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The Price of Honor
Player's Briefing
Branigan's Retreat
Mapping the Expanse
Known Worlds
Organizations of the Expanse
Time Line
Legends of the Expanse
Additional Rules
Bestiary
Dramatis Personae
Shipyard
Introduction
Player Briefing
Price of Honor Primer is a living document
intended to supplement and enhance the online
playing experience. Including within are character
profiles, adventure notes and detailed information
highlighting current and past accomplishments
presented in a highly organized and official looking
presentation.
The Price of Honor is a sand-box adventure that
opens with the Player Characters setting out on behalf of
the Calixis Trading Company, or the CTC, to explore the
little known Quadis Expanse. Discovered recently in the
year M 389.M39.It is a time of expansion as the Angevin
Crusade officially ends in the birth of the Calixis Sector.
Drusus has declared the Crusade to be complete. Drusus
installed with full rights and title by the Equerry Primaris of
the High Lords of Terra as the first Lord Sector Calixis to
much acclaim. Among his first acts are the confirming the
world of Scintilla as his capital, the ratification of the great
trade charters to the mercantile shipmasters and rising
commercial powers that had maintained the Crusade,
binding the sector’s life blood of trade and creating what
would become the great Chartist families and first great
houses.
While much work is left to complete in the founding of
the Calixis sector, expansionist now empowered by the
Lord Sector's decree have been able to expand into the
neighboring and unknown Quadis Expanse, named after
the great Angevins former seat of power. Treading the
murky lines defining the rights to this sector, privateers
and coalitions of tradesmen are keen on making profit
from pushing into unclaimed territory.
The Great Founding
Mass colonial expeditions from the overpopulated
worlds of the distant Segmentum Solar, and from nearer
afield in the troubled Mandragora and Gehenna Sectors
arrive within the fledgling Calixis Sector, creating a great
influx of population to the region. It is this pool of colonial
expeditions that the mercantile powers draw their levies
and hopefuls to delve into the deeps of the Quadis Sector.
How it works
The players in Price of Honor will begin as a recently
formed crew who have been personally selected for
recruitment by the newly assembled Calixis Trading
Company. Given authority on behalf of this mercantile
house to explore the relatively unknown expanse opened
to them, true authority aboard their ship has been given to
a lesser scion of a rogue trader house who is legally oath-
bound to serve the interests of the company in return for
repairing and servicing a damaged vessel.
The players will be provided an introduction and a
map hand out - this hand out is important to the game! On
it is an open world ripe for exploration and the amassing of
wealth. Once the game begins on the world of Branigan's
Retreat, the players will be given free rein to go to any
destination they wish - and face any dangers that
accompany their decision.
In this game having a Navigator on board to steer the
ship to the right destination can mean life or death. Having
an Explorator is certainly helpful to keep the ship running.
An Astropath to keep in contact with the Calixis Trading
Company will certainly help, and above all strong men and
women of conviction to face the myriad perils and dangers
both real and immaterial will be needed.
Ultimately, the point of the game is to flesh out the
history of the self-made Quadis Sector in this 'historical'
setting. Become legends or infamous tyrants in the sector
the GM uses recurrently in all his games on Dark Reign.
Most importantly, be the captain free of the burdens of
Imperial stigma and explore cultures uncommon to the
Imperium of Man!
Branigan's Retreat:
Branigan's Retreat, or QS-1029 by Imperial
Reclamation standards, is a curious oddity in the Quadis
Sector. Unlike most worlds to be swallowed by the
hegemony of the Imperium, Branigan's Retreat is one that
willfully sought out and petitioned for Imperial recognition.
Having no records of the world it came with a expected
surprise that a human world bearing recognizable
hallmarks of Imperial society would suddenly make first
contact. However, since that fateful time much of this
curious world and it's people have been learned by
scholars and Imperial Historio-savants.
Founded by the rogue trader house of Branigan, the
world itself was a private reclusiam kept secret for nearly
close to 1200 hundred years. The original colonist...if they
could be called such, were levied servants and faithful
retainers to the house. An extraordinarily fertile and
bountiful world, there is no questioning why Captain
Branigan kept this world's founding a closely guarded
secret.
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So guarded in fact, that his heirs five
generations later held no recollection of the world.
Whatever in-fighting, schemes, or misfortunes to
have fallen the family in that time are unknown. The
last recorded evidence of their signature flag ship
remains only in docking manifests boarding the
orbital stations around Van Grothe's rapidity. In their
absence, the once established societal norm of
retainer masters and levied slaves grew to birth a
caste culture.
Just before their sudden realization of Imperial
colonization within their sector, the slave-defined
descendents grossly outnumbered their lords and
were on verge of open and violent rebellion. Only the
unusually swift arrival of Pro-Imperial forces saw to
this rebellion end before it started in the form of the
Calixis Trading Company.
Now Branigan's Retreat has become home to
the expansionist company whose aim is to delve
deeper into the private realm once owned by House
Branigan. Considered a paradise world in its own
rights, the world's composition promises great wealth
in the expanse to follow.
Rivals and Competition
Like all endeavors in the Imperium, there is
conflict of interests and vying powers ready to claim
a piece for themselves. Having Calixis recently
founded has thankfully kept most of the Adeptus
Terra at bay and focused on more important
advents, but some dogmatic Administratum forces
have begun to pervade the system. Rival companies
founded alongside the Calixis Trading Company
have also ventured far into the expanse in a race to
exploit the rumors pouring into the Calixis Sector.
It is without a doubt vital for the company to
establish trading rights and claim worlds before their
rivals and would-be usurpers sap the wealth of the
expanse for themselves. Hundreds, if not thousands,
of privateers and lesser rogue trader scions are
pouring into the system yearly.
At one point or another there will be conflict for
the players. Forging alliances and carefully choosing
your battles will lead to success. Anger the wrong
group on the wrong planet may lead to loss of profit
factors, abandonment by your financial supporters,
or even death! From Administratum censor task
forces, chartist company brigands, or shady
underworld operations, the expanse is open to grab.
Can you wrest from the touch of others? Evade
the lure of the xenos? All the while maintaining your
sanity against the weird and unexplainable?
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Sector Data
See ref: Player Handout, Quadis Sector Map Stable Routes: Marked Red Semi-Stable Routes: Marked Green Unstable/Unreliable Routes: Marked Yellow Claimed Worlds: Branigan's Retreat, Nakai, Hollow's Bastion. Known Warp Anomalies: The Hot Gates, The Ganepheorean Triangle. Adept Presence: Minimal Administratum and Mechanicus presence.
Trade/Economy: None yet...
The Known Worlds
Few worlds within the Quadis Expanse are
familiar by name by those in the know. Of these, a
few are listed below. A few example endeavors are
provided as examples of how this campaign will work.
Nakai
Nakai is an old human world that has
remarkably failed to attract the attention of outside
influence since its initial colonization, downfall during
the Old Night, and eventual rebuilding millennium
later. With the rediscovery of Branigan's Retreat and
the Quadis Expanse opened for exploration it was
inevitable the world would be discovered by one
power or another. Remarkably it was the Adeptus
Administratum censor bureau that made first contact.
Guided by an Emperor, the sun-nation of
Nakai is currently in negotiations with the Adepts who
are attempting to estimate and convert the world into
an Imperial frontier domain. Missionaries of the
Adeptus Ministorum while few in number are proving
effective in providing the first building blocks of
religious conversion .Rich in resources but hardly
backed by the full power of the Adeptus Terra, the
chief negotiator is attempting a willing compliance of
the world - an act that could take years, if not
decades. The Emperor of Nakai is not surprisingly
convinced of laying his sovereign rule down and
either does not comprehend the scope of the
Imperium or stubbornly believes in his own divinity.
Bring Nakai to Compliance
Greater Endeavor, +4 Profit Factor, Military
The Administratum would benefit greatly from bringing
the agriculturally rich world of Nakai into Imperial
compliance. Lacking access to full military requisitions
has prevented them from forcing Nakai into the fold of
Imperial law...yet. Rather than wait and risk the world
being absorbed by another branch of the Adeptus
Terra, the chief executor would rather have pro-
imperial forces un-aligned to the bureaucracy help
him in his endeavor to resolve the Nakai negotiations
sooner rather than later.
