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===Still-Untitled Imperial Psyker===
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Revision as of 12:57, 1 September 2011

Campaign Information

This campaign runs unlike most other Dark Heresy games you’ve probably heard of. In a typical DH game, the cast is assigned to an Inquisitor at some remote planet or space station or Hive World. Occasionally they will be sent to some remote location, but in most campaigns they remain in a single specific location (i.e. city, planet, space station, etc).

Once there, they are tasked with numerous missions, ideally focused around investigation and problem solving (as Acolytes aren’t super powerful Space Marines that can rip through hordes of enemies). Sometimes things get bloody, but for the most part you have to use your brains, solve problems, and figure out the who, what, why, when, where, and how of something.

This campaign sticks to the core foundation of DH – investigation, problem solving, and resolving problems without resorting to violence. Let’s face it, an Acolyte can kill a few creatures, no doubt there. But what if 100 Orks suddenly come rushing at you? You die. What’s the fun in that?

What makes this campaign different is the setting, the character creation rules, and the flow of games/time.

Setting

The most important difference in this campaign is the setting. Characters are not stuck to a single static location.

Welcome to the Solar Storm! Your Inquisitor is a warlord that has his own battle cruiser and army at his disposal. You will be based out of this ship, and you will have the ability to call on a huge Catachan Jungle Fighter army when the times call for it. As I said, this campaign focuses around playing smart, not shooting everything to tiny bits and trying to make sense of it afterwards.

While you may be occasionally put into violent situations, your responsibilities as determined by the Inquisitor revolve around dealing with problems that don’t involve shooting something. Sure combat will arise occasionally, but when you know it’s coming you have a detachment of 1000 Guardsmen with tanks, aircraft, and all sorts of munitions at your beck and call. Suffice to say, if you try and take on an army of baddies yourself, you’re doing it wrong, and you will die.

What could you possibly do then in this campaign? Well Guardsmen make great meatshields and excel at killing things. But they couldn’t think their way out of a box if their life depending on it. And travelling all over Imperial space has it’s risks and presents a huge number of problems.

Example: Suppose the army deployed to a planet to fight off an Ork waaagh that has started up, leaving you with a skeleton crew on board while they deal with the problem on the surface. What do you suppose would happen if a Dark Eldar ship suddenly appeared and boarded your ship? Sure you might be able to kill a few of them, but if 500 warriors find their way on the ship, you need to start thinking of the big picture and save the ship. Good luck with that.

Flow of Games/Time

The campaign will be divided up into episodes and seasons.

Episodes will be fairly switch (probably a few hundred posts) and will revolve around a specific event or problem.

Seasons will be 10-20 episodes, and will have some underlying theme or big problem that needs to be resolved.


Character Creation

The following rules are in effect when creating a character for this campaign

  • 3000XP bonus, this means you will have 3400XP total.
  • You start with 7.5x your monthly salary as per the rules of creating experienced characters.
  • As per the regular rules, you can re-roll 1 stat. However if you are still unhappy with your stats, you may re-roll the ALL of them and start from scratch.

Fate Points: You start the game with 1D3+1 additional Fate Points.

Insanity: Every character starts the game with having failed 1-3 Fear tests as follows:

  • Fear Test – automatically failed, roll for Insanity/Trauma points.
  • Fear Test – roll a standard fear test and apply the results to your character
  • Fear Test (Horrifying) – roll a fear test at -20 and apply any results to your character.

If you roll a 171 or higher on the Shock Table when dealing with the fear tests, count it as 170. Losing Will Power before the game starts sucks, so we are voiding the 171+ result for these 3 tests.

Corruption: You start with 3D10 Corruption Points. Make your character take a Malignancy test for every 10 points that you end up with as per the normal rules. If you roll a 30, you are welcome to voluntarily fail the Mutation Test and get a Minor Mutation (chosen at random as usual).

House Rules

The following house rules are in effect for this campaign:

Dark Pacts: If you wish to form a Dark Pact, please message me privately to discuss it. I am not for or against them, but I need to make sure if fits with the campaign and such.

Perils of the Warp: We will be using an alternate Perils of the Warp table, which I will not share.

Dice Rolling: We will use Invisible Castle for all dice rolls. Unless the campaign calls for it, I don’t fudge dice rolls.

  • To speed combat up, if you roll a successful hit roll be sure to roll damage as well.
  • When rolling any dice for any test, please list all modifiers.
  • When posting dice results, just post the results of the rolls in your post. Don’t meta game the results (i.e. Don’t post “I shoot the Ork in the face and his head explodes”, you should post “I shoot the ork in the face (then post the dice results and let the GM describe the result).

NPC Control: Situations will arise where you will be allowed to control NPC's (i.e. a squad of Guardsmen). This will be on an as-needed basis.

Cast

Brother Mithraus

Name Player Career Rank WS BS Str T Ag Int Per WP Fel Wounds Fate XP
Brother Mithraus AnOrangeGentleman21 Tech-Priest Tech-Priest 33 33 31 38 33 48 38 46 30 11/11 6 / 6 3400 / 3400

Gear: Metal Staff, Las Pistol (1 Charge Pack), Las Carbine (1 Charge Pack), Flak Vest, Glow Lamp, Data Slate, Mechanicus Robes And Vestments, 8 Spare Parts, Vial Of Sacred Machine Oil, Bolt Pistol, 20 Bolt Shells, Mesh Combat Cloak, Demolition Charge, Utility Mechadendrite

Thrones: 173

Monthly Salary: 225

Skills:

  • Agility: Pilot (Civilian Craft), Pilot (Military Craft), Security
  • Intelligence: Demolition (+10), Literacy, Logic (+10), Secret Tongue (Tech), Tech-Use, Trade (Copyist)
    • Common Lore: Machine Cult (+10), Tech
    • Languages: High Gothic, Low Gothic
    • Scholastic Lore: Chymistry

Talents & Traits:

  • Traits: Binary Chatter, Concealed Cavity, Disturbing Voice, Electro Graft Use, Heightened Senses (Hearing, Sight), Mechanicus Implants, Mimic, Peer (Adeptus Mechanicus)
  • Weapon Training: Melee (Primitive), Basic (Las), Pistil (Bolt), Pistol (Las)
  • Homeworld Traits: Blessed Ignorance, Hagiography, Liturgical Familiarity, Superior Origins
  • Mechanicus Implants: Electrical Succour, Energy Cache, Feedback Screech, Ferric Lure, Luminen Charge, Mechadendrite Use (Utility)


Insanity Points: 5

Degree of Madness: Stable

Disorders: None


Corruption Points: 23

Degree of Corruption: Tainted

Malignancies:

  • Wasted Frame (-3 Str)


Mutations:

Appearance:

Homeworld: Imperial World

Background/History:

Experience Log:

  • 100 Logic
  • 100 Logic +10
  • 100 Common Lore (Tech)
  • 100 Pilot (Civilian Craft)
  • 100 Common Lore (Machine Cult)
  • 100 Common Lore (Machine Cult) +10
  • 100 Security
  • 100 Scholastic Lore (Chymistry)
  • 100 Demolition
  • 100 Demolition +10
  • 100 Speak Language (High Gothic)
  • 100 Pilot (Military Craft)
  • 100 Binary Chatter
  • 100 Feedback Screech
  • 100 Heightened Senses (Sight)
  • 100 Heightened Senses (Hearing)
  • 100 Mimic
  • 100 Peer (Adeptus Mechanicus)
  • 100 Luminen Charge
  • 100 Electrical Succour
  • 200 Pistol Training (Bolt)
  • 200 Mechadendrite Use (Utility)
  • 100 Concealed Cavity
  • 100 Ferric Lure
  • 100 Disturbing Voice
  • 100 Energy Cache
  • 100 Intelligence Advance (Simple)
  • 250 Intelligence Advance (Intermediate)
  • 250 Perception Advance (Simple)

Maxim Dolor

Name Player Career Rank WS BS Str T Ag Int Per WP Fel Wounds Fate XP
Maxim Dolor Silent Wayfarer Arbitrator Arbitrator 29 54 35 28 35 50 30 32 47 14 / 14 6 / 6 3400 / 3400

Gear: Shotgun and 12 shells, Club, Brass knuckles, Knife, Mesh vest, Uniform (Good Quality Clothing), 3 doses of stimm, Injector, Arbitrator ID, Chrono, Flask of amasec, PQ Vanaheim (Fire Selector), .54 Tranter Hand Cannon, 400 shotgun shells, 100 hand cannon bullets, Auspex, Multikey, Pict-Recorder, Flak Cloak

Thrones: 50

Monthly Salary: 105

Skills:

  • Agility: Dodge, Security
  • Intelligence: Literacy, Search, Tech-Use, Tracking
    • Common Lore: Adeptus Arbites, Imperium
    • Scholastic Lore: Judgement
  • Perception: Awareness, Scrutiny
  • Strength: Intimidate
  • Willpower: Interrogation
  • Fellowship: Charm (+10), Deceive, Inquiry (+20)

Talents & Traits:

  • Traits: Caves of Steel, Heightened Senses (Sight), Hivebound, Packing Iron, Peer (Underworld) Quick Draw, Rapid Reload, Sound Constitution, Takedown, Talented, Wary, Way of the Gun
  • Weapon Training: Basic (SP), Melee (Primitive), Pistol (SP)
  • Languages: Low Gothic, Metallican Hive Dialect

Psychic Powers: (delete this line if you don't have any psychic powers)


Insanity Points: 11

Degree of Madness: Unsettled

Disorders: None


Corruption Points: 27

Degree of Corruption: Tainted

Malignancies:

  • Fell Obsession (details?)


Mutations:


Appearance:

Homeworld:

Background/History:

Experience Log:

  • 200 Background Package
  • 350 BS +10
  • 350 Int +10
  • 250 Per +5
  • 250 Fel +5
  • 100 Awareness
  • 100 Inquiry +10
  • 100 Rapid Reload
  • 100 Scrutinu
  • 100 Intimidate
  • 100 Security
  • 200 Tech-Use
  • 100 Tracking
  • 100 Takedown
  • 100 Dodge
  • 100 Interrogation
  • 100 Scholastic Lore (Judgement)
  • 100 Search
  • 100 Charm
  • 100 Deceive
  • 100 Peer (Underworld)
  • 100 Sound Constitution
  • 100 Heightened Senses (Sight)
  • 100 Charm +10

Claudius deSaith

Name Player Career Rank WS BS Str T Ag Int Per WP Fel Wounds Fate XP
Random Psyker Sunhawk Imperial Psyker Scholar Medicae 29 32 25 29 32 38 36 54 37 8 / 8 7 / 7 3400 / 3400

Gear: Axe, Staff, Compact Stub Revolver, Psykana Mercy Blade, Quilted Vest, Deck of Cards, Psy-Focus

Thrones: 683

Monthly Salary: 91

Skills:

  • Agility: Dodge, Pilot (Spacecraft)(Basic), Sleight of Hand
  • Intelligence: Chem-Use, Literacy, Medicae, Navigation (Stellar)(Basic), Tech-Use
    • Common Lore: Tech (Basic)
    • Scholastic Lore: Occult
    • Forbidden Lore: Psykers, Warp
  • Perception: Awareness, Psyniscience
  • Willpower: Invocation
  • Fellowship: Blather, Deceive, Inquiry, Performer (Storyteller), Trade (Merchant, Soothsayer)

Talents & Traits:

  • Traits: Close-Quarters Fighter, Officer on Deck, Unreadable Mind, Void Accustomed
  • Weapon Training: Melee (Primitive), Pistol (SP), Basic (SP)
  • Psychic: Psy-Rating 4, Discipline Focus (Divination)
  • Resistance: Psychic Powers

Psychic Powers:

