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EXPANDED ADVENTURES FORLURE OF THE EXPANSE
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Lead DeveloperSam Stewart
Written and Developed byAndy Hoare and Owen Barnes
Editing
Alex Davy
Graphic DesignBryan Schomburg and Kevin Childress
Cover ArtRamon Contini
Interior ArtMatt Bradbury, Ramon Contini, Aaron Panagos
Art DirectionZo Robinson
Production ManagerGabe Laulunen
FFG Lead Game DesignerCorey Konieczka
FFG Lead Game ProducerMichael Hurley
Publisher
Christian T. Petersen
Special ThanksDispensing Orbital Justice Jordan Goldarb with David
Rosenberg, Emily Aiken, Rachel Fisher, Kristine Beskin,
and Caitlyn Cashew Klein. You Bid Babies?! JordanMilly Millward with Keri Harthoorn, Kyle Harthoorn-
Burton, Kieren Smith, and Julia Smith. Forged in DeathAric Weider with Dawn Wildong, Chris Doyscher, Janna
Imergoot, Jeremy D. Bullock, Amber J. Colby, and Kathryn
Shannon. The Crew oOur Fathers Mercy William Thrasherwith Sarah Allen and Chelsea L. Oliver.
GamesWorkshop
Licensing ManagerOwen Rees
Head of LicensingPaul Lyons
Head of Intellectual PropertyAlan Merrett
FANTASY
FLIGHT
GAMES
Fantasy Flight Games1975 West County Road B2
Roseville, MN 55113
USA
Copyright Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader,Sabrine, the oregoing marks respective logos, Rogue Trader, and all associated marks, logos, places, names, creatures, races and raceinsignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations rom the
Warhammer 40,000 universe and the Rogue Trader game setting are either , , and/or Games Workshop Ltd 2000-2010, variablyregistered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All
rights reserved to their respective owners. No part o this publication may be reproduced, stored in a retrieval system, or transmitted in anyorm by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission o the publishers.
Product Code: RTP7
For more inormation about the Rogue Trader line, ree downloads, answers
to rule queries, or just to pass on greetings, visit us online at
www.FantasyFlghtGames.com
Credits
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Planet of
MutineersBetter to cross the Emperor than turn on your Lord-Captain.
Ancient void-arers saying
The Planet o Mutineers is the nal leg o the Heathen
Trail, where the Explorers gather the last piece o thecoordinates leading them to the Dread Pearls location.
However, the planet Sabrine is a dangerous place, and it is not
just its mutinous inhabitants that seek to block the Explorerseorts. Quite apart rom the mutineers and their treacherous
ruler, the Explorers must ace lethal swamps, mire-zombies,vengeul competitors and last but not least, the capricious
Eldar, who go to almost any lengths to ensure that the
Explorers never reach the Sabrine Nexus.
THE SAbRiNE GAzETTEERSabrines star is listed in the archives o the Navigator Houses,
butat least as ar records indicatehas never been visited.
The closest any known expedition has approached to thesystem was when, two centuries ago, Explorator Fleet Pythus
conducted a sweep o a cluster a mere two light-years distant,and briefy turned its instruments upon the star. Nothing
remarkable was noted, and the feet departed. No Imperial
orces have visited since.
GeoGraphy
Sabrines surace is covered with impact cratersthe planetis near a large asteroid belt. The vast majority o these craters
are vast fooded, overgrown pools and swamps covering the
majority o the worlds surace. Only the rims o the ancient
craters stand above o the swamps, orming dry reuges.The mirelands o Sabrine teem with animal and plant lie.
Although not as dangerous as a true death world, Sabrinecertainly has its share o perils, many o which lurk within
the mirelands in the crater bowls. Furthermore, the mirelands
cradled within the larger impact craters are almost entirelyisolated rom the lands about. The resulting microclimates
evolved highly specialized fora and auna, quite separate romthe lie orms in other craters. Thus, an expedition might landin the depths o a crater and catalogue a portion o its biomass,
only to discover its ndings entirely dierent to those o an
expedition visiting the mirelands o another crater.
