twilight sector house rules

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    InquisitorTwilight Sector Campaign

    House Rules

    Introduction

    Twilight Sector is effectively a sector in blank. The players are given maps to the sector and its foursubsectors, as well as the few pages listed below, but nothing else. It is up to them to flesh things out.

    Twilight Sector is meant to be run by the method described in the Inquisitor rulebook, with each playertaking a turn as Narrator and cooperating in a narrative campaign style to create the ongoing story, and tofill in the unknown details of the sector as the campaign is played. Thus, we start off with anunderstanding (judging from the map) that this sector does not have a terribly strong Imperial presence.Certainly, Orks, Tyranids and the dark powers of Chaos all have a foothold here as well. Perhaps mostimportantly, most of the Sector is unexplored: all knowledge of the majority of its world are long lost sincethe glory days of the Emperor's Reconquista.

    Beyond this, the players should go forward in narrative campaign style and discover what is to bediscovered. This is the real fun of Inquisitor. What is going on here? What challenges do the Inquisitorand his staff members face? Remember that what follows in these house rules are idea generators only.They can and should be modified or even discarded by the individual players as needed when it is theirturn to act as narrator. Have fun.

    Twilight Sector Campaign Rules

    This campaign is meant to largely mirror the narrative style suggested in the Inquisitor rulebook. Thus,very little information is available to the players/Narrator when the campaign begins. The only resourcesare the sector map, sector encounter table, a very brief history and description of some of the betterknown worlds, and… that’s it. All the rest is to be invented by the players/Narrator as the campaignprogresses.

    The idea of the “narrative wargame” in the Inquisitor rulebook (which somehow got left out of the onlineversion) was that one player would design a scenario, the game would be played, and he would hand the

    reins off to the next player (who then became Narrator for the next session) and he would add a littlemore to the universe, and so on.

    We will follow this pattern in Twilight Sector, with the following additional rules or rules changes:

    Miniatures: We will loosen up here a bit, and state that the miniatures used need not be GW, and neednot be absolute WYSIWYG. However they must be fully painted (no exposed metal) in at least fourcolors, and they must be a reasonable representation of what is intended. I.e., a robot with a sword canrepresent anything similar; it cannot represent a genestealer.

    Further, minis need not be in 54mm scale; 28mm, 15mm or whatever you like is fine, provided only thatthe Narrator can provide miniatures for all players and creatures in the preferred scale (and again, theymust be fully painted and reasonable facsimiles of what they are supposed to represent).

    Scenics: Just as the players must use reasonable minis, the Narrator must also use reasonable scenics.Defining this would be impossible, but suffice it to say that if you intend to represent a mad scientist’s labas the scene of the battle, setting the thing up on a bare table with dice used to mark off the walls doesnot cut it. The scenics used should be a decent representation of the intended battlefield.

    The Ongoing Campaign: Each Narrator should make an effort to build on what the last guy did to at leastsome extent. Plot shifts are okay, but anything too wild and wacky should be discouraged. Also, heshould document whatever he does, along with appropriate maps, illustrations, or whatever, and put it inthe files section of the group for the next Narrator to use.

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    Once it becomes “campaign canon” all future Narrators must abide by the results of the adventure, withtwo exceptions: 1. Anything that the Narrator does not record in the files section of the yahoo group is notcanon. If you want it remembered, write it up. 2. Any secrets left by the previous Narrator are free forother players to interpret. He gets NO say as to what is contained in any mysterious black boxes left withthe players, the powers of any mysterious items he does not fully describe, the motivations and abilities ofany NPCs that he does not fully describe, etc. All of these things are left to the imagination of futureNarrators. The fun here is to see what somebody else does with your ideas.

    The Narrator’s character: When the Narrator is running the adventure, his character can be played as anNPC by the other players. No input is allowed by the present Narrator as to hi s character’s actions,though he should be played with an eye toward proper characterization. Again, the Dallas DreamSequence is available, by vote, if the Narrator’s character is abused.

    Instant Warbands

    To create an instant warband, first, roll 1D100 on the table below to determine the major character aroundwhich the band is based. There is then a 40% chance that a second major character is also a memberof the warband. Keep rolling this chance until you roll over 40, or the total ready reckoner value of thewarband is greater than 500:

    Major Characters from Inquisitor Living Rulebook (1D100)

    Base Character Ready Reckoner Gang Table (1D100)Point Value 1-50 51-75 76-92 93+

    1-2 Inquisitor Covenant 221 HS GC DG OW3-4 Inquisitor Eisenhorn 237 HS GC OW DG5-6 Witch Hunter Tyrus 243 HS DG GC DG

    7-8 Deathwatch Battle Brother Artemis 359 HS OW DG GC9-12 Magos Delphan Gruss 226 HS GC DG OW

    13-20 Duke Von Castellan 133 HS OW GC DG21-29 Devotee Malicant 100 HS DG DG OW30-35 Sergeant Stone, Gland War Veteran 103 HS OW DG GC36-50 Slick Devlan, Freelance Gunfighter 120 HS GC OW DG

    51-66 Special Security Enforcer Barbaretta 157 HS GC OW DG67-80 Quovandis [Mutant] 83 DG OW GC HS81-90 Preacher Josef, Drill Abbot 103 HS DG GC OW

    91-94 Damien 1427 [Arco-Flagellant] 107 HS DG GC OW95-98 Severina or Sevora 151 HS DG OW GC99-00 Cherubael 158 DG OW HS GC

    Note that the above characters allow a virtually infinite supply of NPCs as needed, with only minormodifications. If, for example, you need Xarvax the Forsaken, a Chaos space marine, start with Brother Artemis, give him a mutation (maybe just a purely cosmetic one, like a bony crest on his head) and,maybe, Death Gaze as a Wyrd ability. Now, add +15 to his Ready Reckoner Point Value, and use adifferent figure. You have a perfect traitor legionnaire, and no one will ever know that you cheated.

    Once all major characters have been generated, roll 1D100 on the gang table (above) to determine thetype of warband with which they are associated: Human Soldier (HS), Daemonic Gang (DG), OrkWarband (OW), or Genestealer Cult (GC). This roll is based on a randomly selected major characterwho then becomes the main character for all purposes . Then, roll 1D100 on that table (below) and add

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    the ready reckoner value of the result to the ready reckoner value of the original major character(s).Keep on rolling on the appropriate warband table until you reach a value greater than or equal to 500points, then stop. This is your instant warband.

    Note that, while the main character rolled up will probably be the warband's leader, this need not alwaysbe the case. His association with the band can take many forms (D10):

    1-3 The main character leads the warband.4 The main character scouts for or guides the warband.5 The main character scouts for or guides the warband, but under duress.6 The main character is stalking the warband.7 The main character is hunted by the warband.8 The main character is a prisoner of the warband.9 The main character is in negotiations with the warband over something both consider

    important.0 The main character is working with the warband, but on a temporary basis. They are both

    seeking something and will betray each other as soon as one of them gets it.