Hollow's Bastion
Hollow's Bastion is a den of the sectors
jetsam and flotsam and home to the infamous House
of Strife. Operating outside the purview of Imperial
Law, the founders of the House of Strife are
dangerous ex-guardsmen. Dissenters and traitors of
the worst kind, the ad-hoc organization is comprised
of mostly arms runners and other illicit business.
Commanded by the thug-lord Colonel
Holloway, the self-named world is protected by
unusually thick asteroid fields trapped by the small
planets strong gravitational pull. Both the Adeptus
Arbites and the Departmento Munitorum from Calixis
would carve worlds to apprehend these lesser traitors,
but lack sufficient means to do so currently as most
resources are being used to provide continual
foundation of the Calixis sector.
Capture Colonel Holloway
Lesser Endeavor, +1 Profit Factor, Crime
Lacking resources sufficient to perform the
task themselves, the Adeptus Arbites have issued a
rare warrant of arrest authorizing bounty hunters and
licensed killers crazy enough or stupid enough to
bring in Colonel Holloway (preferably) dead or alive.
Establish a Cartel
Lesser Endeavor, +2 Profit Factor, Crime
Colonel Holloway formed the House of Strife
to free himself and his men of the yoke of the
Imperium. To maintain this, he has begun to build an
extensive network of illicit trade to worlds within the
Calixis sector and even some unknown to the current
generation of explorers delving into the Quadis
Expanse. Bringing new trade to Colonel Holloway can
be both dangerous and massively profitable.
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Fynswyld
Recently discovered by a frontier Explorator fleet,
the nature of the world is largely unknown as first
contact relay teams have gone missing on the
planet's surface. While initial surface scans from
orbit have revealed a lush, rich world in minerals
and possible archeotech remnants, the Explorator
fleet is in dispute in regards to the fate of the world.
Undermanned for a full scale sweep of the
world, the fleet has stalled and currently rests in
orbit over the world as the council of Magi continue
to debate. The timely arrival of expansionist from
the Calixis Sector may prove most useful to their
cause in providing a clear course of action.
Investigate the Wylds
Lesser Endeavor, +1 Profit Factor, Exploration
Magos Nex-tel Rho believes in sending
another relay team to the surface to determine the
nature of the hazards below. While his
contemporary, Magos Ome-Ga Phi continues to
halt this decision and urge earmarking and
departing for other worlds and Magos Tem-Ra Alt
remains unswayed either way, Nex-Tel is not above
hiring outside aid in this matter.
Claim the Wylds
Lesser Endeavor, +1 Profit Factor, Military
Magos Ome-Ga Phi believes in earmarking this
world as hazardous and passing the information to
lesser organizations than the Mechanicus. What
evidence of archeotech is scant at best and the
pursuit of the quest of knowledge demands their
vigilance. Magos Ome-Ga Phi is more than willing
to have outsiders to take this matter off their hands.
QS-219
QS-219, or Quintus Romanus by local claim, is
a world that both promises riches beyond the
wildest dreams and the torment of denying them to
those who seek. During the Angevin Crusades a
naval patrol giving chase to the infamous Dread
Pirate Roberre followed their query to the then
unknown reaches of the Quadis Expanse. During a
fierce naval engagement Roberre's haul ship, the
Quintus Romanus, crashed into the world below.
While the infamous pirate was presumed dead
after the engagement, he arose later in the annuls
of the Quadis Expanse. What was left of his
treasure however has stayed firmly on the world
due to the planetary enigma called 'the curse of the
Romanus', a mist cloud that rends both flesh and
metal as easy as paper to the shredder.
Naval Biologi have failed to categorize it as a
living organism, either parasitic or insectoid. Some
have posited the theory the world is under influence
of the ruinous powers, but all psycho-analysis has
yielded no discernible warp signature. It has been
noted with much concern that there is no known
way to seal the 'substance' with sealant or air tight
plas-steel - earning the world a forbidden to travel
quarantine in fear such an unstoppable threat could
spread throughout the new expanse and the
fledgling Calixis Sector.
The Impossible Engine
Grand Endeavor, +8 Profit Factor, Exploration
One of the many rumors and tall tales points to
a device known as the Impossible Engine resting in
the rusting derelict of the Quintus Romanus.
Plundered from an Explorator fleet returning from
dark stars, all surviving records depict the machine
as bearing the hallmarks of standard template
constructs built during the Dark Age of Technology.
The chief Explorator who perished defending the
device before it's theft by Roberre left many
tantalizing theorems that speak of the machine as
'able to traverse the stars without need of warp or
inertia itself'.
Where any brave enough, capable enough,
and crazy enough to venture to Quintus Romanus
and retrieve the device would be greatly rewarded
by adepts of Mars. As of yet, none who have
ventured forth have ever returned.
Award: The Impossible Engine This ship component is able to convert 2 Power for 1 Speed with no maximum cap. How it does this and the dangers involved can only be discovered by capable hands.
Archeotech Power Space SP Inertialess Drive Matrix
1 1 1
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Organizations of
the Expanse Relatively unknown and left largely unexplored,
the touch of the Imperium is new and (often)
unwelcomed by the strange and bountiful worlds of
the Quadis Expanse. Below are the most influential
organizations to have graced the expanse.
The Calixis Trade Company
Formed by a coalition of several prominent
veterans rewarded chartist rights by Lord-Sector
Drusus, the Calixis Trade Company has from its start
a strong foundation. Several lesser scions of Rogue
Trader Dynasties already endowed with the freedoms
awarded their station brokered exclusivity with the
fledgling trading power ensured it's quick ascension
and success.
While most of their rivals were locked firmly to the
ascendant sector, the Calixis Trade Company has
ambitions for much more than to maintain the supply
and demand of a single circuit. Thus they have
pushed outwards whenever possible. Lesser vessels
have become huge fleets that surround the ancient
vessels of the Rogue Trader founders and there
scions. Those without the ability to travel freely
maintain the companies wealth flowing and
operations steady until these fleets return with ever
more lucrative contracts.
House Hattori
One of the more powerful founding members of
the Calixis Trade Company is House Hattori.
Currently led by patriarch Hanzel Hattori, the house
has led considerable resources into providing the
company with its founding assets. As such nearly
1/3rd of operations are overseen or handled directly
by the lesser scions under the guidance of their
patriarch.
House Hattori was less than prodigious prior to
the onset of the Angevin Crusades. Considered an
upstart house founded only several centuries ago, the
fledgling dynasty earned its most important marks of
recognition by Lord-Sector Drusus himself and have
since incorporated several prominent Calixis insignia
in their coat of arms.
The Quadis Expeditionary
Censorae
Dogmatic, bureaucratic, and the truest adherents
to the Adeptus Terra within the Quadis Expanse, the
Expeditionary Censorae is a minor branch of the
Adeptus Administratum tasked with counting non-
compliant worlds. Initially formed to account for world
populations unaccounted for in the Calixis sector. Due
to the uncertain boundary of the new sector and
(suspected blurred) scope of duration, the Censorae
have carried their mission onward into the Quadis
Expanse.
Nominally composed of a single fleet, the
Censorae have an unusually large source of founding
which they have used to finance independent parties.
Bounty hunters, diplomats, other Adeptus personnel
and even rogue traders have been lured to their
mission by the throne gelt
The Tradewars
Lucrative agents and tradesmen of the Navigator
houses have made their way into the Quadis Expanse
by both necessity and by chance. During the Angevin
Crusades several greater and lesser houses were
represented in the maritime and naval actions leading
to the birth of the Calixis Sector. Those most
exemplary and most influential in the sector were
awarded permanent honors and elevated their great
families in prestige.
Either through envy or natural politicking between
the Navigator houses several minor Trade Wars had
erupted towards the tail end of the crusades. With the
crusades conclusion and formalization of the sector
proper, the consolidation of power and establishment
of merchant fleets, the Trade Wars were formally
ended to promote synergy and good face to the
Imperium at large.
The truth, however, is that several members
continue to wage private trade wars in bitter rivalries
outside the control and policing of the sector's
scrutiny. Places such as the Quadis Expanse have
become another extension to these intermittent
displays of force above isolated worlds or in the deep
void.
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A Tradewar is a limited and strictly
regimented form of warfare, formally declared
between rival trading factions, which is permitted
by the Administratum under the Navigator
Conventions.