The Curseof sabrine
As a by-product o the isolation o Sabrines mirelands,
some o the craters are host to many bizarre (but naturallyquarantined) bacteriological hazards. Many o these are
highly virulent fesh-eating strains, yet there is one, contained
within the largest o Sabrines craters, which has the eect o
reanimating its hosts. It appears that this strain reproduceswithin a host, taking control o the hosts body and driving it
to seek out others to inect. Whether or not the host is trulydead, or retains some semblance o awareness is unknown,
and too horrible to ponder. However, the body is reduced toa decaying, stinking mass as extraneous parts slowly rot and
all away, and eventually the host decomposes completely.
The sanCTuary
Unknown to the Imperium, a small human population existson Sabrine. This population clings to existence along the rocky
crater rims, but has also established many mireland settlements,built on mighty stilts, to arm the swamps or oodstus.These humans are Imperial Guard mutineers. The regiment,
the 37th Kommitzar (raised on the penal world Kommitzarin the Calixis Sector), was originally an asset gited to one o
Calligos Winterscales expeditions. Far rom port, the regiment
took control o its troop transport vessel, evaded the remainingships in the expedition, and made or the nearest system.
There they ound Sabrine. There they crash-landed their
transport in the swamps o one o the largest craters,recovering what equipment they could beore
the vessel sunk into the muck. Although the
skeletal rame o the vessels upper deck is
usinG sabrine: planeTof
MuTineers
This web supplement is intended to be used with the
adventure book Lureoftheexpanse. In the second part
oLureoftheexpanse, the Explorers are presented withan opportunity to visit ve dierent worlds, each with
a Nexus Point they must decipher, and a side-adventurethey can participate in. Sabrine is a sixth world.This supplement is structured in the same way as
each o the other ve worlds ound in Lureofthe
expanse, and does require Lureofthe expanse inorder to be used. On Sabrine the Explorers nd a
Nexus Point to repair and gain one more clue to theDread Pearls location, and have the chance to conront
the remnants o a mutinous Imperial Guard regiment.
Due to the modular nature o the second part o
Lureofthe expanse, this adventure may be inserted
at any point during the second part.
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still visible in the swamps, it is inested with mire-zombies andeverything aboard has corroded to complete worthlessness.
Though many o the penal troopers died within days o
making planetall, consumed by fesh-eating bacteria or allingprey to the horric Curse o Sabrine, enough survived to
establish a settlement, the Sanctuary.The Sanctuary clings precariously to the rim o the
largest o Sabrines craters, looking out across the seething
mirelands below. Its construction is crude; the Kommitzar
troopers had little in the way o resources when they madeplanetall and had to rely on what materials they could wrest
rom the mirelands. The Sanctuarys buildings are builtrom the twisted boughs o mireland trees, bound roughly
together with the thick vines that snake across the swamps.
The Sanctuary is home to around six thousand inhabitants:two thousand original mutineers and their subsequent
ospring. Another thousand or so live amongst the stilt-steads o the mirelands.
The Sanctuary is a rough and ready place, its buildings
having been constructed in a haphazard manner as thesettlement grew. Many cling to the sides o the crater rim,
while others are perched on the upper lip. Each is connectedto the next by narrow walkways o rotting wood. The peopleo the Sanctuary, being mutinous penal troopers or their
descendants, are equally crude and unsophisticated. Only
the occasional weapon, uniorm shred, insignia, or tool oImperial manuacture mark them out as anything other than
savage eral-worlders.
Kng Kommtar
The individual who rules the Sanctuary, and by extension
the whole planet, styles himsel as the King Kommitzar,
and dominates his mutinous population with a mixture o
negligent indierence and totalitarian oppression. Formallyknown as Sergeant Major Quas, this man instigated the
mutiny, slaughtering most o the crew o the 37ths trooptransport, and dominating the rest at gunpoint.
King Kommitzar rules the Sanctuary rom his court, whichoccupies a wide wooden platorm at the settlements peak.
Beneath awnings made o woven mire-vines, the King and his
concubines lounge, nibbling upon the ruits o the mirelandsarmed by his subjects and sipping distilled homebrew rotgut.
The king and his harem imagine this existence to be the very
height o nobility, as none have ever experienced anythingother than a prison cell or the Sanctuary. King Kommitzar is
perectly content to maintain his indolent existence, but everynow and then some seemingly trivial matter angers him, andthen his people quail beore his savage ire. During such periods,
the King is wont to make entirely illogical pronouncements,oten detrimental to the lives and saety o his subjects.
