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Once it becomes campaign canon all future Narrators must abide by the results of the adventure, with
two exceptions: 1. Anything that the Narrator does not record in the files section of the yahoo group is not
canon. If you want it remembered, write it up. 2. Any secrets left by the previous Narrator are free for
other players to interpret. He gets NO say as to what is contained in any mysterious black boxes left with
the players, the powers of any mysterious items he does not fully describe, the motivations and abilities of
any NPCs that he does not fully describe, etc. All of these things are left to the imagination of future
Narrators. The fun here is to see what somebody else does with your ideas.
The Narrators character: When the Narrator is running the adventure, his character can be played as an
NPC by the other players. No input is allowed by the present Narrator as to his characters actions,
though he should be played with an eye toward proper characterization. Again, the Dallas Dream
Sequence is available, by vote, if the Narrators character is abused.
Instant Warbands
To create an instant warband, first, roll 1D100 on the table below to determine the major character around
which the band is based. There is then a 40% chance that a second major character is also a member
of the warband. Keep rolling this chance until you roll over 40, or the total ready reckoner value of the
warband is greater than 500:
Major Characters from Inquisitor Living Rulebook (1D100)
Base Character
Ready Reckoner
Point Value
1-2
3-4
5-6
Inquisitor Covenant
Inquisitor Eisenhorn
Witch Hunter Tyrus
221
237
243
HS
HS
HS
GC
GC
DG
DG
OW
GC
OW
DG
DG
7-8
9-12
13-20
21-29
30-35
36-50
359
226
133
100
103
120
HS
HS
HS
HS
HS
HS
OW
GC
OW
DG
OW
GC
DG
DG
GC
DG
DG
OW
GC
OW
DG
OW
GC
DG
51-66
67-80
81-90
157
83
103
HS
DG
HS
GC
OW
DG
OW
GC
GC
DG
HS
OW
91-94
95-98
99-00
107
151
158
HS
HS
DG
DG
DG
OW
GC
OW
HS
OW
GC
GC
Note that the above characters allow a virtually infinite supply of NPCs as needed, with only minor
modifications. 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 a
different 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 the
type of warband with which they are associated: Human Soldier (HS), Daemonic Gang (DG), Ork
Warband (OW), or Genestealer Cult (GC). This roll is based on a randomly selected major character
who then becomes the main character for all purposes. Then, roll 1D100 on that table (below) and add
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 500
points, 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 always
be the case. His association with the band can take many forms (D10):
1-3
4
5
6
7
8
9
0
If the first major character is not the warband's leader, dice randomly for ths allegiance of all other major
characters (whether they side with the leader or the warband). Usually, the highest point value character
with the warband will be the warband's leader. For those who think its too weird for an Inquisitor to be
leading 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 cults
are always led by a Genestealer patriarch, if one is present.
9
10
11
12
13
14
15
16
17
18
19
20
Note that the random equipment tables above do not include all the equipment and weapons available in
Inquisitor, just the things most likely to show up in Twilight Sector.
Warband Descriptions
Astropath
WS
20
BS
05
S
30
T
50
I
55
Wp
95
Sg
70
Nv
25
Ld
35
Spd
4
Talents: Nearsense (blind, but can sense physical objects within 10", can sense psykers anywhere on the
table).
Psychic Powers: Any four random and Astrotelepathy (can send messages over stellar distances, this is
really an out-of-battle power, and the details should be worked out by the Narrator on a case by case
basis; it should always be tough to use).
Equipment: white staff and green robes
Weapons: None
Ready Reckoner Point Value: 100
Eldar Pirate
WS
80
BS
75
S
50
T
50
I
95
Wp
75
Sg
80
Nv
85
Ld
95
Spd
6
Shots
Rld
Wt
Weapon
Type Range Area
Blast
Varies, usually haywire or hallucinogen
Melee Weapon
Sword
Reach
3
Dam
Wt
Damage
2D6+2
Parry Penalty
-10
Genestealer
WS
85
BS
0
S
120
T
85
I
90
Wp
75
Sg
20
Nv
90
Ld
15
Spd
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
Claws
3
D10+7
4 attacks
ignores 5 points armour, always causes critical damage.