The aim of the Convention is to reduce
the overall damage to shipping and mercantile
interests, as well as prevent rival factions from
simply destroying one another. The rules of a
Tradewar prescribe formal declarations of intent
and restrict permissible targets. The Great
Navigator Houses see Tradewar more as an
extension of the customary means of competition
between competing commercial interests, than
as open warfare. During a Tradewar, forces
directly under the control of the warring factions
are allowed to raid each others’ shipping, attack
important mercantile operations or destroy
equipment owned by the opposition. Employees
and declared members of rival houses become
fair game for assassination attempts or direct
attack, but violence cannot extend beyond the
direct opposition, so subsidiaries and lesser
Houses allied to the warring factions are
theoretically immune to the effects of a
Tradewar, though they are often dragged into
direct conflict. In practice, Tradewars rarely last
very long as they are expensive in money and
manpower, and the profits to be gained by
wresting control of commercial contracts of a
specific market or shipping routes does not often
justify the expenditure. They also tend to
produce bitter enmities between the rivals, as the
fighting is invariably of a tawdry nature, leaving
many scores to be settled at a later date.
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Time Line Below is a snap shot of the time line leading to
the beginning of the Price of Honor game for quick
reference for players.
-.M30-M31 THE GREAT CRUSADE
EARLY M31 THE HORUS HERESY
100-600.M36 THE AGE OF APOSTACY
228.M36 THE WAR OF ASSASSINS
378.M36 THE REIGN OF BLOOD ENDS IN THE
DEATH OF GOGE VANDIRE
395.M36 The Haarlock Charter: The granting of the
Haarlock Great Charter by Sebastian Thor to the Free
Captain Mordercai Haarlock for his service against
the apostate fleets of the Frateris Templar.
723-736.M36 The Great Voyage: Solomon
Haarlock’s fleet undertakes a perilous thirteen-year
voyage and charts a volume of space beyond the
Imperium’s borders he dubs the “Calyx Expanse”
finding several xenos domains, substantial mineral
resources, several stable warp channels and
scattered human populated worlds of unknown
providence. He also notes several worlds that he
deems to mark out the territory, of a long dead greater
civilization, eons old, and names their former realms a
“Chalice of Great and Ancient Wickedness”. He notes
the area for its entry in the Cartographia Universalis
as rich in “Souls, Plunder, Wealth and Things Best
Left Undisturbed”, and a region that could be added to
the Imperium but only purchased with a “Great
Effusion of Blood.”
133.M37 The World of Sinophia Founded: As the
Granted Personal Fiefdom of the Rogue Trader
Teresa Sinos at the end of her voyages. The planet is
situated beyond the edge of the Scarus Sector and
rapidly becomes a staging post for expeditions into
the Calyx Expanse and the Halo Stars.
Various-M37-M39 The Age of Plunder: The stories
brought back from the Calyx Expanse of wealth,
xenos artifacts and life sustaining worlds draw
numerous Free Captains, Rogue Traders and
renegades to the region from across the Scarus and
Ixaniad Sectors. Darker tales surface as well of
inhuman empires, horrific xenos “Mind Eaters”, warp
worshiping savages who were once men, the dark
perils of the limitless “Abyss of Ha’az’Roth” and of a
baleful black star that presages disaster. But enough
plunder flows to keep a steady stream of adventurers,
rogues and Explorators entering the expanse, many
never return.
290-299.M38 THE ALTID CRUSADE
Mid. M38 The Meratis Settlement: Isolationist voider
families fleeing persecution in the dynastic wars of the
Ixaniad Sector settle the Meratis Cluster in the stellar
dead zone between the abyss and their former home.
In time their numbers are swollen by human
renegades, outlaws and worse, forming the Meratech
Clans.
038.M39 THE MOONS OF YMGRL CLEANSED OF
GENESTEALERS
322.M39 The Angevin Crusade Begins: Praetor
Golgenna Angevin, a powerful noble from the Terran
Court is raised to the rank of Lord Militant and granted
a writ from the High Lords to persecute a crusade to
liberate and dominate the area of space designated
as the Calyx Expanse. His crusade forces drawn
principally from the Segmentum Solar numbering over
seventeen million levied troops divided into four battle
groups and a strategic reserve, re-enforced by
elements of the Legios Venator and Magna, as well
as the Black Templars, Tigers Argent, Sons of
Medusa and Charnel Guard Chapters of Adeptus
Astartes and a significant naval deployment from the
battlefleets Solar and Obscurus. While a score of
Rogue Trader and Explorator fleets range ahead of
the main forces identifying targets and providing
active reconnaissance in this dangerous region of
space. Swelling the forces already vast ranks are tens
of thousands of “pauper warriors” whipped up into a
frenzy of holy zeal by the Ecclesiarchy and the
passing of the crusade fleets and innumerable petty
hangers-on, opportunists and logistical transports,
with supply trains leading back whole sectors away
from the font. Using the well established frontier world
of Sinophia as its forward staging post and marker,
the crusade’s main thrust in launched like an armored
fist into the heart of the Calyx Expanse across the
Periphery in a two pronged assault into the regions
heading towards two prominent systems where
Rogue Traders have long established pro-Imperial
human contact; Malfi and Solomon.
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341-545.M39 The Reaping of the Emperor’s Wrath:
Having strongly established and fortified two salient's
of conquered territory into the Calyx Expanse, with
their domains now anchored on the worlds of
Solomon and Malfi, as well as defeated three minor
xenos empires and innumerable other non-compliant
forces in the prior twenty years of fighting, the
Crusade pauses for fortification and entrenchment of
its gains before the next stage of conquests begins.
The crusade is then granted a fresh influx of troops by
the High Lords in recognition of its success (and the
wealth already pouring from their conquests), in order
to press on. Seizing the moment, the Crusade forces
carry out the greatest single sweep of conquests of
the conflict as the two-pronged assault from the
salient arms sweep together conquering as many
worlds in the apace of four years as had been taken
in the preceding two decades, forming the territory
later known as the Golgenna Reach it what becomes
known to the chroniclers as the “Reaping of the
Emperor’s Wrath.” Of the many famous victories of
this campaign, one of the most lauded belongs to the
young general Drusus, who took the war-world of
Iocanthos in single week, overthrowing a great and
baleful tyranny there, while perhaps the most
infamous is the Exterminatus of the world of Amun’an
Morrus, whose once-human machine population is
judged to tainted to exist. Such horrors are attested to
on this world that after its destruction its former
location is stricken from all records, only to live on as
a dark legend.
353-558.M39 The Golgenna Consolidation: With
the first and second great phases of its vast operation
complete,(and partly owing to battle fatigue after thirty
years of Crusade), Angevin’s forces consolidated their
hold of what was more than two hundred captured
worlds, and shepherded the arrival of the a first wave
of Imperial colonization to the areas they controlled.
During this period of relative peace, several notable
regiments who had earned great glory in the wars
(such as the Brontine Centurions) were given rights of
settlement to their own worlds, while several attached
forces (such as the Astartes) rotated out of Crusade
service.
359.M39 The Crusade Second Front is Opened:
The Crusade’s third great push begins with freshly
raised army group gathered from the core worlds of
the Segmentum Obscurus, under the command of
High Admiral Vaakkon, opening a second front.
Invading from the Calyx expanse’s Coreward, with the
goal of linking up with Angevin’s own forces who
advance from Golgenna to meet them. This phase of
the campaign proves disastrous, as worsening warp
conditions and a series of calamities and reversals
beset the conflict, and when the fleets finally meet in
363.M39 at Orendal the Imperial losses of the last
four years nearly equal that of the first two decades of
the Crusade. Angevin commands the world of
Orendal to be transformed in a shrine to honor the
fallen dead and retreats, some say a man broken in
will and purpose, to the interior of Golgenna Reach,
devolving command of his armies to his senior
generals and admirals with mixed success, as with no
clear line of authority factionalism and bitter rivalries
start to appear in their ranks.
363-369.M39 The Bleak Years: With the Crusade’s
forward impetus stalled, its domains begin to come
under repeated and sustained attack from without,
weathering the storms of an Ork Waagh, and the
privations of xenos corsairs and raiders whose
assaults claims the lives of millions. Signs and opens
are everywhere; a burning black fire is seen in the
skies of Lossal prime days before all contact with the
thriving colony world is lost, the wreckage of an entire
overdue re-enforcement battle group out of Akurion is
discovered by piquet ships operating on the fringes of
the Ha’az’Roth region and plagues decimate the
worlds of the Malfian Holdfast. Rebellions and cult
activity rises to threaten what were thought to be
stable worlds and assassins claim the life of Arch-
Confessor Melcher El, the Crusade’s spiritual leader.
