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System 200

Key Feature: Pirate Den

A powerful pirate fleet is based within this area, possibly making use of its worlds for resources, or even slave labour. Most such fleets are comprised of base traitors and rogues of the sort that plague the shipping of more civilised regions. Some are exiles from some other civilisation deep in the Expanse, while others might be flotillas of Chaos reavers, Eldar Corsair armadas, or a ramshackle tide of Ork Freebooters. Whatever the nature of the threat, such raiders know the ins and outs of every part of the System, and generally fight tooth and nail to defend their territory and loot.

By default, a Pirate Den consists of 1d5+4 Wolfpack Raiders (see page 209 in the ROGUE TRADER Core Rulebook) spread throughout the System, led by a more formidable flagship (usually a well-armed Frigate, but on occasion, an exceptionally powerful Raider, or even a Light Cruiser can be found in this role). When generating a Pirate Den, roll 1d10; on a roll of 5 or higher, it is based around a space station (such as the Wayfarer Station on page 210 of the ROGUE TRADER Core Rulebook). The hardened marauders of these fleets provide a Crew Quality of 40, and the veterans on board the flagship might have an even higher rating, or a number of highly-skilled officers to lead them in their raids.

GMs with access to BATTLEFLEET KORONUS can choose to make use of the Ork, Eldar, Rak’Gol, or Chaos vessels for alternative fleets. A Pirate Den is never home to less than five ships, and rarely houses more than eight. The quality of xenos or heretic fleets is often more than most renegades can muster, generally featuring a wide variety of vessels, and often including at least one ship of Light Cruiser or even Cruiser size, which bears their flag.

At the GM’s Discretion, a Pirate Den could even be home to the infamous Pirate Captain Jaltha Mettiere and his fleet (see page 128) or the dreaded Ork Kaptin Graffletz (see page 133). Binary: The system is lit by not by a single star, but two or even more stars. Most binary systems are lit by stars of the same type, but some sets seem to be less well matched. Roll 1d10 to determine the nature of the set: On a 1–7, the stars are of the same type, while on an 8–10 they should be generated separately. Generate binary stars by rolling on this Table again, ignoring results of 9 or 10. Use the effect of the more powerful star to determine the size of Solar Zones, if there is variance. Star Type: Binary: The system is lit by not by a single star, but two or even more stars. Most binary systems are lit by stars of the same type, but some sets seem to be less well matched. Roll 1d10 to determine the nature of the set: On a 1–7, the stars are of the same type, while on an 8–10 they should be generated separately. Generate binary stars by rolling on this Table again, ignoring results of 9 or 10. Use the effect of the more powerful star to determine the size of Solar Zones, if there is variance.

Inner Cauldron: Planet 200
Primary Biosphere: Starship Graveyard
Outer Reaches: Asteroid Cluster


Starship Graveyard Origin: Unknown Provenance: The bizarre assortment of different vessels drifting past defies easy explanation. It is likely to bring to mind the eerie legends of the Processional of the Damned, where broken ships from across the Expanse arrive like spectres in some strange afterlife. Whether associated with that haunted realm, or the result of some more mundane confusion, the graveyard consists of the twisted wreckage of dozens of utterly ruined ships of all kinds, as well as 1d5 hulks in varying degrees of integrity. None of the hulks share an origin.

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