Astrogation Rules

When you want to travel between two systems you have two options:
  1. You may travel along existent, safe routes.
    • This method takes less time to calculate and is much safer.
  2. 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    • Outdated, corrupt, or counterfeit navigation charts or navicomputer data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
    • Ship is heavily damaged
  • +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)
    • Within same sector
    • 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