    If the first major character is not the warband's leader, dice randomly for ths allegiance of all other majorcharacters (whether they side with the leader or the warband). Usually, the highest point value characterwith the warband will be the warband's leader. For those who think its too weird for an Inquisitor to beleading a bunch of Ork, just make him an Ork Warboss, and no one will know the difference. However,also remember that the Imperium is chock full of traitors and renegades. Exception: Genestealer cultsare always led by a Genestealer patriarch, if one is present.

    Human Soldiers, Mercs or Gangers (HS)1-35 Human Merc36-40 Human Merc Officer (or Naval Officer, if in a starport or otherwise appropriate)41-60 Human Naval Rating61-70 Roll on Random Rare Items table71-95 Human Thug, Hive Ganger, Genestealer Brood Brother, etc.96-00 Psyker (25% chance Astropath if Imperial)

    Daemonic Gang (DG)1-8 Psyker9-65 Human Thug, Hive Ganger, Genestealer Brood Brother, etc. (add one mutation)66-75 Roll on Random Rare Items table76-97 Low Level Warp Entity98-99 Lesser Daemon Weapon00 Daemon Prince Weapon

    Ork Warband (OW)1-30 Ork Boy31-40 Ork Nob in Mega Armor41-45 Roll on Random Rare Items table

    46-97 Grot98-00 Ork Weirdboy

    Genestealer Cult (GC)1-35 Genestealer36-40 Genestealer Patriarch (maximum, one)41-65 Tyranid Crawlie-Skitterbug66-70 Roll on Random Rare Items table71-97 Human Thug, Hive Ganger, Genestealer Brood Brother, etc.98-00 Psyker

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    Random Rare Items (1D20). All worth 5 Ready Reckoner Points1 Flamer2 Heavy Stubber3 Multi laser4 Webber5 Power Axe6 Power Sword7 Imperial Denarii (1D10)8 Anti-Plant Grenades9 Blind Grenades10 Grenade Launcher11 Krak Grenades12 Super Krak Grenades13 Mirror Shield14 Storm Shield15 Suppression Shield16 Filtration Plugs17 Gas Mask18 Medi-Pack19 Web Solvent20 Roll on Exotic Items Table

    Random Exotic Items (1D20). All worth 9 Ready Reckoner Points1 Assault Cannon2 Digital Weapon3 Eldar Shuriken Catapult4 Flame Cannon5 Hand Flamer6 Hrud Fusil7 Imperial Denarii (3D10)8 Daemon Weapon (Daemonic Servant)

    9 Daemon Weapon (Lesser Daemon)10 Xenarch Death Arch11 Krak Grenades (5)12 Haywire Grenades13 Missile Launcher14 Plasma Grenades15 Conversion Field16 Hexagrammic or Pentagrammic Wards17 Implants or Advanced Bionics18 Synskin or De-tox19 Psychic Hood or Servo Skull20 Roll on Legendary Items Table

    Random Legendary Items (1D20). All worth 15 Ready Reckoner Points1 Graviton Gun2 Inferno Pistol3 Necrontyr Gauss Flayer4 Neural Shredder5 Psycannon6 Thermal Lance7 Imperial Denarii (5D10)8 Daemon Weapon (Daemon Prince)

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    9 Daemon Weapon (Greater Daemon)10 Psyk Out Grenades11 Stasis Grenades12 Displacer Field13 Highly Advanced Bionics14 Tome describing a ritual to summon a warp entity, cast a world-shattering spell, or locate

    a forgotten STC device15 Choose any one exotic item16 Roll twice on Exotic Items table17 Warp Gate to another world18 Imperial Denarii (1D100)19 Strange companion such as a Gyrinx, Psychic Paraiah or Harlequin Solitaire20 Choose any one Legendary item

    Note that the random equipment tables above do not include all the equipment and weapons available inInquisitor, just the things most likely to show up in Twilight Sector.

    Warband Descriptions

    Astropath

    WS BS S T I Wp Sg Nv Ld Spd20 05 30 50 55 95 70 25 35 4

    Talents: Nearsense (blind, but can sense physical objects within 10", can sense psykers anywhere on thetable).

    Psychic Powers: Any four random and Astrotelepathy (can send messages over stellar distances, this isreally an out-of-battle power, and the details should be worked out by the Narrator on a case by casebasis; it should always be tough to use).

    Equipment: white staff and green robes

    Weapons: None

    Ready Reckoner Point Value: 100

    Eldar Pirate

    WS BS S T I Wp Sg Nv Ld Spd80 75 50 50 95 75 80 85 95 6

    Talents: Catfall, Lightning Reflexes, Leader, Nightsight (ignore detectionpenalties caused by poor lighting)

    Psychic Powers: Can use any psychic power as a Wyrd, but each time this isdone the Eldar has a 25% chance of being instantly consumed by the Warp.Thus he will only do it in the most desperate circumstances, which generallyDO NOT include something as trivial as saving his own life.

    Equipment: carapace on chest, abdomen, groin (6 points armor)

    Weapon Type Range Mode Acc Dam Shots Rld WtVaries, usually las weapons or shuriken catapults

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    Weapon Type Range Area Blast Dam WtVaries, usually haywire or hallucinogen

    Melee Weapon Reach Damage Parry PenaltySword 3 2D6+2 -10

    Ready Reckoner Point Value: 143

    Genestealer

    WS BS S T I Wp Sg Nv Ld Spd85 0 120 85 90 75 20 90 15 6

    Talents: Fearsome ( must make a Nerve test to charge or fight a Genestealer ), Multiple Arms (4),Beweaponed Extremities, Razor Sharp Claws, Nerves of Steel ( never takes pinning tests ), Ambidextrous(no off-hand penalty ), Bestial Face, Chitinous Hide (3 points armour, all locations)

    Melee Weapon Reach Damage Parry PenaltyClaws 3 D10+7 04 attacksignores 5 points armour, always causes critical damage.

    Bestial Face 0 D6+7

    Ready Reckoner Point Value: 124

    Genestealer Patriarch

    WS BS S T I Wp Sg Nv Ld Spd85 0 150 95 90 95 50 90 85 6

    Talents: Fearsome ( must make a Nerve test to charge or fight a Genestealer ), Multiple Arms (4),Beweaponed Extremities, Razor Sharp Claws, Nerves of Steel ( never takes pinning tests ), Ambidextrous(no off-hand penalty ), Bestial Face, Chitinous Hide (3 points armour, all locations)

    Psychic Powers: TELEPATHY: Psychic Shriek (5), Demoralise (0), Telepathy (5), Mesmerism (20)BIOMANCY: Regenerate (20), Enfeeble (1/2 target's toughness).

    Melee Weapon Reach Damage Parry PenaltyClaws 3 D10+7 04 attacksignores 5 points armour, always causes critical damage.

    Bestial Face 0 D6+7Ready Reckoner Point Value: 207

    Grot

    WS BS S T I Wp Sg Nv Ld Spd20 20 35 30 40 60 30 20 30 3

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    Talents: (negative talent) automatically fails nerve tests, attempts to use other Boyz as cover.

