johnstonmrFrom the Rules questions column written by JD Wiker, one of the game designers, I bring you this. I thought it might be useful to Elli and Gregory, since they're the ones it will most often affect:
Q: If I'm the pilot of a YT-1300 freighter and I want to reroute power, can I do that from the cockpit? If not, how long does it take to get to the engines or wherever I need to go to do that?
A: I've always ruled that in a starfighter, the pilot in the cockpit has access to controls for all of the ship's "stations." That is, he can pilot the ship, operate the guns, shields, and sensors, or reroute power -- all from the cockpit. If the pilot wants to jury-rig a repair, the GM has to decide whether the pilot can do it from the cockpit based on the type of repair.
On a space transport, only the piloting controls, sensors, and shield controls are in the cockpit. If a character in the cockpit wants to operate the guns, jury-rig a repair, or reroute power, it takes him a full-round action to bolt back to the appropriate station. By the same token, it takes a full-round action to go from any of those stations to any of the other stations -- including returning to the cockpit.
The bridge of a capital ship is a different story. There is a post for every station, but in the case of gunnery, engineering, and shields, the actual work is done somewhere else aboard the ship. A character who leaves the bridge for one of these other stations, or who moves from station to station aboard the ship (again, including returning to the bridge) spends at least 5 rounds -- and on some ships, as much as a full minute -- getting there. Further, moving between posts on the bridge requires a move action; they're just not that close together, in most cases.