You guys are great. These are awesome things to think about and consider for my game, which is actually going more strongly then anything I've put together in years! We've made it three sessions!
*Rubs eyes* And now… I present to you the horror laid upon me last session.
Our newest player and the action that made everyone else at the table say wth?
The ship had just faced down its first enemy, an intimidating ork krooza that ripped through the Battlefield and flew straight for the Asao (the player's ship), while it was salvaging the ship from the Free RPG Day adventure, Forsaken Bounty? Trigger finger had them sending two volleys of plasma and one volley of meltas at the krooza. It was obliterated, with 3% population but managed to ram the Asao in the flank (causing itself to lose another 2% population).
There were five fires at the start of the turn on the krooza and these all spread. One of which was on the warp drive. I mentioned in another, or maybe this thread that I wasn't sure what to do as a Damaged result didn't seem like it would rules-wise cause the drive to explode. However, for some interest I decided once the fire Damaged the warp drive component I'd have someone make a d10 roll, on a 1 or 2 bad things happen. They roll a 2. Warp Drive Explosion, which they ended up hugely lucking out on and it didn't manage to suck the Asao and Bounty up (sucks!).
With the damage taken from the ramming, the crew had lost some population. The navigator decided he was going to "console some of the widows in the lower decks.' Ofcourse, someone makes a joke of a space…disease. The player decides his navigator has obviously caught this and is now mad with grief because his fourth eye is apparently destroyed. Then comes our first warp jump back to Port Wander. What does the Navigator do? Well, he's now crazy so he decides to fire the ship off in a random direction. Silence around the table. After checking in at four different times if he was sure this is what he wanted to do, he makes the rolls. Not only does he send them off in a random direction but he also fails his tests so now the course isn't just purposely off, its even off of the off-course he put them in. Oh my.
Long story short, the Junior Navigator has to pull them out of the warp so they can decide how they're going to fix this situation. Its a Hard test anyway, and he's a junior, and ofcourse I roll 97 for his Exiting the Warp test, giving him at least like 4-5 degrees of failure.
At the end of the session the player of the navigator (whom halfway through this madness had heard me remind the other players of the events of the Forsaken Bounty adventure, it had been awhile, and he was not there either). So the closing scene was of the navigator drawing a picture of the pyschic worm on his cell in blood. It gives me a way to fix this, but needless to say, out of character the other players weren't very impressed (partially becasue they've had to deal with this kind of stuff from previous players, and are abit short on patience when it comes to player sabateurs). My thought is to have had the worm active again when the krooza caused the ripple in the warp. It lashed out and tried mind controlling whatever it could. I'm going to have the NPC astrotelepath have suffered an attack but beat it off, I suppose the navigator wasn't so lucky. I'm going to try to downplay the "space disease" angle as much as possible….
My plan was to have the ship enter real space in the middle of a system who's orbits are all whacky. I think I'ma have the planets all heading towards the sun, and some of these planets have struck eachother and exploded, creating a massive asteroid field and maybe one or two planets that are still 'alive,' but are definatly heading to the hot place. I'm not sure if there is an actual phenomena that would have planets sink towards the sun, but I'm going to call it Special Effect 8, and that is why this is happening.
The Asao is going to enter real space in the middle of the asteroid field and have to try and get out. Pilot and Augury skills will be needed to travel and find their way out of this. Neither of which any players have (we've lost our voidsmaster, so I'm thinking after this event those involved can take some necessary skills as elite advances).
In the begining this post was just going to ask a simple question, I suppose I went a bit far on that but hope it was atleast an interesting, if not horrifying, read. My question; the Asteroid Field states it does 1d5+1 damage per DoF. Does armour still reduce this? If so, it seems like they aren't that scarey. The light-cruiser has Armour 20, so they'd have to massively fail and then roll high on damage to even dent the ship, is this correct? If so, or either way, do you think it'd be appropriate to increase the danger here by either a higher difficulty or more damage? I do want there to be some real danger here, and in an asteroid field made up of smashed planets I'd think we're looking at some big hunks of rock.
I'm wondering if one of these surviving planets could be made of minimal use to the Rogue Trader at this point. If they survive the field, I'm wondering if maybe they should find survivors or city ruins and maybe something worthwhile down there. I don't want to hand over a bunch of loot for this side travesty, because I think it might promote this thinking in the future where "see my crazy ass decision totally was worth it," do you know what I mean? There's also the chance that maybe they could find a civilization out there that is about to get vaporized and could find some loyal potential crew (either forcibly, or for saving them). With only three (and maybe four, but rarely it seems) players they are lacking in the skills department so this could be a way to let them have a few competent NPCs.
Was this post too long?
What do you guys think about the Asteroid Field? What do you think would be cool to find in this selfdestructing system? Any thoughts would be much appreciated! You've been so helpful already!
This is all stuff not to do, mind you.