Roll once on the Table 1:1 for every five days of travel, or fraction thereof (Acquiring a Good quality Navigator adds 1 to the roll, while a Best Quality Navigator adds 2). Particularly tumultuous routes may modify the roll on Table 1:1—for example, travel through the Maw subtracts 2 from the Basic Events roll. Well-mapped routes add 1 to the roll on Table 1:1. For every ten days in the Warp without entering Realspace, lose 1 Morale as the crew grows disquieted. Table 1:1 (Basic Events) 1 or less: Roll on Table 1:2, dropping 10 from the result 2-3: Roll on Table 1:2 4: Roll on Table 1:3, dropping 10 from the result 5-6: Roll on Table 1:3 7 or more: Clear Sailing Table 1:2 (Troubled Travel) 09 or less : 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. 10-20: 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. 21-45: Threat . An event appropriate to a Calamity!!! or Disaster! result could happen without quick thinking and action by the Explorers. Tech-Use, Command, and Psyniscience are often appropriate skills to test. 46-75: Ill Fortune . 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 explorers may mitigate this. 76-00: Lost Time . Add 1d10 days to the required travel time as you make no headway towards the destination. Table 1:3 (Eventful Travel) Negative Results: 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. 0-10: 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. 11-30: Threat . An event appropriate to a Calamity!!! or Disaster! result could happen without quick thinking and action by the Explorers. Tech-Use, Pilot, Command, and Psyniscience are often appropriate skills to test. 31-60: Ill Fortune . 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 explorers 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: Lost Time . Add 1d5 days to the required travel time as you make no headway towards the destination. SAMPLE WARP TRAVEL EVENTS Calamity --Lost the Course The course has been lost. The ship must drop into realspace and devise a new course, involving scans of the surrounding stars and Warp currents. The new course, even if devised successfully, should be rough and hazardous. Subtract 1 from all rolls on Table 1:1 for the rest of the journey. --Daemonic Incursion (Daemon Prince or Greater Daemon) A deadly foe has breached the Gellar Field. Lose 1d5 Crew Populations and 1d10 Morale as it appears and begins its assault. Successful direct confrontation will require PC presence, and may involve a handful of lesser Daemons or converted crew members. Otherwise, it will rampage through the ship, causing 1d10 Crew and Morale damage for every day it is left unchecked. At the end of each such day, test its Willpower at a cumulative -10 penalty. A failure banishes it, while a success doubles the day’s losses. --Daemonic Invasion (Daemonic Legion) Numerous lesser Daemons have successfully entered the Gellar Field’s realspace envelope. Roll 1d5: 1: Screamers, Flesh Hounds, or other Beasts: They assault the outside of the ship, causing 1d5 Hull Integrity damage, with corresponding Crew and Morale losses doubled. 2: Daemons of Nurgle: The Daemons attempt to make their way to the ship’s Life Support system or supplies. If not stopped within 1d5 hours, the ship is exposed to a deadly plague and/or loses all remaining supplies. 3: Daemons of Slaanesh: The crew is entranced by the deadly whispers of Daemonettes. Lose 2d10 Morale, and resolve any potential mutinies immediately. 4: Daemons of Khorne: An assault on the crew leaves scores of casualties. Lose 2d10 crew and 1d10 Morale. Successfully confronting the Daemons in their rampage halves crew losses and negates Morale losses. 5: Daemons of Tzeentch: A strange fate becomes woven into the ship as the Daemons infuse it with their energies. Subtract 1 from all rolls on Table 1:1 for the remainder of the trip, and all players lose 1 Fate Point expenditure for the session. --Daemonship Attack A passing Daemonship opens with its hellish broadsides. Resolve an attack as if by a Ryza-pattern Plasma Battery with BS 50, defending with one shield (or three, if possessing a Warpsbane Hull). Repeat for 1d5+1 shots. --Warp Storm Arisen A sudden Warp Storm engulfs the ship, lasting for 2d10 days. During this time, no further progress is made, but events still occur as normal. Results of “Clear Sailing” on Table 1:1 instead result in violent convulsions shaking the ship for 1d5 Hull Integrity, with appropriate Crew and Morale Losses. --Daemonhost An important officer becomes possessed and begins wreaking havoc on the bridge. He must be put down for his own good, and for the safety of all. Disaster --Daemonic Attention (Daemon Prince or Greater Daemon) A deadly being of the Warp takes notice of the ship and begins to attempt to worm his way in. Results of 1 or 2 on Table 1:1 later in the trip result in its successful incursion, in addition to any other event --Daemonic Assault (Lesser Daemons) A handful of lesser Daemons have successfully entered the Gellar Field’s realspace envelope. Roll 1d5: 1: Screamers, Flesh Hounds, or other Beasts: They assault the outside of the ship, causing 1 Hull Integrity damage, with corresponding Crew and Morale losses doubled. 2: Daemons of Nurgle: The Daemons attempt to make their way to the ship’s Life Support system or supplies. If not stopped within 1d10+1 hours, the ship is exposed to a deadly plague and/or loses all remaining supplies. 3: Daemons of Slaanesh: The crew is entranced by the deadly whispers of Daemonettes. Lose 1d10 Morale, and resolve any potential mutinies immediately. 4: Daemons of Khorne: An assault on the crew leaves scores of casualties. Lose 1d10+1 crew and 1d5 Morale. Successfully confronting the Daemons in their rampage halves crew losses and negates Morale losses. 