Ok so Navis Primer introduced a new navigator shipboard action called Emegency Jump. In a nutshell the Navigator can pass a -30 navigation test to take the vessel into the warp. Because of the suddeness of the transition everyone has to test for a potential warp hallucination at GM's discretion. If the navigator fails he has to roll on the innacurate re-entry table.
I've got a couple of problems with this.
Thematically this feels way too light for just jumping randomly into the warp with minumal prep. While a -30 warp test isn't trivial it can certainly be made that way with the right bonuses or just a seasoned enough character. Then you will have a situation where a navigator because fo their skill is regularly doing stuff that by the setting is supposed to be suicide, jumping into and out of the warp in places they shouldn't with little or no preperation.
Mechanically the technique seems way too good. Essentially anyone else is powerless to stop you or affect you as even if you botch the roll you'll still get away. You could never actually catch a ship trying to flee because if you start to clsoe witht hem and they can't win a fight with you they'd just take their chances and jump immediately to the warp. The fact that it essentially forces all the opposition to sit on their hands waiting for you to come back from the warp also bugs me.
The fix i'm thinking about doing is this. Logically such a quick translation out then translation back puts quite a strain ont he warp drives which will necessitate them getting repaired which will take a minimum of one turn as the crews and tech priests sooth the agitated machine spirits. The second idea i had is if the test is failed instead of the off target table having them roll on Warp Encounter table and not letting them avoid any non physical encounters or maybe even not avoid any encoutners at all. Thoughts?