
Also see:
When travelling some considerable distance in FS the important things to know are the Time the trip required, whether any Accidents took place en route, and whether the traveller(s) reached his/her/their destination.
Note that speeds for a person on foot are given under the rules for Fatigue [2.6]; they choose a rate of exercise which yields a speed for overland movement (Running is the appropriate skill) which is treated as Cruise, while the next speed up (if any) is treated as Max. If long distance swimming is attempted, divide the speeds by five. The maximum time a character may travel on foot depends on how long his/her fatigue holds out.
Also note that a driver should have to stop for rest breaks every WP hours, and thus this is the greatest period any one Driving (or Navigation) roll can apply to.
Navigation: in unfamiliar terrain one of the characters must navigate (ie. make a Navigation roll), and the worse of this and any Driving roll is used to determine the duration of any journey, with the exception that a QR 10 result for navigation indicates that the characters are lost, and at best are considerably off-course.
Normal Travel: if characters are not in a hurry, then they choose a driver (if applicable) and he/she makes a normal driving roll, the result of which yields a mean speed for that leg (see below). If this speed is insufficient to finish the journey in the driver's WP hours, then simply this speed multiplied by the driver's WP km are covered in that time (the characters may then rest, or select a relief driver), otherwise the journey is completed in the distance, of the journey (in km), divided by the mean speed hours.
Hasty Travel is handled a little differently: it is assumed the characters are in a hurry to get somewhere, and want to minimise the time taken. Hasty travel may not be attempted by people on foot (they use normal travel, above, and increase their rate of exercise).
The procedure is otherwise as for normal (unhurried) travel, with the following changes:
Designer's Note: there is deliberately almost no chance of killing a healthy character using this system; that's the idea. It's pretty frustrating for players to lose characters in the comparatively mundane area of travel.