Astrogation

Astrogation checks are based on hyperspace distance, age of available star chart data/coordinates, and calculation time. They’re only relevant in pressure situations or when making a difficult jump.

Normally, it takes 5 rounds to calculate a jump, but a clear, unobstructed path is still necessary to actually enter hyperspace. At the end of 5 rounds of calculation (it counts as an action each round), the party can make a single Astrogation roll. After that the ship either enters hyperspace or it doesn’t. You can try to astrogate faster than 5 rounds, but it becomes harder.

Calculation Times:
1 rd: +15 DC
2 rds: + 10 DC
3 rds: +5 DC
4 rds: +3 DC
5 rds: +0 DC
10 rds: -5 DC

Age of Data:
Old: +10 DC
Outdated: +5 DC
Current: +0 DC
Up-To-Date Coordinates Already In Computer: -5 DC

Depending on the severity of an Astrogation roll failure, something bad may occur.

Failure:
by 1: Trip takes an extra half day. Astrogation DCs + 1. Easy repair.
by 2-4: Trip takes an extra day. Astrogation DCs + 2. Easy repair
by 5-9: Roll 1D for a Hyperdrive Mishap
by 10+: Roll 2D for a Hyperdrive Mishap

Hyperdrive Mishap
1: No jump. Astrogation DCs +5. Easy repair.
2-3: No jump. A new jump must be calculated. Astrogation DCs +5. Moderate repair.
4: The ship veers off course and ends up in a random location. Moderate repairs required.
5: Hyperdrive cuts out and is disabled in transit. Difficult repairs required.
6: Collision. The ship collides into an object as it enters realspace and takes 6D damage.
7: No jump. Ship is Lightly Damaged and a new jump must be calculated. Astrogation DCs +5. Difficult repair.
8: The ship veers off course and ends up in a random location. Difficult repairs required. Ship is Lightly Damaged
9: No jump. Ship is Heavily Damaged and a new jump must be calculated. Astrogation DCs +5. Difficult repair.
10: Hyperdrive cuts out and disabled in transit. Ship is Heavily Damaged. Very Difficult repairs required.
11: Ship enters hyperspace but reenters realspace in the same location 1 minute later. Ship is Heavily Damaged. Difficult repairs required.
12: Collision. The ship collides into an object as it enters realspace and takes 10D damage.

Astrogation

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