Bestial Face
Parry Penalty
0
D6+7
Genestealer Patriarch
WS
85
BS
0
S
150
T
95
I
90
Wp
95
Sg
50
Nv
90
Ld
85
Spd
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
Claws
3
D10+7
4 attacks
ignores 5 points armour, always causes critical damage.
Bestial Face
Parry Penalty
0
D6+7
Grot
WS
20
BS
20
S
35
T
30
I
40
Wp
60
Sg
30
Nv
20
Ld
30
Spd
3
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
Stubber
Type
pistol
Dam
Shots
2D6+2 15
Weapon
Type
Frag Grenades gren.
Range Area
E
3yds.
Blast
4
Dam
D10
Melee Weapon
Sword
Reach
3
Damage
2D6
Rld
2
Wt
15
Wt
5
Parry Penalty
-10
Human Merc
WS
55
BS
50
S
50
T
45
I
55
Wp
45
Sg
35
Nv
45
Ld
70
Spd
4
Rld
2
Wt
25
Range Mode
C
single
Acc
-
Dam
2D6
Shots
60
Weapon
Type
Frag Grenades gren.
Range Area
E
3yds.
Blast
4
Dam
D10
Wt
5
Melee Weapon
Knife
Reach
1
Damage
D6
Parry Penalty
-25
BS
50
S
50
T
45
I
55
Wp
45
Sg
35
Nv
45
Ld
80
Spd
4
Rld
2
Wt
25
Range Mode
C
single
Acc
-
Dam
2D6
Shots
60
Weapon
Type
Frag Grenades gren.
Range Area
E
3yds.
Blast
4
Dam
D10
Wt
5
Melee Weapon
Knife
Reach
1
Damage
D6
Parry Penalty
-25
Ready Reckoner Point Value: 80 For a Naval Officer, take away his armor and grenades. His point
value becomes 65.
BS
50
S
50
T
45
I
55
Wp
45
Sg
35
Nv
45
Ld
70
Spd
4
Dam
2D6
Shots
60
Rld
2
Wt
25
Weapon
Type
Lasgun (Mars) basic
Range Mode
C
single
Acc
-
Melee Weapon
Knife
Reach
1
Damage
D6
Parry Penalty
-25
BS
55
Weapon
Stubber
S
45
T
40
Type
pistol
Melee Weapon
Knife
I
55
Wp
40
Sg
30
Nv
45
Ld
60
Spd
4
Rld
2
Wt
15
Parry Penalty
-25
BS
50
S
50
T
45
I
55
Wp
45
Sg
35
Nv
45
Ld
70
Spd
4
Parry Penalty
-30
Necron Scarab
WS
70
BS
0
S
100
T
180
I
50
Wp
100
Sg
80
Nv
100
Ld
85
Spd
4
Parry Penalty
-30
Necron Warrior
WS
70
BS
70
S
180
T
180
I
50
Wp
100
Sg
80
Nv
100
Ld
85
Spd
4
Talents: Ambidextrous, Fearsome, Force of Will, Nerves of Steel, Regenerate, Rock Steady Aim, True
Grit
Weapon
Type Range Mode Acc
Dam
Shots Rld
Wt
Gauss 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 as
having 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, and
dissappear, as will all equipment. It is therefore impossible to loot a necron, or capture one(unless the GM
rules otherwise).
Ready Reckoner Point Value: 247
Ogryn
WS
65
BS
40
S
210
T
155
I
55
Wp
75
Sg
45
Nv
70
Ld
70
Spd
4
Type
Basic
Reach
3
Damage
D10+17
Range Mode
A
single
Acc
-
Dam
4D10
Parry Penalty
-20
Shots
10
Rld
2
Wt
80
Thick as!: after every shot of the gun, pass a wp test or disregard your next action and shoot
again, even if your out of ammunition, and can carry onto other turns. Must pass a Sagacity test
to use grenades.
'Thick Skull': Ogryns have developed an incredibly hardy bone structure over the millennia. This means
Ogryns 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 another
character.
It's dark in here: They will only go into a confined space if a persuading character can pass a leadership
test.
'Ogryn Stealth.': Ogryns are not the quietest of creatures. It is +20% to detect them.
Ork Boy
WS
75
BS
40
S
120
T
120
I
50
Wp
50
Sg
40
Nv
80
Ld
60
Spd
4
Rld
2
Wt
40
Type
Basic
Weapon
Type
Frag Grenades gren.