It is not only the orce o the Kings personality and his
ormidable martial prowess that have kept him in power orso long, though certainly it is a very oolish underling who
dares question his word. Around the Kings neck is a glittering
jewel. The jewel is in act a part o the Sabrine Nexus, rippedrom its structure by King Kommitzar when he discovered
the nexus soon ater the mutineers planetall. The jewel has
granted the King a degree o latent psychic power, which has
granted him the ability to cow the weak-minded. Without thejewel, the despotic rule o King Kommitzar would have been
overthrown many years ago.
incursons
Over the years, the population o the Sanctuary, and
especially the armers o the stilt-steads, have suered greatly
rom the Curse o Sabrine. Every so oten, a armer or sentry
goes missing, only to reappear several days later hideouslytransormed into a walking corpse intent on spreading the
contagion to its erstwhile ellows. The armers maintain aconstant vigil against these creatures, and their incursions are
the reason that King Kommitzars court resides on the highest
structure in the Sanctuary.Occasionally, one penetrates the settlement and
pandemonium ensues. The people orm an ad hoc militia,tasked with the arduous mission o hunting down and slaying
the walking dead. However, with each incursion the weapon
stores dwindle, and there will soon come a time when nounctional ranged weapons remain.
The expediTees
When the mutineers struck out against their oppressors, one
small group managed to avoid the slaughter, throwing in theirlot with King Kommitzar because it was their only chance to
survive. These turncoats were a group o battle-psykers assigned
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to support the regiment on the battleeld, and they carved aunique niche in what passes as the society o Sabrine.
The Expeditees maintain a watch or those aficted by
the Curse o Sabrine, and to beseech them to turn backwhen they launch an incursion. Incredibly, the aficted do
sometimes heed the words o the Expeditees, possibly due totheir psychic abilities.
Although the Expeditees represent perhaps the only chance
the people o Sabrine have o outlasting the exhaustion o their
weapon stocks and keeping the Curse at bay, they may alsoprove its ultimate downall. Though the original Expeditees
are sanctioned pyskers, many o their ospring are psykers andnone o them are sanctioned. Each is a time-bomb, a potential
conduit through which the raw and unettered power o the
warp and the daemon could emerge. Then, the Sanctuary willsurely all, with or without the Curse o Sabrine.
THE SAbRiNE NEXUSThe last Nexus Point at which the Explorers Navigator musttake a reading o the star chart is to be ound on the surace
o the uncharted world o Sabrine. In act, it is at the centre othe worlds largest crater, upon a small mound amidst the veryswamp that spawned the Curse o Sabrine. I the Explorers
take the reading, they must brave the mirelands and all their
perils, risking fesh-eating viruses and ravenous zombies!Locating the Sabrine nexus is not dicult, as it is in a cleared
section o the swamp, but reaching it is more so. The Explorershave to locate a sae landing site amidst the mirelands, requiring
a Hard (20) Search Test. I they pass the test, they discover a
small mound only three kilometres rom the nexus, which shouldjust be able to support the weight o the Explorers lander. I
the test is ailed, the Explorers have to land on the craters rim
and trek ty kilometres through the zombie-haunted mirelands.
Because it makes very little use o articial power sources and isconstructed o natural materials, the Sanctuary is not detectable
rom orbit unless any augur scan succeeds with ve degrees osuccess. I this occurs and the Explorers decide to investigate rst,
proceed to the events described in the Sabrine Adventure, andleave the reading o the Nexus Point until later.
CrossinGThe Mirelands
Wherever they land, the Explorers need to cross the teeming
swamps o Sabrine. This is a dangerous undertaking, and thePCs would be well advised to suit up in the hardiest hazard
suits they have access to. No matter how ar the Explorersmust travel through the mirelands, they should only have tomake one Test to see i they contract the Curse rom their
environment. However, the GM should emphasize howputrid and noxious the environment is, and even have their
auspexes and sensors detect myriad microbial lieorms. See
Contracting the Curse.I the Explorers cross the mirelands without incident, then
have them attacked by a single mire-zombie as they close on the
nexus. The Explorers come across a recently turned woman,who stumbles towards them out o the swamp. It takes a Difcult(10) Scrutiny Test to reveal something is wrong about this
person, and she does not respond to questions or queries. Instead
she approaches the nearest Explorer, and i not stopped, attacks!