    Equipment: flak (3 points armor) on chest, abdomen and groin

    Weapon Type Range Mode Acc Dam Shots Rld WtStubber pistol F single - 2D6+2 15 2 15

    semi(2)

    Weapon Type Range Area Blast Dam WtFrag Grenades gren. E 3yds. 4 D10 5

    Melee Weapon Reach Damage Parry PenaltySword 3 2D6 -10

    Ready Reckoner Point Value: 39 (negative talent already factored in as -5)

    Human Merc

    WS BS S T I Wp Sg Nv Ld Spd55 50 50 45 55 45 35 45 70 4

    Equipment: flak on chest, abdomen, groin, head (3 points armor)

    Weapon Type Range Mode Acc Dam Shots Rld WtLasgun (Mars) basic C single - 2D6 60 2 25

    Weapon Type Range Area Blast Dam WtFrag Grenades gren. E 3yds. 4 D10 5

    Melee Weapon Reach Damage Parry PenaltyKnife 1 D6 -25

    Ready Reckoner Point Value: 65

    Human Merc Officer

    WS BS S T I Wp Sg Nv Ld Spd55 50 50 45 55 45 35 45 80 4

    Talents: Leader, True Grit, Furious Assault

    Equipment: flak on chest, abdomen, groin, head (3 points armor)

    Weapon Type Range Mode Acc Dam Shots Rld Wt

    Lasgun (Mars) basic C single - 2D6 60 2 25Weapon Type Range Area Blast Dam WtFrag Grenades gren. E 3yds. 4 D10 5

    Melee Weapon Reach Damage Parry PenaltyKnife 1 D6 -25

    Ready Reckoner Point Value: 80 For a Naval Officer , take away his armor and grenades. His pointvalue becomes 65.

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    Human Naval Rating

    WS BS S T I Wp Sg Nv Ld Spd55 50 50 45 55 45 35 45 70 4

    Weapon Type Range Mode Acc Dam Shots Rld WtLasgun (Mars) basic C single - 2D6 60 2 25

    Melee Weapon Reach Damage Parry PenaltyKnife 1 D6 -25

    Ready Reckoner Point Value: 50

    Human Thug, Hive Ganger, Genestealer Brood Brother , etc.

    WS BS S T I Wp Sg Nv Ld Spd50 55 45 40 55 40 30 45 60 4

    Weapon Type Range Mode Acc Dam Shots Rld WtStubber pistol F single - 2D6+2 15 2 15

    semi(2)Melee Weapon Reach Damage Parry PenaltyKnife 1 D6 -25

    Ready Reckoner Point Value: 47

    Low Level Warp Entity

    WS BS S T I Wp Sg Nv Ld Spd

    55 50 50 45 55 45 35 45 70 4

    Talents: Possession: Shadow*, Razor Sharp Claws*

    Melee Weapon Reach Damage Parry PenaltyRazor Sharp Claws 0 D3 -30ignores 5 points of armor, always critical damage

    Ready Reckoner Point Value: 59*can be replaced with any single random demonic ability and random mutation.

    Necron Scarab

    WS BS S T I Wp Sg Nv Ld Spd70 0 100 180 50 100 80 100 85 4

    Talents: Force of Will, Nerves of Steel, Regenerate, True Grit

    Melee Weapon Reach Damage Parry PenaltyRazor Sharp Claws 0 D3 -30ignores 5 points of armor, always critical damage

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    Electronic Interference: All electronic weapons within 8’ of the scarab take a -5WS penalty per Necron scarab in this range.

    Phase out: If a necron ever dies(for exmple by suffering a crippled head), it willphase out, and dissappear, as will all equipment. It is therefore impossible toloot a necron, or capture one(unless the GM rules otherwise).

    Ready Reckoner Point Value: 147

    Necron Warrior

    WS BS S T I Wp Sg Nv Ld Spd70 70 180 180 50 100 80 100 85 4

    Talents: Ambidextrous, Fearsome, Force of Will, Nerves of Steel, Regenerate, Rock Steady Aim, TrueGrit

    Weapon Type Range Mode Acc Dam Shots Rld WtGauss Flayer: As Inquisitor Rulebook, but never runs out of ammo (Internal power).

    Metal Men: Necrons are made from a highly resistant metal, and because of this, all locations count ashaving 8 points of armor that will repair along with the necron if damaged(say, by another flayer).

    Phase out: If a necron ever dies(for exmple by suffering a crippled head), it will phase out, anddissappear, as will all equipment. It is therefore impossible to loot a necron, or capture one(unless the GMrules otherwise).

    Ready Reckoner Point Value: 247

    Ogryn

    WS BS S T I Wp Sg Nv Ld Spd65 40 210 155 55 75 45 70 70 4

    Talents: True Grit, Nerves of Steel

    Melee Weapon Reach Damage Parry PenaltyOgryn Knife 3 D10+17 -20

    Weapon Type Range Mode Acc Dam Shots Rld WtRipper Gun Basic A single - 4D10 10 2 80

    Thick as!: after every shot of the gun, pass a wp test or disregard your next action and shootagain, even if your out of ammunition, and can carry onto other turns. Must pass a Sagacity testto use grenades.'Thick Skull': Ogryns have developed an incredibly hardy bone structure over the millennia. This meansOgryns do not benefit from bonuses to Sagacity tests, but they also cannot be stunned.

    Thick skinned: +1 armor to all locations,+2 to head, cannot recover injuries without aid from anothercharacter.

    It's dark in here: They will only go into a confined space if a persuading character can pass a leadershiptest.

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    'Ogryn Stealth.': Ogryns are not the quietest of creatures. It is +20% to detect them.

    Ready Reckoner Point Value: 98

    Ork Boy

    WS BS S T I Wp Sg Nv Ld Spd75 40 120 120 50 50 40 80 60 4

    Talents: True Grit, Nerves of Steel

    Psychic Powers:

    Equipment: flak (3 points armor) on chest, abdomen and groin

    Weapon Type Range Mode Acc Dam Shots Rld WtBolter Mk II Basic D single - 2D10+4 15 2 40

    semi(2)Weapon Type Range Area Blast Dam WtFrag Grenades gren. E 3yds. 4 D10 5

    Melee Weapon Reach Damage Parry PenaltySword 3 2D6+7 -10

    Ready Reckoner Point Value: 118

    Ork Nob in Mega Armor

    WS BS S T I Wp Sg Nv Ld Spd85 45 140 140 50 50 45 85 65 4

    Talents: True Grit, Nerves of Steel

    Psychic Powers:

    Equipment: Powered Armor (armor value 10) on all locations except head

    Weapon Type Range Mode Acc Dam Shots Rld WtMeltagun Basic J single -5 5D10 5 6 45

    Weapon Type Range Area Blast Dam WtFrag Grenades gren. E 3yds. 4 D10 5

    Melee Weapon Reach Damage Parry PenaltySword 3 2D6+9 -10

    Ready Reckoner Point Value: 190

    Ork Weirdboy

    WS BS S T I Wp Sg Nv Ld Spd

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    75 40 120 120 50 50 40 80 60 4

    Talents: True Grit, Nerves of Steel

    Psychic Powers: Storm of Lightning (Wyrd), Psychic Shriek (Wyrd), Firestorm (Wyrd)

    Equipment: None

    Melee Weapon Reach Damage Parry PenaltySword 3 2D6+7 -10

    Ready Reckoner Point Value: 136

    Psyker

    WS BS S T I Wp Sg Nv Ld Spd30 35 30 50 55 85 70 55 35 4

    Psychic Powers: Any three random.

    Equipment: 1 point armor on all locations (thick robes and hood).

    Weapon Type Range Mode Acc Dam Shots Rld WtStubber pistol F single - 2D6+2 15 2 15

    semi(2)

    Melee Weapon Reach Damage Parry PenaltySword 3 2D6 -10

    Ready Reckoner Point Value: 90

    Squat

    WS BS S T I Wp Sg Nv Ld Spd70 55 70 110 40 60 70 85 70 3

    Talents: True Grit, Technician (+20 to Sagacity rolls involving technological items).

    Psychic Powers:

    Equipment: flak (3 points armor) on all locations

    Weapon Type Range Mode Acc Dam Shots Rld Wt

    Bolter Mk II Basic D single - 2D10+4 15 2 40semi(2)Melee Weapon Reach Damage Parry PenaltySword 3 2D6+7 -10

    Short Legs: Reduce Walking, Evading and Running Movement Rate by 1 yardand their sprinting Movement Rate by 2 yards.

    Sturdy: Double carrying ability of a human with the same Strength.

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    Ready Reckoner Point Value: 112

    Tyranid Crawlie-Skitterbug

    WS BS S T I Wp Sg Nv Ld Spd45 0 40 50 60 20 10 70 70 4

    Talents: Chitinous Hide (3 points armor, all locations), Beweaponed Extremities (1), Nerves of Steel

    Melee Weapon Reach Damage Parry Penaltyclaw/pincer/whatever 3 D10 0

    Ready Reckoner Point Value: 75

    Random Encounter Tables

    Random Hive World Encounters (1 on 1D6 chance per day, then roll 1D20):

    1 Noxious gas cloud from local factory: Toughness save or -5 to all actions for 1D3 days.2 Purveyor: sells common items and ammunition. 15% chance has one random rare item.3 Lost noblewoman. Take her home safe for 2D20 denarii reward.4 Press gang; 1 merc officer and 1D4 Human Mercs; desperate for "recruits".5 Snapperpede (large carnivore) tunnels into the area:

    WS BS S T I Wp Sg Nv Ld Spd85 0 100 160 80 95 10 90 85 5Beweaponed Extremities: D10+11 damage

    6 Tomb Entrance: See Tomb Encounter Table, below.7 Wealthy merchant, 1D4 Human Thug guards and wares worth 1D20 imperial denarii.8 Hand-held distress beacon signal goes off in the area; may mean anything.9 Starving mutant cannibals: 1D6 Human Thugs (one mutation), improvised weapons only.

    10 Blind Seer: Answers one (only) yes or no question for 1D10 denarii, 60% accurate. Theseer is a psyker with special powers, so the question can be about anything, and theNarrator must answer honestly.

    11 Ork raiders: 1 Nob in mega armor, 1D4 Boyz and 1D6 Grots.12 Local enforcers; 1D4 Human Mercs, question anyone acting suspiciously.13 Lone Genestealer on kidnapping raid.14 Corpse with jewelry worth 1D20 denarii (65% chance it was a trap set by 1D6 gangers).15 1D6 Boil Termites attack from the rubble:

    WS BS S T I Wp Sg Nv Ld Spd35 0 60 40 60 45 10 100 85 4Beweaponed Extremities: D10+1 damage

    16 Librarians Guild: Answer questions regarding the local area only for 1D6 denarii each,80% accurate.

    17 1D4 Fire Wasps attack from above:WS BS S T I Wp Sg Nv Ld Spd45 0 35 40 80 45 10 60 85 5Beweaponed Extremities: D10 damage

    18 Hive quake: Initiative Save or pinned under rubble; you and each comrade has a 15%chance to dig you out each turn: Roll 1 in 6 chance of encounter each turn while pinned,counts only if hostile encounter.

    19 Random Instant Warband (create as above).20 Random Token or Random Special Encounter (50% chance of each, see below).

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    Random Deathworld Encounters (1 on 1D6 chance per day, then roll 1D20):

    1 Don't eat the purple fruit!: Each NPC makes Sagacity save or 2D10 damage.2 Pit Trap: Lead character makes Initiative Save or falls in for 2D10 damage.3 Ancient Terraforming Robot: Now crazy; identifies the PCs as dangerous animals:

    WS BS S T I Wp Sg Nv Ld Spd40 40 100 200 40 100 100 100 100 3Melee Weapon Reach Damage Parry PenaltyShock Maul 2 D6+3+5 -20

    4 1D3 Pseudosaurs:WS BS S T I Wp Sg Nv Ld Spd75 0 80 110 100 50 10 70 85 6Beweaponed Extremities: D10+3 damage, 2 attacks

    5 Pseudospider web. Characters make Sagacity save or count as webbed the turn before itattacks:WS BS S T I Wp Sg Nv Ld Spd85 0 100 140 80 40 10 90 85 5Beweaponed Extremities: D10+5 damage

    6 Tribesmen: Chief as Quovandius, and 1D4 Human Thugs, improvised weapons only, canbe negotiated with if approached carefully.

    7 Glowfruit tree: 1D6 fruits; as doses of random stimms or toxins (Sagacity save toanalyze).

    8 Lost in the Fungus: Leader (only) saves vs. Sagacity each day for band to find its path,otherwise, it continues to wander in a random direction.

    9 Mutant Tribesmen: 1D6 Human Thugs (one mutation each), improvised weapons only.10 Hand-held distress beacon signal goes off in the area; may mean anything.11 Ork raiders: 1 Nob in mega armor, 1D4 Boyz and 1D6 Grots.12 Pseudocattle Stampede: All characters save vs Initiative or trampled for 2D10 damage.13 Hallucinospores: Save vs. Toughness or attack all other characters for 1D6 turns.14 Krysospine Node worth 2D20 denarii.15 1D6 Blade Worms attack from the undergrowth:

    WS BS S T I Wp Sg Nv Ld Spd

    35 0 60 40 60 45 10 100 85 4Beweaponed Extremities: D10+1 damage

    16 Random Token (see below)17 1D6 Slasher Hornets attack from above:

    WS BS S T I Wp Sg Nv Ld Spd45 0 35 40 80 45 10 60 85 5Beweaponed Extremities: D10 damage

    18 Degenerative Terraforming Tornado: Initiative Save or blown 4D6" in random directionand take 2D6 damage. Characters blown off the board (more than 17") are out of contactand roll a separate encounter next day.

