Hi,
for my next session I plan to interrupt my player's warp travel by some 'uninvited guests'. Now I wonder how to treat this issue.
As far as I have understood it, you need three things for successfull warp travel.
First, the possibility to enter and leave the warp.
Second, the Navigator to find a secure warp route.
And third, a Gellar Field to keep warp creatures at bay.
Going the list in the other direction, I think intruders would be quite stupid to destroy the Gellar Field (generator?), because they would also be killed by warp creatures floating the ship. Another question is, if a Gellar Field could be locally lowered to let warp creatures in and cause some distraction. Okay, in the end it is up to the GM to decide that the enemy is capable of doing so, according to some vile xenos technology. ![]()
The next is the Navigator. I think it would be a secure issue to stop him from navigating. But since he is a very important person I think his rooms are quite protected? Is he somehow on the bridge of the ship or does he / she have seperate rooms from where he / she navigates?
And finally, the good old engine room. I guess simply stopping the machines is not enough because then the ships just stops in the warp. I think there has to be a special issue to enter and leave the warp?
Thanks for any response and advice,
TechVoid.