![]() ![]() the crew is 20th generation, and there's six or seven thousand of them. an ancient weird offshoot of the Cult Mechanacus handling the engines. You have an twisted family of inbred navigators on one level. You could run a whole game on a vast ancient ship. The crew on the lower levels of a navy ship are usually allowed pretty free reign as long as they don't inconvience either the officers or disrupts the ships function. This is where the mutants can be found unknown to the crew except as urban (naval?) legends about sailors dissapearing close to those places during the night-cycle.Ĭrews tend to run in the thousand, many of the pressganged from whatever port was the latest.Ĭasualties of a few hundred both to ordinary accidents (crushed by the recoil of a weapon, fell into a plasma reactor etc.) and human origin (gang wars, petty criminality, pushed into an airlock/the plasma reactor etc.) are acceptable and planned for, more if the ship is enetering a warzone. Many ships have "black holds", areas of the ship that are withour power, flooded with nasty chemicals or irradiated. Rogue Trader ships are wild card, depending on the trader in question and his history they can be anything. Military ships tend to be old and have often been in servise for thousands of years. Of course it all depends on the ship in question.
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