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Occurrence Border Random Encounters
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==Ship Problems Table== There isn't a ship flying in the 41st millennium that isn't plagued by problems and embarrassing, frustrating things that Just Go Wrong on it. If you show a Commissar a ship which actually is in a perfect state of repair, he will BLAM you for treason because you've clearly defected to the Tau Empire. That said, the Occurrence Border has far, far more than her fair share of shitty ship problems. ===Gravity Issues=== "Down" relative to the ship is a direction of 180° and facing the prow of the ship - IE, 0° would be pulling 'up,' 180° is normal, 90° would put your feet on the starboard bulkhead, and 270 would put you on the port bulkhead. Many areas on the Occurence Border have some gravitational issues associated with them. If the DM wants to establish a different 'norm' in an area than usual, he may consider rolling 1d100+130 to generate a gravitational pull which averages to the usual but can vary wildly. For a number which will be statistically closer to the norm of 180 but can still vary significantly, consider rolling 4d10+158. Notes: Results of 1-45 are applied cumulatively. If the gravity shifts suddenly and abruptly, everyone, from the lowliest Rating to a Daemon Prince, finds this very disorienting. Everyone is at a -10 penalty to all actions, unless the gravity suddenly shifts 45° or more in one go, in which case they are at a -30 penalty.<br> Results of 46-80 are applied abruptly. This is highly disorienting, causing everyone to take a -30 penalty in the round in which the gravity strength changes, cumulative in addition to any penalties they would be suffering for the new gravitational pull. Gravity's a bitch, and the bigger you are, the harder it pulls.<br> If a result of 81-95 is rolled, continue to re-roll and apply effects. The Gravity... * 01-20: Pulls in the wrong direction at normal strength. ** 01-05: Is offset -45°. Under otherwise normal conditions, this orients to 135° (Down-Starboard.) ** 06-10: Is offset +45°. Under otherwise normal conditions, this orients to 225° (Down-Port.) ** 11-15: Is offset -20° Fore-Aft. Under otherwise normal conditions, moving towards the bow is an uphill hike. ** 16-20: Is offset +20° Fore-Aft. Under otherwise normal conditions, moving towards the stern is an uphill hike. * 21-45: Shifts cardinally in the wrong direction, at normal strength. ** 21-25: Is offset -90°. Under otherwise normal conditions, this orients to 90°. The starboard wall is now the deck. ** 26-30: Is offset +90°. Under otherwise normal conditions, this orients to 270°. The port wall is now the deck. ** 31-35: Is offset 180°. Under otherwise normal conditions, this orients to 360°. The ceiling is now the deck. ** 36-40: Is offset -90° Fore-Aft. Under otherwise normal conditions, the aft wall is now the deck. ** 41-45: Is offset +90° Fore-Aft. Under otherwise normal conditions, the fore wall is now the deck. ** 46-80: Has strength issues. ** 46-55: Is between 0.5g and 0.75g. Low Gravity Modifiers (Pages 38 and 116, Core) are in effect. ** 56-60: Is between 0.17g and 0.25g. Triple the effects of Low Gravity. ** 61-70: Is between 1.5g and 2g. High Gravity Modifiers (Pages 38 and 116, Core) are in effect. ** 71-75: Is between 3g and 3.5g. Triple the effects of High Gravity, and this is -30 arduous terrain (Page 253, Core). ** 76-80: Is less than 0.08g. There is effectively no gravity whatsoever - treat as zero gravity (Pages 38 and 116, Core). This is -10 difficult terrain (Page 253, Core). * 81-90: Has two distinct problems. Roll twice on this chart. * 91-95: Has three distinct problems. Roll thrice on this chart. * 96-100: Gravity shifts frequently. ** Every round in combat (or every narratively-relevant interval of non-combat time,) roll again on this table. Roll at the start of combat rounds. Rolls of 96-100 indicate the problem is getting worse; roll an additional time on the table for each time this result is reached. Should this reach the point where the GM would be rolling more than three times per round, the poor overloaded gravity generators give out, leaving the entire compartment in microgravity. Frankly, this may come as something of a relief. ===Warning Sticker Issues=== There are lots and lots of warning notices around the Occurrence Border, a great many of them enshrined as bronze plaques, the rest in the form of the sticky notes that every Engineer worth his salt (and by now, probably more than a few of the Tech-Priests) carries with him. They can also be painted on the walls, and everyone on this ship, from