Worsening rivalry between the generals and Imperial
Commanders break out into petty conflicts, betrayals
and wave of outright distrust allows matters to
deteriorate further. For the first time the Crusade’s
gains begin to be lost, and the Imperial forces are
stretched increasingly thin in their defense of the new
realm, and morale problems and discord grow in the
ranks.
Only the fleets of the Rogue Traders Sibylline
Haarlock and Ludd Sabrehagen providing rapid
transport and redeployment for the brilliant and daring
counter attacks of General Drusus’s army group
against the warp-worshiping xenos race known as the
Yu’vath and their debased human allies prevent the
entire Malfian region from collapsing and leaving the
Crusade’s conquests wide open for assault. Drusus is
widely acclaimed as a savior but many power figures
view him as a dangerous warmonger and would-be
usurper.
367.M39 The Transfiguration of Drusus: According
to some sources, betrayed by agents of his rivals
among Angevin’s generals, Drusus is attacked by a
deadly assassin while rallying his depleted forces on
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Maccabeus Quintus and is seemingly slain, before
rising again - an event many see as a true miracle
and a clear mark of the Emperor’s favor. The Drusine
Imperial Cult begins to flourish in his shadow, already
revering him as a living saint, while shadowy
agencies, some say belonging to the Ordo Malleus of
the Inquisition also bring new aid to his forces in the
persecution of the Yu’vath and their allies (which
include traitors within the Imperial’s own ranks).
Almost by sheer force of personality and by
independently rallying much of the Crusade’s forces
to his own banner with tacit backing from the wider
Imperial powers, (including the involvement of a
sizable force from the Iron Hands Astartes Chapter).
So empowered, Drusus forces the Angevin Crusade’s
beginning the third and final great phase of conquests
destroying the powers that controlled much of what
would later be known as the Drusus marches in his
honor, laying waste to as many worlds as he
dominated.
370-610.M39 The Great Founding: Mass colonial
expeditions from the overpopulated worlds of the
distant Segmentum Solar, and from nearer afield in
the troubled Mandragora and Gehenna Sectors arrive
within the fledgling Calixis Sector, creating a great
influx of population to the region.
372.M39 The Death of Angevin: Golgenna Angevin
dies at his palace on Quaddis, the official judgment is
natural causes, with rumors accounting his decline in
health to advanced old age and a surfeit of fine living,
darker stories persist of the Officio Assassinorum’s
hand in matters as punishment for his latter failings.
Drusus is named Lord Militant by wide acclaim in his
stead (with both Departmento Munitorium and
Inquisition backing) and as soon as a state period of
mourning for the late Angevin is over, immediately
sets to re-forging the regions military forces for a final
counter attack into the regions of the Adrantis Nebula
and remaining strongholds of the Yu’vath Hell Worlds.
380.M39 The Grant of The Lathes: In recognition of
their invaluable assistance and heavy losses in the
purging of the taint of the Adrantians, as well as their
service to the Crusade in decades past, Drusus
grants the Lathe system to be the sole domain of the
Adeptus Mechanicus in perpetuity, and ratifies their
claims to several other worlds and rights of free and
unchecked passage through the stars the Crusade
has conquered. By this act, the lords of Mars were
bound in strength both to the fledgling sector and to
his own banner.
384.M39 The Angevin Crusade officially Ends in
the Birth of the Calixis Sector: With the final defeat
of the xenos Yu’vath and the Bale Childer, and the
Exterminatus of their homeworlds, the final serious
organized resistance to Imperial Rule in the Calyx
Expanse ends and Drusus declares the Crusade to
be complete. Drusus installed with full rights and title
by the Equerry Primaris of the High Lords of Terra as
the first Lord Sector Calixis to much acclaim. Among
his first acts are the confirming the world of Scintilla
as his capital, the ratification of the great trade
charters to the mercantile shipmasters and rising
commercial powers that had maintained the Crusade,
binding the sector’s life blood of trade and creating
what would become the great Chartist families and
first great houses. His other achievements include the
creation of the sectors great legal code, the Corpus
Presidium Calixis and the instillation of a Calixian
Holy Synod at Tarsus on Scintilla. Full effective
pacification of the sector will however consume much
blood and material of the Imperial war machine for a
further three centuries to come.
389.M39 Current Date Line.
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Legends of the
Expanse
In Price of Honor there will be clearly defined
roles that certain careers will be responsible . Listed
below covers the basic premise of how these roles
will be utilized to their maximum effect and make each
player more in control of the game in different ways.
The Dread Pirate Roberre
The Dread Pirate Roberre has been raiding and
terrorizing the Quadis Expanse for the past 500 years.
How he has done this for so long nobody knows. His
raids have now begun in the Calixis Sector. His fleet
has been diminished significantly after his affairs in
the Quadis Expanse and many of the remaining ships
have been badly damaged. He's looking to rebuild
and expand.
The Immortal Pirate
Greater Endeavor, +3 Profit Factor
There are those who would give more than their
fair share of gelts and thrones to determine the
source of Roberre's apparent immortality. Some wish
to claim this source for themselves, while other more
puritanical would eradicate such abominations.
Capturing this most elusive and legendary figure is
the first step in claiming such a great bounty offered.
The Hrandal
"Did we ask him questions? Yes, we did. Each
response was truer than we could imagine. Yet we
wasted them on such paltry and panic stricken
inquiries that now, years later, I realize were a wasted
opportunity. We had the warp's eye to see through
and we asked why he was on our ship..."
The Hrandal is an old void-born tale that
originated sometime during the Angevin Crusades.
Some claim the Hrandal is just a daemon, odd but still
a malicious daemon all the same. Others claim the
Hrandal is a void spirit who still plies the immaterial
seas as an outcast revenant. All the stories share the
same basic premise - the Hrandal appears aboard a
ship and answers three questions. Then he departs,
often leaving madness or disaster in his wake.
Those who have firsthand accounts of the
Hrandal's ghostly rousing tell of an aged figure,
shadowy yet luminescent. Adjourned to his brow is
the Aquila - perhaps in mockery or some form of
penitent act. He asks three questions, waiting for an
answer. Then he in turn responds to three asked of
him.
Blue Daemons of the Myst:
Warp entities known for wrecking passing ships
at the Ganepheorean Triangle. The only way to save
the ship is for the captain to talk to them in rhyme and
get the last word.
Stone of the Condemner
On Branigan's Retreat there is a local legend of a
precious amulet lost to the ancient rogue trader
House. The stone was discovered during the life time
of Zeromus Branigan, the last member of the house to
visit his families retreat on the outer fringes of the
expanse and beyond the dread stars.
Records show that the stone at once gave the
rogue trader incredible clarity of vision, but ultimately
drove him insane and ever paranoid of those that
served with him. Zeromus' legacy is remembered only
in the scant dark heresies that remain from that
ancient time.
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Rules Miscellany Listed here are various house rules or
amendments used in this campaign.
Orbital Strikes
It is common practice in an age where space
farers wield weapons with the power to level cities to
do just that in those occasions where it would prove
advantageous to do so. This is often a show of brute
force and rarely a pinpoint strike. Only an Ill-advised
or desperate man on the ground would call an orbital
strike on a nearby target as a stray shot could
obliterate him as well as easily as his target.
Whatever the reason this tactic is used there can be
no doubt of its impressiveness, though its
effectiveness is another matter entirely
All Bombardments: • Timing: Orbital bombardments are a complicated
and time consuming process. Every roll made in the
process is an extended action that lasts for one
Tactical turn in space. You may only complete one
part of the process per Tactical turn.
• Order: A bombardment is the sum of its parts and
all tests must be performed in a specific order.
Should you choose to reroll a test, all tests following it
in the order must be rechecked following the Timing
rules. You may at any point re-check the Orbit or
Target Acquisition Tests but this will take a tactical
turn to do so; that roll will replace the previous test for
that stage.
