Table of Contents

Space Travel

Sources: AoR:260; FC:76

Sublight

Trip TimeExample
5 - 15 minutesTime needed to fly from a planet's orbit to a safe hyperspace jump distance.
30 - 90 minutesTime needed to fly from a planet's surface to one of its moons.
6 - 12 hoursTime needed to fly from one planet to another within the same star system. This time varies a great deal depending on the relative position of the planets in question, and any stellar phenomena between them.
12-72 hoursTime needed to fly from the center of a star system to its furthest limits. Again, this time varies greatly depending on the size of the system and any obstacles or stellar phenomena encountered along the way.

Hyperspace

Under ideal conditions an Easy () Astrogation check is required to plot a course. The following table modifies the check.

ModifierDescription
+Damaged or missing astromech droid or navicomputer.
+Quick calculations or entry into hyperspace under duress typicaliy while escaping from pursuit.
+Ship is lightly damaged.
+Ship is heavily damaged.
+Outdated, corrupt, or counterfeit navigation charts or navicomputer data.
Automatic The astrogator has done extra research on charts of the route.
Automatic The astrogator has personally run the route recently.
Automatic Real-space debris is casting uncharted mass shadows in the route.
Automatic A major celestial event impacted the route since the last charting.
Upgrade The vessel has a faulty hyperdrive or entered hyperspace while too close to a planet.
Distance TraveledAverage Duration
Within a sectorTen to twenty-four hours
Within a regionTen to seventy-two hours
Between regionsThree days to one week
Across the galaxyOne to three weeks
CostResult Options
The character adds to his next Astrogation check when travelling on this route.
The trip is particularly smooth. Each character aboard the vessel recovers 2 strain.
or The ship reaches its destination 25% faster. (This option can only be selected once per check).
The discovery of a new shortcut grants on all future Astrogation checks to use this hyperspace route. Additionally, many organizations and individuals would be willing to pay for such a shortcut, especially if it is on a busy hyperlane.
An energy surge from the hyperdrive inflicts one system strain on the ship.
The character adds to his next Astrogation check when travelling on this route.
The trip is particularly rough. Each character aboard the vessel suffers 2 strain.
A piece of debris strikes the ship upon reentry and inflicts 1 hull trauma on the ship.
Mynocks attached themselves to the ship before the jump or during a realspace stopover. The ship suffers 3 system Strain. Additionally, the PCs might need to remove the mynocks themselves (see page 413 of the Edge of the Empire Core Rulebook).
or On a failed check miscalculations send the ship wildly off course, and it emerges from hyperspace in a system of the GM's choosing or in deep space.
On a successful check, the presence of a gravity shadow forces the ship out of hyperspace prematurely. The vessel drops out of hyperspace somewhere along the way, and the characters must attempt another Astrogation check to reach their final destination.
The hyperdrive cuts out to avoid a gravity shadow, but it is damaged in the process. Once the vessel exits hyperspace, the hyperdrive is rendered inoperable until repaired.
The ship collides with a planet's gravity shadow or similar phenomenon. This forces the ship out of hyperspace (probably at a very inconvenient location). Further, the ship immediately suffers a Single Critical Hit with a +30 to the result on Table 7-9: Critical Hit Result (see page 244 of the Edge of the Empire Core Rulebook).