How does route works?

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

So from http://www.swgalaxymap.com/search/

I see all these routes between planets etc...corridors...

How does that work.... we know that hyperspeed is not the fact of going superfast (like ****** movies apparently suggest)...

So I guess these routes becomes like a street ….the thing is what happens with planet without routes to?

There are millions on hyperlanes, not all are shown on maps.

The ones shown are the fastest, safest, longest, and most widely used.

In-game it has whatever effect you'd like it to. As alluded to by the other respondents, a hyperlane is like a highway. The route has already been mapped and coordinates are already available for jumps, refueling depots, realspace transitions, etc. Using an existing hyperroute is the fastest and most efficient method to get from Point A to Point B in the SW galaxy.

But... just as in the real world, it's possible to get from one point to another without using the expressways and highways, it just takes a lot longer and requires you to do much more of your own navigation. If you run into trouble along the way, you might find yourself a long way from any help, or travelling through bad "neighborhoods," or stranded far from the view of any potentially helpful passers-by.

Another angle to consider is that most above-board, honest travelers and merchants will use existing hyperroutes BECAUSE they're faster, more efficient, and thus less expensive. Beings that go out of their way to avoid existing hyperroutes might, in the eyes of the Empire, be viewed with... suspicion. ;)

Let See.

There are two facts to keep in mind when discussing hyperspace travel in Star Wars.

First; 98-99% of the galaxy is empty space. (Yay)!

Second; if you were to take the galaxy map, start with a black 3'x3' sheet of paper THEN to apply a white pin sized white dot to represent each star in the galaxy, THAT map of the galaxy would be MOSTLY white. In fact, you'd be looking at a mostly white circle. So there's a LOT of stuff out there that you don't want to run into accidentally.

Those hyperspace lanes represent paths between stars that are well known and well established paths along major trade routes along LONG distances.

As for shorter hops (less than 10 light years) a capable astrogator should be able to use local scanners and plot pretty direct line of path routes between "very close" star systems.

But beyond that, you'd need to start relying on the star charts.

41 minutes ago, Mark Caliber said:

As for shorter hops (less than 10 light years) a capable astrogator should be able to use local scanners and plot pretty direct line of path routes between "very close" star systems.

This step can be repeated over and over for longer distances to represent how scouts forge new hyperlanes. Keep in mind that it might take hours or days of scanning and calculating between each micro-leg, so doing it this way is very time consuming and probably requires high ranks in both Astrogation and Computers (the latter is used for processing sensor data) to succeed. Failure in such situations often tends to be spectacular and fatal.

SFC Snuffy, you talk about refueling, how often would that happen? Is it like gas or something?

Guess were not in the solar energy yet ...

1 hour ago, Mefyrx said:

SFC Snuffy, you talk about refueling, how often would that happen? Is it like gas or something?

Guess were not in the solar energy yet ...

Both Solo and TLJ have information on hyperfuel. It's not terribly interesting.

For the RPG, just know that the Consumables rating on a starship covers fuel (in addition to water, food, atmospheric filters/cleansers, and toilet paper).

There are some very good fan-made supplements floating around for tracking things like fuel consumption. Personally, that level of granularity doesn't do much for me. If you're planning a game based around running a shipping company on a tight budget, and both the GM and players are into that sort of thing, then I wish you the best. For me, that sort of focus on minutiae slows down the game without adding any enjoyment. It doesn't fit the feel of Star Wars. I think you can constrain the party to a tight schedule and tighter budget without getting down in the weeds with spreadsheets accounting for each credit.

I wasn't asking in that intent.... was asking mostly as random encounter that can happen while having to make a pit stop from time to time....

So you can say, the fuel light is on and you'll have to make a stop … etc

Edited by Mefyrx
41 minutes ago, Mefyrx said:

I wasn't asking in that intent.... was asking mostly as random encounter that can happen while having to make a pit stop from time to time....

So you can say, the fuel light is on and you'll have to make a stop … etc

I'd consider that if they rolled up a few Threats or a Despair on an astrogation check.

Hi Mefyrx,

As the GM, I'm sufficiently interested in keeping track of that, but I'm limiting "consumables" to an all-in-one category. Plus I am using an NPC to "take care of" the ship upkeep and maintenance, so that the players rarely need to worry themselves over these issues. YES most of my 'work' on consumables is done between sessions.

That said, most ships are going to be able to traverse from one side of the galaxy to the other "on a single tank" but the crew SHOULD be topping off at every stop.

That said, I do use consumables as a plot obstacle or point of interest.