• Results of a hit: The devastation wreaked by most
starship weapons is overwhelming. If a target is
struck it should be considered destroyed, and
anything within it considered useless rubble 75% of
the time. Any personnel or population caught in an
orbital strike blast radius should be considered
annihilated or at least functionally destroyed 60% of
the time. Should a strike miss there is a 20% chance
that any unwanted targets (i.e. infrastructure, allied
forces on the ground, etc…) within 10 miles of the
original target will be hit by the resulting destruction,
resolve this using the above percentages.
• Reinforced or shielded targets: Some targets
will be reinforced, hidden beneath layers of armor or
even underground, AND some targets may even have
massive void shields specifically to protect from
orbital bombardments. Targets such as these may
require successive hits to break through their
defenses.
• Repeat bombardments: You may re-fire your
bombardment needing only to re-roll the
Bombardment test with the same modifiers if the
previous Bombardment Test succeeded with any
degrees of success. If the original Strike didn’t score
any degrees of success both previous tests need to
be retaken.
• Weapons systems: The weapon you use to fire
the bombardment can modify the difficulty of the
process and determines the area of effect of the
strike.
The Bombardment Process: 1. Achieving Synchronous Orbit: In order to
properly position the Starship for an effective strike
the ship needs to be brought into geo-synchronous
orbit over the target. Announce the intended
weapons for the bombardment and make a Difficult
Pilot + Maneuver Test. Each degree of success
provides a +5 modifier to the Bombardment, Failure
and each degree of failure provide a – 5 Modifier to
the Bombardment test. If the ship moves at all after
this point the process needs to be restarted.
2. Acquiring the Target: Plotting the firing solution
requires a Scrutiny + Detection Test the difficulty is
determined by the desired target size. (Ex. -40 A
single large building, -20 an area with a 1km radius,
+0 a small town, +30 a large city.) Each degree of
success provides a +5 modifier to the Bombardment,
Failure and each degree of failure provide a – 5
Modifier to the Bombardment test.
3. Fire the Bombardment: Actually launching the
bombardment requires a Hard Ballistic Skill +
Modifiers Test. Results of the roll are determined by
the weapon system fired.
Macrobattery Bombardments:
Any changes to the standard process described
below supersede the standard process when firing
this type of weapon system.
1. Achieving Synchronous Orbit: This is the same
as the standard process.
2. Acquiring the Target: Each additional
Macrobattery to be fired adds +10 to acquiring a
target. No macrobatteries involved in this calculation
may be fired in the Tactical turn this test is made or
until after the bombardment is made or this test will
need to be retaken.
3. Fire the Bombardment: Each additional
Macrobattery fired in the bombardment counts as an
“additional hit” and requires a re-roll of the Destruction
percentage dice if the first rolls fails to destroy the
target, each battery also adds a +1km destruction
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radius. Results for the Bombardment test are as
follows.
• 5+ Degrees of success: Only the Target is hit.
• 3-4 Degrees of success: The target and a 1km
radius are hit
• 1-2 Degrees of success: The target and a 2km
radius are hit
• Success: The target and a 3km radius are hit
• Failure: The target is missed and a random 1km
radius is hit
• 1-2 Degrees of Failure: The target is missed and
a random 2km radius are hit
• 3-4 Degrees of Failure: The target is missed and
a random 3km radius are hit
• 5+ Degrees of Failure: The target is missed and a
random 4km radius are hit
Lance Bombardments: Any changes to the standard process described
below supersede the standard process when firing
this type of weapon system.
1. Achieving Synchronous Orbit: The lance being
a more precision weapon requires even more care to
position. The test for Achieving Orbit is a Very Hard
Pilot + Maneuver Test
2. Acquiring the Target: While this calculation is
taking place no Prow mounted weapons may fire the
Tactical turn this test is made or until after the
bombardment is made or the whole process will need
to be restarted. Because lances are concentrated
power it takes much longer for them to raze large
areas as a result each +10 provided to this roll for the
size of the target the actual Lance Strike will take an
additional turn to complete. (ex. A large city provides
a +30 due to size and therefore will add 3 turns
making it 4 Tactical turns to fire the strike)
3 Fire the Bombardment: The raw elemental
power of a Lance Strike requires a re-roll of the
Destruction percentage dice if the first roll fails to
destroy the target. If a Lance battery or additional
Lance is fired subtract one from the total turns of a
multi-turn strike. Results for the Bombardment test
are as follows.
a. 3-4+ Degrees of success: The target is hit
b. 1-2 Degrees of success: The target and a 1km
radius are hit
c. Success: The target and a 2km radius are hit add
1 turn to the length of the strike.
d. Failure: The target is missed and a random target
is hit
e. 1-2 Degrees of Failure: The target is missed and
a random 1km radius are hit
f. 3-4+ Degrees of Failure: The target is missed and
a random 2km radius are hit and add 1 turn to the
length of the strike
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The Role of Fate
In Price of Honor, there are quite a few different
ways Fate Points can be used by certain careers. The
differences are listed by career.
Navigator
When determining the planetary body that will be
explored using the Quadis Sector Map, the Navigator
may use a Fate Point to choose on the encounter list
instead. This can only be done before the dice are
rolled for the encounter. If the Navigator does not like
the result of the dice, he may instead use a Fate Point
to select a different location by subtracting or adding
one to the roll.
Arch-Militant & Void-Master &
During a Deep Space random encounter
involving hostile sentient races, the Arch-Militant or
Void-Master may use a Fate Point to perform one of
the following actions:
- Sabotage the Enemy Ship with either a successful
Demolitions skill test (+30 modifier) or Tech-Use (+30
modifier). Demolitions will result in a high explosion
while a tech-use will see the ship set to a predestined
location based on the players choice.
- Kill the leader of the enemy ship without need of
combat rolls. This does not include any minions or
other combatants.
Astropath
The psyker is one touched by the warp. Both
estranged from humanity and tethered to its
dominance, he journeys the perilous and fine line
between salvation or damnation. One of the many
quirks of his trade is the ability to see the world in
what is known as 'witch-sight'.
The Astropath may spend a Fate Point to
immerse himself in the warp echoes and read from
the vein of unreality. He may use this power in two
ways:
- He may commune with the echoes of the past,
ghosts, and other lingering entities by making
perception test (+10 modifier if dealing with humans, -
30 if dealing with xenos). The Astropath may gain a
+20 to this roll if he posses the polyglot talent.
- He may make a divination. This is incredibly taxing
to the human spirit however and will invoke an
insanity test. If successful, the Astropath may ask the
Gamemaster a number of questions equal to his
Perception Bonus.
Seneschal
The Seneschal may spend a Fate Point to
automatically pass an Acquisition Test for any
singular item of Near Unique or less rarity. He may
instead spend a Fate Point to gain a +30 modifier on
an Acquisition Test.
Explorator
The Explorator may spend a Fate Point to
becalm or order a Machine Spirit to his favor. If the
Machine Spirit is hostile or alien in nature, then a
tech-use skill test must be taken as well (with a +30
modifier).
Rogue Trader
The Rogue Trader may spend a Fate Point to
automatically succeed in a single Diplomatic situation
requiring a Fellowship Test. This can be either to win
favor with neutral or willing parties or to intimidate and
frighten off hostile forces.
Missionary
The Missionary, guided by the vision of the God-
Emperor, goes forth into the world knowing his path
has already been set and his personal fate already
predetermined. He may spend a Fate Point when
consulting the Imperial Tarot to divine the future. He
may ask the Game Master a number of questions
equal to his Willpower Bonus.
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Bestiary This page is reserved for the multitude of strange
and wonderful creatures, sentient and/or hostile, that
inhabit the Quadis Expanse. Check periodically for
updates.
Imperial Navy Armsmen
Tasked with maintaining security, boarding
enemy vessels and repelling boarders, Imperial Navy
Armsmen form the core of the forces present on
Fynswyld.
Imperial Navy Armsmen Profile
WS BS S T Ag Int Per WP Fel
35 35 35 35 35 28 31 25 26
Movement: 3/6/9/18 Wounds: 10
Armor: Guard Flak Armor (4 all). Total TB: 3
Traits: Athletics, Awareness, Common Lore
(Imperium, War), Dodge, Operate (Ground),
Scholastic Lore (Tactica Imperialis), Speak
Language (Low Gothic), Stealth
Talents: Nerves of Steel, Rapid Reload, Takedown
Weapons: M36 Lasgun (Basic; 100m; S/3/-; 1d10+3
E; Pen 0; Clip 60; Reload Full; Reliable), Combat Knife (melee; 1d5+3; Pen 0), 3 Frag Grenades (Thrown; 9m; S/-/-; 2d10 X; Pen 0; Clip 1; Reload -; Blast [3]). Gear: Imperial Navy uniform, micro-bead, respirator,
4 clips for Lasgun.
