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Askelephon Secundus [Planet Details]


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#1 MKX

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Posted 04 March 2010 - 02:46 AM

Wrote this up some time ago, don't really intend to use it again so it might be useful for fleshing out someone's game.

Location: Drusus Marches, 5 day trip from Scintilla along stable warp route
Class: Pleasure Planet with substantial industrialisation and food production
Population: 3.2 Billion
Local Time: 390 Terran day orbital cycle around its sun, 28hr standard Terran day
Climate: Mean temperature of 15degrees Celsius, annual rainfall of 5500+ ml
Troposphere: Nitrogen 68% Oxygen 27% Argon 1% Ozone 1% Carbon Dioxide 3%
Pollution Index: Minimal
Hydrosphere: 95% coverage of shallow fresh water oceans
Countries: None, numerous small islands of up to 10sq km in size
Native Flora/Fauna: Vast amounts of Plankton supporting a diverse fresh water ecology, no land animals or flying species and small amounts of insect life.
Capital: Hive Trismeg
Gravity: 0.98G
Principle Imports: Tourists, refined chemicals, light and heavy industrial components, metals
Principle Exports: Industrial Chemicals, Drugs, Combat Narcotics, Food- fish and crustaceans
Military: 1 Corps of Mechanised Infantry PDF Grade 3
1 Army Group of Magistratum Infantry PDF Grade 2
1 Battalion of Heavy Infantry PDF Grade 1
Tithe: Decuma Particular
Governor: Field Marshal Eladio Athan

 

Askelephon Secundus being called a pleasure planet is something of a misnomer given that the rain never stops, its relatively cold and the slate grey skies are only clear of clouds for about 5-10 days a year. But the amount of vice here staggers belief operating under domestic law, gambling, drug parlours and prostitution are all legal, making it a popular destination for those seeking an alternative from the norm of rigidly enforced clean living which permeates a great number of imperial worlds, at least in principle of the Ecclesiarchy would like them to comply to. Second on the list for reasons to visit is the food, marine life in the planets vast freshwater oceans that is considered a delicacy anywhere else are common, cheap and in vast quantities to sate any appetite.
But its the drugs for which most come, because they're cheap, good quality and in massive quantities.
Its also the planets main tithe that supplies the rest of the sector with a large percentage of its combat and medical as well as a vast variety of complex industrial chemicals that are brought to the planet in their raw state for processing in the massive alchemy vats supplied by an endless amount of fresh water and geothermal power.

Because the water forms a vital part of the planets ability to sustain its manufacturing sector, the worst of the industrial waste is shipped off with dedicated low orbit capable barges and jettisoned with onboard mass-drivers into deep space. An expensive process but has kept the planet in surprisingly good condition, people littering or caught dumping in the canals of Hive Trismeg are traditionally thrown in after it by the local population or the police force. All of which are invariably wired up on something, crime rates are average to high in the Hive which is a sprawling affair dominated by massive refineries lighting up the clouds with baleful yellow flares of burning gas and surrounded by 120km of canals and low lying buildings.
Boat is the fastest way to get around the hive for most people, they vary in size from canoes to fishing factory vessels up to 300m in length that trawl up the bounties of the oceans, there's a simple rule of the water here and that's to give way to anyone bigger than the vessel you're in. On the few larger permanent islands, residential populations of workers live in cramped, high density housing numbering around 6500 people per square kilometre on average to the ultra high density areas in skyscraper sized refineries of up to 13,000. Trismeg central is the lightest populated centre of the hive and where the majority of the licensed parlours, casinos and bordellos operate 24 hours a day, the central tower overshadowing all of the others by a factor of two is the house of Marshal Eladio Athan and the streets kept clean by his troops, making it also the safest part of town.
Outside of that, visitors are warned that they play by the rules of the cartels.

