Greetings, fellow captains and fell captains
I was unable to finde examples for what bad things might happen to a ship whose Navigator misses his test for "leaving the warp" (see p.185). Thereby, I houseruled a simple game mechanic void (ha-HA) of any fluff. Feel free to comment and/or introduce your own rules. Personally, I hope for FFG to bring out some examples/tables in the near future.
Leaving the warp
As the ship arrives its destination, the Navigator must make a hard (-20) perception test to leave the warp at a correct position. If he fails, he leaves in a spot dangerous to the ship. A challenging (+0) test for Pilot (Spacecraft) is necessary to avoid harm to the ship. The difficulty of the piloting test is increased by one step for every level of failure the Navigator might have achieved. Failure on the piloting test means a point of damage to the ship. If levels of failure are achieved, the first two levels of failure will add another point of damage. The third and fourth level will each add another 1d5 of damage. The fifth will add another 1d10 level of damage.
Alternately, the GM can decide that the failure is simply putting the ship at the very wrong position. 5 Success on an ordinary (+10) test for Navigation (Stellar) is needed to bring to bring the ship back on course and one week extra travell time is needed. Levels of failure from the Navigators test can be translated into another week of system travell each.