the Captain down to the newest Rating, has it pounded into their head from day 1 that you scorn the advice of these notes at your own great peril. In this case, though, something's off about the notes... * 01-55: Unclear Notes pervade this area. Instead of explanations, the best you can hope for is a "Do not touch" or "Don't forget to ..." note. Perhaps no-one alive actually knows why this warning is here, and have just maintained warnings that were left by previous generations. Tech-Use to interact with the ship in this area is at a -10 penalty unless the notes can be clarified. * 56-80: Incomplete/Misleading Warning Stickers: The warning stickers here are very unhelpful. They might be so old as to be visibly faded and soiled, rendering their accuracy dubious regardless of how clear the note, they might be written in obscure jargon requiring careful scrutiny to work out, they might only say "Call Bill!" In the worst cases, they may reference crew who are no longer aboard the Occurrence Border. Tech-Use to interact with the ship in this area is at a -20 penalty unless the notes can be clarified. * 81-95: Missing, illegible, or otherwise inscrutable Warning Stickers. The warning stickers here are either absent entirely, or so obtuse, arcane, illegible, or otherwise unhelpful as to be altogether irrelevant. Tech-Use to interact with the ship in this area is at a -30 penalty unless the notes (if they exist at all,) are clarified, or someone who knows the section in detail is contacted. * 96-100: Malevolant Warning Stickers: The stickers in this section are not merely misleading, they're actively hostile to the ship and its crew. Perhaps they were tampered with by a saboteur, a mean-spirited drunk on a bender, or even the forces of Chaos, twisting the information on the notes passively during Warp transit. Perhaps they're simply so old that they predate the ship's last retrofit, or even its last two or three, and what was once good information is now literally the worst. Either way, attempting any Tech-Use rolls to interact with the ship in this area will cause Bad Things to happen, like a hatch to one of the sealed, tainted areas to spring open, gravity to suddenly invert or vanish, a black-water line to begin spraying into the compartment at firehose pressure, a neighboring compartment to vent, or fill with plasma, a major ship system to go offline, etc. If the GM doesn't want to decide, he can always roll for another random event and have the result lie in wait until someone tries to manipulate the ship... ===Navigational Hazards=== Navigational hazards are seldom an entire problem in and of themselves, but they tend to complicate things - usually, getting to your destination, but they could also complicate another random hazard. * 01-25: You Can't Get There from Here. Such is the state of the ship that, to put it quite plainly, you cannot chart anything approaching a reasonable route to your destination from your location. It might be literally separated from you by just one bulkhead, or it might be on the other side or end of the ship, but you can't get there from here. If you want to reach your destination, you must chart a circuitous or otherwise non-intuitive route. You'll get there, eventually, barring some non-euclidian geometry (which is not only possible but entirely probable on this ship,) but it will take you a while. Increase the time to arrive at your destination by 60% over what a reasonable arrival time would be. A Navigation test is called for, with each degree of success reducing the time penalty by 10%. Failures can actually increase your arrival time, as even less-efficient routes are plotted, or the navigator gets lost. But look on the bright side: anyone may treat Navigation as a Basic Skill on the Occurrence Border. * 26-50: Unexpected Obstruction. Something unexpected obstructs your route. It may be that a corridor you were planning to use has been vented to space, flushed with hot plasma, or has been filled with wall-to-wall servitors. Extremely intensive maintenence may be taking place, or the ship's Armsmen may be fighting a battle with minor daemons. A hatch may have slammed shut and broken shut. Either way, delay is inevitable, whether you go through, or backtrack and go around. Barring an unusual ability to resolve the obstruction (joining the armsmen in battle, tip-toeing through the repair work, putting on voidsuits and traversing the voided corridor, etc,) a 25% increase in travel time hits you unexpectedly and unavoidably. * 51-75: Gravity hazard strikes suddenly and without forewarning. Maybe the section you were attempting to traverse had an unmarked gravity