Melee Weapon
Sword
Reach
3
Dam
Shots
2D10+4 15
Dam
D10
Wt
5
Damage
2D6+7
Parry Penalty
-10
BS
45
S
140
T
140
I
50
Wp
50
Sg
45
Nv
85
Ld
65
Spd
4
Type
Basic
Range Mode
J
single
Acc
-5
Dam
5D10
Shots
5
Weapon
Type
Frag Grenades gren.
Range Area
E
3yds.
Blast
4
Dam
D10
Wt
5
Melee Weapon
Sword
Reach
3
Damage
2D6+9
Rld
6
Wt
45
Parry Penalty
-10
Ork Weirdboy
WS
BS
Wp
Sg
Nv
Ld
Spd
75
40
120
120
50
50
40
80
60
Reach
3
Damage
2D6+7
Parry Penalty
-10
Psyker
WS
30
BS
35
S
30
T
50
I
55
Wp
85
Sg
70
Nv
55
Ld
35
Spd
4
Rld
2
Wt
15
Type
pistol
Melee Weapon
Sword
Dam
Shots
2D6+2 15
Damage
2D6
Parry Penalty
-10
Squat
WS
70
BS
55
S
70
T
110
I
40
Wp
60
Sg
70
Nv
85
Ld
70
Spd
3
Talents: True Grit, Technician (+20 to Sagacity rolls involving technological items).
Psychic Powers:
Equipment: flak (3 points armor) on all locations
Weapon
Bolter Mk II
Melee Weapon
Sword
Type
Basic
Rld
2
Wt
40
Parry Penalty
-10
Short Legs: Reduce Walking, Evading and Running Movement Rate by 1 yard
and their sprinting Movement Rate by 2 yards.
Sturdy: Double carrying ability of a human with the same Strength.
Tyranid Crawlie-Skitterbug
WS
45
BS
0
S
40
T
50
I
60
Wp
20
Sg
10
Nv
70
Ld
70
Spd
4
Talents: Chitinous Hide (3 points armor, all locations), Beweaponed Extremities (1), Nerves of Steel
Melee Weapon
claw/pincer/whatever
Reach
3
Damage
D10
Parry Penalty
0
Random Hive World Encounters (1 on 1D6 chance per day, then roll 1D20):
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Noxious gas cloud from local factory: Toughness save or -5 to all actions for 1D3 days.
Purveyor: sells common items and ammunition. 15% chance has one random rare item.
Lost noblewoman. Take her home safe for 2D20 denarii reward.
Press gang; 1 merc officer and 1D4 Human Mercs; desperate for "recruits".
Snapperpede (large carnivore) tunnels into the area:
WS
BS
S
T
I
Wp
Sg
Nv
Ld
Spd
85
0
100
160
80
95
10
90
85
5
Beweaponed Extremities: D10+11 damage
Tomb Entrance: See Tomb Encounter Table, below.
Wealthy merchant, 1D4 Human Thug guards and wares worth 1D20 imperial denarii.
Hand-held distress beacon signal goes off in the area; may mean anything.
Starving mutant cannibals: 1D6 Human Thugs (one mutation), improvised weapons only.
Blind Seer: Answers one (only) yes or no question for 1D10 denarii, 60% accurate. The
seer is a psyker with special powers, so the question can be about anything, and the
Narrator must answer honestly.
Ork raiders: 1 Nob in mega armor, 1D4 Boyz and 1D6 Grots.
Local enforcers; 1D4 Human Mercs, question anyone acting suspiciously.
Lone Genestealer on kidnapping raid.
Corpse with jewelry worth 1D20 denarii (65% chance it was a trap set by 1D6 gangers).
1D6 Boil Termites attack from the rubble:
WS
BS
S
T
I
Wp
Sg
Nv
Ld
Spd
35
0
60
40
60
45
10
100
85
4
Beweaponed Extremities: D10+1 damage
Librarians Guild: Answer questions regarding the local area only for 1D6 denarii each,
80% accurate.
1D4 Fire Wasps attack from above:
WS
BS
S
T
I
Wp
Sg
Nv
Ld
Spd
45
0
35
40
80
45
10
60
85
5
Beweaponed Extremities: D10 damage
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.
Random Instant Warband (create as above).
Random Token or Random Special Encounter (50% chance of each, see below).
