Astrogation Check Rules
The Astrogation skill is of critical importance to all who wander the stars. It involves the application of higher math functions to the variables of stellar motion throughout the galaxy in order to determine the best possible course through hyperspace. While navigational calculations can be left to a ship's computer systems, the failsafes integrated into standard systems by the Hyperspace Navigators' Guild mandates require a minimum of 20 minutes' processing time to finalize a jump calculation (in the case of top-of-the-line onboard civilian computers). These are usually calculated during a vessel's transit along its out-system vector, in coordination with local ATC controllers. However, since emergent conditions can make leisurely exits of gravity wells impossible, these calculations can be facilitated through an individual's use of astrogational know-how, making a viable jump possible in a matter of seconds (minimum 2 rounds), but usually reduced to one minute's effort (to make the most of the bare minimum of failsafe protocols). The relevant factors used in Astrogation checks are as follows:
1) The quality of nav data available
2) The mathematical difficulties inherent to the galactic region(s) being traversed
3) The quality of the vessel's hyperdrive
4) The availability of a dedicated navicomputer or astromech droid
Nav Data Quality
Less than 24 hours old: Base DC 10, Hazard 1d4
2 - 7 days old: Base DC 15, Hazard 1d6
8 - 30 days old: Base DC 20, Hazard 1d8
31+ days old: Base DC 25, Hazard 1d10
No data available: Base DC 30, Hazard 1d12
Navigational Difficulty Modifier
Depending upon the regions of space traveled, the Astrogation check DC will be modified by the highest applicable modifier value to determine the hyperjump's difficulty.
Deep Core: +7
Core Worlds: +3
Colonies: +4
Inner Rim: +3
Expansion Region: +2
Mid Rim: +3
Outer Rim: +4
Wild Space: +12
Unknown Regions: +9
Availability of Navicomputer/Astromech
Navicomputer modifier: -4
Astromech modifier: -2
Hazard Die Modifiers
When a jump is plotted, the GM will secretly make a Hazard Die roll, which will further augment the demands of the journey. This represents the possibility of unknown objects entering the ship's trajectory, or especially tricky known hazards along the route (the Kessel Run, for instance).
Hazard Roll Result // DC Modifier
1 - 3 // +0
4 // +2
5 // +4
6 // +6
7 // +8
8 // +10
9 // +15
10 // +20
11 // +25
12 // +30
Miscellaneous Modifiers
Jury-rigged hyperdrive: +5
Reduce time for jump calculation by 1 round: +2 per round reduced
Making the Check
Once the GM has determined the final DC of the Astrogation check, the astrogator makes his or her roll. There are varying degrees of success and failure possible, determined by the difference between the DC and the check result.
Failure by 5 or more: Hyperspace Accident
Failure 4 or less: +1d6 * HR (Hyperdrive Rating) hours
Success of +0 - 4: Successful standard jump
Success of +5 - 9: -1d6 / HR hours
Success of +10 - 14: -2d6 / HR hours
+15 - 19: -3d6 / HR hours
20+: -4d6 / HR hours
Hyperspace Accidents
When a hyperspace accident occurs, the GM will roll d% and report the results based upon the following table:
01 - 30: hyperspace jump fails
31 - 50: Off Course -- The vessel drops out of hyperspace at the end of its travel time, but is not in its destination system (WARNING: If you get this result, it could be . . . interesting.).
51 - 65: Energy Fluctuations -- Whether a byproduct of hyperspace itself, or errant ship systems, add 2d10 hours to the travel time of the jump.
66 - 80: Hyperdrive Failure -- A gravity well is detected in the ship's path, and the navicomputer drops the vessel out of hyperspace (at a random point along the plotted course) in order to avoid a collision.
81 - 90: Hyperdrive Damage -- As Hyperdrive Failure, but the hyperdrive itself becomes damaged, and must either be repaired, or a backup engaged.
91 - 95: Hyperspace Collision -- The ship collides with a gravity well and drops out of hyperspace, taking 1d10×1d10 points of damage to its hull. (Maybe the ship survives. Good luck!)
96 - 00: GM Whim! Or roll again. Unlikely.