Navy Officer
A military aristocracy of the stars that spans the
Imperium, the Officer Corps of the Imperial Navy are
an institution that dates back millennia in a tradition
of service, bellicosity, and sacrifice that some would
argue is unmatched.
Navy Officer Profile
WS BS S T Ag Int Per WP Fel
38 32 30 30 35 35 30 38 31
Movement: 3/6/9/18 Wounds: 12
Armor: Flak reinforced uniform (3 All) Total TB: 3
Skills: Awareness, Climb, Command +10, Common
Lore (Imperium, Void, Imperial Navy, War), Navigation (Stellar), Speak Language (High Gothic, Low Gothic) Talents: Basic Weapon Training (Las, SP), Nerves of
Steel, Melee Weapon Training (Primitive, Universal), Peer (Imperial Navy), Pistol Training (Universal). Weapons: Naval pistol (20m; S/3/–; 1d10+4 I; Pen 0;
Clip 6; Reload Full; Tearing), mono-sword (1d10+3 R; Pen 2) or officer’s cutlass (1d10+3 R; Shocking). Gear: 2 spa re naval pistol clips, personal vox,
officer’s seal, respirator.
Imperial Guardsmen
The largest military force in the Imperium,
spanning the breadth of human-space, is the Imperial
Guard. This behemoth of manpower and military
might is responsible for countless military victories
throughout the centuries. Employing massed infantry
armored companies of battle tanks, and barrages of
artillery the Imperial Guard is deployed to grind the
enemies of man out of existence. The Imperial Guard
is not a precision military instrument; it is a blunt
hammer with which the Adeptus Terra crushes its
foes. The sheer numbers involved in an Imperial
Guard engagement are often staggering, hundreds of
thousands of soldiers and support personnel directed
to one purpose in any given theatre of war.
Most Guardsmen are soldiers trained with a
baseline of combat skills, though veterans of even a
single campaign are treated with incredible respect by
their peers. Many Guardsman platoons are made up
of citizen-conscripts or even penal world inmates
sentenced to years of service for their crimes. All told,
the average Guardsman is a mediocre soldier at best,
armed with the common lasgun or autogun and
armored in inexpensive flak armor Their training
affords them the bare minimum in battlefield
maneuvers and coordination, though when faced en
masse, this is usually all that is needed for victory.
Imperial Guardsman Profile
WS BS S T Ag Int Per WP Fel
35 35 35 35 35 28 31 25 25
Movement: 3/6/9/18 Wounds: 10
Armor: Guard Flak Armor (4 all). Total TB: 3
Skills: Awareness, Athletics, Common Lore
(Imperium, War), Dodge, Operate (Ground), Speak
Language (Low Gothic), Stealth (Ag)
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Talents: Nerves of Steel, Rapid Reload, Takedown.
Weapons: Guard Issue Lasgun (Basic; 100m; S/3/-;
1d10+3 E; Pen 0; Clip 60; Reload Full, Variable
Setting), Combat Knife (1d5+3; Pen 0), 3 Frag
Grenades (Thrown; grn; S/-/-;2d10 X; Pen 0; Clip 1;
Reload -; Blast [3]).
Gear: Guard Uniform, micro-bead, respirator, 4 clips
for lasgun, Imperial Infantryman's Uplifting Primer.
Bounty Hunter
The members of the Inquisition guard their
secrets jealously for fear that the knowledge of what
horrors they face may corrupt the hearts and distort
the minds of lesser men. Despite this, there are those
who have seen the darkness and faced corruption
willingly and come out the other side unscathed. The
threats faced by the Calixian Inquisition are beyond
counting and there are vast stretches of void where
the official agents of the Inquisition hold no sway.
There comes a time when the services of such men is
needed for the safety of the masses. When a rogue
psyker or fugitive heretic flees the bounds of imperial
space into the frontier regions of the galaxy, the
agents of the Calixian Inquisition, few as they are, are
likely to employ an experienced bounty hunter to
retrieve them.
Bounty Hunter Profile
WS BS S T Ag Int Per WP Fel
41 48 41 41 45 36 39 38 36
Movement: 4/8/12/24 Wounds: 18
Armor: Light Carapace (5 all) Total TB: 4
Skills: Awareness +10, Common Lore (Imperium),
Concealment, Dodge +20, Drive (Ground Vehicles),
Inquiry, Interrogation, Intimidate +10, Medicae, Parry
+20, Security, Shadowing, Silent Move, Speak
Language (Low Gothic), Tracking
Talents: Deadeye Shot, Disarm, Hip Shooting, Quick
Draw, Marksman, Nerves of Steel, Rapid Reaction,
Sharpshooter, Swift Attack, Takedown, Unarmed
Warrior.
Weapons: Chainsword (1d10+6 R; Pen 2; Balanced,
Tearing), Semi-Auto Hand Cannon with amputator
rounds (Pistol, 35m; S/2/-; 1d10+6 I; Pen 2; Clip 8;
Reload 2 F:-, or Splinter Rifle (Basic; 6Om
S/3/5;1d10+2 R; Pen 3: C : 200; Reload 2 Full; Toxic [
]), 3 Stun Grenades (Thrown, l2m; S/-/- ; ; Blast [3],
Concussive [2]).
Ministorum Cleric
Throughout the Imperium, men and women toil in
the service of the God-emperor. Tending the souls of
so many billions of Imperial citizens is no easy matter
and the Ministorum is a spiritual and administrative
juggernaut as a result. The clerics who perform the
daily rites and prayers in the name of their God-
emperor are devoted to their church, men and women
whose faith is unwavering and contagious. These
clerics fill a number of roles from planetary minister, to
guard or naval chaplain, to frontier missionary. Their
theological rhetoric can stir the masses from the
desperate toil of Imperial life and reassure them of the
purpose of their work and the glory of the Emperor.
Their prayers in battle are a blow to the forces of
Chaos, and their faith makes them fearless before the
darkness.
Ministorum Cleric Profile
WS BS S T Ag Int Per WP Fel
38 24 30 41 29 29 25 22 40
Movement: 2/4/6/12 Wounds: 14
Armor: Chain Reinforced Robes (3 All except Head)
Total TB: 4
Skills: Awareness, Charm, Common Lore (Imperial
Creed), Linguistics, Parry +10, Scholastic Lore
(Imperial Creed)+10, Speak Language (High Gothic,
Low Gothic).
Talents: Air of Authority, Demagogue, Hatred (Chaos
Space Marines, Daemons, Heretics, Mutants,
Psykers, Renegades, Xenos, Unshakable Faith)
Weapons: Chainsword (1d10+5 R; Pen 3; Balanced,
Tearing), Shotgun (Basic; 30m; S/-/-; 1d10+4 I; Pen 0;
Clip 8; Reload 2 Full; Scatter).
Gear: Ecclesiastical robes, prayer book.
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The Principals
The Principals details and describes NPCs that
play an important role in the plot of Price of Honor. As
such, they are each detailed individually.
Merchant Prince Oren Peli Oren Peli, captain of the 'Injustice', is a very rare
freebooter who can stand toe to toe with a rogue
trader scion and come out on top both financially and
with ship prowess. He has been hired as a consul and
adviser to the first expeditions but his contract is
currently nearing release after his next foray into the
expanse.
He is an overly proud man who shows no
hesitation in flaunting his wealth and success to those
he deems lesser than him. Unfortunately, that is
everyone he ever met. The merchant prince as he
has been dubbed makes no attempt to hide his
ambitions of claiming parts of the Quadis for his own
and for what he refers to 'the great game of Houses'.
Free Trader Captain Oren Peli
WS BS S T Ag Int Per WP Fel
35 42 31 35 41 41 42 52 65
Movement: 4/8/12/24 Wounds: 15
Armor: Reinforced uniform (Arms 1, Body 2, Legs 1).
Total TB: 3 Profit Factor: 43
Skills: Awareness, Barter +10, Common Lore
(Imperium, Merchant), Sleight of Hand +10, Silent
Move +20, Forbidden Lore (Archeotech) +20,
Forbidden Lore (Xenos), Navigation (Stellar), Speak
Language (High Gothic, Low Gothic) (Int), Trade
(Merchant, Voidfarer) +10.
Talents: Basic Weapon Training (Las, SP), Melee
Weapon Training (Primitive, Universal), Peer (void
born), Pistol Training (Universal), Two-Weapon
Wielder, Dual Shot, Ambidextrous, Air of Authority
Weapons: Hellpistol (Pistol; 30m; S/2/–; 1d10+4 E;
Pen 7; Clip 20; Reload 2Full).
Gear: 1 spare hellpistol clip, personal vox,
Commercia Warrant, data-slate, master security key
for ship.
Novator Azshara Elin Dakkar Amongst the Navis Nobilite, the name of House
Dakkar is a byword for hubris. At the dawning of the
rise of the Calixis Sector from the bloody battlefields
of the Angevin Crusade, House Dakkar became
embroiled in what appeared at first a fairly
conventional trade war with another of the Navis
Nobilite - House Malaspina. At any other time or
place, the matter might have been resolved within the
terms of the Navigator Convention, but in the
aftermath of so mighty an undertaking as the crusade,
at the very moment of the consolidation of all the
crusade had fought for, the effect was very nearly
calamitous. What began as a quarrel over shipping
rights into the newly conquered region soon escalated
into outright assassination and sabotage. Because
the region had yet to be formally constituted as a
Sector of the Imperium, neither House considered the
Navigator Convention to apply and the result was all-
out, unrestrained war.
Due to the foresight and quick reaction of Drusus
in contacting the Paternova, both Houses were
outcast. House Dakkar was stripped of its assets and
cast into the ill-fated Mandragosa Sector. Novator
Azshara is one of few to escape the persecution and
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sentencing of her House, finding refuge in the
unclaimed expanse of the Quadis.
Novator Azshara Elin Dakkar
WS BS S T Ag Int Per WP Fel
38 39 38 42 37 29 32 28 46
Movement: 3/6/9/18 Wounds: 9
Armor: Xeno Mesh (Arms 3, Body 3, Legs 3), Mesh
Cowl (Head 3)
Total TB: 4
Skills: Common Lore (Navis Nobilite), Forbidden Lore
(Navigators, Warp), Literacy, Navigation (Stellar,
Warp) +20, Scholastic Lore (Astromancy), Speak
Language (High Gothic, Low Gothic), Deceive +20,
Charm +20, Psyniscience +10
Talents: Peer (Nobility), Peer (Academics),
Decadence, Foresight, Enemy (Navis Nobilite,
Ecclesiarchy), Resistance (Fear), Navigator, Pistol
Weapon Training (Universal)
Navigator Powers: The Lidless Stare, Gaze into the
Abyss, Foreshadowing
Weapons: Hellpistol (Pistol; 30m; S/2/–; 1d10+4 E;
Pen 7; Clip 20; Reload 2Full).
Gear: Best-Craftsmanship hellpistol, Best-
Craftsmanship metal staff, Best-craftsmanship xeno-
mesh armor, Emperor's Tarot deck, silk headscarph,
charm, Microbead, Nobilite robes.
Provincial Lord Andronikus
Lord-Admiral of the Imperial Navy detachment sent to
the Quadis Expanse, Lord Andronikus has been
recently been granted the honorific title of Provincial
Lord due to his high standing. A veteran of the
Angevin Crusades and scion of a long and proud
history of Naval Nobility, Provincial Lord Andronikus
has yet to make his mark on the new frontier.
Provincial Lord Andronikus
WS BS S T Ag Int Per WP Fel
47 36 33 36 41 46 32 53 60
Movement: 4/8/12/24 Wounds: 25
Armor: Enforcer Light Carapace (Body, Arms, Legs,
5)
Total TB: 3 Influence: 73
Mastered Skills: Commerce Mastery, Decadent
Mastery, Charismatic Mastery
Skills: Awareness, Common Lore (Imperium, Imperial
Guard, Imperial Navy, Administratum, Arbites, Trade,
War) +10, Drive (Ground, Hover Vehicle), Inquiry +10,
Literacy, Logic +10, Navigation (Surface), Scholastic
Lore (Bureaucracy, Judgment, Tactica Imperialis)
+10, Scrutiny, Tech Use.
Paragon Talents: Conditioned Intellect, Heroic
Leadership, Melee Weapon Expertise, Storm of
Blows.
Talents: Decadence, Good Reputation (Imperial
Guard, Imperial Navy, Sector (Quadis Expanse)
Nerves of Steel, Two Weapon Wielder (Ballistic), Peer
(Adeptus Arbites, Administratum, Enforcers,
Government, Nobility, PDF, Planet (Branigan's
Retreat), Pistol Training (Bolt, Las, Plasma, SP),
Shadowlord, Touched By the Fates (3 Fate Points),
Voice of the Masses, Worthy of the Calixian Elite.
Traits: Tactical Mind.†
Weapons: Ryza-pattern plasma pistol (Pistol; 30m,
S/2/—, 1d10+6 E, Pen 6, Clip 10, Rld 3 Full,
Overheat), Power Sword (Melee; 1d10+8 E, Pen 6,
Balanced, Power Field).
Gear: Dress uniform (Best quality clothing), personal
microvox, best-quality bionic eye, best quality
refractor field.
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†Tactical Mind: Andronikus has a sound grasp of
unit tactics. As a half action, he may make a
Challenging (+0) Command Test. For every degree of
success, one of his allies may immediately make a
Move Half Action. They still take a full action on their
next turn.
Marabus Ariss
House Ariss is largely considered an upstart
rogue trader dynast house. Founded only two
centuries ago, the house has risen to prominence
only in the last fifty years and reached its current
zenith during the Angevin Crusades. Lead by
Marabus the Elder, the Ariss Family is a rare sort
among the nobility of the Segmentum - practical,
pragmatic and renown for being extreme risk takers.
Marabus the Elder is in fact disputed to be in
league with the warp powers for his uncanny luck.
During the siege of Flander's World a stray warp
storm left an entire fleet destroyed and condemned
thousands of souls. Marabus and a few vessels that
took heed of his commands escaped the conflict
intact, earning him is near-legendary reputation. Even
being cleared of allegations by the Inquisition has not
deterred his warp-lucked infamy.
Rogue Trader Marabus Ariss
WS BS S T Ag Int Per WP Fel
30 56 43 32 36 37 29 26 36
Movement: 3/6/9/18 Wounds: 15
Armor: Armored Body Glove( Arms, Legs, Body 3),
Heavy Leathers (Arms, Legs, Body 2)
Total TB: 3 Profit Factor: 50
Skills: Command, Commerce, Charm, Common Lore
(Imperium), Evaluate, Literacy, Scholastic Lore
(Astromancy), Speak Language (High Gothic, Low
Gothic), Inquiry, Carouse +20, Pilot (Space Craft)
+20, Tracking +20, Shadowing +20, Trade (Trader,
Voidfarer) +20
Traits: Exceptional Leader, Vendetta, Legacy of
Wealth, Etiquette
Talents: Die Hard, Peer (Imperial Navy, Nobility,
Ecclesiarchy), Air of Authority, Pistol Weapon Training
(Universal), Melee Weapon Training (Universal),
Orthoproxy, Strong-Minded, Sure Strike, Polyglot,
Foresight, Combat Master, Blademaster, Crackshot,
Two-Weapon Wielder, Talented (Carouse),
Gear: Best-craftsmanship Laspistol, power sword,
Microbead, void suit, set of fine clothing, xeno-pelt
Heavy Leathers, best-craftsmanship Body Glove,
Immateria Ward
Lord-Logi Devron
Corpulent and decadent, Lord-Logi Devron is
both the head of the Homesector Security Office on
the massive Orbital over Branigan's Retreat and a
prestigious noble-born member of the Adeptus
Administratum. His station and hereditary position has
afforded him a very luxurious lifestyle.
However, having run short of favor in his former
duties he was re-assigned as part of the expeditionary
fleets to the newly opened Quadis Expanse as a
penitence. Removed from the regalia and wealth of
time-honored and established sectors, Lord-Logi
Devron nonetheless surrounds himself with whatever
wealth and decor he can get his stubby hands on
while he awaits the day he can return to his former
duties.
