Holocron

Adventuring

Starships of the Galaxy · chapter

Diving through an asteroid field, docking in a space port, or simply exploring the wild blue yonder, are the things that Star Wars adventures are made of. Your character, with the aid of their ship, might explore wild space, undertake dangerous smuggling missions, or dispatch pirate ships. And if all goes well, your character will survive to claim rich rewards before embarking on a new adventure.

This chapter covers the basics of adventuring in space, from the mechanics of movement to the acquisition of the ship itself. The rules for repair are also in this chapter, along with a discussion of the activities your characters might pursue between adventures.

Whether adventurers are exploring uncharted territories or a complicated relationship with a criminal organization, the game follows a natural rhythm, as outlined in the book's introduction:


1. The GM describes the environment.

2. The players describe what they want to do.

3. The GM narrates the results of their actions.


Typically, the GM uses a map as an outline of the adventure, tracking the characters' progress as they explore enclave corridors or wilderness regions.

The GM's notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers' actions determine what happens, so the GM might use a timeline or a flowchart to track their progress instead of a map.

In this chapter1Ship Registration2Communications3Time4Movement and Travel5Travel in Realspace6Landing Gear7Movement in Zero Gravity8Travel in Hyperspace9Crewing a Ship10Start-Up Procedure11The Environment12Recharging and Refitting