Rebel fighters missing droids

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

Is there anything in the RAW about whether a Rebel X or Y-wing can make a hyperspace jump if it has no droid aboard? The fighters have no nav computer, the droids serving that function, but can a course be input to the hyperdrive if it's transmitted by another ship with a navicomp, such as a B-wing?

There's nothing mentioned, so you can either go with what Wookieepedia has to say on the matter, or make your own decision.

That said, I believe there is canon justification for at least Y-Wings that don't have an astromech being able to have coordinates transmitted to them and then make the jump to lightspeed as of the first episode of Rebels' third season, as they had the Ghost crew (plus Hondo) stealing a bunch of Y-Wings from an Imperial recycling station, with Chopper being the only astromech present.

So seeing as how the Rebels were able to make off with a small number of Y-Wings without bouncing Chopper between them all, seems that Rebel fighters don't need to have an astromech slotted in to make hyperspace jump. But it sure is handy, and I figure getting a hold of astromechs without drawing lots of Imperial attention is probably fairly simple for the Rebel Alliance to pull off, especially the older models like the R2 series, which had been around for over 40 years (at least) by that point.

Thanks for recalling that episode! The group I'm a player in just liberated some Rebel starfighters that Imperials had (somehow) captured. Two Ys and a B. But the Imps had removed the droids before we attacked the base. We're still going through the base building by building, and I hope to find some 'mechs, but I try to plan for worst case. I'd sure hate to have to blow up perfectly good starfighters just because I couldn't get them out of the system. Thanks again!

IIRC, those Y-wings were equipped with hyperdrives. I believe the Rebel fleet had to retrieve them aboard their carrier.

The B-Wing has a Navicomputer so should be able to do the plot and share the plot

Doing the plot is the easy part. The party also has a light freighter on planet. The trick was whether the plot was receivable by the fighters with empty droid sockets. Dono's answer solved that issue. Only useful thing I've seen come out of Star Wars Rebels. :lol:

Edited by ShadoWarrior

This happens regularly with our group. We just add a setback or two for making the calculations for multiple ships.

16 minutes ago, Jareth Valar said:

This happens regularly with our group. We just add a setback or two for making the calculations for multiple ships.

This. the more ships making the same jump the more setback (not 1 for 1, but you get the point)

yup. we typically have 4 ships and 2 setback is the norm.

6 hours ago, ShadoWarrior said:

Doing the plot is the easy part. The party also has a light freighter on planet. The trick was whether the plot was receivable by the fighters with empty droid sockets. Dono's answer solved that issue. Only useful thing I've seen come out of Star Wars Rebels. :lol:

Lots of useful stuff has come out of Rebels. IE Inquisitors are canon now. Thrawn is back in Canon. The Hammer head cruiser is canon. The Tie Defender is Canon.

8 hours ago, Jareth Valar said:

This happens regularly with our group. We just add a setback or two for making the calculations for multiple ships.

I've got a list of "Hyperspace Tricks" to explain some of the things we've seen in movies. Group Jump is one of them:

Group Jump: A very common jump technique, not really a trick, is the Group Jump. In order for a group of starcraft to arrive at the same time at a destination a Group Jump may be attempted with one starship making the Astrogation check for the entire group. Hyperspace travel time is by the slowest rating of the ships in the group. One Setback is added due to the added complexity. Another Setback is added per 10 starcraft in the group. The default Group Jump implies all of the ships are in close proximity (Close Planetary space range or nearer) with parallel flight paths.

Success with Threat results in a successful jump, but starships may not all arrive at the same location or at varying times. The more Threat the greater the variations in time and place. Triumph with success may be used to cause arriving starships to accidentally ram each other.

Edited by Sturn
45 minutes ago, Sturn said:

I've got a list of "Hyperspace Tricks" to explain some of the things we've seen in movies. Group Jump is one of them:

Group Jump: A very common jump technique, not really a trick, is the Group Jump. In order for a group of starcraft to arrive at the same time at a destination a Group Jump may be attempted with one starship making the Astrogation check for the entire group. Hyperspace travel time is by the slowest rating of the ships in the group. One b is added due to the added complexity. Another b is added per 10 starcraft in the group. The default Group Jump implies all of the ships are in close proximity (Close Planetary space range or nearer) with parallel flight paths.

Success with t results in a successful jump, but starships may not all arrive at the same location or at varying times. The more t the greater the variations in time and place. y with success may be used to cause arriving starships to accidentally ram each other.

"1 b added" do you mean 1 Setback? I assume you don't mean Boost!

I must have a font installed that you don't. I'm not seeing the "b" but an actual setback symbol. I'm also seeing threats and a despair in the second paragraph.

I replaced the symbols with actual text in my original post.

Edited by Sturn
37 minutes ago, Sturn said:

I must have a font installed that you don't. I'm not seeing the "b" but an actual setback symbol. I'm also seeing threats and a despair in the second paragraph.

I replaced the symbols with actual text in my original post.

Ahh, that explains a lot, I'm on a phone so yeah the custom font doesn't show. It just confused me! But it's a good rule anyway, I like it

Edited by Richardbuxton
12 hours ago, ShadoWarrior said:

Thanks for recalling that episode! The group I'm a player in just liberated some Rebel starfighters that Imperials had (somehow) captured. Two Ys and a B. But the Imps had removed the droids before we attacked the base. We're still going through the base building by building, and I hope to find some 'mechs, but I try to plan for worst case. I'd sure hate to have to blow up perfectly good starfighters just because I couldn't get them out of the system. Thanks again!

Just don't be 'that guy' that uses an episode of Rebels to tell the GM how it has to work.

7 hours ago, lupex said:

Just don't be 'that guy' that uses an episode of Rebels to tell the GM how it has to work.

eh, i run a game right now, and for tech stuff like that id take it as canon and figure out a way to make it work. I use an alternate story/timeline/universe where anikan won at mustafar and controls the empire after Palpatine "step down". Rebels is a great source for me for individual story and plot developments and tech canon