Random Deathworld Encounters (1 on 1D6 chance per day, then roll 1D20):
1
2
3
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Don't eat the purple fruit!: Each NPC makes Sagacity save or 2D10 damage.
Pit Trap: Lead character makes Initiative Save or falls in for 2D10 damage.
Ancient Terraforming Robot: Now crazy; identifies the PCs as dangerous animals:
WS
BS
S
T
I
Wp
Sg
Nv
Ld
Spd
40
40
100
200
40
100
100
100
100
3
Melee Weapon
Reach
Damage
Parry Penalty
Shock Maul
2
D6+3+5
-20
1D3 Pseudosaurs:
WS
BS
S
T
I
Wp
Sg
Nv
Ld
Spd
75
0
80
110
100
50
10
70
85
6
Beweaponed Extremities: D10+3 damage, 2 attacks
Pseudospider web. Characters make Sagacity save or count as webbed the turn before it
attacks:
WS
BS
S
T
I
Wp
Sg
Nv
Ld
Spd
85
0
100
140
80
40
10
90
85
5
Beweaponed Extremities: D10+5 damage
Tribesmen: Chief as Quovandius, and 1D4 Human Thugs, improvised weapons only, can
be negotiated with if approached carefully.
Glowfruit tree: 1D6 fruits; as doses of random stimms or toxins (Sagacity save to
analyze).
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.
Mutant Tribesmen: 1D6 Human Thugs (one mutation each), improvised weapons only.
Hand-held distress beacon signal goes off in the area; may mean anything.
Ork raiders: 1 Nob in mega armor, 1D4 Boyz and 1D6 Grots.
Pseudocattle Stampede: All characters save vs Initiative or trampled for 2D10 damage.
Hallucinospores: Save vs. Toughness or attack all other characters for 1D6 turns.
Krysospine Node worth 2D20 denarii.
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
4
Beweaponed Extremities: D10+1 damage
Random Token (see below)
1D6 Slasher Hornets attack from above:
WS
BS
S
T
I
Wp
Sg
Nv
Ld
Spd
45
0
35
40
80
45
10
60
85
5
Beweaponed Extremities: D10 damage
Degenerative Terraforming Tornado: Initiative Save or blown 4D6" in random direction
and take 2D6 damage. Characters blown off the board (more than 17") are out of contact
and roll a separate encounter next day.
Random Instant Warband (create as above).
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 in
real space, then roll 1D20):
1
2
3
Meteor Shower: Each crewmember makes a Toughness save or takes 2D10 damage
(armor and fields protect).
Comet Trail: Pilot/Navigator makes an Initiative save or each crewmember takes 2D10
radiation damage (armor does not protect, fields do).
Warp Weirdies: 1D4 Low level warp entities penetrate the vessel's warp shielding. This
encounter occurs in the Warp only. It is no encounter in real space.
4
5-6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
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.
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 an
Initiative check or each crewmember takes 1D10 damage as the ship is hit with laser
broadsides (armor and fields do not protect). One crewmember is designated as the
gunner and can make a Weapons Skill check each turn to hit the enemy vessel. One hit
destroys a fighter, two hits destroy a cutter, three hits destroy a brig and four hits destroy
a frigate. Both sides fire simultaneously. The player's Navigator/Pilot can attempt a
boarding action by making a Sagacity check at -20, each turn, but the player's ship
cannot fire and attempt to board on the same turn.
Wormhole: Navigator must make a Sagacity Check to avoid, or the ship is thrown 1D6x5
light years in a random direction.
Boarding Action: 1D4 Necron Warriors bypass the ship's shielding and teleport in.
Boarding Action: Imperial vessel: 1D6 Naval Ratings and a Naval Officer. They will not
attack Imperial servants, unless these are acting suspiciously.
Space Hulk: Ship encounters a huge derelict spacecraft. Roll on the Space Hulk
Encounters Table if you wish to explore it.
Boarding Action: Ork raiders:1 Nob in mega armor, 1D4 Boyz and 1D6 Grots.
Boarding Action: Pirates: 1D6 Human Mercs and a Human Merc Officer.
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 single
pistol or close combat weapon (player's choice) are carried. Everything else is stored in the
ship's weapons locker.
Smuggler's Ship: The players can choose to board. It carries 1D6 Human Mercs and a
Human Merc Officer, and 2D20 Imperial denarii in contraband or stolen loot.
