Hey folks, I'm relatively new to GMing Rogue Trader and my group is about to do it's first real warp travel into the maw. We're an all new table of players although some of us have prior 40k experience. Basically I'm trying to confirm if my idea of the theme is right so i can then paint the picture of shipboard life for my players right.
Question Set 1: Of the Maw itself:
Ok so we've got the Maw right? It's this semi stable passage between two massive stable warp storms. Occasionally smaller storms either flare up across it or the two big storms lunge forcing everyone to drop out of warp space at one of the stations of passage so they don't get broken on the reefs of the warp or have their geller field battered down and become demon chow. That's presumably where the Stations of Passage comes in, their a well known set of co-ordinates that when you see a warp storm on the horizon or just want to drop out of the warp so your navigator can stretch their spindly elongated legs for a bit. Their easy to find, well known and well mapped and so you can plot a course to them and do a transition in a hurry if need be? Does this all sound right?
Question set 2: Navigators, Helmsmen, the Augur Master and their respective Jobs
So you've got the Navigators, specially bred mutants who are mankind's keys to the stars. They maintain their own bloodline and have a my brother and I against my cousin, my cousin and I against everyone else mentality. There are certain levels of political infighting going on but ultimately it rarely goes to out and out bloodshed as every single dead navigator is a loss to the "race's" breeding stock and therefore a risk to all of them. Now they have the nifty ability to either look out a port hole into the warp or supernaturally cast their perceptions out into it, either act would cause a mere mortal or a psyker to instantly either go stark raving mad, kill themselves, start chanting unholy litanies, or maybe all three. The Navigators however do this while sipping a cup of recalf and on quiet runs doing the port wander crossword (36 down, word for stick in mud, ends in issionary). They can see the relative storms for (thousands of) miles around. Now I'm presuming the warp is never actually calm, there's just stuff you can pass through (like mist, rain, etc) stuff you steer around (stationary storms and shoals) and stuff you just transition to real space and wait for it to blow over.
Then you've got the helmsmen(note: that I presume most ships are mixed sex, but helmsperson just doesn't roll off the tongue as well). Now they can't look into the warp so what they do is stare at the augur display and grip the controls pretty much white knuckled for 8 hours a shift, because if the word comes down from the captain or duty officer for a course correction it's going to need to be punched in right then and as accurately as possible or everyone onboard is demon chow. Likewise the master of augurs (etherics?) is responsible for providing a thin window into the fog that is the warp for the helmsman and everyone else to see. Because while you trust that crazy mutant because you have to they might miss something right on top of you while trying to figure out a five letter word for squig or while their plotting out the direction and speed of an oncoming storm. Their also responsible for seeing things that the navigator won't pick up. Echo's of other ships or vox transmissions from ships lost in the warp that their captain might nobly want to attempt rescue or salvage on. (totally no demons or genestealers here guys we promse)
Some of this comes from the fact that my navigator wants to pick up pilot space craft way early (rank 1) which i'm fine with as we don't have a dedicated VoidMaster or such to undercut. What I want to stress is that at least in warp she's navigating, not streering the vessel as their seperate jobs. Out of warp i'm fine with her taking the com if everyone else is.