    19 Random Instant Warband (create as above).20 Random Token or Random Special Encounter (50% chance of each, see below).

    Random Deep Space Encounters (1 on 1D6 chance per five light years traveled in the warp, or per day inreal space, then roll 1D20):

    1 Meteor Shower: Each crewmember makes a Toughness save or takes 2D10 damage(armor and fields protect).

    2 Comet Trail: Pilot/Navigator makes an Initiative save or each crewmember takes 2D10radiation damage (armor does not protect, fields do).

    3 Warp Weirdies: 1D4 Low level warp entities penetrate the vessel's warp shielding. Thisencounter occurs in the Warp only. It is no encounter in real space.

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    4 Wandering Daemon (as Cherubael or similar) penetrates the vessel's warp shielding. This encounter occurs in the Warp only. It is no encounter in real space.

    5-6 Space Battle: The ship is in combat with an enemy vessel (roll 1D6 for size of enemy:1-2= fighter, 3-4=cutter, 5=brig, 6=frigate). Each turn, the Pilot/Navigator must make anInitiative check or each crewmember takes 1D10 damage as the ship is hit with laserbroadsides (armor and fields do not protect). One crewmember is designated as thegunner and can make a Weapons Skill check each turn to hit the enemy vessel. One hitdestroys a fighter, two hits destroy a cutter, three hits destroy a brig and four hits destroya frigate. Both sides fire simultaneously. The player's Navigator/Pilot can attempt aboarding action by making a Sagacity check at -20, each turn, but the player's shipcannot fire and attempt to board on the same turn.

    7 Wormhole: Navigator must make a Sagacity Check to avoid, or the ship is thrown 1D6x5light years in a random direction.

    8 Boarding Action: 1D4 Necron Warriors bypass the ship's shielding and teleport in.9 Boarding Action: Imperial vessel: 1D6 Naval Ratings and a Naval Officer. They will not

    attack Imperial servants, unless these are acting suspiciously.10 Space Hulk: Ship encounters a huge derelict spacecraft. Roll on the Space Hulk

    Encounters Table if you wish to explore it.11 Boarding Action: Ork raiders:1 Nob in mega armor, 1D4 Boyz and 1D6 Grots.12 Boarding Action: Pirates: 1D6 Human Mercs and a Human Merc Officer.13 Hijackers: 1D6 Human Thugs have managed to stow away on the ship, and now attack.

    Since the crew was expecting nothing, no one is armored and no weapons other than a singlepistol or close combat weapon (player's choice) are carried. Everything else is stored in theship's weapons locker.

    14 Smuggler's Ship: The players can choose to board. It carries 1D6 Human Mercs and aHuman Merc Officer, and 2D20 Imperial denarii in contraband or stolen loot.

    15 Black Ship: This is an Inquisition vessel, carrying an Inquisitor, 1D6 Human Mercs, and1D6 imprisoned rogue psykers or daemonhosts being taken to Earth. The Black Shipmay ask the player's for assistance, demand to board them (there is a ship nearbycarrying illegal psykers) or whatever the narrator thinks is appropriate.

    16 Imperial Ship: Carries either an Inquisitor, Rogue Trader, or Adeptus Mechanicus, alsoan Instant Warband.

    17 1D4 Trynocs have caught onto the ship's exterior and are chewing on the power cables.

    The players must don space suits and go out to kill them, before they disable the ship:WS BS S T I Wp Sg Nv Ld Spd45 0 35 40 80 45 10 60 85 5Beweaponed Extremities: D10 damage

    18 Component Damage: There has been a severe triskadelic plasmo-radiation overload tothe ship's dinictarian quadriconverters. The ship must divert course to the nearesthabitable planet and land to make repairs.

    19 Boarding Action: Tyranid droneship:1D3 Genestealers, and 1D6 Tyranid Crawlie-Skitterbugs.

    20 Player's ship encounters a vessel broadcasting a distress signal; it appears to bedamaged. If the player's ship approaches, roll 1D6: 1=Space Battle (as encounter 5-6above, the "damaged vessel" counts as a cutter, but gets one free round of attacksas the player's move in to aid it), 2=Ork raiders lying on board (as encounter 11, above),

    3=Pirates lying in wait (as enounter 12, above), 4-5= genuine distress signal. The vesselis stranded in space. The players will be rewarded with 2D20 Imperial denarii for takingthe passengers safely home. 6=appears to be as result 4-5 on this chart BUT the 1D6passengers are Genestealer Brood Brothers, AND there is also a hidden Genestealer onboard.

    Random Space Hulk Encounters (1-2 on 1D6 chance per room, then roll 1D20) Note that all rooms in aspace hulk are considered open to deep space and in vacuum. Anything encountered therein will bewearing space suits if needed:

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    1 Residual Atmosphere: On forcing this door, the players must make Strength tests or be

    blown 1D10" back into the previous room, and take 1D10 damage.2 Hard Radiation Area: Energy scanners will easily dectect this, but if the characters

    proceed through this room, they each must make a Toughness test or take 2D10damage.

    3 Warp Weirdies: 1D4 Low level warp entities.4 Wandering Daemonhost (as Cherubael or similar).5 1D6 Tyranid Crawlie-Skitterbugs.6-7 Salvageable Equipment: Ship's components worth 1D10 denarii. Only a Squat, Adeptus

    Mechanicus or similar tech-type will be able to identify this. Takes 1D6 turns to salvage.8-9 1D3 Genestealers.10 Cargo Hold: 2D20 denarii in valuable cargo; 1D4 rare items.11 Ork raiders: 1 Nob in mega armor, 1D4 Boyz and 1D6 Grots.12 Weapons Locker: 1D6-4 exotic items; 1d6-2 rare items. Only weapons and armor will be

    found here.13 Brood Nest: 1D3 Genestealers, 1D6 Tyranid Crawlie-Skitterbugs, 25% chance of

    Genestealer patriarch.14 Laboratory: 1D6-5 legendary items;1D6-4 exotic items; 1d6-3 rare items. Only non-

    weapons will be found here.15 Chaos Raiders: 1D4 Human Mercs led by a traitor space marine (as Brother Artemis but

    random mutation and 50% chance of one exotic or psychic power).16 Random Token (see below)17 1D4 Squat explorers are salvaging the hulk. They may negotiate if the Narrator thinks it

    appropriate.18 Active Stasis Chamber. May contain anything.19 Random Instant Warband (create as above).20 Random Token or Random Special Encounter (50% chance of each, see below).

