Rules: Starships
Consumables and Fuel
Basic Consumables: (10cr * of passengers + crew * # of days consumables)
Fuel:
| Consumption | Cost | Starport |
|---|---|---|
| Trickle (1 cell/day) | 10 Cr/cell | Limited-class |
| Standard (1 cell/hr) | 25 Cr/cell | Standard-class |
| Fast (4 cells/hr) | 50 Cr/cell | Stellar-class |
| Emergency (20 cells/hr) | 500* Cr/cell |
*Not recharging, actually replacing depleted cells with new, pre-charged, fuel cells
Enter/Leave Hyperspace: 1 cell
Each 5 hours in hyperspace: 1 cell
Week (5 days) of Cautious (1/2 move) space: 1 cell
Day (or fraction) of Cruise (1 move) space flight: 1 cell
Hour (or fraction) of High Speed (2 moves) space: 1 cell
Minute (12 rounds) of Full Speed (3 moves) space: 1 cell
Round (5-sec) of All-Out (4 moves) space: 1 cell (12 per minute)
Day of Cruise atmospheric flight: 2 cells
Hour of High Speed atmospheric flight: 2 cells
Minute of Full Speed atmospheric flight : 2 cells
Round of All-Out atmospheric flight: 2 cells
Additional fuel cell capacity (with cell) costs 750Cr and masses 1/3 ton & takes 1/3 m3 each
In Hyperspace:
Increasing hyperspace duration (to reduce difficulty) decreases fuel consumption to 1 fuel cell for each 12 hours (or fraction thereof) of hyperspace time.
Decreasing Hyperspace duration (at increased difficulty) increases fuel consumption to 1 fuel cell for each 3 hours (or fraction thereof) of hyperspace time.
To easily track them, on whatever you are using for a Ship datasheet, include a 5x10 grid of boxes for the Pilot to track fuel use on. Otherwise, the PC's run out of fuel when you want them to, and more often than not if they don't at least go through the motions of standard ship maintenance and restocking when they are in port. The cost rules are guidelines anyway, as port fees can be discounted or inflated at the GM's discretion.
Astrogation
Starships traveling at lightspeed must fly along established hyperspace routes marked by the Jump Beacon network. These beacons contain information about spatial phenomena, galactic drift, and destination coordinates that enable the beacon to calculate a current (and mostly safe) spacelane between its location and the desired endpoint. Each Jump Beacon contains data linking it to a limited number of other jump beacons (and destinations). The full network allows a starship to travel to virtually any location in the charted galaxy, but the length of time required to cross the breadth of the Galactic Republic would take months or even years depending on the number of mid-point beacons and the state of repair they're in.
The Republic Spacelane Bureau maintains a force of jump beacon patrols on constant repair, inspection, and maintenance duties, but the sheer number of beacons limits optimal levels of performance to around 80%. Whenever a starship contacts a jump beacon to request astrogation, roll 1D. On a roll of one, the beacon is currently malfunctioning, sometimes providing inaccurate data (to a point in deep space or to a random connected jump beacon), but usually not functioning at all.
The Astrogation skill is used to access a jump beacon and provide data from ship and launch point (usually an established area at the edge of a systems mass shadow) for the beacon to calculate the appropriate instructions for the ships hyperdrive. Most beacons are located in open space between systems though all worlds on the .Class One. hyperspace routes (Corellian Run, Perlemian Trade Route, etc) and many Republic members particularly close to the Core Worlds maintain their own at the edges of their systems.
The largest Republic Fleet capital ships maintain their own Navigational Computers, with flagships essentially acting as a mobile Jump Beacon for their Battlegroup.
When a jump beacon is operating, roll Astrogation:
| Roll | Difficulty | Time |
|---|---|---|
| 1-5 | Very Easy> | 5D Minutes |
| 6-10 | Easy | 4D |
| 11-15 | Moderate | 3D |
| 16-20 | Difficult | 2D minutes |
| 21-30 | Very Difficult | 6D rounds |
| 31+ | Heroic | 2D Rounds |
Diff Mods
+2D for Core World
+1D for High Population System
+2 for Sector Capital
+1 to +1D for unusual traffic
+2 for High Priority (creates +1D to +2D traffic)
+1 for Emergency Priority (creates +3D traffic)
System Traffic Control
Traffic control in space is left for individual worlds to administer, subject to Republic-approved regulations for .Republic Space. (consisting of the main starport and space lanes to and from the hyperspace launch points) are mandated by a members. status in the Republic. For areas outside of Republic Space, the space of a sovereign member is free to ignore Republic mandates and protocols (with the specific exception towards distress signals and emergency situations) as long as there is a clear, received and confirmed, message informing of passage from the Republic Zone to that of the sovereign member and that such passage is completely voluntary and not made under distress or duress (in which case all Republic regulations still apply to the errant vessel).
Interaction (via Bureaucracy) with STC is required to transit from the hangar berth and the local atmosphere and thence to and from orbit (termed .Aerospace. regulated by Aerospace Traffic Control - ATC), and with System Traffic Control for transit between orbit and the hyperspace point and vice versa.
The System Zone is often left unregulated by worlds with low population and/or government regulation. STC is not always present, though ATC almost always is.
STC/ATC
| Roll | Difficulty | Time |
|---|---|---|
| 1-5 | Very Easy | 1D hours |
| 6-10 | Easy | D3 hours |
| 11-15 | Moderate | 8D minutes |
| 16-20 | Difficult | 6D minutes |
| 21-30 | Very Difficult | 4D minutes |
| 31+ | Heroic | 2D minutes |
Diff Mods
+1D for Core World
+2 for Hi Pop World
+1 for sector capital
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