NOTE: Assume everything here is by the book unless listed otherwise. Modified Duration of Passage D10 roll--modify by # of Navigator’s degrees of success on Navigation (Warp) Less than 1: x4 travel time, to a maximum of 30 additional days 1-2: x3 travel time, to a maximum of 20 additional days 3-4: x2 travel time, to a maximum of 10 additional days 5-7: Normal travel time 8-9: -5 days travel time, to a maximum of a 20% reduction 10: -10 days travel time, to a maximum of a 40% reduction More than 10: -20 days travel time, to a maximum of 60% reduction Warp Travel Encounters The modified encounter table is as follows: 01-05: Calamity !!! Events such as sudden Warp Storms, losing the course, numerous lesser Daemons breaching the Geller Field, or the incursion of a Daemon Prince are appropriate. It is possible a 'Daemonship' has noted your passing and will pursue you to the material realm. 06-15: Disaster ! Events such as sudden Warp storms appearing on the “horizon”, the attentions of a powerful Daemon from outside the Geller Field, or the incursion of handful of lesser Daemons are appropriate. 16-30: Threat . An event appropriate to a Calamity!!! or Disaster! result could happen without quick thinking and action by the Heretics. Tech-Use, Command, and Psyniscience are often appropriate skills to test. 31-60: Misfortune . Events such as fearful dreams across whole decks, poltergeist activity in the arms lockers, or similar are possible. Losses of up to 1d10 Morale or Crew Population are possible, although good leadership and plans by the Heretics may mitigate this. 61-80: Risk and/or Reward . A situation arises which can be avoided, but may prove profitable to take notice of. Ghost ships full of lost cargos, rogue planets lost in the void, or even omens and portents are examples of such things. 81-00: Clear Sailing After All . No result.