    Random Tomb Encounters (1-2 on 1D6 chance per room, then roll 1D20):

    1 Electrotrap: Toughness save or paralyzed 1D6 turns.

    2 Pit trap: Lead character makes Initiative save or 2D10 falling damage.3 Warp Ghouls: 1D4 Low level warp entities.4 Wandering Daemonhost (as Cherubael or similar).5 Snapperpede (large carnivore) tunnels into the area:

    WS BS S T I Wp Sg Nv Ld Spd85 0 160 160 80 95 10 90 85 5Beweaponed Extremities: D10+11 damage

    6 Amoeba Pit: Genetically engineered, giant, single celled creature used by the Hive Lordsto break down ancient garbage:WS BS S T I Wp Sg Nv Ld Spd20 0 60 200 10 95 10 90 85 2Beweaponed Extremities: D10+1 damage (can attack each character once each turn).Creature covers the entire room. Each character is attacked by a pseudopod each turn.

    7 Exit to the surface.8 Lone Genestealer on kidnapping raid.9 Starving mutant cannibals: 1D6 Human Thugs (one mutation), improvised weapons only.10 Tomb of Imperial Servant: 2D20 denarii in jewels and artwork; 1D4 rare items.11 Ork raiders: 1 Nob, 1D4 Boyz and 1D6 Grots).12 Tomb of Chaos Renegade: 1D3 exotic items; 25% chance of lesser daemon sword.13 Brood Nest: 1D3 Genestealers, 1D6 Brood Brothers, 25% chance of Genestealer

    patriarch.14 Corpse with jewelry worth 1D20 denarii (65% chance it was a trap set by 1D6 gangers).15 1D6 Boil Termites attack from the rubble:

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    WS BS S T I Wp Sg Nv Ld Spd35 0 60 40 60 45 10 100 85 4Beweaponed Extremities: D10+1 damage

    16 Random Token (see below)17 1D4 Slime Bats attack from above:

    WS BS S T I Wp Sg Nv Ld Spd45 0 35 40 80 45 10 60 85 5Beweaponed Extremities: D10 damage

    18 Hive quake: Initiative Save or pinned under rubble; you and each comrade has a 15%chance to dig you out each turn: Roll 1 in 6 chance of encounter each turn while pinned,counts only if hostile encounter, and the way behind you is permanently blocked, the

    party must go forward to exit the tomb. 19 Random 20 Random Token or Random Special Encounter (50% chance of each, see below).

    Note: While wandering in the tombs the characters can return to the hiveworld surface simply by retracingthe same number of encounter rolls they made going in, so keep track, however, this cannot be done iftheir passage back is blocked by a hive quake (encounter 18), then the only way out is to find an exit tothe surface (encounter 7).

    Random Tokens

    Form of Token (1D20)1 Jewel or helmet2 Ring or hat3 Neckerchief4 Pistol (random type)5 Dagger or dice6 Cloak7 Mirror or vial of fluid8 Deck of cards9 Cuddlebug (innocuous pet)10 Glove or gauntlet

    11 Locket or sealed envelope12 Libram13 Goblet or scroll14 Wine bottle15 Pocket watch16 Seed pod / egg17 Visi-phone18 Electro-mandolin19 Data Crystal20 Exotic: proto- or anti- matter, partially in warp space, tesseract, wraithbone, etc. Roll

    again for general appearance.

    Features (1D20: Roll for 1D6-3 features)

    1 Covered with blood2 Holograph3 Contains a map to a horde of exotic or legendary items4 Contains blueprints5 Property of Cardinal/Inquisitor/High Lord of Terra6 Journal of a lost expedition or important personage.7 Made of gold/platinum/iridium: worth 1D20 Imperial denarii.8 Jewel encrusted: worth 2D20 Imperial denarii.9 Noble family crest10 Chaos rune

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    11 Property of a powerful Eldar or other alien12 Contains map to a secret military or scientific installation13 Lost technology: not a weapon, may be communications, agricultural, data storage, etc.14 Either already broken or virtually unbreakable15 Disguised as something worthless (has at least one other feature)16 Hand computer17 Homing device18 Cunningly devised internal bomb if proper opening sequence is not used19 Key or clue to something else20 Roll twice more

    Tokens: These are meant to be adventure triggers. The Narrator and players should work together todetermine what effects they have. Note that the effects of a particularly important token could be star-shaking to say the least. For example, a ring with a noble family crest (say of the local Navigator'sHousehold) that contains lost technology, a chaos rune, or a map to a secret imperial installation, couldgo a long way toward destroying that house if it found its way to the house's enemies, and they wereexposed in some way. This, in turn, could cause the whole balance of power in the sector to shift. Itcould easily start wars or trigger the assassination of lofty personages. Even an Inquisitor shouldapproach such an item with care...

    Special Encounters

    This is simply a series of idea generators, rather than specifically detailed encounters. It can be used ina dungeon, wilderness or city setting. Roll 1d100, 1d3+1 times on this table, and combine the results inany way that seems adventurous.

    01 Scholar / map-maker / bard02 Runaway / wanted03 Someone lost (long way from home)04 Locals hunting05 Equipment dropped / stray beast06 A cry for help nearby07 Dead body / bodies

    08 Victim of mugging / robbery09 Foreigner10 Inhuman / half-breed (roll again)11 Lesser Daemon12 Psyker13 Lord / Lady / Prince etc / son or daughter14 Greater Daemon or Sensei15 Other planal being (Vampire, Enslaver, Psychneuin, etc.)16 Legendary hero / heroine17 Legendary villain / foe18 Spirit19 Asassin / spy20 Old friend / enemy

    21 Murderer / psychopath22 Saint / blessed person23 Organisation (Imperial Cult, Inquisition, Ecclesiarchy, etc.)24 Someone dying (roll again)25 Messenger (roll again)26 Slaver / Evil-doer27 Artisan / trader of antiquities / artefacts28 Mad/Possessed being (roll again)29 Victim (roll again)30 Local mystic / herb-person

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    31 Beings in exodus, seeking something32 Mass grave / suicide / muder33 Gathering of (roll 3 times)34 Gate to another plane35 Conflict between 2 or more beings (roll again, twice)36 Psychic battle37 Vision of something very powerful38 Robot39 Termporal traveler40 Yourself41 Aliens42 Prophecy event43 Sacrifice event44 Ritual event45 Holy day46 Cursed day47 Celebration day48 Fire, ie smoke in distance49 Coronation50 Release of a prisoner / hero51 An Execution52 A robbery / raid53 A field battle / skirmish54 An initiation55 A massacre56 A wedding57 A funeral / burial58 A birthday / party / dance59 A vigil of prayer etc for sick etc60 A birth / death61 An accident62 An arrest63 Property damage

    64 Waterhole / pool65 A proclamation66 Plague / disease67 Astrological phenomenon, ie conjunction68 Psychic phenomenon69 Astral phenomenon, ie , peering into the Warp70 Magical phenomenon, ie node eruption71 Natural phenomenon, ie rainbow, tornado, starfall72 Natural disaster, ie forest fire / earthquake73 Eclipse / Blue moon etc74 Terrible storm, ie ice / hail etc75 Planal phenomenon, ie distortion, portal76 King or Queen of random country

