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Occurrence Border Random Encounters
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==Warp Problems== There's the shitty ship problems every ship has to deal with... And then there's the Occurrence Border, a ship where there is literally a standing patrol around the ship to hunt down and shoot Warp critters before they can become problematic. ===Whispers=== The Whispers of the Warp are echoes of the deep and pervasive warp taint that pervades the ship. They may manifest as literal whispers, as places or times where unseen things move at the the corners of your vision but are never present when you turn around, and such. It's like being in a ship with a slightly weakened Gellar Field during Warp transition. Ecclesiarchs would be horrified to know how common Whispers are on the Occurrence Border, and rightly so, for they can be corrupting. However, they are usually so low-level that most stand good odds of resisting corruption... And familiarity breeds contempt, which a strong-willed character may gird themselves in like armor. On the Occurrence Border, panicked prayer or rushing to a chapel are only typical reactions for those unfamiliar with the ship. The familiar are more likely to slam the wall with their fist and shout "Awh shaddup!" The GM should determine just how strong the following effects are, whether or how much Corruption they threaten, and so forth. They would tend to get stronger the further towards the tainted areas, or if the ship is in Warp transit, but other factors might also contribute. * 01-05: Chill Snap ** The temperature suddenly drops, immediately and dramatically. No insulation can protect you against this effect, you immediately feel as if you were hit in the face with an arctic blast while stark naked, regardless of what you're wearing. This is literally chilling, but has no lingering effect. No thermometers will ever record this, not even those applied to your person, but you're probably going to be left with chattering teeth and rubbing yourself, or seeking a source of warmth. * 06-10: Temperature Spike ** The exact opposite of Chill Snap, your temperature suddenly spikes, making you feel as if you walked an hour on a blazing day. Unless you can pass an Easy (+30) Toughness test, you gain one level of Fatigue which persists until you can cool off, the most expedient way to do so being to strip and jump into the nearest shower for a few minutes. * 11-15: Did you say something? ** You think that someone in your group said something to you, but you didn't make it out. When you ask them to repeat it, they deny having said anything. For extra !!Fun!!, the GM might pass a note to one player, directing them to say something in-character, either addressed to another member of the group or which will undoubtedly get their interest, but to muffle it or jumble their words up, then deny ever having said anything. If you're alone, you may still hear the voice of a friend, comrade, or a loved one saying something, and it will be natural to assume they have joined you and are just behind you, but when you look, you are alone. * 16-20: Phantom Movement ** You can't shake the feeling that there's something out there, moving, on the edge of your peripheral vision, but when you look there is nothing except what should be there. But when you look back to what you were doing, you see it again... * 20-25: Flickering Lights ** The lights in the compartment flicker, and continue to do so for quite some time. You can't really be sure this is the Whispers of the Warp and not the mundane result of an old ship being shitty... But the moment you go to diagnose the fault, the lights spring back to full, and electrical sensors will register no disruption in the area. * 26-30: Electrical Disruption ** Like a result of Flickering Lights except moreso, an Electrical Disruption is often the bane of the ship's Mechanicus and Engineers. Things begin to malfunction in the vicinity; doors unlocking themselves and opening, latches on lockers springing open, data-panels flickering on and of, circulator fans shutting off or spinning into overdrive, recaf machines spitting out scalding-hot tea, lighting fixtures blowing out or glowing too brightly, etcetera. These faults appear to have mundane cause, but go away as soon as you begin attempting to repair them. The moment you look back to the work you were about to perform, you see that on second inspection, there is nothing wrong after all. * 31-35: Ghostly Scream ** An horrific scream echoes down the corridors, much like the sound of a man having his bollocks gnawed off by a Kroot Hound. When you arrive at the source of the sound, ready to render aid, you burst in upon the inhabitants of the compartment, who were going about their business and hadn't heard any screams. Of course, the one time you do decide to ignore it, it's going to have been someone actually being murdered... * 36-40: Dark Forboding ** A chill wind blows past everyone, chilling them slightly, even through the heaviest insulating equipment. Their temperature returns to normal, but they're unable to shake the feeling that somewhere, something dreadful has