The following elements (components) influence travelling in the warp:
-Belecane-Pattern 90.r Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. However, subtract -20 from the result of any rolls made on the Warp Travel Encounters table
-Warpsbane hull Shield of Faith: Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. When rolling on Table 7-4: Warp Travel Encounters (see page 186), the GM rolls twice and allows the Navigator to chose which result is applied.
-Markov 1 Overcharged: Reduce the base travel time for a journey through the Immaterium by 1d5 weeks.
-Markov 2 Overcharged: Reduce the base travel time for a journey through the Immaterium by 1d10 days.
-Miloslav h-616.b Haste of the Damned: Reduce the duration of all warp passages by half. However, roll on the Warp Travel Encounters table (page 186 of R ogue T RadeR ) every three days rather than every five days. (my take is warptime passage)
-Starchart Collection (Upgrade): allows a ships Navigator to reduce warp travel times by 1d5 days, to a minimum of one. A Poor Craftsmanship Starchart Collection imposes a -10 penalty when rolling on the Warp Travel Encounters Table. Good charts reduce travel times by 1d5+5 days
-Runecaster (Augment): Navigators using this Component to pilot a ship through the empyrean gain a +20 bonus to all Navigation Tests. Additionally, any journeys made using this Component take half their normal time.
-Warp Antenna (Facility): The Navigator receives a +20 bonus to all tests to Locate the Astronomican.
-Warp Sextant (Facility): When using a Warp Sextant, the Navigator receives a +20 bonus on any Perception Tests or Navigation (Warp) Tests made to steer the vessel through the warp.
-Tempramental Warp Engines (Past Histories of ship p198 core): Influence travelling time in while in the warp. Whenever the ship travels through the immaterium, the GM should roll 1d10. On a 6 or lower, the journey takes an additional 1d5 weeks, on a 7 or higher, the travel time is reduced 1d5 weeks instead (potentially causing the ship to arrive before it left!).
On these I have a three questions:
The Markov and Miloslav warpdrives, the starchart, the Runecaster and the temperamental warp engine history: do they reduce travelling time measured in Warp time or in Real time. So say warp travel time is 10 days, thus realtime is 120 days do you deduct the reduced time from the 10 days (and thus also from the 120) or ONLY from the 120 days?
My guess would be that:
- the Markovs reduce the real time e.g. 10 days in warp but only 120 days - 1d5 weeks real time
- Both the miloslav and the Runecaster reduce warp time so the 10 in the warp becomes 5 days warp and 60 days real.
- temperamental warp engine: influence real time warp travel so 10 days warp travel and 120 days + 1d5 weeks
- startchart again warp time so 10 - 1d5 in the warp and thus 120 - 12*1d5 real time.
Is that correct??
The belecane, warpsbane, runecaster Warp Antenna, Warp Sextant influence navigational test, but here too that ambiguous some times.
There are 5 steps in warp travel, WHICH do these influence. Basically in most cases it says ANY NAVIGATION (WARP) test, but if you look at the fluff descrbing this, then it makes no sense. So once again MY opinion, but I'm very curious to others:
Step 1 - Estimate duration of travel (Navigation (Warp)(Int))
Step 2 - Locate Astronomicon (Awareness (Per))
Step 3 - Charting the Course (Navigation (Warp)(Int))
Step 4 - navigating the vessel (Navigation (Warp)(Int))
Step 5 - Leaving the Warp (Navigation (Warp)(Int))
Obviously the Warp Antenna ONLY influences step 2.
And in my opinion: Warpsbane, Belecane, Runecaster and the Warp Sextant ONLY influence step 4.
It could however be argued that these concern ANY navigation (warp) test concerning warp travel, in which case they influence step 1,3 and 5 as well.
So what is it?
Are these elements ALL the elements that influence warp travel or did I forget any?? If so, which?