    77 Item owned by someone / something (roll again)78 Familiar79 Rare, blessed creature80 Talking beast81 Carrier of plague / rare disease82 Unusual ability (ie chameleon power)83 Dropped purse / bag84 Jewelled ring / necklace etc85 Secret cache86 Treasure map

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    87 Rumour / story of treasure88 Psychic or alien item89 Strong hint / lead to aliens90 Loss of treasure / theft91 Damage of treasure92 Vegetation- Nothing special; maybe a strange looking foliage in the rural area’s, while

    maybe an impressive looking garden in a city.93 Special Feature-A statue of a long dead hero, or just an impressive looking building that

    warrants a more detailed description.94 Local Residents(Working)-Simple folk, overlooked by many adventurers, but what is

    happening under the surface?95 Local Residents(Playing/Relaxing)-As above.96 Actors/ Minstrels- Alas poor character I knew him well. You could throw in a bard with an

    interesting tale to tell the PCs.97 Merchant’s - Tales to tell-wares to sell, these people can be an open source of fun with

    knowledge of far away lands.98 Assessor’s/Tax Collectors -Boo hiss the dreaded tax man, play him up as evil as possible

    because everyone knows he loves his work.99 Book, treatise, scroll, legal document, battle plans, etc.00 Chaos God, Star Child, Sensei Master, Alien God

    Money

    Imperial Denarii can only be used to purchase common items from a purveyor (costs as per ReadyReckoner chart), and such items as listed below:

    1 denarius: One month's food and lodging at a cheap tavern for one character (or one week's for fourcharacters, etc.), aerial transport for one character to any other hive city on the planet, information from alow level NPC, such as a peasant-priest, innkeeper, or the local stool pigeon

    5 denarii: One month's food and lodging at a quality inn for one character (or one week's for four

    characters, etc.), space transport for one character to any other world in the same star system,information from a mid level NPC, such as a city guard captain, temple-priest, or the local crime lord.

    25 denarii: One month's food and lodging at a lavish hotel for one character (or one week's for fourcharacters, etc.), stellar transport for one character to any other star system in the same sector,information from a high level NPC, such as a planetary governor, the planetary criminal mastermind, orlocal contact with the Adeptus Terra.

    Other purchases of common items, such as routine medical care, lock picks and other adventuringequipment, common computer software, etc., should be roughed out by the GM based on the above.Rare items can be purchased at an Adeptus Mechanicus base by any Inquisitor or other importantimperial servant (such as a Navigator, Judge, Imperial Navy Captain, etc.). Exotic items might beavailable at the subsector Inquisition Keep, to Inquisitors only, but this is based on the GM's discretion.

    Legendary items cannot be purchased under any circumstances. These can be obtained viaadventuring only.

    Sector History and Planetary Gazetteer: Twilight Sector

    Brief History

    Located in the far trailing region of the Segmentum Pacificus, Twilight Sector knew peace through muchof its history. It was colonized early during the rule of man, and few alien races of any power wereencountered here, though many good mining worlds were found. The sector quickly became prosperousand a major industrial center of the Dark Age of Technology.

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    All of this changed during the Black Years (?). The sector was cut off from the remaining human worldsby massive warp storm activity which remains unabated even into the present epoch. Over threequarters of Twilight Sector (regions to the galactic south and west of the mapped area) are whollyunknown and even unmapped by the Imperium because of this phenomenon.

    The once peaceful sector quickly found itself the hunting ground of both human and alien warlords eagerto possess the industry and mineral resources of the region. Competition abated quickly during the rise

    of the Imperium, as the Emperor was well informed as to the logistical importance of Twilight Sector, andthe occupation of the region became a high priority. This proved to be a wise move, as the gratefulinhabitants of the – again pacified- region backed the Emperor with their full industrial might. Many

    Adeptus Mechanicus laboratories were established in Twilight Sector, as STC designs were plentifulhere, and it became a major dominion of the Legio Cybernetica.

    During the Horus Heresy, calamity struck hard again. The treachery of the robot legions is welldocumented, and many of the Legio Cybernetica bases in Twilight Sector sided with the traitor. Thiscondition was exacerbated by the fact that there were no local space marine forces, these having beendeployed to more troublesome frontiers. As a result, Twilight Sector quickly fell to the Warmaster, andwas among the last holdouts of the Heretic even after the defeat on earth. When loyal space marine andimperial guard forces finally descended upon Twilight Sector, fighting was fierce. When finally they weredefeated, the traitor robot legions did not attempt to follow the Warmaster into the Eye of Terror (it wastoo far away) but instead retreated into the howling warp storms of Twilight Sector, and the remnants ofthese have plagued the region with piratical forays ever since, battling imperial judges, the localgovernors, and those of their own robot-brethren who remained loyal to the Emperor. Nonetheless,these attacks were minor, and for several thousand years the sector again knew relative peace.

    All of this changed with the coming of the Tyranids.

    Hivefleet Kraken struck hard throughout the Segmentum Pacificus, and Twilight Sector was among thehardest hit regions. Again, the area fell victim to its own prosperity, as there were no local space marinelegions or imperial guard armies. The only significant imperial presence in the theater consisted of an

    Adeptus Arbites base, placed here to combat the raiding robots of the unrepentant Legio Cybernetica.Other than this, the local governor’s planetary defense forces were all that was to be relied upon. TheJudges and the Adeptus Mechanicus’ robots fought a de laying action as long as they could, but theImperium had little help to send. A single space marine chapter (Designation 683, Locust Warriors) wasannihilated in the infestation of Bugdown, though its sacrifice cost the Tyranid forces greatly; all other

    space marine chapters and imperial guard armies were already occupied elsewhere. World after worldwas infested by the Hivefleet, though progress was slower than expected. It was later theorized that thetraitor robot legions may actually have become unwitting allies to the Imperium, as their own worlds werealso targets of the Tyranids, who attempted to devour all alien life indiscriminately.

    When the Hive invasion was finally stopped at (?), the Tyranid attacks in Twilight Sector abatedsomewhat, but never fully ceased. The Imperium finally sent in an imperial guard army (Designation:MMCCCIV Blue Dragons), and stationed it in the Falcon system, where the border with the Hive infestedarea remains to this day.

    Mapping Note: All systems in Twilight Sector are marked either as Imperial, Tyranid infested, orunexplored. The unexplored designation needs some explanation. Not all of these systems arecompletely unknown, and several were, in fact, prosperous colonies before the Tyranid war. However,all such systems count as unexplored or cut off since the coming of the hive fleet

    Note on warp storms: Most of the worlds engulfed in warp storms within Twilight Sector are out ofcommunication with the Imperium for up to 90% of the standard year, and little imperial presence ismaintained upon them. As stated, the warp storms of Twilight Sector are particularly virulent, and largelyimpassable.

    AU-17: Tyranid infested.

    Bearding: Possible world of the ancient race of squats, now an Adeptus Arbites citadel and majorindustrial world, exporting power crystals and advanced fiberonics.

