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Nav Stribor

Stroj Fafnir
Piprima
Eden-2 Farlan
Oasis Petra Noctis Perseus
Duat Osiris-7 Kronos Hades
0000 Verum-1
Riff Necromunda Paso *****
Xenon Liberté
Ł₣Č?Œ Fahr Nal Yomi
Meiyo

Interstellar travel takes place through metadimensional


space, a higher-order continuum “understood” by only a
handful of brilliant researchers and astronautic
a spike drive provides sub-light propulsion sufficient to
get the ship to most system locations within a few days at
most. Only at the edge of a solar system, where the
Interstellar Travel
engineers. gravitic influence of the star dwindles away to almost Spike Drills
Fortunately, it is not necessary to have an intuitive nothing, can the spike drive be fully engaged to catapult Base difficulty for a spike drill 7
understanding of the place in order to operate a spike the ship into metadimensional space. This gravitic transition
drive starship. While modern postech spike drives are zone is critical for providing the necessary step-up and The course is totally Uncharted +6
neither as powerful nor as efficient as the exquisite cre- step-down for a spike drive.
ations of the Terran Mandate, most TL4 worlds can still
The Rutter’s more than 5 years old +2
put together the necessary components to get a ship from a ship’s navigator can make an Int/Pilot skill check to make The Rutter’s from 1 to 5 years old +1
one stellar system to another. Within the gravity well cre- a successful spike drill, the process taking 30 minutes. If The Rutter’s less than a year old +0
ated by a stellar body, rushed, it takes only one ship combat round to execute. The Rutter’s less than a month old -2
The base difficulty is 7, modified by the available rutter,
the distance drilled, rushed procedures, and whether or

Sector 13
not the navigator is trimming the course to speed up the The Drill’s distance, per 2 full hexes +1
transit. If the final difficulty is 6 or less, the drill is too Trimming the course +2
safe and simple to have any risk of failure. The drill activation was rushed +2

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