This likely shakes up the Explorers. I they take the time to
investigate the body, they see the extremities are in an advancedstate o decay, though the bodys core was still mostly intact and
alive. A Very Hard (30) Medicae Test and an auspex detects
the presence o the bacteria that causes the Curse.
When they reach the Nexus and the Navigator begins hisreading, he quickly realises there is a problem. The Nexus
does not respond to his psychic probing. Meanwhile, theExplorers become increasingly aware o low, moaning sounds
emanating rom the swamps all about. More mire-zombies areclosing in on the Nexus, although none attack just yet. Have
the Navigator make a Challenging (+0) Psynescience Test.
Success reveals the Nexus has been deled in some manner,while one or more Degrees o Success reveals that a part o
it has been removed, a component about the size o a small
pendent has evidently been roughly pried rom the structureo the nexus. Without it, the reading cannot take place. At this
point, proceed to the Sabrine adventure presented below.Proles or the Mire-Zombies are ound at the back o thissupplement.
THE SAbRiNE ADVENTUREIn this adventure, the Explorers are assailed by putrid mire-zombiesthe unortunate victims o the Curse o Sabrine.
Just as the odds seem insurmountable, an odd individual
intervenes, and the vile creatures are driven o.Nothing, however, is what it seems on the cursed
world o Sabrine:
ConTraCTinGThe Curse
The vile disease known as the curse can aect anyone
that spends prolonged time in the swamp, or is struckby a mire-zombie in melee. I this occurs, the subject
must make a Challenging (+0) Toughness Testmodied by the ollowing actors:
10 i the zombie deals damage.
+10 i the character is taking detox medications.+30 i wearing ully enclosed armour or environmental
protection such as a void suit.
+20 i the character has the Machine Trait.I this test is ailed, they will begin to eel sick within
1d5 hours suering a 10 to Toughness. Ater a day
o this sickness they must test again (with the abovepenalty to their roll). I this second test is ailed, the
curse will begin to take hold, and they have 2d10 +their TB in hours beore they succumb. The only thing
that can save them now is intensive detox medicae
attention (such as on their vessel). This can only beperormed with a ull suite o medicae equipment, and
requires a Hard (20) Medicae Test.Finally, i someone suering rom the curse actually
dies, their body will immediately quit its ght to stave
o the disease and they will rise up as a mire-zombie
within 1d10 minutes.
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The thick, stinking mists all about resound with a terrible,
low moaning, ollowed by the sound o dozens o eet splashing
clumsily through the shallow waters. The mists make it hard totell exactly which direction the sounds are coming rom, but soon
you realise that you are surrounded. Minutes crawl by and the
sounds grow closer all the while, until dozens o grey silhouettesresolve themselves through the mists. All about you stands the
shambling, rank, decayed orms o walking dead. The eyes o
each zombie implore you or mercy, even as their arms reach out
to grasp you in a decaying embrace o death!
The Explorers have no option but to ght, with each mire-
zombie they kill being replaced with two more, until they
are utterly outnumbered and deeat seems inevitable. I theExplorers have a means o escape such as a lander or teleporter,
it takes some time to rescue them, beore which they mayend up being overwhelmed. Read aloud or paraphrase the
ollowing:
Even as you stand back to back, the broken orms o deeatedzombies littered all about and even more o the vile creatures
closing in on you in a tight circle, the air is split by a shrill,
keening note. The zombies appear to alter in their advance,beore a second piercing note cuts the mists and they shue to
a halt.
Any psyker Explorers may take a Challenging (+0)
Psyniscience Test. Success indicates some orm o psychicpower has been used nearby.:
The mists part beore you and a fgure is revealed, a wizenedand stooped individual clad in leather rags adorned with allmanner o etishes. The fgure waves a sta made o a twisted
branch, and the zombies shue sideways to aord a clear route
between the fgure and yourselves. Hurry, the man calls out, Icannot distract them or long. With that, the fgure beckons you
to ollow him, and makes o through the swamps.
The man is an Expeditee named Papa Yoke, and once clear
o the mire-zombies, he introduces himsel to the Explorersand tells them they were exceptionally lucky to have met him.
Plenty o strange things have been happening in the mirelandso late. I pressed, it becomes clear that Papa Yoke does not countthe mire-zombies as one o these unusual events, but explains
that strangers are coming, strangers are already here.Subsequent conversation with Papa Yoke reveals that he is
an Expeditee, one o the original sanctioned psykers o the
ship. He describes the settlement o Sanctuary as presentedin the gazetteer. He also describes King Kommitzar, his
manner becoming bitter as he does so. Papa Yoke
despises the sel-declared King o Sabrine with aburning passion, because Yoke is one o the ew
who is not cowed by the aura given o by the
kings jewel. Any player can make a Hard
(20) Logic Test to determine that the description o thejewel sounds similar to the one missing rom the Nexus.
I the Explorers wish to complete their quest or the
coordinates to the Dread Pearl, they have no option but torecover the jewel and replace it on the Sabrine Nexus.
objeCTive 1:
reCoverThe nexus jewel
How the Explorers go about recovering the jewel is entirely up
to them. They have several options, and no doubt the playerswill be able to concoct still more. Here are a ew suggestions,
and how King Kommitzar and his ollowing might react.
On a side note, although the jewel does give the king somelatent passive psychic abilities, these only work over prolonged
periods o time, and even then only on normal individuals.The Explorers, being quite extraordinary individuals, cannot
be aected by its powers in the short time they are on Sabrine.
The jewel also does not make Kommitzar a psyker.
Open NegotatonsOne method the Explorers might try is to approach the
Sanctuary and request an audience with the King, hoping
to engage in some sort o deal. Getting into the Sanctuaryis a potentially dangerous aair, as the settlements sentries
are not used to anything other than mire-zombies walkingout the mists and might be inclined to raise the alarm and
muster the militia unless the Explorers can engage in some
pretty slick talking. Once in however, the Explorers are takenstraight to the court o King Kommitzar, who makes every
important decision in the settlement.
The King is instantly suspicious o the Explorershe is,
ater all, a ugitive rom Imperial justice and he had hopednever to see anything o the Imperium ever again. It takes
some eort to convince King Kommitzar that the Explorersare not bounty hunters sent to haul him back to the death-
cells o the penal world rom which his regiment was raised.One slip, in act, and the King fies into a rage, and orders the
Explorers killed.
I they can avoid angering King Kommitzar long enough,the Explorers notice the glittering purple jewel hanging rom
a thong at his neck. I they mention the jewel, the King
becomes irrational and jealous, and nothing convinces himnot to have the Explorers expelled rom his court or executed
on the spot. I they can somehow keep the conversationconvivial, the Explorers might nd the King open to thepossibility o some orm o trade, and he expresses interest in
automatic weapons (he needs them to keep the mire-zombiesat bay). He will not, however, enter into any discussion that
involves his giving up the jewel, and pressing him on this
subject invokes his ire.The Explorers might be tempted to trade on the act that
they have a way o Sabrine. Though King Kommitzar wont
be interested, other subjects may be. Though the jewel rightensthem and keeps them rom attacking Kommitzar directly, the
Explorers may be able to use them to their advantage.
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The Man wth the GunTaking advantage o the act that the Explorers have access to
vastly superior weapons to those owned by the people o the
Sanctuary, it is entirely possible that they might resort to goodold-ashioned intimidation to get their hands on the jewel.
Ater all, the Explorers have a no-doubt heavily-armed vesselin orbit above, and may have hundreds o private troops at
their disposal. King Kommitzar responds to any such threats
with surprising lucidityhe calmly invites the Explorers to try
to wrest the jewel rom his cold dead hands. He will attemptto destroy the jewel as a last resortit is ragile enough to
be destroyed by a shot rom a rearm or a ew blows roma hammer.
I the Explorers launch an all-out assault, they have to ght
massed combat against the thousands o ormer mutineers. Themutineers use the prole ound at the end o this supplement,
or by using the Scum prole in rogue trader, page 371.
Sneaky Tactcs
Another o the more obvious options involves the Explorers
sneaking into the Court o King Kommitzar and stealing thejewel, quite literally rom under his very nose. This approach isactually the most likely to succeed, and Papa Yoke can provide
a description o the court so that the players might inltrate
it late at night. The King sleeps on a platorm that occupies
the very highest point in the Sanctuary, and is attended byhis slumbering companions throughout the night. Ten guards
armed with spears stand duty in the courtroom below the
platorm, with two manning the stairs up to it. The Kingis accompanied by ve companions, one o which is in act
a bodyguard o prodigious skill, placed there as insuranceagainst the other guards being bypassed or deeated.
The prole or King Kommitzar can be ound at the
end o this supplement. His guards and companions can be
represented by the mutineer proles described at the endo this supplement. His companions should be armed with
spears with the mono upgrade, and old lasguns.
Rewards
25 Achievement Points or obtaining the Jewel romKing Kommitzar.10 Achievement Points i any members o the Sanctuarycan be convinced to work or the Explorers.
25 Achievement Points i signicant military orce(such as several companies o troops or more) is used to
obtain the Jewel.
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objeCTive 2:
repairThe sabrine nexus
However the Explorers go about recovering the jewel, theyneed to return to the Sabrine Nexus and attempt to replace it.
The journey to the Nexus might be on oot, and i so, it wouldcertainly be appropriate to unleash at least one encounter with
the mire-zombies. However, Papa Yoke is keen to accompany
the Explorers through the swamps, and he can guide them
through the twisting paths and use his powers to keep thezombies at bay.
I the Explorers conducted any sort o attack or double-cross against the King or his subjects, then there is a good
chance that they are pursued through the swamps as they
return to the Nexus. I this is the case, keep up the pressure andincrease the risk o the Explorers stumbling into previously
undetected groups o mire-zombies or otherwise gettingthemselves lost as they fee rom the angry militia.
Eventually, the Explorers arrive back at the Sabrine Nexus.
Beore the reading can be conducted, they need to repair it. Inorder to repair the nexus and replace the jewel, the Explorers
Navigator has to spend at least teen minutes attending tothe task. Returning the jewel to its socket is simple, but the jewel must also be psychically bonded to the wraithbone
structure. This requires a Difcult (10) Willpower Test by
any psyker. I two or more psykers combine their eorts, theTest becomes one degree less dicult or every psyker past
the rst. This Test may be repeated multiple times, howevereach time the Test is ailed by our or more degrees, a psychic
backlash deals 1 Insanity Point to any psyker taking part in
the Test.
Rewards
50 Achievement Points or repairing the Sabrine Nexus.10 Achievement Points i 10 or more riendly NPCsare lost to mire-zombie attacks. (The crew doesnt trust aleader who cant look ater them.)
objeCTive 3: ConduCTThe readinG
Only once the Sabrine Nexus is repaired is the Navigator able
to conduct his reading. At this point however, or sooner i theExplorers do not have the Nexus Jewel, the GM should select
a number (however many is up to him as to how dangerouso an encounter he preers) o the ollowing events to occur.
The Explorers have attracted the attention o a group o mire-
zombies, and a group o Eldar have been waiting to ambush
anyone who attempts to access the Nexus.Papa Yoke screams in terror, and a dozen mire-zombiesstagger out o the mists.I still alive, King Kommitzar, accompanied by threeExpeditees and two dozen militiamen appear on the
track and immediately set about attacking the Explorers.The air is split with the whip-crack o precision gunre,as ve Eldar Pathnders, who have taken up positions inthe trees all about, open re.
The nexus erupts in arcane energies as an Eldar Warlocksteps rom the mist, surrounded by a swirling vortex owitch re and attempts to deny it to the Explorers.
At least one o the competitors shows upwhether this is
an ally or a rival is up to the GM, and very much dependsupon how much help or hindrance the Explorers need at
that moment in time.
In case the Explorers do not have the jewel, a Hard
(20) Psyniscience Test reveals the Eldar Warlock (who
is presumably either dead or otherwise incapacitated) is inpossession o a jewel that matches the one King Kommitzar
wore. In addition, i the King has not been slain, then he is
wearing the jewel.
Rewards
Completing this objective grants the reward or successullycompleting a Nexus reading200 Achievement Points.
In addition to normal awards or experience, i theExplorers gain possession o King Kommitzars Nexus Jewel
in a particularly inventive and creative manner (preerablyone that uses a minimum o the Explorers resources, the GM
should award the Explorers an additional 200 experience.
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AdversariesThese are the adversaries ound on Sabrine. Where appropriate,all adversaries have any relevant Talents and Strength bonuses
added to their melee and ranged weaponry proles.