Black Ship: This is an Inquisition vessel, carrying an Inquisitor, 1D6 Human Mercs, and
1D6 imprisoned rogue psykers or daemonhosts being taken to Earth. The Black Ship
may ask the player's for assistance, demand to board them (there is a ship nearby
carrying illegal psykers) or whatever the narrator thinks is appropriate.
Imperial Ship: Carries either an Inquisitor, Rogue Trader, or Adeptus Mechanicus, also
an Instant Warband.
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
Spd
45
0
35
40
80
45
10
60
85
5
Beweaponed Extremities: D10 damage
Component Damage: There has been a severe triskadelic plasmo-radiation overload to
the ship's dinictarian quadriconverters. The ship must divert course to the nearest
habitable planet and land to make repairs.
Boarding Action: Tyranid droneship:1D3 Genestealers, and 1D6 Tyranid CrawlieSkitterbugs.
Player's ship encounters a vessel broadcasting a distress signal; it appears to be
damaged. If the player's ship approaches, roll 1D6: 1=Space Battle (as encounter 5-6
above, the "damaged vessel" counts as a cutter, but gets one free round of attacks
as 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 vessel
is stranded in space. The players will be rewarded with 2D20 Imperial denarii for taking
the passengers safely home. 6=appears to be as result 4-5 on this chart BUT the 1D6
passengers are Genestealer Brood Brothers, AND there is also a hidden Genestealer on
board.
Random Space Hulk Encounters (1-2 on 1D6 chance per room, then roll 1D20) Note that all rooms in a
space hulk are considered open to deep space and in vacuum. Anything encountered therein will be
wearing space suits if needed:
1
2
3
4
5
6-7
8-9
10
11
12
13
14
15
16
17
18
19
20
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.
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 2D10
damage.
Warp Weirdies: 1D4 Low level warp entities.
Wandering Daemonhost (as Cherubael or similar).
1D6 Tyranid Crawlie-Skitterbugs.
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.
1D3 Genestealers.
Cargo Hold: 2D20 denarii in valuable cargo; 1D4 rare items.
Ork raiders: 1 Nob in mega armor, 1D4 Boyz and 1D6 Grots.
Weapons Locker: 1D6-4 exotic items; 1d6-2 rare items. Only weapons and armor will be
found here.
Brood Nest: 1D3 Genestealers, 1D6 Tyranid Crawlie-Skitterbugs, 25% chance of
Genestealer patriarch.
Laboratory: 1D6-5 legendary items;1D6-4 exotic items; 1d6-3 rare items. Only nonweapons will be found here.
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).
Random Token (see below)
1D4 Squat explorers are salvaging the hulk. They may negotiate if the Narrator thinks it
appropriate.
Active Stasis Chamber. May contain anything.
Random Instant Warband (create as above).
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
2
3
4
5
7
8
9
10
11
12
13
14
15
16
17
18
19
WS
BS
S
T
I
Wp
Sg
Nv
Ld
Spd
35
0
60
40
60
45
10
100
85
4
Beweaponed Extremities: D10+1 damage
Random Token (see below)
1D4 Slime Bats attack from above:
WS
BS
S
T
I
Wp
Sg
Nv
Ld
Spd
45
0
35
40
80
45
10
60
85
5
Beweaponed Extremities: D10 damage
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.
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 retracing
the same number of encounter rolls they made going in, so keep track, however, this cannot be done if
their passage back is blocked by a hive quake (encounter 18), then the only way out is to find an exit to
the surface (encounter 7).
Random Tokens
Form of Token (1D20)
1
Jewel or helmet
2
Ring or hat
3
Neckerchief
4
Pistol (random type)
5
Dagger or dice
6
Cloak
7
Mirror or vial of fluid
8
Deck of cards
9
Cuddlebug (innocuous pet)
10
Glove or gauntlet
11
Locket or sealed envelope
12
Libram
13
Goblet or scroll
14
Wine bottle
15
Pocket watch
16
Seed pod / egg
17
Visi-phone
18
Electro-mandolin
19
Data Crystal
20
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 blood
2
Holograph
3
Contains a map to a horde of exotic or legendary items
4
Contains blueprints
5
Property of Cardinal/Inquisitor/High Lord of Terra
6
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 crest
10
Chaos rune
11
12
13
14
15
16
17
18
19
20
Tokens: These are meant to be adventure triggers. The Narrator and players should work together to
determine what effects they have. Note that the effects of a particularly important token could be starshaking to say the least. For example, a ring with a noble family crest (say of the local Navigator's
Household) that contains lost technology, a chaos rune, or a map to a secret imperial installation, could
go a long way toward destroying that house if it found its way to the house's enemies, and they were
exposed in some way. This, in turn, could cause the whole balance of power in the sector to shift. It
could easily start wars or trigger the assassination of lofty personages. Even an Inquisitor should
approach such an item with care...