5: Daemons of Tzeentch: A strange fate becomes woven into the ship as the Daemons infuse it with their energies. The player with the most remaining Fate Points loses one for the session, an ill omens cause 1d5 Morale damage. --Daemonship’s Notice A Daemonship begins hunting through the Warp, seeking the players’ vessel. When they arrive at their destination, it will follow (or perhaps even precede them!). Run an immediate Space combat between the players and the Daemonship at this point. --Warp Storm Ahead The players must drop to realspace and wait for 2d10+10 days, or face the Warp Storm result listed under Calamity. There is no guarantee of safety at the corresponding point in realspace, however. Threat --Reality Shoals The helmsman must guide the ship past a deadly reef of ‘hard’ Warp, and do so without the aid of the ship’s standard sensors. To pass unscathed, the helmsman must succeed at three Pilot (Space Craft) tests, gaining no benefit from the ship’s Maneuverability. Each failure inflicts 1d5 Hull Integrity damage on the ship, with corresponding Crew and Morale losses. --Temporal Sinkhole A vortex of swirling energies threatens to drag the ship into a frozen stasis. This can be avoided by either fortifying the Gellar Field with emergency protocols, nedding a Tech-Use test at -20, or by skirting the edge of the vortex, requiring a Pilot (Space Craft) + Maneuverability test at -10. Failure results in being ‘becalmed’ for 3d10 days, suffering Morale degradation and expending supplies as normal, but with no other effects. --Gellar Field Fluctuations The Gellar Field begins to show signs of weakening, requiring emergency reinforcement for 1d5 days. A Tech-Use test at -10 will shore it up for one day. Sacrificing basic amenities to divert power changes the test’s difficulty to +20, but will anger the crew, causing 1d5 Morale damage. Failure may result in a Daemonic Incursion, Daemonic Assault, or Daemonic Legion result. --Course Irregularities The Navigator’s plotted course shows signs of unaccounted for anomalies. The ship may either drop to realspace for 1d5 days to adjust calculations, or must deal with one or more of the following effects: Temporal Sinkhole, Reality Shoals, Balefire On Deck, or Daemonic Attention. Of course, dropping precipitously into realspace may have other risks, at the GM’s discretion. --Realspace Hazard While making a brief drop into realspace to take bearings, the ship encounters a deadly stellar phenomenon, from radiation pulses or dense asteroid reefs or perhaps the nearby gravity shadow of a black hole! Tech-Use tests to strengthen shields and fortify systems or Pilot tests to avoid being ensnared in the anomaly are appropriate, at difficulties from +0 to -30. Ill Fortune --Poltergeists Stray eddies of Warp energy are animating various objects aboard the ship, discharging weapons, slamming doors shut, or hurling crates about. Unless the affected area can be consecrated, psychically fortified, or evacuated, lose 1d5-1 Crew Population. --Stray Thoughts The crew’s surface thoughts start appearing in others’ heads! Any PC keeping secrets must roll a WP test modified by the immediacy of the secret (+10 base, but possibly to as much as -40 for a frequently pondered thought about the person right next to you) or reveal it to anyone the GM deems might “hear.” Furthermore, the crew’s reaction to the officers’ contempt and the petty resentment of their supposed friends causes 1d10 Morale damage. --Whispers of Sedition The crew is possessed of a treacherous mood for 1d5 days, and any incident could set them off. Each day that the crew is so affected, a PC or representative thereof must make a Charm or Intimidate check at -10 or risk triggering a mutiny exactly as if a morale threshold had been passed. --Balefire on Deck The energies of the Warp suffuse a random component, setting it aflame! Treat this as a critical effect setting the component on fire, but all fire-fighting efforts are at an additional -10. --Mutation Plague The crew begins manifesting the blemishes of mutation, necessitating a purge. Either lose 1d5 Crew and 1d5 Morale excising the blight from the crew, or put the hardiest of the twisted crewmen to work, adding 1d5+1 Crew Population to the ship due to their unnatural strength, but suffer a 1d10+1 Morale damage. Risk/Reward --Distress Call An astropathic message has been received, indicating the position of a nearby friendly vessel in dire condition. Diverting to find it takes 1d5+1 additional days of Warp travel. The vessel at the other end is genuinely in need, but may be a trap just the same. If rescued from its dire straits, the grateful captain will provide rewards out of his cargo or offer service. Alternately, the ship may be a derelict by the time the players arrive, leading to valuable salvage. --False Distress Call An astropathic message has been received, indicating the position of a nearby friendly vessel in dire condition. Diverting to find it takes 1d5+1 additional days of Warp travel. However, the vessel at the other end is a pirate or other ne’er-do-well seeking to fresh targets. Defeating the pirates may lead to claiming their plunder or the hulks of their ships. --Derelict When dropping in to realspace to adjust bearings, sensors pick up the signs of another vessel in nearby space, adrift and alone. It could be anything from a lost treasure ship to a rigged bomb or even a genestealer-infested space hulk. --Ghost Vessel While in the warp, sensors give the impossible reading of a ship passing close by. The players can attempt to hail or board it, leading to all sorts of possible results, from capturing long-lost cargoes of legend, to massive Insanity Point gain from the wails of the damned. --Rogue Planet When dropping in to realspace to adjust bearings, sensors pick up the signs of a rogue planet drifting through space, bereft of system and star. Landing on it may yield fabulous treasures, or unearth a secret best left forgotten. --Unexpected Contact When dropping in to realspace to adjust bearings, the players encounter another vessel, quite surprised to find them dropping in. It could be anything from another Rogue Trader’s flagship or an Explorator scout ship to an Eldar witch’s herald with a cryptic message or an out-of-the-way pirate base. --Portents and Visions Whether through dreams, phantoms, or strange foreboding omens, the players are given information regarding the future or a great secret—at least, that’s how it seems. The information could be false, or missing some crucial detail.