happened. The GM may want to call upon one or more of the players to deliver an Obi-Wan like declaration of what they feel has transpired... Or the players may wish to supply it themselves. * 41-45: Warp Echo ** For up to a minute, reverberation becomes greatly enhanced, regardless of the acoustic qualities of the environs. Loud machinery rapidly becomes an incoherent din, while voices can be hard to make out. * 46-50: Temporal Echo ** You come suddenly across a scene from the Occurrence Border's past. This can be subtle - for instance, seeing a few crewmen you don't recognize performing work that you think was already done ages ago - or it can be dramatic, such as seeing the events of the Chaos Incursion that lead to the Daemonic possession of the Cogtain, watching Servitors doing blasphemous things. When you attempt to interact with the echo, however, you experience a moment of sudden disorientation, and find yourself alone, with only those who should be there, wondering what just happened. * 51-55: Moment of Emotion ** You experience a sudden moment of intense emotion, no greater than one combat round in duration. This might be a major distraction during actual combat, but even if suddenly possessed by berzerk rage, the moment will pass before you can act on it... But you may well hang on to that feeling, if it was resonant with your true feelings. Feel free to just choose, or the GM may roll on the provided random emotion table, or choose for you. ** Random Emotion Table (1d10) *** 1: Rage *** 2: Depression *** 3: Paranoia *** 4: Lust *** 5: Vengefulness *** 6: Avarice *** 7: Ambition *** 8: Sadism *** 9: Terror *** 10: Joy * 56-60: Warp Wind ** Air howls through the area, as though the compartment were exposed to the void, or the atmosphere circulation systems were overloading. Light objects like paper, recaf mugs, servo-skulls, and the like are flung around. The phenomena dies down after a few seconds, and upon investigating, no cause may be discovered, nor was the wind blast recorded by any sensors. * 61-65: Mirror Ripple ** Mirrors and other reflective surfaces appear to ripple, like waves on the surface of water. If they are touched, they feel solid, but appear to react much like water into which an object has been dropped. * 66-70: Baleful Introspection ** Your mind is drawn inexorably towards your regrets, opportunities you failed to capitalize on, those who have wronged you or whom you hold responsible for bad things which have befallen you, and such. This effect usually lasts between one and ten minutes, and can be very distracting - or it can even focus you, if the thing you think about is related to the goal you are pursuing. * 71-80: Talking Objects ** Inanimate objects, either in your possession or vicinity, begin to talk to you. This seems absolutely reasonable at the time if you have more than 10 Insanity Points, and you are likely to reply, even being capable of holding long conversations with those objects. They can be surprisingly insightful, especially if they've been yours for a long time. Fortunately, only you can hear what they have to say to you, but others can hear your response. * 80-100: Bleeding Corridors ** By far the most distressingly common single manifestation of the Warp Whispers aboard the Occurrence Border, the hallways tend to bleed; sometimes it simply rains from the ceiling, sometimes weeps from the eyes of images and statuary, sometimes it just seeps out of the walls. This can be most distressing the first time you experience it, especially if you slip or get caught in a blood-shower, but everyone with any experience aboard the Occurrence Border will tell you that Warp blood washes out just fine. ===Minor Warp-Spawn=== Quite simply, a very minor warp-spawned creature is on the loose, and somehow has not been contained in one of the sealed, tainted compartments. It is loose, causing trouble, and needs to be dealt with, swiftly. Such minor warp spawn are never the most serious of threats - at most, the like of a lone Nurgling. Even these most minor manifestations, however, can cause trouble, but at the same time, impose a weary sense upon those who have to deal with the vermin-caliber daemon. Most such beasts are at most an annoyance - dangerous to a lone crewman, or if they burrow into and begin wrecking machinery, or taint something important, but not significantly moreso than a Krootoid vermin. Perhaps worryingly, there's a rumour that someone would like to capture a Krootoid vermin and loose it upon a Minor Warp-Spawned entity for the purpose of taking bets regarding which would prevail. ===Possessed Equipment=== All things being equal, Daemons would really prefer to possess a powerful Psyker whose will they catch in an offguard moment. Failing that, a human or other sapient will do, and if it's really desperate and a bit degenerate, a corpse. Then there's the ones that are just stupid, ultimately desperate, blind, or otherwise idiotic. Anyone who's ever complained about machinery or equipment which isn't doing what they expect it to do likely says it is possessed. Those who have flown on the Occurrence Border, however, will not make such claims regarding equipment that is merely