Special Encounters
This is simply a series of idea generators, rather than specifically detailed encounters. It can be used in
a dungeon, wilderness or city setting. Roll 1d100, 1d3+1 times on this table, and combine the results in
any way that seems adventurous.
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
00
Money
Imperial Denarii can only be used to purchase common items from a purveyor (costs as per Ready
Reckoner 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 four
characters, etc.), aerial transport for one character to any other hive city on the planet, information from a
low 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 four
characters, 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, or
local contact with the Adeptus Terra.
Other purchases of common items, such as routine medical care, lock picks and other adventuring
equipment, 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 important
imperial servant (such as a Navigator, Judge, Imperial Navy Captain, etc.). Exotic items might be
available 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 via
adventuring 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 much
of its history. It was colonized early during the rule of man, and few alien races of any power were
encountered here, though many good mining worlds were found. The sector quickly became prosperous
and a major industrial center of the Dark Age of Technology.
All of this changed during the Black Years (?). The sector was cut off from the remaining human worlds
by massive warp storm activity which remains unabated even into the present epoch. Over three
quarters of Twilight Sector (regions to the galactic south and west of the mapped area) are wholly
unknown 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 eager
to 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, and
the occupation of the region became a high priority. This proved to be a wise move, as the grateful
inhabitants 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 plentiful
here, 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 well
documented, and many of the Legio Cybernetica bases in Twilight Sector sided with the traitor. This
condition was exacerbated by the fact that there were no local space marine forces, these having been
deployed to more troublesome frontiers. As a result, Twilight Sector quickly fell to the Warmaster, and
was among the last holdouts of the Heretic even after the defeat on earth. When loyal space marine and
imperial guard forces finally descended upon Twilight Sector, fighting was fierce. When finally they were
defeated, the traitor robot legions did not attempt to follow the Warmaster into the Eye of Terror (it was
too far away) but instead retreated into the howling warp storms of Twilight Sector, and the remnants of
these have plagued the region with piratical forays ever since, battling imperial judges, the local
governors, 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 the
hardest hit regions. Again, the area fell victim to its own prosperity, as there were no local space marine
legions 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 governors planetary defense forces were all that was to be relied upon. The
Judges and the Adeptus Mechanicus robots fought a delaying action as long as they could, but the
Imperium had little help to send. A single space marine chapter (Designation 683, Locust Warriors) was
annihilated 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 world
was infested by the Hivefleet, though progress was slower than expected. It was later theorized that the
traitor robot legions may actually have become unwitting allies to the Imperium, as their own worlds were
also 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 abated
somewhat, 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 infested
area remains to this day.
Mapping Note: All systems in Twilight Sector are marked either as Imperial, Tyranid infested, or
unexplored. The unexplored designation needs some explanation. Not all of these systems are
completely 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 of
communication with the Imperium for up to 90% of the standard year, and little imperial presence is
maintained upon them. As stated, the warp storms of Twilight Sector are particularly virulent, and largely
impassable.
AU-17: Tyranid infested.
Bearding: Possible world of the ancient race of squats, now an Adeptus Arbites citadel and major
industrial world, exporting power crystals and advanced fiberonics.
Blackfall: Formerly a forge world of the Adeptus Mechanicus, now overrun by the hivefleet. Blackfall was
a cold, rocky world of sepia skies and obsidian plains dotted with the mines and test beds of the (loyal)
Legio Cybernetica. What exists there now is anyones guess, though speculation has it that the lack of
indigenous life would leave the world somewhat unappetizing to the Tyranids. In any case, reoccupation
of this world is a major concern of the Adpetus Mechanicus, and a point of sore contention with the
Judges 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 the
scene 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 oceans
from which millions of tons of shovel mouthed blood lamprey were harvested each month for export to
other imperial worlds. The loss of Bug Down/Goldfast to the Imperium has been a major blow, and
much food has now to be shipped in from other worlds to feed the sectors starving trillions. The system
itself now swarms with Tyranid space forces, and what little intelligence is available to the Imperium
indicates that giant battle-titan-like monsters are now being bred in the worlds oceans, indicating a
possible renewal of the offensive against the Imperium.
