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The Astrogate skill is used to calculate routes through hyperspace.
Combat actions: None
Dramatic Conflict: None.
Sample knowledge: Hyperspace lanes, star constellations

Constellation check (INT)

(int; Active; vision)
Time Varies; Base Error Range 1

You can use this skill to determine your position in space without the use of a nav computer by checking the constellations - provided you are travelling through an area of space you are familiar with.

Cooperative: Yes.
Synergy skills: None.
Retry: Yes
Threat:
Critical Success Error:
Critical Failure:

Hyperspace travel check (CMT)

(Int; Active; Hands-on)
Time 1 minute (Varies); Base Error Range 1

You may use the skill to plot a course through hyperspace from one star system to another. When calculating a hyperspace jump, a navigation computer is required. The result of an Astrogate check determines whether a particular trip occurs without incident and how much time the trip takes; a failed check indicates either a delayed journey or the possibility of a hyperspace mishap that can ruin the journey.

Start by determining the base DC for hyperspace travel using the Base Astrogation DC table. Then add the modifiers as defined in the Hyperspace Travel Modifiers table, by crossing your origin with your destination. Add in some random hazards, which are attributed to the appearance of hyperspace shadows cast by planetary bodies.

When you have obtained the DC for your Hyperspace travel check, apply any Technical modifiers.

Table: Astrogation
Quality of dataBase DCHazard dieChallengestiming
One day old or less 10 d4 1 1rd
More than one day old up to 1 week old 15 d6 2 1rd
More than 1 week old up to 1 month old 20 d8 3 2 rnds
More than one month old 25 d10 6 5 rnds
No data available 30 d12 10 6 rnds
 
Table: Hyperspace Travel Modifiers
 
Travelling to (DC Modifier/challenge)
Travelling fromDeep coreCoreColoniesInner rimExpansionMid RimOuter RimWildUnknown
Deep Core +10/+2 +5/+1 +3/+1 +2/+1 +1/+1 +3/+1 +5/+1 +10/+2 +20/+4
Core Worlds +5/+1 -5/-1 -4/0 -3/0 -2/0 -1/0 +0/0 +10/+2 +25/+5
Colonies +5/+1 -4/0 -3/0 -2/0 -1/0 +0/0 +2/+1 +15/+3 +20/+4
Inner Rim +5/+1 -3/0 -2/0 -1/0 +0/0 +2/+1 +3/+1 +10/+2 +15/+3
Expansion Region +10/+2 -2/0 -1/0 +0/0 +0/0 -1/0 -1/0 +10/+2 +15/+3
Mid Rim +10/+2 +2/+1 +1/+1 +0/0 -1/0 -2/0 -1/0 +7/+2 +12/+3
Outer Rim +15/+3 +3/+1 +2/+1 +1/+1 +1/+1 +0/0 +1/+1 +6/+2 +10/+2
Wild Space +20/+4 +18/+4 +15/+3 +12/+3 +10/+2 +7/+2 +3/+1 +0/0 +25/+5
Unknown Regions +25/+5 +20/+4 +15/+3 +10/+2 +5/+1 +4/+1 +3/+1 +2/+1 +1/+1
 
Table: Random Hazards
Die Roll ResultDC Modifier
1-3 +0
4 +2
5 +4
6 +6
7 +8
8 +10
9 +15
10 +20
11 +25
12 +30
 
Table: Technical modifiers
Situation/CircumstanceDC ModifierChallenges
No nav computer or astromech used +5 -1
Astromech droid used* -2 +0
Hyperdrive jury-rigged +5 +0
Reduce time needed for check by 1 round +2 +0
No HoloNet access, or campaign is set in the Rebellion era +5 +2
* Does not apply if the ship also has a nav computer

Cooperative: Yes.
Synergy skills: Knowledge (star system)
Retry: Yes, but your error range increases by 2 each time.
Threat: You calculate a route in ½ the time necessary
Critical Success: You calculate a route in ¼ the time necessary
Error:
Critical Failure: