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Ideas for Lucien's Breath.

1)  PC's get hired by another faction (could be Winterscale, Chorda, the Kasballica, etc) to raid a minor
mining site and claim ownership of it.  Information provided is the location, number of people living
there, security and who owns it (though they could be lying….).  What they want in return is a cut of
the profit and help later when they ask for it.  This could be a trap (like the PC's attack it get left out on
the wind , could be a stepping stone to a large military action, or maybe just a revenge strike to show
power to weaker Houses).
2)  PC's get hired by another faction (use a minor House this time, maybe one that has been friendly to
the PC's House) to investigate why two of their mining sites and a ship sent to Lucien's Breath have not
made contact with them in over 6 months.  They are running low on funds and are desperate for the
players assistance.  They offer one of their mining sites as a reward and assistance whenever the PC's
need it.  Could be another House raiding their sites and cargo ship, aliens like Eldar or orks could also
be the culprits, or maybe the creatures/daemons on the planet are making their move and decided to
hitch a ride in a transport ship and cause some mayhem.
3)  A dear friend of the PC's (or business partner, ex lover, uncle, etc) has went to Lucien's Breath to
check up on reports of late shipments and hasn't returned.  What happened to him/her?
4)  PC's have a contract to take supplies to and from Lucien's Breath.  While in orbit, they receive an
encrypted message from the rebels on the planet asking for assistance.  The rebels could be asking for
medical supplies, weapons, or components to make a small outpost on the planet.  They could be
offering to sell something, even their services, to the PC's.  They might even ask the PC's to sabotage a
rival mining site (or sabotage the job they have).  A reason why sabotaging their own mission would be
interesting could be that the PC's were secretly hired by the Kasballica to transport this shipment to an
out of the way asteroid facility owned by Pirates/Heretics.  And just to spice things up, the rebels know
the Pirates/Heretics almost always raid ships that get sent to them.  Maybe this is why the PC's were
promised extra payment if they did get attacked……

5) Somebody the PCs don't like ended up sold into slavery to Chorda or Winterscale, and dumped on
Lucin's Breath. Normally, the PCs would raise a toast to their rivals' shame and happily toddle off to
their next fortune, but they need this one alive - perhaps he has information they urgently need, or his
gene-print to open a datavault they want to loot.
So they're going to have to go after him. And neither Chorda nor Winterscale are going to be happy
about that, especially if he's been sent off across the surface in one of the skirmishing units the two RTs
are sending against each other's mines, in direct contravention of the treaty.

7) There's also the fact that some of the buyers may not be on the up-and-up.  For example, the
heretek followers of Umbra Malygris use nephium in their blasphemous bio-forging rites to twist the
sacred human form. Could be fun.

8) A combination of the above listed options.


Ideas for the Witch Cursed World

A plan was set forth to build an astropathic relay station within the Koronus Expanse, at least that's
what was put down on paper, which wasn't completely inaccurate. What was actually erected functions
more as a net than anything else. Astropathic messages within range of Installation 2819-Rho are
received, recorded and then sent on their way. A small cadre of Hereteks analyze and remit pertinent
information from these broadcasts to similar stations around the Koronos Expanse, in this way they
ensure the forces of Chaos are on the bleeding edge of information within the expanse.
Upon descending toward the tower, all radio communication and astropath messages with be jammed.
On the ground are destroyed shuttle craft and charred corpses. Heretek spider servitors roam the area
killing all.
Within the locked tower reside, in addition to the Hereteks, the still alive and conscious Astropaths
originally sent to the planet. Chained and strung up in a mockery of a true astropathic choir they are the
unwilling tools of their betrayers. Their sorrow and rage can be felt immediately upon entering the
facility requiring Willpower checks to avoid hallucinations and extreme emotional outbursts. Lacking
the measures taken by the Hereteks to interact with them, any adventurer entering their chamber will be
subject to immediate psychic attack as they lash out at any living thing they sense within their presence.
It is not out of malice that they do this but out of desperation and insanity, they are more wild animal
than man after enduring centuries of atrocity.

A pious member of the Imperium may be able to reach out and communicate with the strongest of
them. If an Astropath is present then the mental connection will be immediate and may prevent the
psychic onslaught. If friendly contact is established then overt psychic attack is no longer a threat,
however the emotional psychic bleed is not something they may control anymore. Willpower, Charm
or Intimidate checks will be needed for every half hour spent in this place to prevent any NPC
followers from breaking ranks and trying to return to the ship.
A lower level is open, and this is where the dormant plasma generators lay buried. If the explorers
decide to explore further they will discover locked blast doors guarded by servitors and gun turrets.
Behind this a macabre scene explaining the disappearance of entire crews around The Witch Cursed
World. Thousands of life sustaining tanks stretch off in every direction, each contains nothing more
than a floating brain and it's attached nervous system. Using the bio energy produced by these
monstrous human batteries Installation 2819-Rho is able to generate enough power to run the stasis
tanks, thereby preserving it's own energy source, its computer matrix and broadcast its beacon every
seventeen minutes while still reading as an energy blackout to any intrusive auger scans.
Venturing to the upper levels of the tower will reveal the complex cogitators used to broadcast the
stolen information intercepted by Installation 2819-Rho to it's foul recipients. Here any players would
be intercepted by a group of Hereteks and have the opportunity, with some high tech-use tests, to glean
information regarding the true purpose of the installation and possibly it's origins.
If the adventurers, for any reason, explore outside the installation they will find a mass grave deep in a
raven with the corpses, clothing, armor and belongings of everyone used to power the generators. The
morbidity of searching the grave should be stressed and, despite the thousands of useful and mundane
items they may obtain from it, they should only find a small handful worth taking before leaving as the
horror of the scene overtakes them and especially any NPC troops they have with them.
Once a return is made to their ship they may find that their stay was days, weeks or longer than what
was experienced due to psychic interference. In this time some of the crew may have succumbed to the
mental torture endured by tarrying too long around the planet, so reduce crew pop. and morale as the
GM sees fit.

Alternate option (by unknown author)


Dark Eldar have a small webway portal on the planet, with a small outpost that jams comms and
astropath signals. This portal randomly opens and closes due to some interstellar phenomenon, which
is why the Dark Eldar posted an outpost here.
The Dark Eldar allowed the RT to place the astropath station here so they could easily get fresh slaves.
In the course of raiding the station, the last astropaths happened to be of formidable power, along with
some Imperial Sanctioned Psykers, and fought back with everything they had. During the battle, as
they were sending out a distress message, everyone was killed due to the webway portal getting struck
by psychic backlash and sending out a shock wave for miles. Due to this event, the astropath signal
was forever trapped in the webway portal, so whenever it opens and closes it sends out a signal heard
for lightyears. The Dark Eldar don't mind, for this means every so often a RT and his crew investigate
only to be captured and whisked away through the portal for an endless life of torture and pain.

False Hope and the Frozen Sisters, The Endeavour of Twins of Saint Paros

In the 41st Millennium, Saint Ramiros Paros and other devout preachers in the Ecclesiarchy, were
granted a vision said to have been sent by the Emperor himself. In it, it showed a great evil overcome
in the Koronus Expanse, lead by the faithful under a black banner with a white sword. The local
Adeptus Sororitas contingent who happened to have a black banner and a female warrior holding a
sword flocked to this preacher, and word spread fast to Scintilla. A Warrant was issued to Saint Paros
to lead this Crusade, and when the Adeptus Sororitas requested to go, a couple Rogue Traders joined
in as well. With a fleet 10 vessels strong, they set out into the expanse with relics of the Ecclesiarchy
in tow. That was 100 years ago. Now the Ecclesiarchy wants their relics back, the Adeptus Sororitas
are curious to know what happened to their sisters, and the Rogue Traders Dynasties who hoped to
profit from the Crusade lie in ruins. The PC’s Rogue Trader has been tasked to go to the last known
location of Saint Paros and recover the relics and bring news of the Crusades victory or defeat.

PC's get their Warrant of Trade or are contacted by a Ecc. member and are "asked" to investigate
Saint Paros’s last known whereabouts. Both Footfall and Port Wander has information (Inquiry or
Tech Use for database systems) which can lead the PC’s to the system of “False Hope.” At False Hope
all the PC's find are pieces of destroyed ships (Imperium and an Unknown Xeno type, unless one of
the PC’s have Forbidden Lore [Xeno] then they can test and find out it’s Rak’Gol) mostly over the 2nd
dead planet named False Hope. This planet also contains several destroyed human domed
settlements, all of them with very religious themes to them. These settlements are 1,000 of years old,
except for 1 which was recently lived in less than 100 years ago. Inside the recent occupied domed
settlement, all the PC’s find are burned out husks of buildings, vehicles, and corpses put to the flame.
A religious PC (Lore test) can tell this place was pacified by Ecclesiarchy followers due to the motifs
and “graffiti” of cleansing rights. Studying the burned corpses only shows that they were biological
and cybernetic altered humans, though clearly heretical in nature (no test if Tech-priest does study).
3 other empty looking worlds orbiting the sun, and upon further investigation of the 3rd planet is the
remains of a crashed Imperial ship (possibly a Frigate), that matches the markings of a vessel is the
lost fleet. No signs of life emit from the remains of the crashed ship, but once inside carcasses of the
dead and butchered crew and 1,000 alive Rak’Gol creatures are all that remain. Either the PC’s can
kill all the Rak’Gol, or they can simply go straight to the bridge and find where Saint Paros might of
went from here. This information leads them to a minor repair / supply yard at Footfall. Information
on the ship about who Saint Paros engaged above and on False Hope reports that it was only pirates.
The reason why the ships crashed was because Saint Paros was communicating with the fleet from
False Hope about their next location and who they faced, and the fleet was ambushed by Rak’Gol and
the crashed Frigate was one of the victims in the attack.

Once at the minor repair / supply yard, which is manned by 10,000 voidsmen and now owned by a
criminal boss who killed the religious owner 50 years ago, the PC's have to bribe people, break into
information vaults, and/or even torture certain crime bosses to get the info they need. This rewards
them with information leading to three different unnamed systems, because Saint Paros only knew of
an estimated area of where the enemy was located and not an exact location. Information on who
this enemy is is sporadic. Some say Rak’Gol, others pirates, a few Chaos worshippers and others
Eldar.

Visiting two of the systems are dead ends, though both have minor xeno ruins (one ork and the other
unknown). These systems can also be in-habited by either RT’s or Pirates that have set up Cold Trade
routes, and don't look kindly to the PC's asking questions about stuff they know nothing about. The
final system the PC’s investigate contains the information they are looking for. It has 2 Gas Giants
with various moons, and sporadic asteroid fields. Gas Giant 1 has 5 recently destroyed (within last
100 years or so) orbital refineries / stations, all Imperial in origin but if investigated thoroughly
heretek designs can be found, and 7 empty moons. Gas Giant 2 has 1 recently rebuilt refinery
controlled by hereteks and renegades, 2 recently destroyed stations, and 1 hidden Chaos Astropath
Beacon outpost on one of the 15 moons. Depending on the PC’s power, adding a Iconoclast Class
Destroyer (pg 110 BFK) or two can make this interesting. The chaos psykers on the moon outpost
report back to Phyrexia the Creator, the person Saint Paros has been hunting. Raiding either the
refinery, astropath beacon, or one of the ship's data vaults (if added) gives the final location of where
Saint Paros went and where these hereteks came from, which is the “Frozen Sisters” system.

Out in the middle of no-where, is an asteroid ring mostly created from frozen ice and brittle crystals.
Underestimating his adversary, Saint Paros and his Crusaders rushed headlong into a trap in-which
very few made it out alive. Settled near the center of this asteroid ring is Phyrexia’s asteroid hideout.
Use a Wayfarer station (pg 210 RT) with Armour 20, Hull 75 of 100, Crew 90 of 120, and Morale 120,
due to damage. Orbiting around Phyrexia’s hideout is 4 other asteroid stations with 2 Marobatteries
each, Armour 18, Hull 60’s, and two Wolfpack Raiders, not to mention a several hulked Imperial ships
(the remains of St. Paror’s fleet and Phyrexia’s renegade fleet). If the PC’s posses more of a threat
than this, increase the enemy according (Example: Add 3 more ships or a Battlecruiser, or give the
Phyrexia’s hideout torpedoes or boarding torpedoes, Murder Servitors, etc). Most of Phyrexia’s
troops on the ships and stations are biological and cybernetic enhanced renegades, some of them
even remnants of Saint Paros fleet. The crew are regular Pirates that don’t put up much of a fight, but
the hereteks that do are equal to 3 times their number.

Note: If the PC’s have a banner or other type of heraldry device (like one etched on their ship or on a
PC’s armoured breastplate), have if be scorched black by an intense heat in the final confrontation. If
it is armour that was scorched, then have a black background with a white sword looking paint streak
showing. The black was from the blast, and the white was from paint underneath the original coating.
If it was a banner or cloth like material, then it will have a black scorched background and a hole/tear
in the middle. When a PC or NPC picks it up the banner either a flashlight, spotlight from a vehicle, or
maybe the banner was held facing out in the void and an ice white asteroid floats by, and sure enough
a rough outline of a sword is shown.

In an area that is dangerous to navigate due to closely compact asteroids, is a hide-out of the
survivors of Saint Paros’s crusade. Some of the crewmen in Saint Paros’s fleet were able to escape
the battle in shuttles, and could only make it to the edge of the asteroid field. There, they tried to set
up a shelter but had inadequate supplies to survive. A month goes by they notice a hulked ship from
the battle drift by their location, so they boarded it and found a company (500 or so) of Adeptus
Sororitas still aboard and alive, but trapped in the hulk. When the Battle Sisters are freed, they
learned of the fate of the battle and the few survivors predicament. Instead of dying a slow death of
starvation, disease, and/or possible dehydration, they asked for one thing. To be placed in Cryostasis
and interred on the hidden outpost with the Ecclesiarchy relics. The remaining survivors
accomplished this, and resolved by the Battle Sisters faith, also installed a small contingent of Murder
Servitors they found to guard the sisters before the last of the crew died. It just so happened that a
RT picked up the salvage beacon from the hulked ship the Battle Sisters were on some time later. The
hulk had drifted for many years and the only thing on it was a handful of survivors that had stowed
away instead of staying at the hide-out. With systems corrupted, very little to salvage, and the
survivors half dead, diseased, mutated, and eating rats, the only information the RT could gleam was
the “Frozen Sisters in veins of ice.” (Hence the system's name) This hideout can be found either
before or after the battle. If found before, the revived Battle Sisters count as a Stormtrooper
contingent on the PC’s ship.

Enemy info: Phyrexia the Creator is a chaos-worshipping Heretek and a self-admitted servant of
Tzeentch. Obsessed with freeing himself from an Eldar "curse", this Heretek seeks to appeal to the
power of the (to him) mightiest chaos god, Tzeentch to dispel the “curse.” He's working non-stop to
produce a perfect army for his god through advanced biology and cybernetics, striving for perfection
through horrible amalgams of flesh and metal. He’s about to create the perfect soldier (maybe using
the remains of Saint Paros himself) and be blessed by Tzeentch when the PC’s show up.

Ideas for the Naduesh


The planet was created long ago by Humans and a technological advanced Xeno race (could of been
Eldar, or it could of the been the last of the 'Old One's' hiding until they became extinct). It was
created to be a haven for both races, and to act as a defense station (planet) against a threat foreseen
far in the future to come. A great threat did come, but it was not the foreseen one. And though the
defenses worked wonders, the greed of man got the better of everyone. The humans soon turned on
each other in the skies above the planet, until the creators came and cast out the greedy humans
from their homes. The only ones they were allowed to stay behind were the humans that lived off the
land and were in harmony with nature (at the time), and a warning was placed on them that only a
chosen few would be allowed to dwell in the hives while the rest were ordered to live amongst the
land created for them. The select chosen few would live in the darkness of the cities, forever waiting
till the true threat came to activate the defenses once again.
What threat arrived many many centuries ago, no one remembers. But the forgotten every watchful
guardians still live underground. Using advanced stasis pods, superior rejuvenate chambers, and
other archeotech, they will forever keep a vigilant eye on the stars above them, as the true evil has
yet to come.

Additional Ideas
1) A Pirate squadron (5-6 ships, of raiders and transports) has taken the liberty to round up tens of
thousands of Nadueshi's as slaves to fund labor for a mining operation in an outlying sector. The PC's
have stumbled upon this operation and can do several things.
a) Do nothing but laugh, which is always an option. b) Allow the ships free reign and then follow
them. c) Attack the ships, hoping to capture a high ranking pirate to learn what their operation is.

2) Investigate the disappearance of a nearby Free Trader ship's captain that landed on Nadeush
exploring the hives. While deep underground searching for the young daring and beautiful female
Free Captain, they are attacked by a group of Human Warriors armed with archeotech weaponry and
armour. After defeating the warriors or retreating (hopefully the later), they find the wounded
captain and her dead entourage. She reports that they were attempting to gain entrance to a sealed
portal when the warriors attacked them. Do the PC's
a) Attempt to also open this sealed portal? b) Return to their ship and worry about it later c) Attempt
to find alternate routes, only to find endless mazes of tunnels, and possibly weapon turrets that still
have power and more Warriors the deeper they go.

3) The endeavors they mentioned on pg 32 of EofA. Like trade endeavors of food, water, and
archeotech relics being transported to Zayth to be bartered for technology on their Landships and
weapons.

Possible Intended Target for Naduesh weapons: A vast monolithic cube the size of a Ramiless Class
Starfort is the home of the Rak'Gol spawning chambers and shipyards. Who created them even the
Rak'Gol can’t recall, but they have continued to carry out their masters wishes since upon entering
the Halo Stars and waking up from stasis. There were 3 of these huge ships, but two were partially
destroyed when they exited the warp upon entering the Halo Stars. The intact cube has anchored
itself near the two damaged ones, while the Rak’Gol have been using the destroyed cubes ships parts
to construct their warships. In a decade or less they will be out of material, and will then have to look
for other ways to construct their warships.

Random Planet Systems:


The Pentapod's system, colonized by the Pukusians. (from the Chronicles of House Dureen)

Technology Scientific (above 21st century earth). Quadrupedal race with an upper body and two
“arms” for feet with 6 digits on each hand. Skin red to green color, 4 eye stalks sticking out of their
head, tiny ears and mouth, two holes for a nose, stands about 1.5 meters tall and weighs about 180
lbs. Half the xeno's population are possibly Psychic Nulls which can explain the eerie stillness of the
Warp in this region. If true, the Pukusians may be an incredibly valuable resource in and of
themselves, providing the humans can tolerate being around them long enough. High ranking
Pukusians speak a little of High Gothic, but not very well.

They have colonized 3 of the 8 planets in their system. Some rare metals but not much. Plants the
Pukusians eat are hazardous for human consumption.
1st red desert empty. 1 moon.
2nd (habitable zone) earthlike, Pukusians homeworld. 2 moons sparsely colonized.
3rd (habitable zone) brown desert, being terraformed and heavily populated by the Pukusians. 2
moons, empty.
4th yellow and green rocky planet, mining colony. 9 moons, 1 with mining colony colonized by Puks.
5th Gas giant, 31 moons, all empty (except for hidden xeno ruins on a moon)
6th Cold rocky planet with empty human mining colony. 6 empty moon.
7th Ice cold planet, 1 moon all empty.

Lord-Captain Bel Ingeneri's “Sycorax” - came into the system on a ballistic trajectory, and was placed
into a stable orbit by Pukusian rescue ships when it was caught by a nearby planets gravity. All crew
missing before the Pukusians entered the ship. Achaeotech is stored behind the main vault blast
doors that have traps. Traps are reflective coating in different layers that reverse energy weapons,
energy fields on reserve power that electrocute people, poisonous gas, small laser turrets, etc etc.
The Echorat system, colonized by the Ro'ats. (Chronicles of House Dureen)

A bipedal avian race, with feathers colored in many different colors. The more colors, the more
rank/status the Xeno has. The dull single colors (like brown) act as laborers, soldiers, ect. Average
height 1.7 meters, weight 135 lbs, with beaks and arms attached to their wings, 5 digit hands. No
psykers in their race. They speak an alien dialect.

Technology Industrial (electricity), but they have other xeno relics that allow them to levitate small
vehicles, mostly platforms that the wealthy use to get around in. A few xeno ruins on the planet also.
They only occupy one planet in the system. Planet does have an abundance of
gems/crystals/rubies/etc. One fruit on the planet, kind of like a coconut, the juice of which is very
tasteful to humans, but also addictive.

There are 5 other planets in the system.


1st steam geyser planet with heavy metals, empty..
2nd desert planet with the same xeno ruins as Ro'ats. 2 moons all empty.
3rd (habitable zone) Ro'ats planet, 3 moons empty.
4th A gas giant with two derelict human space stations. Could be salvageable. Also has 21 moons, one
that has a small human mining colony on it that is slowly dying off if not discovered in a year exploring
the system.
5th An ice planet. Empty. No moons.

The Ul'vay system, colonized by Tau and humans.

A human trader ship was transporting Tau to one of their other planets on the other side of Eastern
Fringe Expanse, when it went off course, got caught in the worm hole from the warp gate in Zone 15,
and brought into the Koronus Expanse. They've been here for about 500 years (technically they were
only lost 300 years ago, but the warp made them go back in time).

They have colonized two systems, a 7 planet system with 1 star and a 13 planet system with 2 stars.
Total of 7 planets are colonized with a gas giant having a large space station collecting gas particles.
They have FLT travel, at least 9 warships (most frigate or raider size, with 1 being lightcruisers and 1
light cruiser/carrier) with over 20 transport vessels. About 9 space stations scattered over 7 planets
and two asteroid mining stations, with an additional 14 weapon platforms and minefields around the
planets, gas giant, and asteroid field.

Mind you, half the population is of humans, the other half Tau with a mixture of Kroot. A visiting
Warsphere enters the system every 5 years or so. No Vespids, sorry. Due to recurring Ork raids they
have built up this strong defense.

The Dureen system, colonized by Squats. (Chronicles of House Dureen)

From the House Dureen, lead by Hartek Grudgehammer Dureen. The planet is currently under-siege
from chaos renegades, lead by a Chaos Space Marine. Enemy ships consist of 1 cruiser, 1 frigate, 2
raiders, 3 transport ships. Half of their ships are damaged, with allot of space debris from destroyed
squat ships, orbital defense platforms, space stations, and other chaos ships. Technology is Modern
Imperial now, but was Advanced before the Forge worlds were destroyed.

9 planet system.
1st hot white sand planet, no moons.
2nd hot heavy metal planet w/ destroyed squat mining colony, 2 moons empty.
3rd jungle xeno death world, with destroyed squat colonies, 3 moon with destroyed outpost and space
station.
4th (habitable zone) Squat Homeworld, mostly land with little water, with huge underground cities.
Currently under-siege. No moons. Several destroyed defense platforms and 2 space stations.
5th (habitable zone) Second squat homeworld, mostly land with little water, now radioactive with
many destroyed underground cities. 1 moon with destroyed colony. Several destroyed defense
platforms and 2 destroyed space stations.
4 Comet.
6th A squat Forgeworld, heavily damaged and currently under-siege, 6 moons all destroyed mining
colonies. Destroyed space refinery / construction yard.
7th Cold rocky planet with destroyed mining colonies. 17 empty moons. Destroyed space refinery.
8th Gas giant, destroyed space refinery orbiting it. 78 empty moon.
9th Ice planet, with hidden squat research station that starved to death. 6 moons with xeno ruins.

The Illiad system, colonized by humans.

An Industrial Imperial planet that has various religions. Could be swayed, other than a small sect not
wanting Imperial control that could cause a problem later if not rooted out before leaving Preachers
their. Not capable of space travel. First two planet ecosystems seem to be perfectly perfect for
human colonization.
Contains 5 planets.
1st 9/10 Waterworld colonized by humans with fishing fleets and huge cities floating on the water.
Has a couple of huge floating battleship/cities that are rebels. All life on the planet is edible and not
dangerous to humans. 1 empty moon.
2nd (habitable zone) Forest planet, a paradise for colonization. Has 5 huge archaeotech human cities
that are empty. 2 moons that are empty.
3rd Gas giant with 3 derelict space stations. Very decayed and damaged. 44 moons, all empty.
4th Gas giant, with a Yu'vath battleship hidden in the depths of it. Orbiting around the planet are
debris from 5 destroyed human ships and 2 eldar ships. Maybe with some components still able to be
salvaged and/or archaeotech. 23 moons all empty.
5th Almost an all metal planet with human mining colonies long abandoned, deep ravens and caverns
on the planet. Also has a crashed battlecruiser on the planet hidden in a deep raven covered by dust
and sand. 5 moons, all empty.

The Aesthesis Enclave system, colonized by humans.

A Modern Imperial secessionist group called the Aesthesis Enclave, lead by a religious faction that
holds sway over the populace. This group is called The Siren's Voice, and are almost all psykers that
use telepathy powers along with sonic shout powers. Has a fleet of a 3-4 monitor frigates/raiders and
1 monitor light cruiser, with about 6 transport ships with many smaller civilian ships.

Contains 12 planets with 2 suns. Massive gravity fluctuations.


1st Hot almost crystal like planet, empty. Gravity fluctuations high here.
2nd Volcano planet, heavy metal, mining colony. No moon. Gravity fluctuations high here.
3rd Xeno ruins on desert, human research stations. 2 moons empty. Gravity flucts medium.
4th (habitable zone) Large rocky world, Aesthezians homeworld. 3 moons all colonized. 1 construction
yard, 3 space stations.
5th (habitable zone) Cemetery world, controlled by the Enclave. 2 moons, with colonies.
6th Rocky world, Aesthezian hives here. 5 moons, half with defense weapons stations. 1 construction
yard.
7th Gas giant, with 2 space station refineries. 59 moons, 5 with mining outposts.
8th Cold snow covered planet with xeno ruins, Siren's Voice call this their homeworld. 6 moons empty.
1 space station.
Asteroids with 2 space stations.
9th Gas giant, 1 space station refinery. 23 moons, 2 with mining outposts.
10th Ice covered planet with mining colonies. No moons.
11th Heavy metal planet. 30 moons, all empty.
12th Ice covered planet with recently destroyed human cities. 3 moons with destroyed mining
outposts.
The Borslov system, colonized by Cathaar (wolf / dog humanoids).

A Feudal society that resides on an Agri world, controlled by a large wolf humanoid calling himself
“Erof Huf,” meaning ‘The Baron’ in High Gothic. He rules the whole world, and hates all other religions
with a passion. He believes in many gods, like the Greeks did. There is also a small tyranid
infestation on the planet. Most of these are Gaunts, but maybe a gene-stealer might spring up and
cause discord once the players leave, if not rooted out upon initial investigations/rumors. The wolf /
fox humanoids are the Nobles/Leaders with a few rare exceptions, while all the dog or mutt looking
humanoids are the labor, slaves, or muscle. There are obvious signs in hidden underground cave
cities / bunkers that a tall lanky white skinned humanoid race once lived on their planet. Might even
be hidden evidence that they created the race that now resides on the planet.

Contains 5 planets.
1st Cracked raven planet, empty. No moon.
2nd (habitable zone) Feudal planet controlled by “Erof Huf.” 1 moon that's empty.
3rd (habitable zone) Jungle death world, infested by rogue Tyranids, w/ abandoned humanoid cities. 4
empty moons.
4th Gas giant w/ dead void whale orbiting it. 42 empty moons.
5th Ice covered heavy metal world, with deep xeno ruins. No moons.
3 comets.

Void whales way out in the outer system. They are as big as a raider, pack leaders big as a
lightcruiser. Farming then nets exotic meat, oils, and skin that can be used to create void suits.
The Hextian system, colonized by humans.

A Modern Imperial type society, that is controlled by the Archduke Vahn Warrscoff. Very militaristic
in nature, almost all worlds are classified as Fortress or have heavy military presence and defense in
mind. They are a hidden secessionist group, and keep their agenda hidden at all costs. They will fawn
ignorance and show support to Ecclesiarchy doctrine, but will secretly oppose it until they are
discovered. System monitor ships consist of 12 raider/frigate ships w/ same number in trade/cargo
ships, 2 light cruiser carriers under construction and 1 heavy cruiser under construction (hidden in
asteroid field but guarding 7th planet). They will later call themselves the “Hellghast” upon seceding
from the Imperium (sound familiar?).

System contains 7 planets, with yellow tint to all surrounding space due to sun’s rays.
1st Volcano planet, no moon. Empty.
2nd Cracked dry rocky planet with mining colonies. 2 moons with mines. 1 small Space shipyard
factory.
3rd (habitable zone) Fortress planet. 2 moons, 1 Fortresses and 1 Forge. 3 defense space stations, 1
medium space shipyard.
4th (habitable zone) farming planet w/ destroyed cities. 3 moons, all mining colonies. 2 defense
space stations, 1 orbital refinery. (in depth look at destroyed cities finds mass graves of people similar
to Hextian’s, but different skin color, who called themselves “Free Nations”)
5th Gas giant with 2 orbital refineries. 53 moons, 4 with refineries and 3 with mines.
8 Comets.
6th Frozen ice covered planet, with water underneath. 1 space station. 1 hidden archaeotech cruiser
deep in the watery depth of the planet. No moons.
Heavy asteroid field, 3 mining space stations with about 6 defense stations on asteroids that lead to
the 7th planet. Ice planet, small outpost researching 2 xeno crashed frigate ships. 13 empty moons.
Technology of crashed xeno ships is FLT, with advanced laser weapons. They have almost
implemented FLT tech on their ships, but have all ready re-engineered laser weapons for their ships
and some ground vehicles.

The Xavier system, colonized by humans.

An Advanced Modern Imperial society that closely follows the Ecclesiarchy doctrine and can be easily
converted. They happen to have a very good military force with poor quality power armour and poor
bolt weapons being standard issue (like the Locke pattern). This group is called, “The Brotherhood of
Steel.” They also happen to have Mk1 Gunship Shuttles for regular soldier use. Tanks consist of
Leman Russ, Rhinos, and Basilisks. System fleet consists of 3 raiders, 2 transports, with a dozen
smaller civilian craft. On one of the 4th planet’s moons is a half buried Ork frigate that crashed
landed 2 years ago. A small colony of about 30,000 orks have thrived there so far. At some point in
the game, either a Chaos SM ship with attached flotilla or an Imperial SM ship and escorts will
demand tribute from the planet, and upon denial, attempt to kill everyone on the planet through
virus bombs and orbital bombardment. Only a few thousand survivors will remain, hidden in deep
underground bunkers. If not saved after 1-2 years, will die off due to various effects. If successful
negotiations by PC’s with Trade or Creed endeavor’s, they will also sell troops and tank regiments.

System is of 5 planets, with a red tint to all surrounding space due to sun’s rays.
1st Gas giant that helps cause the tint in space. No moons.
2nd (habitable zone) Large earthlike planet rich in metals, human colonized. 4 moons with mining
colonies. 2 space stations, 1 construction yard.
3rd Dust covered planet, newly created Forge colony on rare mineral veins. 2 moons with sparse
mining colonies. 1 space station.
4th Cold rocky planets. 11 moons, 1 with crashed Ork frigate ship and small Ork colony.
5th Ice crystal planet. No moons. Empty.

The Gorganian system, colonized by humans and slaugth.

An Industrialist steam engine society, ruled by the Slaugth that keep themselves hidden. Only about
1000 slaugth live on the main planet with over 9 billion humans that are in a constant state of war
that the slaugth orchestrates. About 4 continents with 5 different factions. Another 10,000 slaugth
with 100,000 human slaves live on the moon above the planet, with underground caverns and labs
where they engineer their “constructs” and test them against humans in maze like tunnels. The moon
has a hanger base (Str 4), 3 x macrobatteries and 3 x lance batteries, with a +25 detection, hull 120,
and armour 24, crew and morale of 140.

System contains 4 planets.


1st Cracked volcano geyser planet. No moons.
2nd (habitable zone) Large Earthlike planet colonized by humans controlled by slaugth. 3 moons, 1
with hidden slaugth base.
3rd Gas giant, 1 xeno (Slaugth) destroyed space station, 27 moons.
4th Dust stormed planet. 31 moons. All empty.
5 large comets.

The Felix system, colonized by humans and orks.

A Modern Imperial society that has been overrun by Orks. All previous colonies were populated by
humans, until the orks arrived about 25 years ago. On the main planet, only about 100 million
humans remain in a filth covered hive like city surrounded by 1 billion orks that mostly fight amongst
themselves. By the time anyone investigates the system, the city will have 1 year left before they get
overrun when an Orc Warlord finally unites the factions.

System contains 8 planets


1st Crater planet. No moons.
2nd Crater planet with noxious gas. 2 moons, all empty.
3rd Dry rocky planet, with ork mining colony and human slaves. 2 empty moons.
4th (habitable zone) Earthlike planet, with humans and orks at war. 3 moons. 1 destroyed shipyard.
5th Gas giant, 2 destroyed refineries. 33 moons, all empty.
6th Gas giant. 45 moons, all empty.
7th Ice covered planet. 1 moon, all empty.
8th Ice covered rock planet. 3 moons, all empty.

The Galileo system, colonized by Aronca’s.

Scientific society that lives on lies and deceit. Refer to picture above for description. There are a total
of 5 different factions, 3 on the homeworld, 1 on the homeworld’s moon, and another on the sparsely
colonized planet and moon combined. They would sell their own mother to get a deal, or even a
fellow partner. They happen to have over 60 small warships (crew around 700 or less, and
armaments that can only damage a RT’s transport ship), with about 400 transport ships of similar size.
The main homeworld has a monopoly on water distribution because it is scarce. Now the Forest
world they colonize is supplying them with water, but the people are also revolting.