  • Minor Powers: Chameleon, Dull Pain, Fearful Aura, Flash, Inspiring Aura, Sense Presence, Spectral Hands, Unnatural Aim, Weapon Jinx, ?, ?
  • Divination Discipline: Dowsing, Glimpse, Psychometry, Soul Sight

Insanity Points: 11

Degree of Madness: Unsettled

Disorders: None


Corruption Points: 7

Degree of Corruption: Tainted

Malignancies: None

Mutations: None


Appearance:

Homeworld: Calixan Battlefleet

Background/History:

Experience Log:

  • 300 Background (Living Nightmare)
  • 100 Willpower +5
  • 250 Willpower +10
  • 100 Perception +5
  • 250 Perception +10
  • 100 Intelligence +5
  • 100 Trade (Soothsayer)
  • 100 Forbidden Lore (Warp)
  • 100 Forbidden Lore (Psykers)
  • 100 Scholastic Lore (Occult)
  • 100 Awareness
  • 100 Chem-Use
  • 100 Deceive
  • 100 Performer (Storyteller)
  • 200 Sleight of Hand
  • 100 Inquiry
  • 100 Blather
  • 100 Dodge
  • 100 Tech-Use
  • 100 Medicae
  • 200 Psy-Rating 2
  • 200 Psy-Rating 3
  • 200 Psy-Rating 4
  • 200 Discipline Focus (Divination)

Character Sheet Template (copy this entire section and replace this line with the name of your character)

Name Player Career Rank WS BS Str T Ag Int Per WP Fel Wounds Fate XP
Random Joe Purple Guardsman Sergeant 1 1 1 1 1 1 1 1 1 10/10 3 / 4 400 / 400

Gear:

Thrones:

Monthly Salary:

Skills:

  • Agility:
  • Intelligence:
    • Common Lore:
    • Scholastic Lore:
    • Forbidden Lore:
  • Perception:
  • Willpower:
  • Fellowship:

Talents & Traits:

  • Traits:
  • Weapon Training:

Psychic Powers: (delete this line if you don't have any psychic powers)


Insanity Points:

Degree of Madness:

Disorders:


Corruption Points:

Degree of Corruption:

Malignancies:


Mutations:


Appearance:

Homeworld:

Background/History:

Experience Log:

  • 100 Acute Senses

Inquisitor Kloom

Inquisitor Zadrid Kloom

Kloom has been a loyal servant to the Emperor for almost eighty years (nobody knows his exact age, and none are brave enough to ask). The majority of that time was spent on the front lines of the battlefield with the Jungle Fighters. He is a very powerful psyker, the only psyker that is trusted by Commander Vortex enough to join him in battle. He still attends the larger battles, even though he is getting quite old.

His body has been augmented with a vox caster in place of his mouth, which connects to a powerful commlink system that he wears as a backback. The vox echoes his words in a computer-synthsized voice that is deep and melodramatic (like Darth Vadar, but without the heavy breathing). It’s rumored that his body has become so corrupted from the warp that he will die without the vox, as it serves as some kind of re-breather system in addition to its vocal functions.

Psychic Powers: Kloom is one of the most powerful Pyromancers serving the Emperor. It is rumored that he has such incredible control over fire that he has incinerated small moons (of course…that’s probably just an exhaggeration…right?)

Personality: He is a thinker. He likes to figure things out, and will only surround himself with allies that prove they are capable of using their brains over brawn. The Catachan in him does present itself frequently though, and he is not one to be tested lightly. He has been known to destroy people who have shown the slightest sign of dissent.

Notable Gear:

  • Ancient Tome: He is never seen without it, and he is frequently spotted reading from it, but he has never shown the contents of it to anybody and the last person to ask was put on latrine duty for 6 months, so nobody has attempted to ask since then.
  • Golden Amulet: He wears a small golden disc-shaped amulet around his neck. Sometimes it pops out of his robes and shows some sort of archaic engravings on it. As with the book, he never speaks of it.
  • Plasma Pistol: Kloom is an apparent expert shot when using a plasma pistol. The one he carries is supposedly master crafted by one of the Imperium’s top gunsmiths.
  • Alien Skull: He carries a bizarre-looking skull with him. Supposedly it’s all that remains of some foe that he defeated in battle many years ago. He keeps it as a symbol of his power, as the foe in question decimated over 400 guardsmen and several dozen space marines before Kloom faced him. The skull appears to be made entirely of silver or some silver-like material, and it radiates with power.

