- 01 Reality Erosion: The very fabric of the vessel is altered in some way. Walls might melt, statues and pictures come to life or gravity itself may become twisted. Reduce Crew Rate during the Warp transit by 1d3
- 02 Psychic Echo: The warp amplifies the emotions and memories of the crew, causing vivid and often disturbing psychic projections to manifest on the ship.
- 03 Maddening Chant A constant, eerie chant fills the ship, driving the crew to distraction and madness as they try to locate and silence the source.
- 04-08 Plague of Madness: A general madness infects the crew, and without swift action bedlam can ensure. It will target the weakest of will first but can be spread by contact. Roll Command test. If successful reduce Crew Morale by 1, if failure reduce Crew Morale by 1d5
- 09 Navigator Madness: The ship’s Navigator begins to experience hallucinations and erratic behavior due to the warp’s influence, endangering the ship’s navigation. Successful WP check for the navigator or roll twice on this table.
- 10-11 Empyrean Sirens Beautiful, haunting voices lure the ship towards a deadly trap within the warp, promising safety and rest that never comes.
- 12 Living Shadows Shadows on the ship come to life, attacking crew members and creating chaos before slipping back into the darkness.
- 13-17 Incursion: A daemonic entity slips aboard the vessel and sets out to wreak havoc. Particularly insidious warp creatures can hide on a ship for years masking their actions as bad luck and careless accidents. Succesful Psyniscience check is required to locate the entity. If located it can be faced by PCs or by the crew. If the crew takes care of it reduce Crew Population by 1 + 1 for each DoF of crew skill check.
- 18 Tzeentch’s Maze The ship enters a region of the warp controlled by the Chaos God Tzeentch, where space and time become a convoluted maze, making navigation nearly impossible. DoS is required in a Navigation (Warp) check. Each DoF increases travel time in the Immaterium by 1 week. Repeat Navigation (Warp) check until DoS is achieved.
- 19-20 Empyrean Predator: A massive, predatory warp entity starts hunting the vessel, trying to breach the Gellar field and consume the ship. A successful Pilot (Star Vessel) check or 2d5 damage to Hull integrity.
- 21-26 Lost Time: Time contracts and expands during the voyage, and though it may take but few days, the crew will feel as if months or more has passed, fraying their sanity.
- 27 Soul Leech A parasitic warp entity attaches itself to the ship, feeding off the psychic energy of the crew and causing lethargy and hallucinations.
- 28-33 Ghost Ships: The ship’s sensors detect phantom ships that appear and vanish randomly. Wise captains ignore such things, though if they are real, a vessel lost in the warp can still hold valuable cargo. Successful Focused Augury -40 skill check must be passed to spot the real ship among mirages.
- 34-38 Shoals and Reefs: The vessel runs afoul of a warp shoal or reef that threatens to break it open on a jagged fragment of false reality. A good helmsman and skilled Navigator are required to pass unscathed. Each DoF of Piloting skill check reduces Hull Integrity by 1d5.
- 39 Warp Crystal Cloud The ship encounters fields of floating, glowing crystals that pulse with warp energy. Harvesting them could be beneficial or catastrophically dangerous.
- 40 Gravitational Singularity The ship encounters a gravitational anomaly that threatens to pull it into a dangerous spiral towards realspace. A Pilot (star vessel) check or ship is pulled to Materium.
- 41-43 Visitations: One or more of the crew find themselves visited by warp shades of lost friends or family. These lost souls might offer helpful advice and comfort or have darker motives.Make -20 Command check. Each Dos increases crew morale by 1, each DoF reduces Crew Population by 1.
- 44 Phantom Mutiny – Ghostly echoes of a mutiny manifest aboard the ship, with spectral crew members rebelling against the living and attempting to seize control. A successful Command check by ships captain keeps baleful spirits a bay, each DoF equals Crew Population reduced by 3.
- 45-46 Echoes of Despair: The ship passes through an area filled with the psychic remnants of countless doomed souls, overwhelming the crew with feelings of hopelessness and despair. Successful Command or Imperial creed check or Crew Morale is reduced by 1d3.
- 47-48 Space Hulk The vessel approaches a massive space hulk drifting through the warp, filled with dangers and opportunities for salvage.
- 49-51 Gellar Field Fluctuations: Alarmingly, the Gellar Field that keeps back the baleful energies of the warp begins to fluctuate. Hasty prayers to the Machine God or a return to realspace may be required. Make a successful Tech-use test or the star vessel has to abruptly return to realspace.
- 52 Eldritch Hatchery – Strange, warp-infused eggs begin to appear throughout the ship, hatching into dangerous, otherworldly creatures.
- 53 Warp Beacon: A mysterious beacon appears, promising guidance through the warp. Following it might lead to salvation or doom. Successful Forbidden lore (Xenos) unlocks rhe mysterious signal. Reduce travel time in Immaterium by half, but the translator of the signal gains 1d5 Insanity.
- 54-58 Warp Rift: A sudden rift opens in the Immaterium, pulling the vessel towards an unknown and potentially hostile part of the warp or another dimension.
- 59-66 Warp Storm: A terrible warp storm strikes the vessel and may cause damage or throw it off course. Only the skills of the ship’s Navigator will decide the outcome. Make a Pilot (Star Vessel) -20 skill check, each DoF means 1d5 damage for Hull Integrity. Make a Navigation (Warp) skill check, each DoF increases travelling times in Immaterium and Materium by 20%
- 67 Psychic Storm A storm of raw psychic energy sweeps through the ship, enhancing the powers of any psykers aboard but also driving them to madness. Psykers have to make a -20 WP check. If successful gain temporary +1 Psy Rating, for each DoF gain 1 point of Insanity.
- 68 Spectral Worms: Successful Forbidden Lore (Warp) skill check banishes the worms, each DoF equals -1 to Hull integrity and crew Population.
- 69-70 Echoes of War: The ship is drawn into the psychic remnants of a massive warp battle, experiencing phantom attacks and the cries of the fallen.
- 71 Murmurs of Temptation: The crew hears seductive voices promising power, knowledge, or forbidden secrets, tempting them to actions that could doom the ship. Successful Command skill check or random component at the star vessel becomes damaged.
- 72-73 Whispers and Dreams: Everyone on board suffers from strange dreams and even hears hushed whispers when awake. These might hold hidden truths or portents should the GM wish, or merely be mad ramblings from beyond. Make a successful Navigate (Warp) check
- 74 Astral Reflection: The crew sees a reflection of their ship, crewed by dark, twisted versions of themselves, mimicking their every move. Imperial Creed skill check or crew loses 1d10 morale.
- 75 Lost Souls: The ship encounters a flotilla of spectral vessels crewed by the lost souls of those who perished in the warp, seeking to drag others into their eternal torment.
- 76-99 All’s Well: A safe journey that wise captains will savour.
- 100 Astral Conduit: The ship passes through a stable warp conduit that could offer a shortcut to its destination and with successful Navigate (Warp) skill check to halve travelling time in the Materium.