anomaly, maybe it just developed, possibly while you were in the corridor. This could be dangerous, but the upshot is that it might not slow you down much, and might even give you a speed boost (if the corridor you need to traverse becomes a nice easy downhill jog,) assuming you can pass it without being injured. Roll on the Gravity Issues Table and apply the effects without warning. * 76-90: Mundane Weirdness. The terrain becomes appallingly weird as you traverse the ship. You might encounter a corridor which has unexpectedly become a snowy wonderland (or an icy hellscape.) You might encounter a room where cooking grease from the ship's kitchens has gushed en masse, and then been stirred up by gravitational fluctuations, or a corridor where the hull plates are buzzing and snapping with electricity. Either way, traversing this corridor is gonna be hard. * 91-100: Warpy Weirdness. If you're flying on the Occurrence Border, then Warp phenomena can become just another navigational hazard. Roll on the Warp Problems Table, re-rolling any result of 76 or greater. This is just the shit you have to deal with getting to the problem you were heading to deal with! ===Minor, Major, and Critical Equipment Faults=== Things go wrong on a warpship, this is a given fact of life, any ship, any crew. This, however, is the Occurrence freaking Border. Roll some dice, generate some faults, figure out how to deal with it. Warning: Supply your own technobabble! Unlike the other tables, on this table, rolls modified out-of-bounds are re-rolled. Minor equipment faults reroll any result of 70+, and apply a -1 modifier to the Problem table. Major Equipment Failures do not apply any modifiers. Critical equipment failures reroll any Equipment roll of 70 or lower. In all cases, any result that would result in utter annihilation to the ship, such as the Gellar Field becoming or even likely becoming completely inoperable during warp transit, should be rerolled. {| class="wikitable" ! Equipment (1d100) ! ! Problem (1d10) ! |- | 01-10: | Illumination | 1: | Working Strangely or intermittently. (Lights on weird cycle, comm cycles randomly, etc.) |- | 11-20: | Temperature | 2: | Not working hard enough. |- | 21-30: | Lockers | 3: | Working too hard. |- | 31-40: | Comms | 4: | Damaging itself. |- | 41-50: | Cogitators | 5: | Damaging other equipment. |- | 51-60: | Lifts | 6: | Creating a hazard. |- | 61-65: | Moving Walkway | 7: | Stopped working. |- | 65-70: | Bulkhead Hatches | 8: | Booby-Trapped. |- | 71-75: | Atmosphere Generation | 9: | Broke. |- | 76-80: | Atmosphere Circulation | 10: | Broke and needs new parts. |- | 81-85: | Weapons | | |- | 86-90: | Sublight Drives | | |- | 91-95: | Warp Drives | | |- | 96-100: | Gellar Field Generator | | |} Once you've determined your problem, you need to figure out what, why, and how to fix it. So, for example, you might roll for a random major equipment fault and get rolls of 74 and 4, indicating that the atmosphere generation somewhere on the ship (presumably, either a location which your PCs are heading to, or passing by,) is damaging itself. So you tell the players that there's reports of inexplicable damage in the life support systems in the area, buying yourself time to cook up some technobabble and a cause. In this case, you might say that the cause is that some rating saw a cable hanging from the ceiling fly loose from a socket in the wall and plugged it back in, not realizing that the cable, being non-keyed, could be inserted incorrectly into the socket. As a result, charge is running through the life support systems with the electrical flow reversed. Thanks to the necessarily hardy nature of Imperial engineering, the equipment is still functional, but it won't be if this state of affairs goes on for much longer, because the reversed electron flow is causing shorts in the equipment, arcing bolts of electricity between metal parts deep inside the guts, burning out motors, and threatening to start a lovely electrical fire. ===Xeno-Tech Issues=== The Occurrence Border has a surprising amount of Xenotech aboard it. Amazingly, this can't even all be blamed squarely on the All Guardsman Party's sudden and entirely understandable fascination with Tau gear, as the prior captain, who fancied himself a Rogue Trader despite having more in common physically with a comically oversized Squig, was known on occasion to install Xenos tech on the ship. This works much like the Equipment Faults. Roll 1d100 to determine the source of the problem, and then 1d10 to determine what it's doing, not doing, or causing. Unlike with the Equipment Faults tables, there are no modifiers here. The GM is advised to 'wing