Navigating the Warp

Navigating the Warp

Stage One: Determining Duration of Passage
Duration of passage is determined by the GM and kept secret from the Navigator.
The Navigator may make an estimate by making a NAVIGATION [WARP] test.
If Passed the GM will give a roughly accurate estimate of how long the voyage will take.
Stage Two: Locating the Astronomicon
To locate the Astronomicon, the navigator makes an AWARENESS +10% test.
For every degree of success achieved, add +10% to any NAVIGATION [WARP] tests for this voyage.
For every degree of failure, a -10% modifier is applied instead.
If the test is failed by three or more degrees the Astronomicon cannot be located and the NAVIGATION [WARP] Tests for the duration of the voyage become HELLISH (-60%).
Stage Three: Charting the Course
The Navigator makes a PERCEPTION +10% Test. Results are kept secret by the GM.
Success mean that the Navigator detected significant warp disruptions and can avoid them.
Failure means that he has not.
Stage Four: Steering the Vessel
The Navigator now makes a navigation roll to determine both the accuracy of his voyage and travel time. This is a NAVIGATION [WARP] test modified by the results of stage two and three.
Off Course: If the navigator fails his NAVIGATION [WARP] test and rolls a 9 on either dice, he is thrown off course, and the vessel will appear in the wrong system or part of space.
Encounters in the Warp: Every 5 days of warp travel means the Navigator must roll on the Warp Travel Encounters table. (pg 186) (Minimum of 1 roll). Each roll gains a +20 bonus if the Navigator succeeded in Stage Three.
Stage Five: Leaving the Warp
The Navigator tries to exit the warp into realspace. He makes a PERCEPTION -20% test to determine the accuracy of his entrance point.
Success means the vessel exits the warp at a safe translation point.
Failure indicates the ship exits off target. Degrees of failure indicate progressively more extreme deviations.

Navigating the Warp

The Murder of Crows Skampaw