Corby: Trade world heavily influenced by the Mercatori navigator family. Corby is also rumored to be a
stopping point for pirates from KB-478 and less reputable worlds, as the Mercatori are far more
concerned 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 several
times. Despite virus bombing by the Imperium before the final reoccupation of the system, rumors of
Tyranid creatures in the underbellies of the fast hive-towers still persist.
Far Cross: Unexplored, possible squat hearthworld, probably long abandoned.
Firespin: Tyranid infested.
Garvins Fortress: Original imperial base in Twilight Sector established during the Crusade and named for
Rogue 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, Garvins
tomb contains clues to magical technologies of the ancients, etc.). The fortress itself is a mountainous
world of white furred horrors presently undergoing an ice age. Its people are a hardy hunter/fisher/miner
folk, all of whom claim descent from garvin through a bewildering array of ancestors.
Goblin-321: A jungle world rumored in old spacers stories to contain an alien race encountered by Rogue
Trader Veln Garvin, from which he supposedly acquired various technologies or magic powers. The
world is generally cut off by warp storms, now.
Gromaks Star: Tyranid infested.
GX-113: Tyranid infested.
KB-478: Largely engulfed by warp storms and containing many dust clouds and asteroid belts, this
system is home to several pirate clans and occasionally used as a base by chaos forces as well. The
Imperial Fleet as well as the Adeptus Arbites would love to clean out the system, but its natural defenses
make this prohibitive with the forces presently available.
King Ridge: Twilight Sectors sole remaining paradise planet, King Ridge is both an agricultural world and
a retreat of the nobility. It boasts floating cities, hunting preserves, and freely available recreational
pharmaceuticals.
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 ecology
for this world. They hope to make a new agricultural world of it and ease the pressing starvation issue in
Twilight Sector.
Merlyn: A water world of undersea hive cities and core tap stations, supplying power to much of the
sector. The presence of a primitive but savage race of crypto-amphibian aliens also tie down a
considerable force of Arbites, as well as most of the planetary defense forces, as these creatures often
crack the domes and raid the cities and core tap stations. It is rumored that they are directed by an
offworld intelligence, though this is unconfirmed.
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. Psykers
remaining on Old Shadow for any length of time complain of evil dreams, and several have been driven to
insanity. It is often the grounds of battle between Puritanical and Horusian inquisitors, as the latter
attempt 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 local
population 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 space
marine presence in Twilight Sector, as they would almost certainly confiscate this valuable human
resource.
QS-896: Unexplored.
Rourkes Folly: This enigmatic world once contained a high level (STC powered) human civilization of preimperial origin. Large cities and factories were discovered here in nearly pristine condition by Rogue
Trader Joqun Rourke during the Crusade. The Rogue Trader established a large colony here, though
within a year, all communication from the system had ceased, and an imperial probe discovered that
Rourke 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 of
these 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 conventional
means 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 are
heading for Rrom, or what they hope to find there.
Slyns Retreat (formerly Ravenswing): This unexplored, world actually has some sporadic contact with the
Imperium. Space Marine lieutenant Kulnar Slyn of the Locust Warriors chapter was known to have
retreated here with perhaps a company of marines after the rest of his chapter was annihilated in the
battle of Bug Down. Last communication came two years ago in one the infrequent warp storm breaks,
when the following message was received from the chapters last remaining astropath under heavy
attack, large Tyranid mysterious globular Attempts at communication since have met with
silence, 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 major
industry of the cloud cities is harvesting rare gasses (used in industry) biologically created by the
massive cloud-beasts native to the world. The local nobility possess massive cloud ranches, and often
war with each other over grazing territories containing noble gasses. The Imperium does not interfere
with 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 Legio
Cybernetica forces that still exist in Twilight Sector. Persistent warp storms have made expungement of
these forces, or even exploration of the system an impossibility.