KinG KoMMiTzar
Formerly a non-commissioned ocer in an Imperial Guard penalregiment, Kommitzar inspired his ellows to revolt. Now he styles
himsel King, a title he enorces through brutal violence.
Kng Kommtar Profle
WS bS S T Ag int Per WP Fel
50 38 34 42 34 34 38 42 36
Movement: 3/6/9/18 Wounds: 20
Skills: Awareness (Per), Charm (Fel), Dodge (Ag), Barter (Fel),Command (Fel) +10, Common Lore (Imperium, Underworld,Merchant) (Int), Deceive (Fel), Intimidate (S), Interrogation
(Fel) +10, Inquiry (Fel), Navigation (Stellar) (Int) +10, Pilot
(Void), Tech-Use (Int), Speak Language (Void Cant) (Int).
Talents: Air o Authority, Basic Weapon Training (Las, Bolt,
SP), Decadence, Jaded, Light Sleeper, Melee Weapon Training(Chain, Power, Primitive, Thrown), Paranoia, Pistol Training
(Bolt, Las, SP), Resistance (Fear), Swit Attack.
Armour: Old Guard carapace and reinorced nery (arms 4,body 6, legs 4).
Weapons: Old Chain Sword (1d10+5 R; Pen 2; Balanced,
Tearing), Pump Action Shotgun (Basic; 30m; S//; 1d10+4
I; Pen 0, Clip 8; Reload 2 Full; Scatter)Gear: Jewels, trinkets, and stolen baubles.
Psychic Command: King Kommitzars jewel grants him strangelatent psychic powers that provide a measure o control over his
subjects. When dealing with inhabitants o Sabrine, Kommitzargains a +20 bonus to Command and Intimidate Tests.
Mire zoMbie
The mire-zombies o Sabrine were human once, beore they
suered the bacterial inection known as the Curse o Sabrine.Now they are mindless automatons, seeking more to east and
inest beore their bodies dissolve into rot.
Mre zome Profle
WS bS S T Ag int Per WP Fel(9)
20 30 30 13 -- 15 -- --
Movement: 1/2/4/ Wounds: 8
Skills: Awareness (Per)
Talents: None
Traits: Fear (1), From Beyond, Mob , Natural Weapons,
Unnatural Toughness (x3).
Armour: None.
Weapons: Claws and teeth (1d10+3 R).
Gear: Rotted clothes and swamp ruined equipment.Once a character has successully passed one Fear Test rom
the mire-zombies, he is immune to their Fear eect. (At theGMs discretion, the character may be orced to test again
under certain circumstances, such as being taken by surprise
by a mire-zombie lunging out o a pool o swampy murk.)
Mob: Instead o the usual bonuses or outnumbering anopponent, mire-zombies gain a +10 bonus to Weapon Skill
Tests and +1 bonus to damage dealt or each additionalmire-zombie engaging their target. I not engaged, mire-
zombies always shamble towards the nearest target, charging
i possible. I engaged they use All Out Attacks against anyavailable target, choosing the target they attacked during the
previous turn i possible.
MuTinous soldiers
The mutinous penal legion soldiers have lost most o their
equipment and orgotten much o their training, although someare still lucky enough to possess an old lasgun.
Mutnous Solder Profle
WS bS S T Ag int Per WP Fel
35 35 30 30 30 20 40 25 25
Movement: 3/6/9/18 Wounds: 8
Skills:Awareness (Per), Dodge (Ag), Common Lore (Imperium,
Underworld) (Int), Concealment (Ag), Silent Move (Ag).
Talents: Basic Weapon Training (Las, Primitive, SP), Jaded,Melee Weapon Training (Primitive), Pistol Weapon Training
(Las, Primitive, SP).
Armour: Old Guard Flak (Torso 4).
Weapons: Worn-down lasgun (60m; S/3/; 1d10+3E; Pen 0; Clip 30; Reload Full) or compound bow (Basic,
30m; S//; 1d10 R; Pen 0; Clip 1; Reload Hal; Accurate,
Reliable), and improvised hand weapon (1d5+3 R; Pen 0).
Gear: Rotting uniorms and useless tech-bits.
Swamp Inhabitants: Mutinous soldiers gain a +20 bonus
to Concealment and Silent Move when within the swampso Sabrine.