system contains 13 planets


1st Hot metal/iron planet, empty.
2nd Volcano planet, heavy metal. No moon.
3rd Desert, with crystal formations underground. 2 moons empty.
4th (habitable zone) Dry world, Aronca’s homeworld. 2 moons, 1 colonized. 3 small space stations.
5th (habitable zone) Forest world, sparsely populated by Aronca’s. 3 moons, 1 a mining colony.
6th Rocky world. 5 moons, all empty.
7th Gas giant. 28 moons, all empty.
8th Ice planet. 2 moons. Rare fuel source here.
9th Gas giant. 39 moons, all empty.
10th Ice covered planet. No moons.
11th Large Ice planet. 5 moons, all empty.
12th Small gas planet. No moons.
13th Cold rock planet. 2 moons, all empty.
The Kavuria system, colonized by humans.
So it's a huge planet (Think Jupiter, if Jupiter was the Mongolian Steppes) completely covered in
hardscrabble with no water, sparse vegetation, but what veg there is is huge in scale compared to
humans. Roaming this wasteland are titanic, crab/crustacean like creatures of gargantuan scale.
Miles long. On their backs, the locals have carved intricate cities into the shells of these
creatures...ornate, bone-like structures wrought from the hard material of the shell. The creatures
allow this, as that is the portion of their shells they eventually shed anyways (after a few hundred
years). The creatures existed before humanity colonized the planet, and will likely exist after
humanity is gone. A symbiotic relationship has developed...cottage industries collecting the grease,
tears and sweat these creatures exude, hunting the parasites that cling to it, making medicines and
weapons out of various portions shed by the crabs, etc.

These creatures wander the hardscrabble at their own volition, albeit at a sloth-like pace. The entire
planet has formed a religion around worshiping these walking cities, as there are only a few dozen.
The name of the creature is also the name of the city. There are priestly positions that profess to
"talk" to the minds of these ancient creatures, basically psykers. They try to "steer" them to no avail,
but often claim they are in fact doing so.

The impetus for adventure is that one of the city-crabs disappears and the party was tasked with
finding what happened to it. In actuality, it entered its death-stages, the first creature to do so since
humans colonized, and it entered a massive cavern at the south pole of the planet amongst hundreds
of other dead creatures.

There was going to be a massive hex crawl through a dead crab city populated by ghoul like
creatures...it was gonna be great, but the party never took the bait and never landed there!

System contains 3 planets.


1st Small dry planet. No moons.
2nd Crater planet with noxious gas. 2 moons, all empty.
3rd (habitable zone) LARGE Dry rocky planet, with large crabs and plants, with humans.
4th Gas giant. 17 moons, all empty.

Note: About 9 / 10th’s of all star systems the PC’s visit should be barren and devoid of life. A rare
few will have a hidden Pirate / Orc / Heretic base with a few ships guarding it. Randomly
determine the Strength of the base and the fleet if desired.

Ideas for Egariarns/Rak Gol / Yu vath (by Erathia)


Egarians: Came first, they were peaceful, bioluminescent insects that communicated entirely through
light, which is why their maze cities is built out of weird, apparently useless crystal. It's great if your
whole body is a laser light show though. They made peaceful contact with other races, which is great
up until you remember we're living in 40K, and they ran afoul of Orks and Slaugth, both of whom
loved to slaughter them. As a result they began experimenting with themselves creating...

Rak'Gol: The first Rak'Gol were somewhat intelligent and capable of communicating, but instead of
the bioluminescence of an Egarian, their skin was hardened and single-colored. They adapted the
Orkish model of war (it being one of the few they're familiar with) and unleashed terrifying, relentless
killers to reclaim their space in a bid that was mostly successful. With their borders secured, they now
had the equivalent of shell-shocked veterans who couldn't re-integrate into society. Leading to them
to try experiments to restore the light to the Rak'Gol. In desperation they turned to the Warp, which
created...

Yu'Vath: The Rak'Gol themselves were already imperfect, so they just became mutated. However
when these warp treatments were tried on pure Egarians, they turned into Warp-obsessed purple
crystal-shouting omnicidal maniacs who enslaved and further degraded the Rak'Gol into mindless
beings, then turned on each other and the surviving Egarians to eliminate potential competition. The
Yu'Vath themselves are gone, and the Rak'Gol Techno-Shamans are a really poor imitation of a true
Yu'Vath monster. If there are any surviving pure-strain Egarians out there though....

Ideas for Egariarns/Rak Gol / Yu vath (by Self)


Egarians: Came first, they were peaceful, bioluminescent insects that communicated entirely through
light, which is why their maze cities is built out of weird, apparently useless crystal. It's great if your
whole body is a laser light show though. They made peaceful contact with other races, which is great
up until you remember we're living in 40K, and they ran afoul of Orks and Slaugth, both of whom
loved to slaughter them. As a result they died.

Yu'Vath: No one knows where they came from. All anyone knows is the atrocities they committed,
and the lives lost defeating them. Some say they were an intelligent mineral race, with others state
the crystals put into their bodies turned them into what they are now.

Rak'Gol: The first Rak'Gol were somewhat intelligent and capable of communicating; however, the
Yu’Vath didn’t want a race that questioned them, but one that obeyed and destroyed everything in
it’s path. In the beginning, the Yu’Vath created them in the Calixis Sector and sent them out into an
adjacent sector (a sector beside Calixis and Koronus) to conquer worlds in their name. While there,
the war with the Imperium started. The Yu’Vath attempted to call their Soldiers back, but due to a
Warp storm the Ra’Gol were thrown off course. Now, centuries later, the Rak’Gol have all but gone
insane due to their long space voyage. But they have finally returned to answer the long dead call of
their masters, by waging war on the Imperium.

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