Hyperspace, Travel Times, and Requirements

By RicoD, in Star Wars: Edge of the Empire RPG

Hello everyone! It's the new guy again.

I realise there has been plenty discussion on Hyperspace, but I'm still somewhat confused and have additional questions.

In the Movies and Series Hyperspace Travel is often depicted as trivial, since most of the time it seems like it takes mere minutes to get literally across the galaxy.

The handling of Hyperspace in the EotE book also seems somewhat obfuscated. The galaxy map doesn't really make a good job of what distances qualify as a sector or region.

From what I dug up from older threads, a general consensus seems to be 12 hours per map square along a major hyperspace lane, and 24 hours per square in all other cases.

These times are considering a Class1 Hyperdrive and the actual Galaxy Map from the EotE book, all of wich seems pretty fair.

Now to my question of requirements.

My understanding is that travel across the major lanes is the easiest to calculate, as in: 1 Difficulty, if even.

For the smaller (white) lanes a Difficulty of 2-3, depending on circumstances seems appropiate.

But there are also systems/planets on the map that aren't connected by anything.

Now for the thing that is bugging me the most:

Is it possible to calculate a direct route to any given planet (assuming you know of it in the first place) given an adequate difficulty for astrogation?

Or do you require a "physical" secret hyperspace lane map to even be able to attempt such a feat in first place?

Also keeping in mind that there is a specific profession within the universe where people map out uncharted or update existing hyperspace routes, as all hyperspace routes and maps degrade in accuracy over time.

How do these mappers do it?

Thanks for your time.

Greetings and have fun in the Outer Rim.

First off welcome.

Now on to the question

1. if you have it or can get a pdf of it the Starwars.com_Atlas_appendix_June_15 on starwars.com is a great tool

2. if you have stay on target there is an travel time chart in there that can be helpful with planing travel times lol.

3. the clone war episode 103 "Shadow of Malevolence" seem to give the idea that travel through hyperspace is not the straight line affair we once thought it to be.

both the Malevolence and Obi-wan's fleet where able to circumvent the nebula and remain in hyperspace while doing so.

4. As for astrogation checks.

Is it possible to calculate a direct route to any given planet

it depends on what you mean by a direct route.

if your looking for a straight line I would say no.

if you looking for one jump and when you come out your there then yes but you will need up to date astrogation charts for the whole trip which could be a problem the farther out you go in the galaxy.

I believe, i don't have it in front of me right now that the explore book has rule for creating or charting new hyperspace lanes.

and as always you as the GM can set the roll difficulty to anything that fits your game but be consistent or you could upset you player

that's my 2 cents hope it helps.

P.S. there not canon but https://www.google.com/search?q=star+wars+sector+map&espv=2&biw=2560&bih=1324&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwjkoIGtnsfKAhXlk4MKHaACBwAQsAQIGw&dpr=0.75

has some nice sector maps

Edited by tenchi2a

1. if you have it or can get a pdf of it the Starwars.com_Atlas_appendix_June_15 on starwars.com is a great tool

2. if you have stay on target there is an travel time chart in there that can be helpful with planing travel times lol.

I'll look into that, thanks.

Is it possible to calculate a direct route to any given planet

it depends on what you mean by a direct route.

if your looking for a straight line I would say no.

I figured as much, since the whole point of astrogation is that you don't fly into comets/suns etc.

So would you say to get to a planet that is not connected be any lane in to EoTE book the PCs would need a special chart to even be able to attempt to get there?

if you looking for one jump and when you come out your there then yes but you will need up to date astrogation charts for the whole trip which could be a problem the farther out you go in the galaxy.

keeping that in mind, as a follow up question: there are many intersecting hyperspace lanes, would you say you have to drop out at an intersection and calculate again to switch lanes, or would it be more like switching highways with your car on the go?

I believe, i don't have it in front of me right now that the explore book has rule for creating or charting new hyperspace lanes.

I don't have access to it right now, but I'll look it up as soon as I can.

Thank you very much.

1. if you have it or can get a pdf of it the Starwars.com_Atlas_appendix_June_15 on starwars.com is a great tool

2. if you have stay on target there is an travel time chart in there that can be helpful with planing travel times lol.

I'll look into that, thanks.

Is it possible to calculate a direct route to any given planet

it depends on what you mean by a direct route.

if your looking for a straight line I would say no.

I figured as much, since the whole point of astrogation is that you don't fly into comets/suns etc.

So would you say to get to a planet that is not connected be any lane in to EoTE book the PCs would need a special chart to even be able to attempt to get there?

if you looking for one jump and when you come out your there then yes but you will need up to date astrogation charts for the whole trip which could be a problem the farther out you go in the galaxy.

keeping that in mind, as a follow up question: there are many intersecting hyperspace lanes, would you say you have to drop out at an intersection and calculate again to switch lanes, or would it be more like switching highways with your car on the go?

I believe, i don't have it in front of me right now that the explore book has rule for creating or charting new hyperspace lanes.

I don't have access to it right now, but I'll look it up as soon as I can.

Thank you very much.

1. your welcome.

2.I would not say a special chart but you may have to leave hyperspace to get an up to date fix since the lane is not kept up on a routine bases.

3. I would say if you are travelling to a world on a hyperspace route from a crossing route the turn and change of direction would have already been programmed into the course.

4.cool

you welcome.

Edited by tenchi2a

As per the core rules, all hyperspace jumps have a base difficulty of Easy (one purple die). When travelling along major hyperlanes like the Corellian Run and so on, I'd give the players a boost die or two and cut the travel time down by quite a bit; they are, after all, the equivalent of getting on a really well-built freeway.

With regards to calculating a direct route between two star systems, that's a no. Again with the road equivalent, you can't very well drive in a straight line between two cities; you have to follow the roads that's been built between them or you'll get stuck in a swamp somewhere. That doesn't necessarily mean you can't make it in a single JUMP - there's no need to make a stop in every system you travel through - you just need to follow the star lanes.

As per the lore (which is from the Expanded Universe and therefore not precisely canon) hyperspace trailblazers do their work by making a long, long series of blind microjumps. This basically means stepping on the accelerator, closing your eyes and hoping you don't hit anything. Needless to say, these people have trouble getting insurance.

Honestly, hyperspace travel needs to be as complicated as your group wants it to be. Got a group with no smart guys with astrogation that spends very little time doing space travel? Hand wave hyperspace like the movies do. Got a group that has crazy smart profit driven smugglers looking to make every bit of money they can by moving cargo past The Law as quickly and smoothly as possible? Make hyperspace as insane a game of mathematics as the group is willing to cope with. Most groups will fall somewhere between these extremes, like my group does. Generally, if they travel a known route (major lane, minor lane, etc) where no reason exists that they shouldn't have up to date charts, I don't even bother with a roll. They go to hyperspace, screenwipe, X days pass, we're at the new location. Now, if they are under duress (aka combat) while plotting a jump, or the jump is based on some outdated data or to just a set of coordinates out in wild space or off to somewhere they have no charts for, then I make them roll, and shenanigans may ensue. That is if the shenanigans aren't already in full swing. And they usually are. So most of the time the party just trades one set of shenanigans for a different set.