Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1
FATAL ENCOUNTERS

O


f all the well documented hazards of trav-
eling through hyperspace, none is more
feared or more potentially devastating than a
collision with a mass shadow. Although every
hyperspace-capable ship is equipped with a
number of sensors and failsafes designed to
drop the ship immediately into realspace if it
passes dangerously close to a gravity well or
mass shadow, accidents do happen and there
are many documented cases of a ship in hy-
perspace colliding with a planet or flying into
the heart of a star. This, obviously, spells cer-
tain death for the entire starship and anyone
aboard. In certain, very rare cases, the starship
can even come out of hyperspace far too close
to a planet's surface and crash at dangerous
speeds. This could even do considerable dam-
age if it has the misfortune of impacting a city
or other population center. It is the fear of both
such occurrences that keeps a dedicated corps
of explorers, astrogators, and cartographers
busy keeping hyperspace charts up to date.

and the Came Master should use the modifiers in Ta-
ble 7-13: Astrogation Modifiers to increase the
difficulty of the Astrogation roll to reflect the circum-
stances under which it is being made.


TABLE 7-13: ASTROGATION MODIFIERS

•0 Description

•••


Damaged or missing astromech droid or
navicomputer.
Quick calculations or entry into hyperspace under
duress, typically while escaping from pursuit.


  • Ship is lightly damaged.
    Ship is heavily damaged.
    Outdated, corrupt, or counterfeit navigation charts
    or navicomputer data.


Once a ship is actually in hyperspace, there is little
for the crew and passengers to do but sit back and en-
joy the ride. All hyperspace routes have an average du-
ration, in hours or days, based on the time required for
a ship equipped with a Class 1 hyperdrive to make the
trip under ideal conditions. Again, conditions are rarely
ideal when dealing with hyperspace travel, and transit
times can be shortened or lengthened due to any num-
ber of complications. As with sublight travel, the time
it takes to travel between star systems is left to the
Came Master's discretion. When deciding the length of
time needed for any given trip through hyperspace, the
GM should consult Table 7-14: Hyperspace Travel
Times for general guidelines in determining the trip's
duration. These average times are modified by a ship's
hyperdrive class, and can be further modified by the
Game Master at his discretion due to complications
with the Astrogation check, fluctuations in the route,
outdated charts, or any other reason he sees fit.

Of course, most starships (especially civilian vessels)
do not have a Class 1 hyperdrive. To determine the ac-
tual travel time of a starship, first determine the hyper-
drive travel time. The GM should consult Table 7-14,

then using that information as a basis, he can give an
exact travel time between the two points. Then, he mul-
tiplies this travel time by the hyperdrive's Class. So, the
time for a Class 1 hyperdrive remains the same. How-
ever, a ship with a Class 2 hyperdrive would take twice
as long to get somewhere, a Class 3 hyperdrive would
take three times as long, and so on.
TABLE 7-14: HYPERSPACE TRAVEL TIMES
Distance Traveled Average Duration
Within a sector Ten to twenty-four hours
Within a region Ten to seventy-two hours
Between regions Three days to one week.
Across the galaxy One to three weeks.

Vehicle Profiles

In this mechanized age, where whole worlds are ur-
Ibanized and massive starships ply the darkness
between the galaxy's countless stars, ground-based
vehicles are ubiquitous and as essential to daily life
as food, water, and a reliable sidearm. From the
simplest, most utilitarian landspeeders to lumber-
ing groundcars to high-performance airspeeders like
the Talon-I Cloud Car, planetary vehicles are found on
most, if not all, inhabited worlds. Planetary vehicles in
the Star Wars galaxy fall in to four broad categories
which encompass a dizzying array of walkers, ground-
cars, and speeders of every stripe.

AIRSPEEDERS


As ubiquitous as their land-based cousins, airspeeders
are found on nearly every civilized world in the galaxy.
They are, in general, small-to-medium-sized atmospher-
ic craft with aerodynamic hulls propelled by repulsorlift
technology. The repulsorlift engines are commonly cou-
pled with powerful ion drives that allow them to reach in-
credible altitudes and even enter low orbit if necessary.
In their multitude, they fill a number of civilian and mili-
tary roles not suited to either the common landspeeder
or the high-tech and high-maintenance starfighter.

STARSHIPS AND VEHICLES
•EDCE OF THE EMPIRE
Free download pdf