might not even be in the same region of space as the intended system. An entirely new
hyperspace trip must be calculated.
51-65 Hyperspace Fluctuations: Random radiation fluctuations affect the ship's travel time, adding +2d12 hours to the trip.
66-80 Hyperdrive Failure: The ship's nav computer or astromech droid detects a gravity-well shadow and returns the ship to
real space to avoid a collision. This incident occurs at a randomly determined point along the trip. A new hyperspace
route must be calculated. For a ship without a nav computer or an astromech droid, treat this result as a hyperspace
collision (see below).
81-90 Hyperdrive Failure and Damage: As hyperspace failure, above, but the hyperdrive system is damaged and must be
repaired, or a backup system must be used. For a ship without a nav computer or an astromech droid, treat this result
as a hyperspace collision (see below).
91-95 Hyperspace Collision: The ship collides with a gravity-well shadow and drops into real space. The ship suffers 1d10
x 1d10 hull points of damage. Assuming the ship remains intact, a new hyperspace trip must be calculated.
96-00 Other: The GM can devise another mishap or roll again.

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