24

Price of Honor Primer

Embed Size (px)

Citation preview

Page 1: Price of Honor Primer
Page 2: Price of Honor Primer

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

Page 3: Price of Honor Primer

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.

Intr

od

uc

tio

n

3

Page 4: Price of Honor Primer

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?

Intr

od

uc

tio

n

4

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...

Page 5: Price of Honor Primer
Page 6: Price of Honor Primer

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.

6

Kn

ow

n W

or

ld

s

Page 7: Price of Honor Primer

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

Kn

ow

n W

or

ld

s

7

Page 8: Price of Honor Primer

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.

Or

ga

niz

atio

ns

8

Page 9: Price of Honor Primer

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.

Or

ga

niz

atio

ns

9

Page 10: Price of Honor Primer

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.

10

Tim

e l

ine

Page 11: Price of Honor Primer

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

11

Tim

e l

ine

Page 12: Price of Honor Primer

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.

Tim

e l

ine

12

Page 13: Price of Honor Primer

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.

Le

ge

nd

s

13

Page 14: Price of Honor Primer

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

Ho

use

Ru

le

s

14

Page 15: Price of Honor Primer

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

Ho

use

Ru

le

s

15

Page 16: Price of Honor Primer

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.

16

Ho

use

Ru

le

s

Page 17: Price of Honor Primer

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)

Be

stia

ry

17

Page 18: Price of Honor Primer

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.

18

Be

stia

ry

Page 19: Price of Honor Primer

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

Th

e P

rin

cip

als

19

Page 20: Price of Honor Primer

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.

Th

e P

rin

cip

als

20

Page 21: Price of Honor Primer

†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.

Th

e P

rin

cip

als

21

Page 22: Price of Honor Primer

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.

Th

e P

rin

cip

als

22

Page 23: Price of Honor Primer

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.

23

Page 24: Price of Honor Primer

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.

24

Sh

ipy

ar

d