NPC's

Name / Type Career Rank / Title WS BS Str T Ag Int Per WP Fel Wounds Notable Skills and Traits
Kloom Psyker Inquisitor ? ? ? ? ? ? ? ? ? ? Pyromancy
James "Python" Vortex Guardsman Commander (8) ? ? ? ? ? ? ? ? ? ? Commander of the 17th Catachan
Jarin Arbitrator Commissar (8) ? ? ? ? ? ? ? ? ? ? Carries a powersword to execute traitors with
Regular Guardsman Guardsman Private (1) 40 35 35 35 30 30 30 30 18 12 Drive (Ground Vehicle), Demolitions, Infiltration/Recon, Guerilla Warfare

Other NPCs

Captain Badrick: Captain of the Solar Storm. He rarely leaves the bridge, usually just to rest. He has a life-long record of exception service in the Imperial Navy.

Lieutennant Matterson: Second in command of the Solar Storm. He is known as a “ladies man” and has a record of fraternization with fellow officers.

Bridge Officers: There are approximately 80 bridge officers of varying ranks. 30 are usaully on the bridge on a rotation shift. Most of them are specialized in specific areas of ship operations (Gunners, Logistics, etc). Most of them are Adepts or Guardsmen.

Tech Priests & Engineers:

  • Department Head: Typhus O’Dalon (Tech Priest).

There are approximately 75 on board, responsible for maintaining the ship and it’s systems. The Tech Priests also maintain the vehicles and equipment of the army stationed on ship. Almost all of them are fairly experienced, having the rank of Engineer or Tech-Priest, which gives them access to the majority of the ship like you.

Non-Commissioned Crew: There are approximately 100 NCO’s on board that perform menial tasks, such as sanitation management, food preparation, and miscellaneous other tasks.

17th Catachan Jungle Fighters Detachment

Regimental Doctrine

The Catachan are known as ferocious jungle fighters, having grown up on harsh feral worlds. They prefer close quarters combat, and typically carry slug throwers, stub guns, and flamer-type weaponry in addition to numerous knives and other melee weapons. In addition, most Catachan’s units are highly maneuverable and trained quite extensively in infiltration, demolitions, and a number of other skills common referred to as guerilla warfare. In short, they are known as some of the toughest, roughest, and brutal regiments in the Imperium.

The detachment is lead by Commander James “Python” Vortex, who has a small unit of highly experienced veteran guardsmen that follow him on the battlefield. Vortex does not allow psykers of any kind in his detachment (the only exception being Inquisitor Kloom), and has a track record of assaulting (and killing) psykers on sight. The exact reasons behind this are unknown.

Additionally, there is a single Commissar (Jarin), who goes into battle with the troops to ensure loyalty is maintained. Jarin also roams the ship a lot looking for traitors.

Total Force Size: Approximately 1000

The detachment is divided into the following platoons:

1st – 5th Platoons:

  • Codenames: None. Just referred to as 1st-5th Platoon.
  • Platoon Commander: Cortez Maller
  • Composition: 100 Guardsmen divided into 10 squads led by a Sergeant.
  • Each squad is armed heavily with close combat and assault weapons.

6th – 8th Platoons:

  • Codenames: Nighthawks, Blackbirds, and Vipers
  • Platoon Commander: Streken Sochal
  • Composition: 30 Guardsmen divided into 3 squads lead by a Sergeant.
  • Each unit is a scout squad, specializing in advanced reconnaissance. They sometimes carry sniper rifles, but are usually seen carrying shotguns and other “point blank face destroyer” type weaponry.