failing to perform the way they want it to perform, for the simple fact that they probably have seen literally possessed equipment. It's a strange quirk of the Occurrence Border that sometimes Daemons can actually possess machines and components aboard, though thankfully none of the biggest and most critical systems. You will hopefully never hear the phrase "A Daemon's possessed the forward lance battery" shouted in a panicked tone of voice. Far more likely is "Oh, Throne, there's another damn daemon in air vent forty seven, making it glow and shoot purple sparks and spin backwards. Someone call the Confessor to kick the damn thing out before it starts an electrical fire!" Such possessions are typically annoying, as Daemons have little concept of what they're possessing when they stoop to possessing a machine. They can be quite dangerous, if something big like a lift or gantry crane gets possessed, or a door which cunningly waits for someone to tread through it so as to slam down and grind the poor soul into grox-burgers, but far more often than not, it will be something entirely non-critical that gets possessed, leaving the daemon wondering what the hell it's possessed and what its capabilities are. Really, it's kind of just awkward and embarrassing all around when a Daemon possesses a light switch and spends all of its short time in control of the switch frantically flipping it up and down, unable to perceive the light it is causing to switch off and on. ===Departed Acquaintances Room=== By far and away the most common Doorway to the Warp, the Departed Acquaintances Room can often wind up being a boon to those who encounter it, provided they remain wary and guarded. The Departed Acquaintances Room is exactly what it sounds like - every so often, someone will open a doorway and, instead of what they were expecting to find, will find a roomful of skeletons. These skeletons will usually be engaged in some social event, like playing cards. They are also the manifestations of those known to the people who opened the door, who are deceased. The skeletons will bear some mark hinting at how the person died - someone who was shot in the head might have a bad case of exit-wound skull, someone who was decapitated might both appear to be headless, while those who died in fires and explosions may appear to be charred, etc. Those who appear in the Departed Acquaintances Room will always be those who bore those present when the door is opened no ill-will - although they might bear each other ill-will, and might even be seen quarrelling amongst themselves. They may be friends, loved ones, comrades, colleagues, acquaintances, or even enemies who bore no personal grudge against the living, even if they were slain by them. The skeletons will never identify themselves, nor will they acknowledge being the departed if identified, but they will at least wave or greet the living. Often they will offer advice, unsolicited but valuable, pertaining to the immediate problems facing the living - for instance, when lost navigating the Occurrence Border during the events which saw its purchase into Inquisitorial service, the (future) Interrogator and his squad were given trustworthy directions by the skeletons. However, you must never, never, NEVER step into the Departed Acquaintances Room. Nobody knows for sure what happens to someone who does, as nobody is admitting to having seen someone do so, but it is assuredly bad. ===Doorway to the Warp=== The Departed Acquaintances Room is a Doorway to the Warp, but as far as things which are related to the Warp go, it is arguably more benign than a Sanctioned Psyker. The same is most emphatically not true of the following possibilities. Everyone should be grateful that the Departed Acquaintances Room is at least twice as likely as the rest of these possibilities combined. Fortunately, Doorways to the Warp are only really possible when there's Gellar field problems, or something else inviting the Warp into the Materium. At other times, the worst you'll usually experience is a vision of what could have happened. ====Tentacle Beast==== The doorway opens onto a corridor or a room, as expected, but the compartment is filled with writhing tentacles and giant eyeballs. This beast can be lazy, and is quite fragile for a beast of the Warp, but killing it in its entirety has proven impossible, as it seems to lack any form of body whatsoever. The tentacles seem to join to more tentacles, and the eyeballs to the tentacles, and occasionally a terrible maw will gibber. Really, it's not all that terrible, as the tentacles are quite fragile, able to be hewn apart with chainswords or simply blasted with explosives. They will, on occasion, open a door of their own volition and attempt to drag unwary passers-by in. If you absolutely have to traverse the Tentacle Beast-occupied room, your best bet is to pop frags and detpacks into the room, wait for the earth-shattering kaboom, and then sprint like the Daemons of the Warp are chasing you, because they probably are. ====Fire Pit==== Not entirely dangerous in and of itself, the Fire Pit is where a doorway simply fails to open to where you expect it to open into, and instead