In which order are these applied?
*Blaspemous Tendencies: +15 to Warp Navigation Tests. All crew suffer -5 WP.
*Tempermental Warp Engine: Warp journeys take an additional 1d5 weeks 60%, or less 1d5 weeks 40%. Occasionally gets Lost in Space.
*Runecaster: +20 to Warp Navigation Tests. Any journeys take half normal time.
*Markov 1 Warp Engine: Reduce base Warp travel times by 1d5 weeks. May be further modified by Navigation (Warp) Tests.
*Starchart Collection (Best): Reduce Warp travel times by 1d5+5 days (to a minimum of 1) for warp travel. +50pt on Exploration endeavour.
*Warpsbane Hull: +10 to Warp Navigation Tests, choose re-roll on the Warp Encounters Table
*Warp Navigation Tests
What happens if I have a base travel time of zero and then get 2 degrees of success on the Navigation Charts? (ie. What happens if my Warp Drive Divides by Zero). Does Tzeentch appear with an Error Message?
How do you handle players who deliberately try to engineer a Time Travel effect? Advice on running Time Travelling campaigns?