9th Platoon:

  • Codename: Racoons
  • Platoon Commander: Arasin Swiftfoot
  • Composition: 50 Ratlings divided in some unorganized fashion only understandable to them. They make truly exceptional snipers.

10th Platoon:

  • Codename: Brutes
  • Platoon Commander: Krum’bal
  • Composition: 100 Orgyns. Squads? Orgyn’s don’t care for such things.

11th Platoon:

  • Codename: Dragoons
  • Platoon Commander: Trogan Kraspin
  • Composition: 10 Hellhound Tanks, 25 Lemon Russ Battle Tanks, 5 Lemon Russ Demolisher Tanks, 30 Scout Sentinels, 15 Armored Sentinels, 30 Chimera Armored Transports

12th Platoon:

  • Codename: Thunder
  • Platroon Commander: Gregory Polomich
  • Composition: 25 Valkyrie Assault Carriers, 25 Vendetta Gunships, Dozens of Drop Pods

Solar Storm

Ship Name:Solar Storm
Ship Class:Dominator II Cruiser (Retrofit)

The original Dominator class cruiser was a brutal warship at close range thanks to its impressive Nova Cannon. However the Adaptus Mechanicus realized the inherent flaw in the design of the ship – the relative short range of it’s desctructive firepower compared to other ships in space – so they took one of these powerful cruisers and retrofitted it with numerous enhancements and upgrades.

The goal of these retrofittings were to equip with ship with an all-in-one type ship that could handle multiple situations instead of having to call for specialized support, which often takes weeks or months. The introduction of this retrofitting is the first step towards a fleet-wide upgrade where all ships will have less reliance on others, and can thus operate more independently as needed.

The Solar Storm is the first of these new retrofitted cruisers to be put into the field. This new design includes many upgrades, including:

  • Research & Development Labs: The original Dominator was purely a warship. A significant portion of the Dominator II has been transformed into research and development labs for Imperial scientists.
  • Civilian Decks: There is a small section that has been designated as a civilian zone. By putting in proper security checkpoints and biometric scanners, a small city-like structure has been added to the ship. The purpose of this is to allow civilian merchants to provide services to the rest of the crew without compromising security. There are even several large hangars available for civilian usage for ships. While the city isn’t populated yet since this is a new vessel, it is hoped that trade and business will be attracted to the ship shortly after deployment. The other advantage this offers is that unlike other vessels, this section allows the family of the crew to travel with the ship instead of remaining behind.
  • Automated Control Systems: One of the annoying flaws in almost all Imperial ships is the ridiculous amount of crew needed to maintain and operate the ship. A large portion of these processes have been automated to enable the ship to run with a significantly smaller crew (hundreds compared to thousands).
  • Mark XVIII Warp Drive: For generations Imperial ships have used the same warp drive engine to power their ships. But there have been several enhancements made to existing ships, and the Solar Storm has what is called a Mark XVIII Warp Drive. This new technology is supposedly more efficient at getting a ship through the Warp.
  • Enhanced Sublight Engine: The Solar Storm has a very powerful sub-light engine, giving the speed and maneuverability of frigate-class ships despite it’s massive size. In addition, these new engines enable the ship to accelerate very rapidly. When cruising at max speed however, the ship does tend to get a little bumpy so it usually runs as standard cruising speeds and only goes to max velocity when the situation calls for it.


The Solar Storm the same weapon system that a typical Dominator is loaded with:

  • Port/Starboard Side Weapons Batteries: Standard issue short-range assault batteries which are common on most Imperial ships. The primary purpose of these batteries is to fend off frigates and assault craft which get close.
  • Prow Nova Cannon: An immensely powerful cannon which fires a huge burst of charged plasma at medium range. The Nova Cannon is based on the Plasma Cannon which is frequently carried into battle by Imperial troops, however it is approximately one thousand times as powerful. Historically, the Nova Cannon has decimated cruiser-size ships with a single volley, and it has severely damaged battleship-size ships with ease. The biggest challenge with this weapon system is that it’s range is less than desirable, working out to approximately 15kms whereas most other ships have ranges of 20-30kms for their primary weapons.