At each starport there are NPC's that approach the ship & PC's to offer upkeep services. I'll inject micro scenes where the Pilot/Engineer NPC explains that they're going to head off to pick up parts for the ship for PMCS (Preventative Maintenance Checks & Services). In part, the logistics of maintaining the ship allow me as a GM to inject color into the campaign. Each world has a handful of NPC's that the PC's interact with and help me introduce what kind of planet that the PC's have just landed on. For example, Corellia is a very busy world and the starport staff is very efficient and courteous. On Roon, no one said 'boo' to the crew and there were several shady types loitering in the port. It was really hard to figure out if they were port 'security' or just miscreants waiting to see if the PC's were easy marks.

There WAS one scenario where the PC's got themselves into a pickle and when they demanded that the Pilot blast off of the planet the Pilot/Engineer retorted, "But you said I had a day to do engine maintenance!" And yes, the engines where in pieces all over the engineering bay. So on to plan 'B.'

In the current plot line, the last two planets that the PC"s visited did not offer routine starport services so the ship hasn't been refreshed yet. But that's not a big issue, because they're now on Saleucami, which is a pretty big world with services . . .

BUT, the PC's are now in a race against time which pitched them into heated battle with Imperial forces. They've gone toe-to-toe with an inquisitor. Luckily they defeated that inquisitor but in during the fight, they detonated a thermo-detonator in a heavily populated street (in a residential district), had their shuttle blown up by Tie Fighters, and their pilot, though confirmed 'alive' (via force sense) is off comm's and 'disappeared.'

And while the pilot has had just enough time to put down the deposit on the cargo (being delivered the next day) the pilot hasn't had an opportunity to work on refreshing the consumables yet . . .

So the ships range may become an issue soon. ;)

If you are willing to make a change from RAW when rolling for Navigation results, skip to page 9:

Vehicle Ops: Star Journeys

If you are willing to learn some new rules (doesn't require a spreadsheet, but does require consulting new tables and 2 new consumables qualities), see pages 2-8 for more detailed Consumables (still one consumable, but enough details to cover, food, fuel, etc). There are consolidated charts at the end once you grasp the rules:

Vehicle Ops: Consumables & Expenses

Edited by Sturn
14 minutes ago, Sturn said:

If you are willing to make a change from RAW when rolling for Navigation results, skip to page 9:

https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxzdHVybnNzdHVmZnxneDo1NDYzZDM3NjRiNGMyMDll

If you are willing to learn some new rules (doesn't require a spreadsheet, but does require a consulting new tables and 2 new consumables qualities), see pages 2-8 for more detailed Consumables (still one consumable, but enough details to cover, food, fuel, etc). There are consolidated charts at the end once you grasp the rules:

https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxzdHVybnNzdHVmZnxneDo0YzM3MDdlODUwZWQ4Njc3

This is amazing! Thank you!

1 thing is not clear though. Why is static jump punished? Why does being static makes it harder to calculate? Common sense would dictate otherwise IMO

1 hour ago, Rimsen said:

1 thing is not clear though. Why is static jump punished? Why does being static makes it harder to calculate? Common sense would dictate otherwise IMO

A “static jump” is what Han pulled in TFA when he made a jump to hyperspace from inside a hangar bay. As Rey asked, “Is that even possible?” This suggests that making a hyperspace jump while docked in a docking bay is extremely risky.

15 minutes ago, Tramp Graphics said:

A “static jump” is what Han pulled in TFA when he made a jump to hyperspace from inside a hangar bay. As Rey asked, “Is that even possible?” This suggests that making a hyperspace jump while docked in a docking bay is extremely risky.

Ah, I see. I only use legends materials. I especially hate that scene, since it really contradicts the old "physics". Just plain illogical

1 hour ago, Rimsen said:

1 thing is not clear though. Why is static jump punished? Why does being static makes it harder to calculate? Common sense would dictate otherwise IMO

20 minutes ago, Tramp Graphics said:

A “static jump” is what Han pulled in TFA when he made a jump to hyperspace from inside a hangar bay. As Rey asked, “Is that even possible?” This suggests that making a hyperspace jump while docked in a docking bay is extremely risky.

Rimsen, one of the great things about this game is, canon is whatever you bloody well *say* it is (if you're the GM, of course). So if you want it to be easier to calculate a jump if the craft isn't moving, by all means, go for it. If you want to completely disregard anything from the post-Rebellion era, you can. If you want to get really insane about it and say that if you can match the velocity and course of the system you're in relative to the target destination, so you are in effect not moving and thus it's easier to calculate, by all means, go for it.

Personally, I disregard anything from the post-Rebellion era. As do my players. It works for us.

I intend to keep it up doing :) I wad just surpriaed where it came from, I totally forgot that movie

Anything that Disney make is to be disregard if it doesn't fit the rules from the first two trilogies, there now and forever

Edited by Mefyrx