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Lord-Logi Devron
WS BS S T Ag Int Per WP Fel
15 32 28 56 34 60 35 47 32
Movement: 3/6/9/18 Wounds: 32
Armor: None
Total TB: 5
Skills: Awareness+10, Common Lore (Imperium,
Administratum, Nobility, Underworld, War),
Decieve+20, Evaluate+20, Literacy, Intimidate+10,
Logic+20, Scholastic Lore (Bureaucracy, Philosophy,
Cryptology, Heraldry, Archaic), Speak Language
(High Gothic, Low Gothic), Carouse +10, Trade
(Copyist)
Talents: Die Hard, Peer (Administratum, Nobility),
Talented (Carouse, Logic), Maglev Transcendence,
Mimic, Master Orator, Luminen Blast
Gear: Refractor Field
The Enamored
Wherever Lord-Logi Devron goes he is followed
by a throng of sycophantic Remembrancers. Artists,
Dramaturges, scribes and photolexicons who record
his image in grandeur and ruthlessly expunge any
slight or slander of their Lord's reputation.
The Enamored
WS BS S T Ag Int Per WP Fel
25 25 30 30 30 20 30 30 30
Movement: 3/6/9/18 Wounds: 10
Armor: None
Total TB: 3
Skills: Awareness, Common Lore (Imperium),
Deceive+20, Literacy+10, Speak Language (High
Gothic, Low Gothic), Trade (Remembrancer)
Talents: Talented (Deceive)
Gear: Exquisite Robes, Quills, Ink bottles, Parchment,
Data-slate, Laspistol
Free Trader Maren Omar
Captain of the Celebant's Justice, Maren Omar is
a bald, pox-marked man whose diminutive size has
interfered little with his role as ship captain. Friendly,
compassionate, yet fiercely loyal and protective of his
crew, Captain Omar is beloved by his crew.
Free Trader Maren Omar
WS BS S T Ag Int Per WP Fel
25 39 31 35 32 36 32 37 33
Movement: 3/6/9/18 Wounds: 12
Armor: Reinforced uniform (Arms 1, Body 2, Legs 1)
Total TB: 3
Skills: Awareness, Barter +10, Common Lore
(Imperium, Merchant), Navigation (Stellar), Speak
Language (High Gothic, Low Gothic), Trade
(Merchant, Voidfarer) +10.
Talents: Basic Weapon Training (Las, SP), Melee
Weapon Training (Primitive, Universal), Peer (void
born), Pistol Training (Universal).
Weapons: Hellpistol (Pistol; 30m; S/2/–; 1d10+4 E;
Pen 7; Clip 20; Reload 2Full).
Gear: 1 spare hellpistol clip, personal vox, seal of
captaincy, data-slate, master security key for ship.
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Manfred Von Boltstalker
Manfred von Boltstalker is a finely itched
gentleman whose scars tell a living story of battle
and opportunity. He is a veteran of the Angevin
Crusade and a formerly decorated Officer of the
Imperial Navy. After being discharged from service
due to extraneous injury and close to suitable age for
retirement, Manfred Von Boltstalker chose to
continue to ply the stars under a different banner -
that of commercial trade. He is Captain of the Ebon
Sword.
Manfred Von Boltstalker
WS BS S T Ag Int Per WP Fel
35 54 35 35 35 38 38 42 47
Movement: 3/6/9/18 Wounds: 12
Armor: Flak reinforced uniform (Arms 3, Body 3,
Legs 3).
Total TB: 3
Skills: Pilot (Starcraft, Fliers, Personal) +20,
Logic+10, Awareness, Climb, Command+10,
Common Lore (Imperium, Void, Imperial Navy, War),
Navigation (Stellar), Speak Language (High Gothic,
Low Gothic),
Talents: Basic Weapon Training (Las, SP), Nerves of
Steel, Melee Weapon Training (Primitive, Universal),
Peer (Imperial Navy), Pistol Training (Universal).
Weapons: Naval pistol (20m; S/3/–; 1d10+4 I; Pen 0;
Clip 6; Reload Full; Tearing), officer’s cutlass (1d10+3
R; Shocking).
Gear: Bionic Eye, Bionic Right Arm, 2 spare naval
pistol clips, personal vox, officer’s seal, respirator.
Void Farer Tamra Esmerald
Lord Captain of the Perdition's End. Not much is
known of her as the Captain prefers to keep to her
and her own.
Void Farer Tamra Esmerald
WS BS S T Ag Int Per WP Fel
56 46 45 45 39 35 35 42 62
Movement: 3/6/9/18 Wounds: 10
Armor: Light carapace (Arms 4, Body 5, Legs 4).
Total TB: 4
Skills: Awareness, Charm, Barter, Command +10,
Common Lore (Imperium, Merchant, Underworld),
Deceive, Intimidate, Interrogation +10, Inquiry,
Navigation (Stellar) +10, Pilot (Space Craft), Tech-
Use, Speak Language (Void Cant).
Talents: Air of Authority, Basic Weapon Training
(Universal), Decadence, Exotic Weapon Training
(Shuriken Pistol), Jaded, Light Sleeper, Melee
Weapon Training (Primitive, Universal), Paranoia,
Pistol Training (Universal), Resistance (Fear), Peer
(Criminals or Renegades), Swift Attack.
Weapons: Bolt pistol (30m; S/2/–; 1d10+5 X; Pen 4;
Clip 8; Reload Full; Tearing), hand cannon (30m; S/–
/–; 1d10+4 I; Pen 2; Clip 5; Reload 2Full), Chainsword
(1d10+5 R; Balanced, Tearing)
Gear: Motley uniform, bionic eye, 2 bolt pistol clips, 4
hand cannon clips, 1 clip for exotic weapon, dubious
charts.
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Shipyard Listed below are the ships that compromise the
expeditionary fleet of the Calixis Trade Company.
The Celebant's Justice
Jericho-Class Transport
Speed: 3 Maneuverability: +0
Detection: +11 Armor: 12
Void Shields:1 Hull Integrity: 46
Space: 40 (Used: 40) Power: 40 (Used: 40)
Turret Rating: 1 Crew: Incompetent
Weapon Capacity: 1 Prow, 1 Port, 1 Starboard
Essential Components:
Lathe Pattern Class 1 Drive, Combat Bridge, Single
Void Shield Array, Gellar Field, Strelov 1 Warp
Engine, Voidsmen Quarters, Clemency-pattern Life
Sustainer, Mark-1000 Array
Supplemental Components:
Main Hold x2, Librarium Vault, Auto Temple, Medicae
Deck, Laboritorium, Pharmacia, Temple-Shrine to the
God-Emperor, Brig, Arboretum
Complications/History: Ancient and Wise, Haunted
Perdition's End
Jericho-Class Transport
Speed: 3 Maneuverability: -15
Detection: +5 Armor: 12
Void Shields:1 Hull Integrity: 45
Space: 45 (Used: 45) Power: 40 (Used: 40)
Turret Rating: 1 Crew: Competent
Weapon Capacity: 1 Prow, 1 Port, 1 Starboard
Essential Components:
Lathe Pattern Class 1 Drive, Gellar Field, Strelov 1
Warp Engine, Clan Kin Quarters, M-1.r Life Sustainer,
Mark-100 Auger Array, Single Void Shield Array,
Commerce Bridge
Supplemental Components:
Main Hold Landing Bay, Ships Stores, Augmented
Retro-thrusters, Reinforced Prow, Salvage Systems.
Complications/Past History: Stoic, Finances in
Arrears.
The Ebon Sword
Sabre-Class Frigate
Speed: 8 Maneuverability: +20
Detection: +13 Armor: 18
Void Shields:1 Hull Integrity: 33
Space: 40 (Used: 38) Power: 45 (Used: 45)
Turret Rating: 1 Crew: Crack
Weapon Capacity: 1 Dorsal, 1 Prow
Essential Components
Strelov 1 Warp Engines, Geller Field, Modified Jovian
Pattern Class 2 Drive, Void Shield, Command Bridge,
M–1.r Life Sustainer, Voidsmen Quarters, R–50 Multi-
band Auspex
Supplemental Components:
Dorsal Sunsear Laser Battery, Prow Titanforge Lance
Weapon, Compartmentalized Cargo Hold, Reinforced
Interior Bulkheads, Luxury Passenger Quarters
Complications/History: Reliquary of Mars, Ancient
and Wise.
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