Inquisitor Ship

By Arnstinium, in Dark Heresy Gamemasters

Question: Does anyone have any good ideas about a ship that and Inquisitor and his/her Acolytes use to travel around the Calixis Sector? I'm talking about a small, light-cruiser or frigate-sized ship capable of warp travel, Astropathic communication, and carrying a gun-cutter to land on planets. If anyone has good suggestions, please feel free to post their responses. Thanks.

Prolly some sort of light raider, built for speed and stealth, as well as appearing innocent. Can fight back, but is better to hide and/or run.

The Clipper from ItS may work in this role as well, some small transports for inoccuity as well.

The Lathe worlds book (came out december?) offers a couple of ships that work well for an Inquistor and his adepts. Thea adeventure towards the back offers the Lysithea, a guncutter type ship, class: Zephyr. Further in is the Lathes-Pattern Arvus Lighter, more of a shuttle type. In my past campaigns I have also used shuttles such as the Aquilla lander and the Valkrye to drop players into planetside. Guncutters are prollly the best bet for size of an inquisitor and his retinue. Various forms of guncutters can be sourced out of rogue trader and dark heresy.

For a warp capable ship, Rogue trader has detailed stats for a very fast 'viper class scout ship'. A crew of approx 7.5K and about 1km long.

It could be equipped with a 'Miloslav G-616.b', which reduces warp travel by 2 for fast travel between locations. Plus you can add a prison mod, library and a few other useful mods if you remove the ships weapon.

Hostile acquisitions has an option of a Mimic drive, which basically disguises your ship radar signature as another ship.

To be honest I wouldn't bother. Is the specs of the ship knowledge the players need to know? Are you planning on having Navel Combat where the players are directly involved? If yes, then going through the RT book and building a nice small raider or possibly a cruiser if you want to have some fun with it. But I have never bothered to actually build my inquisitors ship for any of the DH games I ran. Honestly the players were on it for so little of the time and trying to keep up with their "Creative Thinking" was usually time consuming enough that building the ship seemed pretty much pointless.

There are also some predesigned ones you can steal from the RT and Battlefleet: Kronos books that might serve you needs.

On the flip side, having a specced out ship adds more depth, can fit into their playstyle (a brash inquisitor with a gaudier ship, a subtle one with a more nondescript one, a radical with a raider and exotic gear on it) and offer more options. All ships have small bays for guncutters and drop ships, but you can also have Drop Pods, Telportiums, Fighter Bays and so on. For requisitioning a ship I would use a premade, but quickly putting together a ship on limited SP can be very interesting. Or here is another thing, have the captain be a Rogue Trader friend to the Inquisitor, add an interesting NPC to your game!

Artanyis said:

To be honest I wouldn't bother. Is the specs of the ship knowledge the players need to know? Are you planning on having Navel Combat where the players are directly involved? If yes, then going through the RT book and building a nice small raider or possibly a cruiser if you want to have some fun with it. But I have never bothered to actually build my inquisitors ship for any of the DH games I ran. Honestly the players were on it for so little of the time and trying to keep up with their "Creative Thinking" was usually time consuming enough that building the ship seemed pretty much pointless.

There are also some predesigned ones you can steal from the RT and Battlefleet: Kronos books that might serve you needs.

Indeed, you do not need to build a ship, it is probably enough to tell your team that the inquisition has this special ship available to you that can do <whatever you want to do>. If I rememebr correctly, there is a inqusitional viper class ship described in one of the DH adventures.

Cymbel said:

Or here is another thing, have the captain be a Rogue Trader friend to the Inquisitor, add an interesting NPC to your game!

This, or something like it.

Void Ship game mechanic always seemed better suited for the game Rogue Trader, thematically speaking. It certainly depends on the gaming group, but the additional layer and depth from customizing an Inquisitorial vessel seems to draw focus away from immediate drama and tension. Over-customization bogs down a group in game mechanics while losing the theme. Do you want your Acolytes to be quibbling over what customizations they can bring to a vessel, or do you want them to come up with creative solutions to the dark and disturbing dillemas you throw their way?

The best sessions I've been in have been sessions of improvised reaction on the part of players with minimal planning. Being prepared for everything strips a game of the dire stakes, preventing you from spending more time on problems and drama of your campaign such as the pathological spread of suicides within the Ecclesiarchy.