Hello all!
So, even though you can keep your acolytes busy on a single planet for many, many sessions, space travel is an integral part of a Dark Heresy campaign which provides for a lot of fun situations.
Here's two such situations, one which I successfully ran several weeks ago and another I am going to be running in a few weeks.
Panic in the Enginarium:
Expanding on the Astral Specter hook from Creature anathema, the players find themselves aboard a ship that suffers trough a momentary lapse in its Gellar field long enough to allow for a specter to sneak aboard.
It slaughters its way trough the crew, butchering the tech-priests but leaving others horribly mutilated but alive as it hurries off to its target: the engine room.
The players chase after it and eventually find a trail of blood leading into the main control room. They walk inside, weapons ready, expecting a find and are surprised to find the three remaining tech-priest in a standoff, guns pointed at each other as they stand beneath the massive main control console. Each of them accuses the others of trying to sabotage it (shooting all three risks destroying the cogitator behind them!) but not all is what it seems: perceptive players notice that the tech-priest closest to the console has bloody fingers and broken fingernails, as if he'd recently been dragged around... If they go around them, they'll find that his robe is in tatters and his back is bloody.
When unmasked, the tech-priest lets out horrifying howl, turns out and smashes the console. An alarm blares: "Rerouting Power from all Systems to the Engines- Warning, Warning, Gellar Field failure Eminent." A 30 second counter appears on the screen and begins counting down just as the daemon sheds the skin of its latest possessed victim and the fight begins.
Complications!
1- The Countdown: the techpriest has to focus on fixing the system, its a complicated process that requires extended tests and accumulated successes. 30 seconds is 5 rounds, after which the entire ship is sucked into the warp...
2- Fragile! : Fighting in the engine room is dangerous- every shot fired, every missed swing, a chance to break or destroy a cogitator or a console. Not to mention the central ones right in the middle of the room where the Tech-priest is working.
3- The Weakest Link: The Daemon is smart enough to know, with the Tech-priests dead, the entire ship is doomed. Only one tech-priest has likely passed his fear test, the other NPCs are gibbering madly on the floor. [my Tech-priest is a radical with from beyond, so the fear test didn't affect him, you might want to tweak the NPCs to have a tech-priest ready to work the console.]
Impressions: The build up to the Engine room was very atmospheric and fun, the players quite enjoyed following the Specter's trail of destruction and were horrified by it. Once they got to the actual fight, that was also a blast- the stand off at the start caught em off guard. I changed up the specter ability to make it more interesting though: I gave it distort vision and made it corporeal. With an untouchable on the team, they were able to keep it from using its power once they figure out the trick and stopped going after the illusions.
Dybuk on the Roof:
The players are headed to Dusk to investigate a noble suspected of heresy. His nefarious cult wants to make sure the acolytes never arrive... In order to ensure this, a cultist sneaks aboard the ship and brings with him, hidden in a cargo crate, a Dybuk (Base mutant abomination- twice the mutation, twice the fun).
But the cultist isn't stupid- he knows that one Dybuk is likely to be easily dispatched by five heavily armed acolytes. Instead, he has a plan. Once the ship enters the warp, he unleashes the monster. He orders it to break trough the hull, head to sensitive location and wreck everything there.
Once it breaks outside, the alarm rings- the players are summoned to the bridge.
Optional Encounter: The cultist stops the players and threatens them with a Gun or a Grenade. He's likely to be easily dispatched before he gets a chance to enact his threat and will serve as exposition: "Your all dead once IT makes it to the (Important location)..."
The players head off to warn the captain but when they arrive, they are told that the ship's arrays have detected something moving outside, on the top of the hull. Impossible, they say! Madness! There's no atmosphere! There's the Warp!
The Interrogator (secretly a bad guy who would quite like it if SOME of the players died on the during) volunteers the lot to stop the thing. They are equipped with void-suits and sent out after the creature.
Complications:
1- Don't look up!: Though the immediate surface of the ship is protected by the Gellar Field, the former is still floating in the warp! The acolytes better keep their head down (Fighting Blind) or risk gazing into the insane sky that surrounds them (Risking a Fear 4 Test and lots of insanity!)
2- Explosive Decompression!: The creature's claws were able to rip trough the hull- you can imagine what they might do to a void suit. Even taking 1 point of damage is enough to rip the suit and expose the acolyte within to the harsh vacuum of space. A problem the Daemonic Dyduk doesn't seem to share...
3- Its raining debris: Players each pick a number from 1 to 10 (in my case, I have five players). Ships are known to carry large amounts of debris with them that float around in the Gellar field, attracted to the ship's gravitational pull, raining down on the hukk. Roll a d10, if the number matches a player, a piece of debris comes crashing down over their heads- dodge to avoid it or take 2d10 damage.
Impressions: Haven't played this yet, planning on trying it in a few sessions. I think its going to go well though, likely to be pretty fun- a strange location that makes an otherwise boring fight with a regular enemy a LOT more dangerous, if only because you don't want to look up...
So, any of you guys have any ideas or experiences aboard space ships? Fun fights that were out of the ordinary if only because of a strange and unusual twist? Discuss!