So, I'm thinking of running a session that takes place in the Warp, with my acolytes discovering a space hulk actually drifting in the warp, and boarding it.
I'm basically making my own decisions about the appearance and the physics of the Warp, but I'm interested to know (a) how others run the Warp, and (b) if there is an official "how the Warp works" anywhere.
Here's how my Warp works:
- It is a parallel space to the physical world, separated from realspace by a barrier that prevents anything crossing over
- Warp ships have a special Warp drive which enables them to jump through this barrier from a point in realspace to the same point in Warpspace
- I haven't decided on how the tech will work exactly, but I'm leaning towards saying that the ship has a sort of cage built into its superstructure which generates the field required to make the ship jump into Warpspace.
- Once in Warpspace, non-navigators perceive nothing but eerie, blank, featureless grey space outside the ship. Navigators can perceive the full glory of the Warp, a realm of daemons and fantastic vistas of dream-like landscape.
- Physically, Warpspace functions like a vacuum. That means that in theory you can go outside your ship provided you are wearing a void suit or similar.
- You can in theory encounter other ships in the Warp, and interact with them in exactly the same way you could if you were in realspace. However, this is rare; at least in realspace you are generally manoeuvering in the comparatively restricted space of a solar system, whereas in the Warp you are a grain of sand floating in the ocean.
- Psykers can use their powers in the Warp. However, this will *always* trigger psychic phenomena. On the plus side, you get to roll twice as many dice on your power roll, which means you will almost never fail. That said, any psychic power which is in some way sense-based (many divination and telepathy powers in particular) become functionally useless as the overwhelming presence of the Warp acts like a jammer.
- Daemons are no more of a threat in the Warp than they are in realspace, except for the effects of the preceding bullet, i.e. psykers become even more of a risk.
What do you guys do? Any comments on the above?