Navigator Mahd’Naz sends the translation estimates back to the Captain – 8 days in the warp to the Gangue system through calm warp currents to find the fabled treasure ship, The Rightful Remit.
The warp shutters roll down over the viewports, emergency lumens wash the bridge with a crimson glow and everybody lights their incense. As the Unbroken resolve hits the warp translation point, it fires a single defiant salvo from its macrocannons as unreality opens up and swallows the little ship whole.
The star of the Telos system is a huge and primal stellar mass, far brighter and more energetic than any star should be. Its fires rage so fiercely that the cataclysmic energies unleashed within cause vast bulges of burning plasma to distend Telos’ form, writhing as though immense beasts fight within.
At a (relatively) safe distance away is a network of hundreds of stone structures floating in Telos’ voids, tethered into a clutch of asteroids by huge chains and protected from Telos’ fury by layers of void shields. This is the first and last port of call for anyone venturing into the Nomad Stars – Mercy – where the mighty rule by force of arms and the weak scrabble to survive.
You near the warp translation point and notice a distinct change in attitude among the crew. They become hushed and pensive, going about their business without a word. Lit candles appear on the shrines at every corridor junction, and fresh wax appears dribbled across the Aquilas on all the airlocks. Red-robed Technomats scrutinise bulkheads and paneling with scanner-skulls for faults invisible to the un-augmented eye and morose war-hymns drift through the air-recyc vents across the ship.
Moments before translation, the ship comes to life.
Petty Officers on the bridge begin issuing orders to Deck Chiefs across the vessel, their consoles filling with green runes as deck crews report ready. The vessel shudders as massive adamantium shutters unfurl across all viewing ports across the ship, sealing up the guns and gracefully sliding down over the great observation windows of the bridge.
As the last light of Haimm’s baleful suns is shut out, emergency floor lights wash the bridge in a deep crimson. Tech adepts intoning in binary light candles and incense around the captain’s pulpit, flocked by clusters of illumination servo-skulls. Ministorum priests chanting hymns of salvation move up and down the rows of crews at their stations, their heads bowed in prayer.
The timbre of the plasma engine shifts up several octaves as power is sucked from the rest of the vessel and channeled into the arcane and impossibly powerful warp drive. You feel the collective psyche of every void-hardened crewman, rating, armsman and officer take a physical breath in. They hang on your word, Lord-Captain.
We are in Haimm, an ill-omened system on the edge of civilised space, far out to the galactic west of Holy Terra. Twin white suns blaze fiercely here, their titanic gravity wells doing battle over the shattered bones of celestial bodies from a bygone era.
You have been travelling for several months from another part of the galaxy to seek fortune and glory among the Nomad Stars, as part of the remit of your newly-inherited Warrant of Trade.
Captain Tassa Zacherie Aphesius Orthesian has gathered a crew over 20-thousand strong to pilot the flagship of the Orthesian Dynasty – the Unbroken Resolve – and a staff of five advisors, counselors and warriors to act as the Dynasty’s eyes, ears and fists. (See here for the full run-down of characters)
Your journey has been long, and although no warp jump could ever be considered simple, it has been relatively placid compared to the adventures that lie ahead.
Upon arriving in the system, your deck crew have set a course for the only inhabited body and safe harbour to resupply before venturing forth: Port Impetus.
You barely have time to warm up the plasma drive for several days of inter-system travel when a Vox Officer informs you of an incoming message, encrypted in your dynasty’s personal cypher. You hear an old man’s voice, cracked with age:
”My Lord, I am Aubrey Luther. You do not know me, but I have been waiting a long time for a member of your family to return. I bear a message and a gift from your Great Grandfather, Lord-Admiral Thaler Orthesian. I would meet with you as soon as possible in the Court of the Dead, the biggest market square in Port Impetus, at the coordinates encrypted within this message. It is a matter, I assure you, that promises great glory.”
From the viewport you can see Syracuse in the distance – a concentration of pinpricks of light in the infinite darkness. It draws vessels from far and wide like moths to a flame. The skies around the planet are polluted with starships of all sizes and classes, from the mighty warships of the Imperial Navy on patrol outside their home dock of Port Sempect, to the bloated Universe-class mega-haulers carrying a world’s wealth of resources and people, to the smaller system ships scuttling about carrying precious cargo between the planets.
Syracuse is a sight to behold. Visible long before you can make out its details, half the planet is shrouded in utter darkness, the other half in burning sunlight. Tidally locked, the planet orbits the Tangenian sun perfectly in time with its own axis spin. Only a thin strip of habitable space runs the equator of the planet from pole to pole, and every inch is covered with a sprawling hive cities
Haloing the planet is a broken ring of drydocks, ports, loading yards, warehouses, space stations and detritus. Syracuse once boasted a proud, unbroken run of orbital docks, but these days it is mostly abandoned, fractured and isolated, left to the devices of scavengers, pirates and reclaimators.
We’ve all been there -you’ve been playing Rogue Trader and your crew is getting semi-decent at warp jumps and dealing with the harsh penalties the wild expanse throws at them. Either a jump goes off without a hitch, or you’ve played out the scant few encounters in the core rulebook so many times that translating into hell and madness becomes routine, and you’re often so busy juggling the rest of the game that improvising another new warp encounter is off the cards. Time to change that!
Here is an expanded table of 20 different warp encounters, appropriately balanced to the vagaries of the warp and definitely deadly if the dice gods are not smiling favourably that day. It will help keep your players on their toes whenever they’re traversing the Sea of Souls, and make them think twice about saying the fateful words “Oh that’s fine, it’s only one warp jump away.”