Ship Layout

Solarstorm-layout.gif

Solar Storm is 2000m long, spanning 70 decks and 150 sections per deck. It is approximately 900m wide at the rear, and 500m wide at the front end. Several key sections are listed below and shown in the map.

Astropaths: This spire houses the Astropaths, telepathic psykers that act as communication beacons for the ship and the rest of the Empire. Nobody is allowed into the spire except highly ranking officers (Rank 6 or higher required to access, verified via biometric security scanners). The Astropaths never leave the spire.

Civilian Zone: This massive section is currently empty, but consists of several decks, quarters, various-sized structures, and hangars. It is the future home of the civilian section and it is the only place on the ship that doesn’t require a biometric security scan to enter.

Emergency Stations (estats): There are small emergency centers located every hundred meters or so in the ship. These stations provide a small armory, med kits, and other items that might be useful in an emergency. Access to an eStat requires a biometric security scan (Rank 1 required).

Engine Room: Self explanatory. It’s usually packed with engineers and tech priests. Rank 3 required for access.

Main Bridge: Command center of the ship. It usually have 50 crew manning various stations. Rank 1 required for access.

Navigators: This spire contains the Navigator, or pilot of the ship. Commands are usually relayed from the bridge to the Navigator, who then moves the ship as needed. Rank 6 or higher required for access.

Ogryns: This section has abnormal size doorways and ceilings to accommodate the Ogryns. It is generally adviseable to avoid this section, as Orgryn’s are not know for being overtly (or even remotely) friendly. Rank 1 required for access.

Quarters, Barracks, Galley, Training Facilities: This is one of the largest sections of the ship, spanning 15 decks and 55 sections. It contains number barracks for the standard guardsmen, plus several dozen private quarters of various size for officers. This section also contains a massive galley, multiple entertain centers, recreation facilities, and training facilities. The guardsmen on board rarely leave this section except to head to the Deployment Deck. This section also contains an extensive hospital, massive chapel, and other necessities. Rank 1 required for access.

R&D: Off limits. Biometric scanners are programmed to shoot unauthorized access attempts to this section. Rank 8 required for access.

Storage, Hangers, Deployment Deck: This large area contains all the vehicles, tanks, armories, and drop pods for the guardsmen. They all congregate here and board their vehicles when commencing a mission. Rank 1 required for access.

Weapons Control: Contains the ammunition and control mechanisms for the ships’ weapon systems. Rank 3 required for access.

Getting Around

Security

Every major section of the ship has a biometric security scanner (scans your retina). While most sections only require Rank 1 to access, some sections of the ship require a higher rank. Since the game is running at Rank 3 right now, you are able to access about 90% of the ship. Getting to the restricted areas will require permission or going with somebody who does have clearance (i.e. the Captain, Inquisitor, Commissar, etc).

Additionally, some areas require additional scanning or verification before entering. Generally speaking though, you just need to be identified when enting a specific section.

Failed authentications immediately send notifications to the bridge, and they are most likely to respond not so pleasantly.

Lifts & Stairs: Every 200m there is a lift (elevator) that extends to all decks that it can reach vertically. Lifts are usually 15x15 feet, some are larger freight lifts designed for moving cargo. There is also a spiral staircase adjacent to every lift.

Airlocks: Every deck has 2 airlocks along each side (sections 30 and 80). Opening the airlocks requires high security clearance and it will open the entire section to space and kill everybody in the section.

Conduits: Between every deck runs a series of conduits that house the electronics and control systems that power the ship. It is possible to gain access to these conduits from hundreds of locations around the ship, however they are quite small and don’t give much wiggle room. But once you are in, they will connect to all the other conduits and pretty much give you access to any part of the ship. There are no biometric scanners in the conduits. However all the access points have some kind of sensor on them designed to alert the bridge, and the penalties for digging around in the bowels of the ship can be rather harsh.