When you want to travel between two systems you have two options:
- You may travel along existent, safe routes.
- This method takes less time to calculate and is much safer.
- You may chart a new direct route between the two systems.
- This method tends to shorten travel time and is very unlikely to be guarded.
Basic Astrogation
Rules taken from the core books.
Difficulty
This is generally left up to the GM.
Easy: To nearby system on established route.
- +1 Difficulty
- Ship is lightly damaged
- Outdated, corrupt, or counterfeit navigation charts or navicomputer data
- +2 Difficulty
- +3 Difficulty
- Damaged or missing astromech droid or navicomputer
Spending Symbols
- Successes
- Can be used to more precisely target your exit point
- Reduce time spent calculating
- Advantages
- Reduce travel time
- Identify useful stopovers
- Triumph
- Greatly reduce travel time
- Calculate route in minimum time
- Reveal some very useful information about the route
- Threats
- Decrease accuracy of jump
- Decrease travel time
- Despair
- Potentially disastrous occurrence
General Hyperspace Travel Times
This chart assumes a class 1 hyperdrive.
Distance Traveled |
Average Duration |
Within a sector |
Ten to twenty-four hours |
Within a region |
Ten to seventy-two hours |
Between regions |
Three days to one week |
Across the galaxy |
One to three weeks |
Intermediate Astrogation Rules
Taken from the Fly Casual supplement book.
Expanded Astrogation Modifiers
Add automatic +1 Advantage to the check
- The astrogator has done extra research on charts of the route.
Add automatic +2 Advantages to the check
- The astrogator has personally run the route recently.
Add automatic +1 Threat to the check
- Real-space debris is casting uncharted mass shadows in the route.
Add automatic +2 Threats to the check
- A major celestial event impacted the route since the last charting.
Upgrade the difficulty of the check once.
- The vessel has a faulty hyperdrive or entered hyperspace while too close to a planet.
Spending Dice Symbols
1 Advantage
- You add +1 Boost die to your next Astrogation check when traveling on this route.
2 Advantages
- Smooth trip: Each character aboard the vessel recovers 2 strain.
3 Advantages
- Efficient Trip: The trip is 25% faster
1 Triumph
- Any of the Advantage results above.
- New Shortcut: +1 Boost on all future checks on this route. Others may pay for this information.
1 Threat
- Energy surge: The ship suffers 1 System Strain.
- +1 Setback to your next Astrogation check when traveling on this route.
2 Threats
- Rough Trip: Each character aboard the vessel suffers 2 Strain.
- Debris on Exit: Your ship suffers 1 hull trauma at the end of the journey.
- Mynocks!: The ship suffers 3 system strain. The mynocks might need to be dealt with.
3 Threats
- (Failure) Off Course: You emerge from hyperspace in a wildly different location, potentially deep space.
- Emergency Abort: You are forced out of hyperspace prematurely. You must attempt another Astrogation check.
- Inefficient Trip: The ship reaches its destination 25% slower.
1 Despair
- Any of the Threat results above.
- Hyperdrive Damage: You are forced out of hyperspace prematurely. Your hyperdrive is rendered inoperable until it is repaired.
2 Despairs
- Gravity Shadow Collision: You are forced out of hyperspace prematurely, probably in a very inconvenient location. Your ship suffers a single Critical Hit +30.
Hyperspace Routes
Lesser Routes and Smuggling Runs
Route Name |
Travel Time |
Notable Locations |
Kessel Run |
0.75 hours |
Kessel, Oba Diah |
Kessel Trade Corridor |
1.5 hours |
Kessel, Zerm |
Llanic Spice Run |
4.25 hours |
Jermac, Llanic, Mon Gazza |
Ootmian Pabol |
1.5 hours |
Nal Hutta, Nar Bo Sholla, Keldooine |
Pabol Hutta |
2 hours |
Nal Hutta, Sleheyron |
Advanced Astrogation Rules
Homebrew rules to add a bit more depth and clarity.
Difficulty
Established Route:
- Easy (Constantly used and updated)
- Uses only major trade routes
- Average (Regularly used and updated)
- Uses some minor trade routes
- Hard (Infrequently used and updated)
- Uses some local hyper lanes
- Formidable (Rarely used and updated)
- Uses scarcely traveled or unverified routes
- Setbacks
- +1 Journey is estimated at 4-6 days
- +2 journey is estimated at 7-9 days
- +3 journey is estimated at 10+ days
Direct Route:
v1. Each region has a difficulty, traveling to or from that region indicates difficulty
|
Core |
Colonies |
Inner Rim |
Expansion Region |
Mid Rim |
Outer Rim |
Unknown Region |
Wild Space |
Core |
Easy |
Easy |
Average |
Average |
Hard |
Hard |
Daunting |
Formidable |
Colonies |
Easy |
Easy |
Average |
Average |
Hard |
Hard |
Daunting |
Formidable |
Inner Rim |
Average |
Average |
Average |
Average |
Hard |
Hard |
Daunting |
Formidable |
Expansion Region |
Average |
Average |
Average |
Average |
Hard |
Hard |
Daunting |
Formidable |
Mid Rim |
Hard |
Hard |
Hard |
Hard |
Hard |
Hard |
Daunting |
Formidable |
Outer Rim |
Hard |
Hard |
Hard |
Hard |
Hard |
Hard |
Daunting |
Formidable |
Unknown Region |
Daunting |
Daunting |
Daunting |
Daunting |
Daunting |
Daunting |
Daunting |
Formidable |
Wild Space |
Formidable |
Formidable |
Formidable |
Formidable |
Formidable |
Formidable |
Formidable |
Formidable |
- Setbacks
- +1-3 if traveling through difficult astrological region
- +1 Journey is estimated at 4-6 days
- +2 journey is estimated at 7-9 days
- +3 journey is estimated at 10+ days
- Upgrades
- +1 If route takes you through the Deep Core
- +1 if route takes you through the Unknown Regions.
- +2 if route takes you through Wild Space.
Charting Your Own Route
1. Open NavComputer Website
Use http://www.swcombine.com/navcomp/
2. Create Route
Click on the starting planet and the end planet.
The names may not be canon and not all locations are on the NavComp website so you may need to use the closest planet.
3. Roll Astrogation check
Roll your Astrogation skill check based on the rules above.
4. Input Results
Advantages or Threats will affect the Piloting Skill number, this represents how skillfully you can find the shortest route.
Piloting Skill Input:
Result |
Input |
3 Threat |
0 |
2 Threat |
1 |
1 Threat |
2 |
No Result |
3 |
1 Advantage |
4 |
2 Advantages |
5 |
The speed of the ship is a major factor, look at the Hyperdrive class of your ship and input a number into Hyper speed based on this chart:
Hyper Speed:
Class |
Input |
Class 15 |
1 |
Class 12 |
1.25 |
Class 10 |
1.5 |
Class 3 |
5 |
Class 2 |
7.5 |
Class 1 |
15 |
The formula is Class * Speed = 15 or 15/Class = Speed
The Travel Time listed at the top of the page will be the time it will take to reach your destination.
5. Punch it and Relax