it' when deciding what constitutes a xeno-tech issue, and what constitutes a critical xeno-tech issue. {| class="wikitable" ! style="font-weight: bold;" | Racial Origin (1d100) ! ! style="font-weight: bold;" | Device Type/Purpose (1d10) ! ! style="font-weight: bold;" | Problem (1d10) ! |- | 1-50: | Tau | 1: | Personal Weapon | 1: | Has been Discovered |- | 51-60: | Eldar | 2: | Personal Defense | 2: | Has been Destroyed |- | 61-70: | Ork | 3: | Vehicular Weapon | 3: | Causing problems among the crew |- | 71-80: | Necron | 4: | Vehicular Defense | 4: | Needs to be covered-up |- | 80-85: | Tyranid | 5: | Transport | 5: | Needs to be repaired |- | 86-90: | Demiurg | 6: | Life Support | 6: | Needs to be destroyed |- | 91-93: | Tarellian | 7: | Entertainment | 7: | Needs to be used |- | 94-96: | Vespid | 8: | Tool | 8: | Needs to be hidden |- | 97-100: | Other | 9: | Combat Support | 9: | Needs to be found |- | | | 10: | Surveillance | 10: | Needs to be stolen |} The category of xeno-tech is a surprisingly broad one, and might include technological leftovers from humanity's distant past, especially technology left over from rival civilizations which were destroyed during the Great Crusade. For example, if you rolled 52, 2, and 5, for a Major Xeno-Tech Issue you would discover that an Eldar personal defense system needs to be repaired. At first this seems insurmountable (and indeed, you may wish to simply look stony and roll some more dice if you can't think of anything quickly,) but if you have time to prepare in advance, you might decide that an Eldar Harlequin Flip-Belt was, at one point in time or another, incorporated into the grav-plating in the spinal corridor of the ship as an expedient repair measure. With the Flip Belt in need of repair, however, the original problem is back; the grav-plating is pulling harder and harder gravity at the dorsal spine of the ship increasing steadily. Eventually, structural members will give out. It may be techno-heresy, but if you don't repair that Flip Belt, Bad Things will be happening to the Border in short order. ===Krootoid Outbreak=== At some point in the not-distant past, the previous, goose-honking suited squig captain had a Kroot mercenary aboard his vessel, as it made him seem rather more Rogue Trader-ish. Then eventually he ran into issues with the Xenos mercenary actually expecting to be paid for his services, and abandoned him. Unfortunately for the Occurence Border, the Kroot mercenary had brought a great many Krootoid animals with him, which were settled in one of the vast forward hydroponics bays. The bay was simply sealed in the vain hope that the Krootoid creatures would expire without their handler. One might think it would hard to impossible for a bunch of wild animals to infest a spaceship, without being something super-deadly like Tyranids. One would be wrong; Krootoid creatures are consummate vermin, from the largest predator to the smallest among them. Small nests and infestations crop up all over the ship, and they can wind up subsisting simply off rats and roaches for weeks, months, or longer, before unwary humans stumble onto them and arouse the nest's ire. A Krootoid Outbreak should indicate either one moderate-threat Krootoid creature, such as a Kroot Hound loose in the corridors, or a nest of minor ones. A Critical Krootoid Outbreak indicates either one extremely dangerous Krootoid creature, such as a loose Knarloc hungry and on the hunt, a pack of moderate-threat Krootoids, or a horde of the smaller ones. ===Cracked Crewman=== The Occurence Border is the leading cause of stress among 99.9% of those who travel on her. (The remainder being Inquistorial goons charged with doing insane shit like capturing a live Zoanthrope on a regular basis, the medics who worry about them/have to keep them alive, and the psyker and cogbros who have to keep their secrets and help them out in the field occasionally.) The Occurence Border is a very, very strong source of stress, and sometimes, people just Can't Take It Anymore. Someone on the ship, somewhere, has cracked under the pressure like an eggshell under a Thunderhammer. Okay, that's an unfair analogy, but the point is that someone's lost it, and for whatever reason, it's your problem to deal with, before it becomes the Armsmen's problem, or Emperor forbid, the Captain's Problem. If it becomes the Captain's Problem, things will get unpleasant real fast. It could be a junior cogboy who's lost it and is "repairing" things in ways that just make things worse, even if they are following the book. It could be someone from your area who's gone cataonic and needs help, or it could be a chef who has had to