The planned route of the characters leads them through section VII-A12. During pre-assault briefing this inward section of the ship was seen as “most likely to contain quarters for ratings or voidsmen. That means a lot of smaller rooms, to many to clear or secure each and every of them. Move with caution, but with speed. Resistance should be expected, but minor. Do NOT get bogged down there!”
However, this is not the first time that this ship has seen an attempt at boarding and the section has seen heavy fighting, about two generations ago. So heavy that the collateral damage to local systems was so heavy that the section was given up and sealed in the aftermath, creating a “Black Hold”, an unused and unpowered part of the ship likely to be found on most of the ancient warpvessels of mankind.
The characters will notice the difference only after they breached the bulkhead leading in. There will be utter darkness instead of dimmed alert lights, the air while stale and thick due to the lack of ventilation and all their light sources reveal has the derelict look of old battle damages and the neglect of decades. And as the sight of random debris floating in the light breaking in through the open bulkhead will tell them, there is not a single powered gravity plating in that section.
While the acolytes might fear some hullghast charging them or something, in fact that section is much to small and “inward”, the time much to short to have it developed into its own eco system with marauding mutants and the like. It does feature some problems for the characters, so.
Void mold: Since the “outside” is warmer then the non-heated interior, the outer walls “sweat”. As there is no running ventilation, the humidity builds up. Over the years, a form of mold common on most void ships has formed. Void mold looks like clusters of grey, somewhat “slimy” material. It looks much like carpet of small “bumps” with “pseudopodi”. The bumps are rather flat and the largest are the size of a finger tip, the smallest barely seen. They stick to surfaces and float through the air if disturbed, then gluing to the nearest surface if not squished before. As the characters move through, describe to them how the stuff clings to them. It is harmless, but dirty. Before they are through, their visors get a smeary film onto them that would need sorrow cleaning. Simply wiping them will not remove the smears (-5 BS and all sight based test). And if the characters do not clean their mechanical weapons (Bolter, SP) afterwards, their reliability drops by two steps (by one if they undergo a quick, 5 minute “field clearing”. The weapons need serious cleaning now).
Zero-G: Ask the characters for three difficult (-10) tests for Acrobatics or Agility (+10 if the characters are voidborn). A character can “assist” another, increasing his own difficulty by one step while decreasing that of his comrade. If anyone of them fails in more then one of the tests, they lose time as they try to cross the corridors and halls. Feel free to hamper up the number of enemies in their next combat encounter since the defenders used the time to amass more force. Or, throw at them some armsmen following them from behind.
Edited by Gregorius21778, 29 July 2014 - 11:55 PM.