Astrogation

*See also: Galactic Gazetteer, Astrogate*

Moving from a given location to a desired destination through Hyperspace requires a successful Use Computer check. Because every object in the galaxy is constantly in motion, the precise path between two locations changes from day to day. If the Astrogator uses current data (one day old at most), they can plot a safe course. Doing so takes one minute and requires a successful DC 10 Use Computer check.

If an Astrogator has no data with which to plot a jump through Hyperspace, the base DC for the Use Computer check is 30, and the Astrogator must spend 1 hour calculating coordinates and vectors before attempting the check.

As a general rule, data for a particular route through Hyperspace is available to anyone with access to the HoloNet- although that data might be outdated if the route in question is not frequently traveled by other ships.

Certain situations or circumstances can also modify the check, as shown in the table below. The lack of a Nav Computer (or, failing that, an Astromech Droid with stored coordinates) makes the task much more difficult. If time is of the essence, the Astrogator can perform the check as a Full-Round Action by taking a -10 penalty on their Use Computer check.

Astrogation DC Modifiers
 No Navicomputer Used\*
 No HoloNet Access
 Attempt to make the check in 1 round

*\*Do not apply the penalty if the ship has current Astrogation data stored in an Astromech Droid or receives accurate transmitted data from another ship.*

If the Use Computer check is successful, the Starship enters Hyperspace without incident and arrives at its destination in a number of days equal to 1d6 x the Starship's Hyperdrive multiplier.

A failed Use Computer check indicates that the Astrogator has made a potentially dangerous error in their calculations. Make another Use Computer check using the same modifier against the same DC. If this second Use Computer check is successful, the error is caught before entering Hyperspace, and the process of plotting a course must begin anew. If this second Use Computer check fails, the Starship moves -1 Persistent step on the Condition Track and takes damage equal to 5% of its total hit points for every point by which the check fails. (The Persistent Condition and damage remain until the ship undergoes maintenance.) If the ship is not Disabled or destroyed, it arrives at the intended destination in double the expected travel time. If the ship is Disabled, it drops out of Hyperspace in a random location somewhere between the point of origin and the destination (the exact location is determined by the GM).

## Additional Hyperspace Navigation Challenges

*Reference Book: Star Wars Saga Edition Unknown Regions*

Few Hyperspace routes have been charted in The Unknown Regions, so traveling through Hyperspace into and within The Unknown Regions requires skill and bravery. Unknown Regions routes that exist are not kept up-to-date in the galactic charts, and information about these routes is not widely available. Entering The Unknown Regions from within the galactic disk requires a trip through a chaotic web of hyperspace interference, referred to as the Hyperspace Tangle. The irregularly shaped tangle extends many light years into the western region of the galactic disk. Common modifiers to Hyperspace navigation in The Unknown Regions are shown in the Unknown Regions Astrogation Modifier table, below. Once within The Unknown Regions, some astrogation data might be obtained from local spacefaring sources, but this information is normally of limited quality and scope.

### Mapping the Unknown Regions

Scouts mapping their own forays into The Unknown Regions must spend time and effort to accumulate accurate navigation and environmental data. A simple Hyperspace jump log contains useful data for future jumps, but a true charting expedition requires the recording of as much sensor data as possible during a jump. Prior to making a Hyperspace jump, the mapper must make a single DC 20 Use Computer check to initiate sensor sweeps before, during, and after the flight. Mapping adds 1d4 hours to the Hyperspace flight and requires 30 minutes' worth of scanning before and after the jump for verification purposes. After a route has been mapped, it can be transmitted by Datapad to another navigation system.

Unknown Regions Astrogation Modifiers
 Locally obtained Astrogation Data
 No HoloNet Access
 Traversing the Hyperspace Tangle

*\*Dependent on age of data (see Travel in Hyperspace)*