    Blackfall: Formerly a forge world of the Adeptus Mechanicus, now overrun by the hivefleet. Blackfall wasa cold, rocky world of sepia skies and obsidian plains dotted with the mines and test beds of the (loyal)

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    Legio Cybernetica. What exists there now is anyone’s guess, though speculation has it that the lack ofindigenous life would leave the world somewhat unappetizing to the Tyranids. In any case, reoccupationof this world is a major concern of the Adpetus Mechanicus, and a point of sore contention with theJudges and Imperial Guard, who feel that their strength is now best spent on defense.

    Bug Down (formerly Goldfast): The foremost world actually known to be infested with Tyranids, and thescene of several major space and planetside battles. Before the war the system was an agricultural

    world with plains of endless grainfields of the genetically engineered wheat Quadro-Triticale, and oceansfrom which millions of tons of shovel mouthed blood lamprey were harvested each month for export toother imperial worlds. The loss of Bug Down/Goldfast to the Imperium has been a major blow, andmuch food has now to be shipped in from other worlds to feed the sector’s starving trillions. The systemitself now swarms with Tyranid space forces, and what little intelligence is available to the Imperiumindicates that giant battle-titan- like monsters are now being bred in the world’s oceans, indicating apossible renewal of the offensive against the Imperium.

    Corby: Trade world heavily influenced by the Mercatori navigator family. Corby is also rumored to be astopping point for pirates from KB-478 and less reputable worlds, as the Mercatori are far moreconcerned with business than they are with keeping the Imperial law.

    DE-44: Unexplored.

    Falcon: Hiveworld, and headquarters of the Blue Dragons Imperial Guard army. The falcon system was

    the scene of several major battles during the Hive war, and was actually infested by the Tyranids severaltimes. Despite virus bombing by the Imperium before the final reoccupation of the system, rumors ofTyranid creatures in the underbellies of the fast hive-towers still persist.

    Far Cross: Unexplored, possible squat hearthworld, probably long abandoned.

    Firespin: Tyranid infested.

    Garvin’s Fortress: Original imperial base in Twilight Sector established during the Crusade and named forRogue Trader Veln Garvin, a legendary psyker who appears in popular mythologies throughout the sector(these are a mixed bag: Garvin is still alive, his psyker powers having granted him immortality, Garvin’stomb contains clues to magical technologies of the ancients, etc.). The fortress itself is a mountainousworld of white furred horrors presently undergoing an ice age. Its people are a hardy hunter/fisher/minerfolk, all of whom claim descent from garvin through a bewildering array of ancestors.

    Goblin- 321: A jungle world rumored in old spacer’s stories to contain an alien race encountered by RogueTrader Veln Garvin, from which he supposedly acquired various technologies or magic powers. Theworld is generally cut off by warp storms, now.

    Gromak’s Star: Tyranid infested.

    GX-113: Tyranid infested.

    KB-478: Largely engulfed by warp storms and containing many dust clouds and asteroid belts, thissystem is home to several pirate clans and occasionally used as a base by chaos forces as well. TheImperial Fleet as well as the Adeptus Arbites would love to clean out the system, but its natural defensesmake this prohibitive with the forces presently available.

    King Ridge: Twilight Sector’s sole remaining paradise planet, King Ridge is both an agricultural world anda retreat of the nobility. It boasts floating cities, hunting preserves, and freely available recreationalpharmaceuticals.

    Kralyx’ Rock: Fortress planet of the Legio Cybernetica, occupied by and later liberated from the Tyranids.No indigenous organic life remains, and the Adeptus Mechanicus is attempting to create a new ecologyfor this world. They hope to make a new agricultural world of it and ease the pressing starvation issue inTwilight Sector.

    Merlyn: A water world of undersea hive cities and core tap stations, supplying power to much of thesector. The presence of a primitive but savage race of crypto-amphibian aliens also tie down aconsiderable force of Arbites, as well as most of the planetary defense forces, as these creatures oftencrack the domes and raid the cities and core tap stations. It is rumored that they are directed by anoffworld intelligence, though this is unconfirmed.

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    NV-317: Unexplored.

    Old Shadow: A dark, depressing world that seems to somehow emanate radiations on the psychic bands.The Adeptus Mechanicus and Astropaths both maintain bases here to study this odd situation. Psykersremaining on Old Shadow for any length of time complain of evil dreams, and several have been driven toinsanity. It is often the grounds of battle between Puritanical and Horusian inquisitors, as the latterattempt to obtain divinations from the dreams cause here, while the former see this as chaos heresy, and

    attempt to wipe out the latter.Oldav: Death world of intelligent carnivorous plants, crypto-dinosaurs, and acidic rains, the hardy localpopulation of human savages is used as a recruiting resource by both the Imperial Guard and Adeptus

    Arbites of Twilight Sector. It is rumored, in fact, that the Arbites actually opposes a permanent spacemarine presence in Twilight Sector, as they would almost certainly confiscate this valuable humanresource.

    QS-896: Unexplored.

    Rourke’s Folly: This enigmatic world once contained a high level (STC powered) human civilization of pre -imperial origin. Large cities and factories were discovered here in nearly pristine condition by RogueTrader Joqun Rourke during the Crusade. The Rogue Trader established a large colony here, thoughwithin a year, all communication from the system had ceased, and an imperial probe discovered thatRourke and his colony had vanished as well. The world was then interdicted by the Inquisition. The

    world remains uninhabited, though occasional expeditions from the Inquisition are sent here. Half ofthese have also vanished, and those that have returned claim to have found nothing.

    Rrom: Unexplored by humanity, but traveling Eldar that pass through Twilight Sector by conventionalmeans occasionally state that Rrom (an Eldar word that, in their complex language, can mean“illumination”, “void” or “a vast wave of water”) is their destination. They do not speak of why they areheading for Rrom, or what they hope to find there.

    Slyn’s Retreat (formerly Ravenswing): This unexplored, world actually has some sporadic contact with theImperium. Space Marine lieutenant Kulnar Slyn of the Locust Warriors chapter was known to haveretreated here with perhaps a company of marines after the rest of his chapter was annihilated in thebattle of Bug Down. Last communication came two years ago in one the infrequent warp storm breaks,when the following message was received from the chapter’s last remaining astropath “…under heavyattack, large Tyranid… …mysterious globular…” Attempts at communication since have met withsilence, and the chapter remains fficially on the destroyed roster.

    Tenebrae: The primary imperial planet of this system is a gas giant (Tenebrae VII) where the majorindustry of the cloud cities is harvesting rare gasses (used in industry) biologically created by themassive cloud-beasts native to the world. The local nobility possess massive cloud ranches, and oftenwar with each other over grazing territories containing noble gasses. The Imperium does not interferewith these local wars as long as production does not drop off.

    Uudapor: Unexplored.

    ZQ-35: Unexplored, though it is believed this world may be the headquarters of the traitor LegioCybernetica forces that still exist in Twilight Sector. Persistent warp storms have made expungement ofthese forces, or even exploration of the system an impossibility.

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