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House Rule: Navigate (Warp)

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.
I: Determining Duration of Passage : Make a Navigate (Warp) skill test. The Navigate (Warp) test gains a bonus or penalty from the quality of star charts the Navigator has access to; no charts inflict a -20 penalty to the roll, standard charts for the region or route provide no bonus, while Good star charts usually illuminate on warp route or a single star cluster and provide a +10 bonus to Navigation tests made within it. Best quality star charts provide a +20 bonus to a single region or route. The Pax Imperialis had one Good quality (+10) star chart detailing the Warp lane that links Karlack to Calisi to Alphos to Hethgard to Eleusis to Castobel , and second Best quality (+20) chart depicting the route between Castobel and Xylan . The Navigator may attempt to perform a Ritual of Prognostication to gain a number of re-rolls equal to the degrees of success on either a Hard (-20) Willpower test or a Challenging (+0) Forbidden Lore (Daemonology) test, a Challenging (+0) Scholastic Lore (Occult) test, or a Challenging (+0) Psyniscience test. Many Navis Houses teach specialized Clan Rituals that provide a +10 bonus to the Ritual of Prognostication. However successful rituals tend to Corrupt the ritualist (who gains 1d5 Corruption points minus the Degrees of Success on the Ritual), while failed rituals risk invoking the Contempt of the Warp see table 6-6 on page 227 of Black Crusade. II: Locating of the Astronomican : When a vessel Translates into the warp, a Navigator must gauge the strength of the Astronomican, to judge just how far and in what direction he is from Terra so that he may then plot a course. To do this, he makes an Ordinary (+10) Awareness Test. For every degree of success achieved, add +10 to any Navigation (Warp) skill tests for this voyage, whilst for every degree of failure a –10 modifier is imposed. III: Charting the Course : Once the Navigator has a point of reference, he must then use his extraordinary perceptions to determine any turbulence, strange phenomena, or storms laying in wait in the Empyrean that will affect the passage of the vessel as it travels. This is another Ordinary (+10) Perception test, whose results are kept secret by the GM. Success means that if there is any significant warp disturbance along the route then the Navigator has likely detected it, failure means that he has not. In either case, should the Navigator fail this roll, he will be ignorant of any dangers that lay ahead. IV: Steering the Vessel : With the Astronomican located and the local state of the warp gauged, the Navigator now makes his Navigation roll to determine both the accuracy of his voyage and travel time. This is a Navigation (Warp) skill test modified by the Navigator’s perception of the Astronomican. Off Course : If a Navigator fails his Navigation (Warp) test and rolls a 9 on either dice, he is thrown off course, the vessel will appear in the wrong system or part of space (as determined by the GM). V: Leaving the Warp : Once the Navigator’s destination has been reached, he must make a Hard (–20) Perception test to determine the accuracy of his entrance point in real space, which in general terms the Navigator can perceive from the warp in a shadowy and indistinct fashion. Succeeding at this test means that the vessel exits the warp were the Navigator intended. A failure means that the ship exits off target.