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==STARSHIPS SPACE TRAVEL== '''Hyperdrive''': Hyperdrive engines are what make travel between the stars possible. Hyperdrive technology has been around since the time of the Infinite Empire, and possibly before. As civilization has grows and wanes in the galaxy, so does the general level of technological know-how, which affects how efficient a Hyperdrive engine will be. For the purposes of this game, a standard Hyperdrive engine takes 24 hours plus 24 hours per additional ‘Region’ it is traveling from one point to another. Ship’s list their standard time for travel (x1, x1.5, etc.). During the Knights of the Old Republic timeframe this changes to 36 hours or 48 in the Deep Core, the Outer Rim and within Wild Space. Plotting a course through Hyperspace takes 1d6+2 minutes and requires a base '''DC10''' Intelligence (Computer Use) check '''+3''' for each Region plus or minus the following modifiers from the chart below which are cumulative (but minimum '''DC10'''). A 'Blind Jump' is include unknown space where the hyperspace route has not yet been plotted and upgraded through the Holonet and Hyperspace Routes charts. During the Old Republic period this also includes planets that are not yet part of the Hyperspace Bouy linked systems. The “Regions” in order are: The Deep Core, The Core Worlds, The Colonies, The Inner Rim, The Expansion Region, The Mid Rim, The Outer Rim, and Wild Space. For example to plot a course from Corellia, in the Core Worlds, to Ryloth, in the Outer Rim (+5), is five regions (+15), along the Corellian Run major route (-10) would have a base '''DC25'''. {| class="wikitable" border="0" | '''Situation''' || '''Modifier''' || || '''Situation''' || '''Modifier''' |- | Major Trade route || -10 || || Destination is Wild Space || +10 |- | Established Trade route || -5 || || Plotting a course in 30 seconds || +5 |- | Destination is a Core World || -5 || || Plotting a course blind || +5 |- | Destination is the Deep Core || +5 || || Taking 3d10 x2 minutes to plot a course || -5 |- | Destinations is the Outer Rim || +5 || || Astrigation data plot¹ || -5 |- |} ¹ - ''These are generally limited to a course plot between two specific worlds. A standard astromech droid can store 10 jump routes within its memory core while a navcomputer can hold up to 20 for the basic models. Some navcomputers also grant a bonus to their roll (listed in the ship’s descriptions).'' ''A ship that is connected to the HoloNet can access the public jump route programs and plot such a course but it adds an hours’ time to plotting a course and only is allowed for open worlds (i.e. no secret world bases, etc.)'' Failure of this check can have a number of results. Most will damage the Hyperdrive. The GM has the final say but other common occurrences are not jumping at all, etc. Generally for a basic failure the hyperdrive does not work or the jump simply failed. The crew can try again after 1d6 minutes. For a failure of 10+ it takes some level of damage and will not function until fully repaired. For failures of 15+ or when attempting risking hyperspace jumps the hyperdrive could be destroyed and/or the vessel might end up in a far different place than it was supposed to.
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