Within the sprawling expanse of the Gothic sector, you have a myriad of locations marked on your region map. Be it Delve, Settlements, Bastions, Camps, Strongholds, or Unexplored Locations, the possibilities are vast and mysterious. here you’ll uncover the secrets and challenges each location presents. But, before you delve into the unknown, ensure you’ve traveled to the same Map Area to avoid any unforeseen complications. Prepare your fleet, for the adventures that await will test your mettle in the grim darkness of space.
Travel Events Table
D100
result
Event Notes
01-30
Unhindered voyage The void remains eerily calm, devoid of any incidents.
31-50
Chance encounter Roll up a Traveler Encounter
51-65
Anomaly detected An enigmatic presence looms in the distant void. Add an Unexplored Location to your navigational map. You may choose to investigate now or proceed to your original destination.
66-75
Ambushed by foes Your ship comes under attack while in transit. Generate a Defensive Battle (see p.135) using the Hostile Encounters Table (see p.177). Afterward, you may continue your course or find temporary respite in anchoring at a nearby celestial body.
76-85
Wrath of the Warp The malevolent Warp hinders your journey. Pass a 9+ [Navigation] test to reach your destination as intended. Failure leaves you stranded, and you must remain in your current location. You may attempt another Travel roll in the subsequent campaign turn.
86-95
Celestial obstruction An impediment obstructs your path. Roll on the Obstacle Table (see p.112) to determine the nature of the hindrance.
96-100
Lost in the void An unfathomable cosmic phenomenon disorients your navigation, leaving you adrift in the abyss. Engage in a Traveler Encounter (see p.114), then establish Camp, planning to roll for Travel again in the forthcoming campaign turn.
Obstacle Table
D100
result
Obstacle Notes
01-20
Treacherous asteroid belt Maneuvering through the perilous asteroid belt is challenging. Choose a random ship in the fleet. Make an 8+ [Navigation] test. If failed, your ship sustains minor damage, reducing its Movement by half during this campaign turn.
21-35
Plasmic storms Navigating the violent plasmic storms requires skill. You must pass a 9+ [Piloting] test for each ship (squadron). If you fail, the ship takes a hit from the storm, and d3 random crew on the ship is injured.
36-50
Rogue warp currents The erratic warp currents threaten to throw your ship off course. You arrive at your intended destination Area but at a random location, you must roll again on the Travel Table.
51-65
Warp turbulence The turbulent warp environment disrupts your communications. You must pass a 9+ [Communication] test. If you fail, your ship’s communication systems are temporarily disabled, and you lose contact with your allies for this campaign turn.
66-90
Rogue traders interception Rogue traders ambush your fleet, demanding toll or offerings. Make an 8+ [Negotiation] test to avoid conflict. If you fail, engage in a Space Battle (see p.135) against the rogue traders.
91-100
Xenos incursion Hostile xenos vessels launch a surprise attack on your fleet. Engage in a Space Battle using the Xenos Threat Enemy Table (see p.180). The xenos employ their cunning tactics during the battle. You do not gain any additional rewards for this encounter. After the battle, you will reach your destination Map Area, but you must delay further actions this campaign turn as your crew recuperates and repairs the ship.
Travel Events Table
D100
result
Event Notes
96-100
Lost in the void An unfathomable cosmic phenomenon disorients your navigation, leaving you adrift in the abyss. Engage in a Traveler Encounter (see p.114), then establish Camp, planning to roll for Travel again in the forthcoming campaign turn.