opens into a kilometers-long, obsidian-edged pit full of fire. As long as you take a moment to check what's beyond the door before you leap, you can just close the door. The Fire Pit is insidious, though, in that many doors can lead to it at once, and you might find a corridor end with three branching pathways suddenly becomes a dead end because all of the doors lead into the Fire Pit. It should go without saying that falling a few kilometers into a warp-fire is lethal, and that's if you're lucky. On the other hand, you can also reliably dispose of mundane threats and/or trash and this makes the room a tactical utility in combat. Dodging a charging Krootoid vermin as it fails to stop and falls screaming into the Pit of Doom is very amusing. Not quite so when it is biting your own falling body as well, but no pain no gain right? ====The Poo Door==== To-date, nobody has opened the door marked "Temporary Sewage Storage, Wear a Suit" during any kind of Warpy shenanigans, or at any other time for that matter, so nobody knows exactly what's inside. It almost assuredly involves mountains of shit, and quite probably Nurglite daemons, and will without question be extremely unpleasant. What makes it definitely Warpy, however, is that that door isn't marked as such on any of the ship's maps, and has a tendency to appear where it hasn't been before, or even where it has. And it's usually not where it was when you go back to take a look a second time. ====Daemonettes Room==== The Daemonettes Room (or at least they're presumed to be Daemonettes,) is a room which contains two entities, tied up. They take the form of two of the loved ones most important to members of the group which open it, preferring to take female forms but on occasion known to take male ones. The exact circumstances of the tying-up vary; they might be chained to the walls, or strapped to a medical bed, or in stocks, or even tied to stakes or crucifixes. They might appear to have been assaulted in any number of ways, from simple brutish beatings, to sexual assault, to being covered in claw and bite marks, to having apparently been tortured with medical implements, and they may be in any state of dress or undress. They are also always, always, screaming for those whose loved ones they take the form of to help them. The Daemonettes Room is quite dangerous, as of course everyone's first instinct is to leap to the aid of their loved ones. However, even a split second's reflection will make it obvious that in most cases, the loved ones in question are at least one of no longer among the living, not aboard the Occurrence Border, or already in the group which has opened the door. If, however, the ploy does work, and one or more people leap into action to aid the tied-up creatures, their comrades have but moments to save them from themselves, if they can subdue their enraptured, well-meaning foolish friends, or shake them out of it, there is yet time to withdraw. The moment the bindings come off of even one of the 'trapped' creatures, however, the door slams shut, and anyone who was within is lost, apparently forever. ====Something New==== As fucked-up as the Occurrence Border is, there's bound to be more Warpy shit waiting behind doors yet unopened. GMs, this is your time to think of something! ===Possessed Servitor=== There's a reason most of the crew on the Occurrence Border learn to fear Servitors; for some reason, they are especially vulnerable to being possessed. You'll know this when you see it from the Daemonic light shining in their eyes and ocular implants, the fact that they're (usually) no longer following orders and have just begun dismantling, destroying, or killing. Fortunately, without a full-blown Chaos Heretek to command them, they don't follow any grand plan. Unfortunately, that doesn't stop them from causing a tremendous amount of damage or ending a lot of lives. If a Servitor gets possessed, you need to Handle It, fast. The damage they can cause is tremendous if left unchecked, and is almost comparable to the damage that Twitch will cause when word of a servitor's possession filters up to him and he comes down to terminate it personally and with explosive prejudice. Usually, such servitors will be no more than they were before they were possessed, but on occasion a particularly strong Daemonic influence can warp the servitor. Hopefully, nobody would be idiotic enough to bring a heavy combat servitor aboard the Occurrence Border, yet sometimes, when a servitor is possessed in dark places, it spontaneously mutates, or in a fit of inspired madness welds additional components to itself, making it a force to be reckoned with. The following Possessed Servitor Type table references many normal Servitors, but the heavier, more dangerous ones, are generally the result of a more typical possessed servitor mutating or modifying itself before its rampage. If they are not the result of that, then someone has a lot to answer for, bringing an expensive and extremely dangerous servitor type aboard a ship where servitors becoming possessed servants of the Ruinous Powers (or just plain possessed by insane and degenerate Daemons,) is a somewhat routine occurrence. '''Possessed