Chapter Seven: Space Travel and Combat
Note: In Star Wars, Second Edition, this section is Chapter Six, "Space Travel," on pages 104-112.

Making Calculations for the Jump to Hyperspace. Calculating a route takes one minute if the character is using a well-traveled route or is using pre-calculated coordinates. (In emergencies, a character can try to jump into hyperspace in one round instead of one minute. The astrogation difficulty is doubled and the character rolls each round until he either beats the difficulty number or suffers an astrogation mishap.)

Calculating a route between known systems takes about half an hour. These calculations take a few hours if the ship has never jumped to the destination system before. If the character doesn't know where he is, it takes one day to determine his ship's current position and then compute hyperspace coordinates.

Starship Movement

Starship movement works just like vehicle movement.

A ship can move once per turn. The pilot picks one of four speeds: cautious, cruising, high speed and All-out speed. The terrain difficulties are modified by speed, just as in vehicle movement.

Acceleration and Deceleration. Starships may increase or decrease their speed one level per round.

Maneuvers. Apply the same modifiers as for vehicle movement.

Movement Failures. Use the same results as for vehicle movement failures. If a starship gets a "collision" result and there's nothing to run into, the ship goes spinning wildly out of control for the rest of the round and the next round.

Starship Weapons

Tractor Beams. A captured ship that doesn't resist can automatically be reeled in towards the attacker at five Space units each round.

If the target ship resists, roll the tractor beam's damage against the target ship's hull code. If the target ship's hull code roll is higher, the ship breaks free. If the tractor beam rolls equal to or higher than the target ship, find the result on the chart below.

Tractor beam damage
roll > hull roll by:
Space units
reeled in:
Target ship's
damage:
0-3 No change No damage
4-8 1 -1 Move
9-12 2 -2 Moves
13-15 3 -3 Moves
16+ 4 -4 Moves

Starship Damage

Starship damage is modified as follows:

Lightly Damaged. Starships can be lightly damaged any number of times. Each time a ship is lightly damaged, roll 1D to see which system is damaged.

1. Ship loses -1D from maneuverability. (If the ship's maneuverability has already been reduced to 0D, it suffers -1 Move.)

2. One on-board weapon emplacement was hit and destroyed.

3. One on-board weapon emplacement was rendered inoperative by a major power surge; it's lightly damaged.

4. Hyperdrive damaged. Double the time to calculate any astrogation courses; if the pilot wants to try to jump to hyperspace in one round, add an extra +10 to the astrogation difficulty.

The hyperdrive may be fixed with one hour of work and a Moderate repair roll.

5. The ship loses -1D from its shield code. If the ship has no dice remaining in shields, it suffers the controls ionized result.

6. The ship suffers -1 Move.

Heavily Damaged. Heavily damaged ships have taken a much more serious amount of damage.

If a heavily damaged ship is lightly damage or heavily damaged again, it becomes severely damaged.

Roll 1D to see which system is affected:

1. Ship loses -2D from maneuverability. If its already OD, it suffers -2 Move.

2. Ship loses a weapons system in one fire arc. All weapons of one type in one fire arc are disabled by a major power surge or system failure.

3. Weapons system destroyed. All weapons of one type in one fire arc are destroyed.

4. Hyperdrive damaged. Increase all astrogation difficulties by + 10 until the drive is fixed with a Moderate repair roll and one hour of work.

5. Ship loses -2D from shields. If it has no shields remaining, it suffers "2 controls ionized."

6. Ship suffers -2 Move.

Severely Damaged. A severely damaged ship which is lightly damaged, heavily damaged or severely damaged again is destroyed.

Roll 1D to determine which system is affected:

1. Dead in space. All drives and maneuvering systems are destroyed. The vehicle is adrift in space.

2. Overloaded generator. The ship's generator is overloading; unless it's shut down, the generator will explode in 1D rounds and destroy the ship.

3. Disabled hyperdrives. The ship's hyperdrives-main and backup-are damaged. The ship cannot enter hyperspace until they are fixed with a Moderate repair roll and one hour of work.

4. Disabled weapons. All weapons systems lose power. Roll 1D:

1-4: Weapons are severely damaged but may be repaired.

5-6: All weapons aboard the ship are destroyed.

5. Structural damage. The ship is so badly damaged that it begins to disintegrate. The crew has 1D rounds to evacuate.

6. Destroyed.