Exploration

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.