Servitor Type Table (1d100)''' * 01-25: Servitor Drone (Servo-Skull) * 26-50: Industrial Servitor * 51-60: C.A.T. Unit (Mutated Servo-Skull) * 61-70: Combat Servitor * 71-80: Gun Servitor * 81-85: Archivid (Mutated Medicae Servitor) * 86-90: Remidium-Pattern Medicae Servitor (Fill Medicae Mechadendrites with something thoroughly unpleasant.) * 91-93: Spatha-Pattern Combat Servitor (Mutated Industrial Servitor) * 94-96: Excruciator (Mutated Medicae Servitor) * 97-99: Velox-Pattern Security Servitor (Mutated Combat Servitor) * 100: Sheol-Pattern Murder Servitor (Mutated Gun Servitor) ''Servitor Drone: Dark Heresy pg. 344'' <br> ''Industrial Servitor: Dark Heresy, pg. 341'' <br> ''Combat Servitors: Dark Heresy pg. 338'' <br> ''Gun Servitors: Dark Heresy pg.340'' <br> ''Spatha-Pattern Combat Servitor, Remidium-Pattern Medicae Servitor, Velox-Pattern Security Servitor & C.A.T. Unit: Lathe Worlds pg. 68-69.'' <br> ''Sheol-pattern Murder Servitor: Lathe Worlds pg. 119'' <br> ''Archivid & Excruciator Servitor: Lathe Worlds pg. 120'' <br> ===Moderate Warp-Spawn=== Despite the name, there is nothing moderate about these warp-spawn, nor should moderation be used in dealing with them. A Moderate Warp-Spawn emergence is Very Bad, and indicates that a Lesser Daemon has manifested itself somewhere, somewhere outside the sealed and Tainted areas, and is probably just running around, making the most of its time before it gets pushed back into its immaterial natural state; making the most of its time meaning that in all likelihood, it's out to break people and hurt things, whatever it finds before it vanishes back into the Warp. These will be dangerous things, like Flesh Hounds of Khorne, Daemonettes, and their ilk, solitary, aware that their time is short before the Gellar Field pushes them out and away, and simply out on a killing spree. Alternatively, it could be an entire pack of the smaller ones; a pack of Nurglings is something no man should ever have to witness splashing around in a trough urinal. ===Unreality Zone=== An Unreality Zone is an area where reality itself is starting to run at the edges, perhaps because the Gellar Field is experiencing a localized weakening relating to one of the Refurbished Gellar Fields Generators' destruction, perhaps because Tzeench farted, perhaps because the neighboring area is just ''that'' tainted, or maybe some Psyker, all the way in Segmentum Pacificus, rolled for Psychic Phenomena, rolled between 01 and 03, and had a Dark Forboding that something unfortunate was happening to someone, somewhere, in the galaxy. An Unreality Zone is very much like a place where Whispers of the Warp are happening, not just to one person, or to a few people, but to everybody, all the time. These can be quite stressful, and rather annoying. Typically the best way to deal with these is to get outside the zone, hunker down, and wait for it to pass. But if that's not an option - say, if you're flying with approximately 4/11ths the recommended Gellar Field Coverage on your vessel and you absolutely must traverse an area which is experiencing weak holds on reality - you may have to just sack up and deal with it. The GM should feel free to either roll several times on the Whispers table, have his players roll several times, pick a few options at random, or even demand random numbers from the players. And of course, to just make up his own effects as he sees fit. ===Warp Terrain=== Warp Terrain is what happens when you take an Unreality Zone and turn it up to 11. Reality isn't just running at the edges now, it's become so excrementally runny that the normal rules of reality are more like a set of guidelines than actual physical laws. This is where shit gets weird, walls start holding conversations with ceiling lamps, corridors stretch into infinity or loop back to where they started, Euclidian geometry ceases to have any respect for the laws of space and time, multiple objects can occupy the same location at once, or objects can occupy multiple locations at once, or both, and more. Navigation becomes challenging to say the least under these conditions, and this kind of thing is usually a warning that the ship needs to drop back to realspace and do a whole heap of praying before going back into the Warp, less a major Daemon come through. While not deadly in and of itself, this can severely complicate anything else you may wish to do, like traveling to another part of the ship, or maintaining failing infrastructure. ===Weird Manifestation=== The bread and green butter of the Occurrence Border Experience, Weird Manifestations are where shit gets unreal. This is the kind of thing that results in an entire forward landing bay becoming coated with psychic warp fungus that wants to lure people in so it can eat them. It could be something else which is truly weird, like a fresco of the Emperor's battle with Horus coming to life and the two of them battling in the wall, or the toilets going on strike and loudly refusing to take anyone's shit, while the urinals all-too-eagerly express their preference for being used for their intended purpose, creeping everyone out. These are always weird, and frequently, though not always, highly