StarWars2 / HyperspaceTravelTimes


Hyperspace Travel Times

  Traveling To
Traveling From Deep Core Core Worlds Colonies Inner Rim Expansion Region Mid Rim Outer Rim Wild Space Unknown Regions
Deep Core 12 18 24 48 72 96 120 144 168
Core Worlds 24 6 24 36 60 84 96 120 144
Colonies 48 24 12 24 48 72 96 120 96
Inner Rim 72 36 24 18 24 48 72 96 72
Expansion Region 96 60 48 24 24 24 48 72 96
Mid Rim 120 84 72 48 24 36 24 48 72
Outer Rim 144 96 96 72 48 24 48 24 60
Wild Space 168 120 120 96 72 48 32 12 48
Unknown Regions 192 168 144 144 120 96 72 60 48

All times are given in hours for a Class 1 hyperdrive.

Modifiers:

  • Multiply the time by the ship's hyperdrive rating (e.g. Class 0.5 is x0.5; Class 2 is x2, etc)
  • Travel along any of the major hyperspace routes (Corellian Trade Spine, Perlemian Trade Route, Hydian Way, etc) divides travel time by 2.
  • Travel between adjacent sectors (ex. the Tion Sector and Corporate Sector border each other) divides travel time by 4.
  • Travel inside the same sector divides travel time by 8.
  • If there is no known route between two systems, travel time is tripled due to constantly dropping out of hyperspace to avoid unexpected hazards.
  • Travel from one side of one region to the opposite side is calculated as a trip from that region to the innermost region the path crosses, then doubled. This applies solely to those regions beyond the Colonies. For example, a trip from Yavin to Hoth, on opposite sides of the Galaxy in the Outer Rim, can cross into the Inner Rim. This would be a base of 144 hours, not the 48 hours the table would normally suggest.

All modifiers are cumulative. This makes the trip from Tatooine to Geonosis, both on the Corellian Run in the same sector of the Outer Rim, with the Class 0.8 hyperdrive on board Padmé's yacht, took a maximum of 5.4 hours.

Note that, in some games, a ship's travel time is often dependent on what's happening on board the ship as opposed to the calculated travel time.


To calculate travel time, take the base from the above table, divide it in half, and make any calculations necessary to take travel along hyperspace routes, between adjacent sectors or other related information into account. Multiply that new time by the ship's hyperdrive multiplier.

Then, the pilot makes an astrogation check.

Succeeds by Result
0-2 Normal
3-5 cut travel time by 2d6
6 cut travel time by 2d6x2
Fails by Result
1-3 add 2d6x2 hours
4 or more Mishap! See p. 206 table 11-4
Page last modified on January 23, 2011, at 09:54 AM