FFG Star Wars New Mechanics: Hyperspace Tracking and Lightspeed Skipping
This post contains spoilers for Rise of Skywalker.
In The Last Jedi, we are introduced to the concept of hyperspace tracking. Previous to this film, it was impossible to track a ship through hyperspace. The First Order, using research the Empire was developing, managed to figure out how to figure out not only the precise trajectory, but determine where a ship they were tracking returned to realspace.
At the beginning of Rise of Skywalker, we see Poe utilize a brand new hyperspace trick we haven’t previously seen, lightspeed skipping. It appears that it allows a ship to make a series of microjumps, including into the atmosphere of planets, quickly calculate the next jump, and enter hyperspace again at a very high speed. However, the First Order TIE/sfs now have miniaturized active trackers, and are able to follow the ship.
Tech seems to have advanced a bit over the course of the 30 years since Return of the Jedi.
I’ve come up with some rules for how to handle both mechanics for the FFG Star Wars RPG. I hope you’ll indulge me.
Hyperspace Tracking
Active Tracker
Cost: 10,000
2 Hard Points
A ship equipped with an active tracker can follow another ship through hyperspace. Roll an opposed Astrogation skill to the tracked ship’s Astrogation skill check. The ship with the active tracker upgrades a die for the roll.
Lightspeed Skipping
A ship may attempt to perform a lightspeed skip. Make an astrogation check and upgrade two of the difficulty dice. Any lightspeed skips performed after the first add a setback die. Each skip automatically gives the ship performing it a critical hit.