lethal. ===Cogtain Issues=== During the purchase of the Occurence Border into Inquisitorial hands, the ship was flown entirely by the Adeptus Mechanicus, at least until they all went full-blown stark-raving Chaos Heretek and had to be purged for Heresy. The leader of this group, the Cogboy Captain, or Cogtain as he was referred to, was nuttier than squirrel poo. He built a gigantic servitor-titan and rode it for a bit. Then he merged it with a Daemonhost which was already with a Great Knarloc. Then he merged with it, and after it was destroyed, he ejected from the Daemoni-Gnarlo-Servo-Titan, taking the Daemoni-part with him, becoming a Daemonhost Heretek. Then a brave Martyr of the Imperium went berzerk all over his face with a chainsword, then a cretinous thief cranked the gravity up to about 200g, smashing him through four decks and half of an awkwardly placed wall. That finally brought the Cogtain's rampage to an end, but, sadly, his existence seems to linger on in some tormented form. The crater he left still screams and curses at anyone who can hear it in ragged Binary and the most sulfurous Low Gothic swearing, and glows with rather unnatural light. All Ecclesiarchial efforts to spiritually expunge him were met with contempt, derision, and vulgarities, reducing several senior Ecclesiarchs to responding in the kind of language that you typically hear out of an Agi-World Preacher after some hick ran over his foot with a tractor. Since physically expunging the Cogtain would have required the exceedingly expensive and structurally dubious removal of the conning tower and what would amount to a large biopsy of the ship's dorsal hull, eventually the traditional Occurrence Border Solution was employed; the crater was sealed off, covered in holy icons and symbols, blessed every way the priests could think to bless it, and then an entire chapel was built around the holy containment dome, and a very cynical old battleaxe of a Confessor who was fast with the praying and even faster with the Holy Promethium was assigned to administer to the ship's great need of Ecclesiarchical administration. It keeps the Cogtain quiet... Mostly. (Then the lifts were reconstructed atop the chapel. It's that kind of a ship.) The Cogtain Crater is mostly quiescent, which is to say that nobody can hear it outside of its containment cell, between thick insulation, enough prayer seals, holy icons and devotional texts to convert an entire Feral World, and the typical religious chanting and singing going on in the chapel. Occasionally, though, there will be issues. Sometimes the Cogtain Crater can connect itself to other heavily-tainted areas, such as locations on the ship where a Daemonhost spawned, and can scream through the wall, or lash out with a jagged, prehensile blade of metal to grab, impale, or otherwise harm people and drag them through - or grab equipment, it can do that, too. Maybe it might do something else, or get especially screamy to the point where it drowns out the chanting the chapel. Either way, you have to deal with it. ===Heresy=== Quite simply, some poor bastard on the ship has either cracked, seen too many things that Man was Not Meant to See and failed to develop the armour of contempt, or they were secretly heretical all along and have decided that being posted to the Occurrence Border is as good as a sign from their dark god that the time is nigh. Whomever they are, they're a Super-Heretical Mega-Asshole up to something Very Bad, like trying to create an Unbound Daemonhost, or destroy/sabotage the Gellar Field Generator while the ship is in Warp transit, or unseal the tainted areas and herd in a mess of Kroot Rats for the daemons to possess, or else they're up to generic cult-y things and in any event, they need to be stopped before it's too late. ===Daemonhost=== As simple as it is unsubtle, a Daemonhost manifests somewhere on the ship. Maybe a Heretic went unnoticed for too long and got possessed, or maybe some poor fucker with the merest glimmer of undetectable Psychic potential got culled from the herd, or maybe some Kroot Hound skulking in the vents ate some of the Warp Fungus and mutated, inviting the Daemonhost into it. Either way, there is now a Daemonhost on the loose. Its goal is that of all Daemonhosts: destroy, rend, tear, etc. Or maybe it wants to merge with the Cogtain Crater. This is not a problem for a group of lowly acolytes to deal with on their own, this is a problem for the entire ship to shit their collective trousers. This is what it looks like when things go completely ploin-shaped. This is, generally speaking, not a problem you "solve," it's a problem you "survive." Recommended methods include calling for all the backup, the application of liberal quantities of high explosives, optionally with Holy Shrapnel payload if available, abuse of large lift shafts and gravity generator control, spacing the damn thing altogether, venting drive plasma directly at its face, and running like the Daemons of the Warp are after you, because in this case that is literally true. Prayer alone will not help, so save your breath, you'll need it for the running.
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