crush one too many Kroot Rats underfoot and is now waving his chaincleaver about, threatening to hold a Long Pig Barbeque unless someone exterminates the damn things right this fucking instant. It could be some poor soul who's found a Nurgling playing in the toilet bowl a few too many times and is now rushing about the ship with a backpack full of grenades, flushing them down the heads ''sans'' pin. Whatever the cause of them having cracked, whatever their grievance real or imagined (and on this ship, it's far more likely to be real than imagined,) it's now Your Problem. Handle it, before someone else does. The GM may wish to consult the following table for inspiration. {| class="wikitable" ! Crewman's Speciality (1d100) ! ! Crewman's Location (1d100) ! ! Crewman's Grievance relates to... (1d100) ! |- | 01-25: | Rating | 01-10: | Fore | 01-08: | Personal Dispute |- | 26-50: | Armsman | 11-20: | Stern | 09-16: | Romantic Entanglements |- | 51-55: | Gunnery Crew | 21-30: | Amidships | 17-23: | Gambling Dispute |- | 56-60: | Galley Crew | 31-40: | Spinal Corridor | 24-30: | Own Vice |- | 60-65: | Cargo Staff | 41-45: | Galley | 31-37: | Others' Vice |- | 66-70: | Tribal | 46-50: | Heads | 38-44: | Ship Maintenance |- | 70-75: | Engineering Staff | 51-55: | Cargo Bay | 45-52: | Warp Taint |- | 76-85: | Ecclesiarchical Staff | 56-60: | Engineering | 53-60: | Krootoid Infestation |- | 86-90: | Petty Officer | 61-65: | Maintenance Shafts | 61-67: | Intraship Navigation |- | 91-95: | Midshipman | 66-70: | Conning Tower | 68-74: | Equipment Maintenance |- | 96-100: | Officer | 71-75: | Crew Quarters | 75-82: | Head Injury |- | | | 76-80: | Officer Country | 83-90: | Religious Dispute |- | | | 81-85: | Recreational Facility | 91-95: | Other Real Issue |- | | | 86-90: | Hydroponics Bay | 96-100: | Imaginary/Unaddressable Issue |- | | | 91-92: | Ordnance Magazine | | |- | | | 93-94: | Plasma Thrusters | | |- | | | 95-96: | Fusion Engine | | |- | | | 97-98: | Warp Drive | | |- | | | 99: | Gellar Field Generator | | |- | | | 100: | Psyker Holding Cells | | |} Say for example, you decided to roll to determine which crewman cracked, and rolled a 9, 7, and 29. That indicates that a Rating somewhere in the forward sections of the ship that isn't anywhere in particular has cracked because of his own vice, and is behaving erratically. He's been using Gladstones, but his source dried up and he hasn't been able to find a replacement. He sank deeper and deeper into withdrawal symptoms, until he finally couldn't take it anymore, and now he's prowling around the forward sections of the ship, desperately searching for a hidden stash of Gladstones - or something, anything - that can take the edge off. He hasn't started opening machine covers or sealed bays... Yet. But it might not be much more than a matter of time. ===Treason=== Treason is much like a Cracked Crewman, and indeed, it may well be the result of a crewman who has completely lost it, and the GM may wish to roll on the Cracked Crewman Tables to determine who, what, and where. The difference is that unlike a Cracked crewman, who is behaving erratically, a Traitor has crossed a line that can't be swept under the rug and come back from. They mean to damage the ship severely, have murdered and possibly will murder more, are possibly trying to defect to the Tau Empire or just plain desert, or have just violently lost it and are breaking everything and everyone they can get their hands on. As before, it's your problem to handle, possibly because you're the only ones close enough to do any goddamn thing about it. For example... Say you rolled an 87, 78, and 8. This indicates that your traitor is a Petty Officer, somewhere in Officer Country, and his grievance is a personal dispute. In this case, it would be reasonable to decide that this Petty Officer felt that a less-deserving former Petty Officer was promoted over him, and stewed in jealousy and rage, until some slight by the promoted Midshipman, real or imagined, set him off. He murdered the target of his ire, and is now on a murderous rip through Officer Country wearing full carapace armor and wielding a combat shotgun, aiming for the friends of the slain man, the Lieutenant who promoted the Middie, and anyone else who gets in his way. If the players are Armsmen or members of some other armed group, they may be the first armed responders who can show up. If they're not, then they may simply have the great misfortune of being around when the traitor begins his rampage, and must attempt to escape with their lives or somehow bring him down before he can kill many people.
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