In my newest campaign I've decided to try out the navigation rules from Navis Prima. They seemed really cool at face value, but...
While the first voyage went ok, the second one has been a disaster. The players rolled poorly, but not horribly. It seems that while the Navigator's skills are very important you WILL end up having warp encounters if the Pilot's skill isn't really stellar.
So far (and this voyage isn't over yet), Warp Sickness broke out all over the ship and it's probably going to last awhile (poor medicae skills). So far the ship has lost over 20% of its crew and morale. While this was going on a Plauge of Madness also has taken over the ship. Most recently they hit a Temporal Hole. It would appear that even if the Warp Sickness is cured the ship will be crippled from loss of crew and morale and tossed centuries forward or backwards in time.
Have others run into this problem with these charts or did my group really come up with a killer combination?
I wanted something besides the "you see a ghost ship" warp encounter but this is killer. Their ship even has some warp aids (Miloslav and Warpsbane).
What is your take on it?