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== '''Starship Navigation''' == Aside from the special cases detailed below, many of the skills and especially stunts of starship construction don't apply when it comes to ship navigation. This is assumed to proceed relatively smoothly, except when the GM rules otherwise and requires rolls. A Jump always requires a Navigate roll, though. '''Asteroid Fields ''' An asteroid field adds +10% to +20% to a ship's chances of evading detection while in the field, but periodic Pilot rolls need to be made to avoid damage to the ship. The difficulty of these rolls and the resultant damage are up to the GM. Miners may also elect to scour through asteroid fields for their riches. All kinds of exotic asteroid fields abound in the galaxy, including ones haunted by or composed of living beings, radioactive or electromagnetic fields, etc. '''Hyperspace Jumps ''' A hyperspace jump requires a starship to be at least 100 diameters distant from a planet, or any object as large as a small planetoid. Calculations for the jump to lightspeed, made with the ship's Navigate skill, take at least one turn of calculations. A standard hyperspace jump can cover roughly 1 parsec (3.26 ly or 1 hex on a subsector map) per Jump drive rating. The relevant roll is dictated by the ship's Jump drive, and other factors. So, a 1-parsec jump requires a -10% success, a 2-parsec jump a -20% success, and so on. This total can be influenced by external environmental factors. For instance, a hyperspace lane typically lowers the difficulty (increases the range) of a jump by 10%, or even 20%, while a miscalculated jump or local environmental interference may raise the difficulty by 40% or even more. After each jump, a starship needs to stop and recalibrate its hyperdrive, and make the calculations for the next jump, at the new difficulty. Consequences of a hard failure can include flying into the heart of a star, or other equally unpleasant outcomes. A hyperspace jump takes an unpredictable but limited amount of time - usually around 1 week - and a lot of fuel. Typically, a Jump for a ship's full Jump range consumes half of the ship's entire fuel reserves.
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