The governor is regarded by many of the inhabitants with a mix of derision to outright loathing. Being he's Imperial Guard through and through, in his 80 years of service after starting out as an Lieutenant, fighting his way through dozens of wars, through the ranks and the hardened old veteran is just as openly contemptuous of the planets layabout, good for nothing inhabitants. Provided they tithe, he doesn't see any reason for now to change anything, even if he wanted to, it would be a bloody fight and he's limited to what he can effect in his sphere of influence. So he's content to slowly retire and enjoy what days the emperor has left to him with his wife and two teenage children. PDF and Magistratum forces on the planet are also run by Eladio Athan, the majority of which he doesn't see fit to fill a set of boots let alone near a weapon but he's doing what he can with a rotten bunch, except for the 1st Battalion of 1000 heavy infantry in carapace armour and armed with the best weapons the old man can source through his many connections. Pound for pound they're the toughest of the tough and dedicated, highly professional soldiers that are highly respected in the sector. Weapons of choice on-planet are cased ammunition stubbers of various shapes and sizes. Caseless ammunition and energy packs are prone to being waterlogged or rot in the ever-present rain, damp and cold if they aren't maintained daily, by the same account the PDF also runs on boats rather than land going vehicles which it has none of. Though Athan has managed to source them a small fleet of gun cutters and heavy amphibious hovercraft transports to round out their asymmetric warfare capabilities.
If anyone is more hated and hates Askelephon Secundus more than the governor its long suffering Captain Geas of the Adeptus Arbites who sees a high turnover of his meagre troops 'eaten' up by the city and not come back. He's convinced that the alchemy cartel is one step away from being outlawed altogether if he can prove it and just itching to find a valid reason to lock them up on Battleship Island in a nice deep dark hole until they rot. Geas is dedicated and after several assassination attempts completely untrusting of everyone but his own close circle of officers and to some extent sympathetic of the Marshal, who under normal conditions would consider a kindred spirit. But the planet is anything but normal.
The Askelephon Secundus Cartel is a collection of five noble houses (more commonly known as the AS5-C) that have been on the planet since anyone can remember, they eschew any Adeptus Mechanicus involvement in their alchemical traditions and are notoriously hardline about maintaining their status quo in the greater scheme of things. As mentioned, provided they tithe what they're supposed to back into the Imperium, the cartels run their business as they see fit within the bounds of Imperial Law, visitors are reminded that they are guests on cartel territory and can be expelled however the ruling house sees fit and subject to their own local laws and traditions. Littering in one territory might get you a fine or a dunking on one house, on another they'll just as soon shoot the transgressor for indulging in industrial espionage.
In addition to maintaining their own defence forces which would rival the local PDF, proprietary drug and chemical manufacturing sections they are afforded the luxury of literally wallowing in money from their own private entertainment areas. Should Trismeg central prove too tame for the visitor, the vices of the cartels will make even the most jaded blush, perennially representatives from the Ecclesiarchy undertake their vows to save the sinners in those territories with the word of the emperor. The cartels welcome them with open arms and the city eats them up, most never to be seen again with the virtues they started with, much like the beleaguered Captain Geas's Arbiters end up it would seem. Even the Order Dialogous doesn't send its sisterhood into there to watch over the nobles on standing orders of the sectors Legatine Superior, though they do maintain several in residence of the governors spire.
Sector Lord Hax considers the cartel a minor sin, without them, their alchemical secrets would be lost and for now is confident that the hardline Governor and Arbites will keep the supplies flowing, for all their noxious, highly addictive pleasure drugs and poisons that are made there, there are dozens more of a medicinal and industrial nature which are critical to the health and survival of the sectors population as a whole.

For all intents and purposes the AS5-C might be a bunch of hopped up, inbred chemists with their own sense of superiority on their own turf, but they play by the Imperial rules, even if they make up their own rules locally some of the time. But there is worse to deal with, most noticeably the Eight T's Cartel which is known to operate on-planet and the most vicious independent organisations in the whole sector formed from eight of the largest, most powerful narco gangs based across dozens of worlds. By themselves they where bad enough to deal with, now they're working together its proving impossible to root them out, each time a head is cut off the others take over until a new one takes its place.
About the only redeeming feature of the AS5-C is that they hate the Eight T's with a passion and doggedly destroy any they catch, like most groups maintaining their own oligopoly, they don't want anyone else cutting in on their action and know full well that the Eight T's aims to either depose one of the AS5-C and take over its manufacturing or work their way through to being considered legitimate via other means. Provided they keep killing dozens of undercover Arbites every year, it seems unlikely at the very least of the latter becoming a reality anytime soon, Geas and the ASC-5 will offer bounties between 100 and 500 thrones for proof of a kill of an Eight T's member depending on their standing in the cartel. Its good money, but few live to enjoy it for very long as the T's make a habit of finding out just who X'd their members, then returning the favour, normally starting with that persons friends, then family and eventually the individual themselves all as horrifically as possible, just to make an example.

Security getting onto Askelephon Secundus is tight with rigidly enforced customs checking bags for foodstuffs and illegal items which could threaten either the peace or more importantly the ecosystem itself, it takes a large bribe (1000+ thrones) or heavy duty connections to someone on the planet or both, to ignore that protocol. Even then depending on the guards stationed at the spaceport on Muro Island it could simply mean that whoever is determined to bribe their way in are some kind of criminal or narco ganger and detained for further interrogation. Marshal Athan stations a goodly number of his best and most trusted troops to make sure both for the legitimate purposes of screening who comes in and simply for the fact it really antagonises the cartel members being put under scrutiny outside their comfort zones, not that he openly admits to it being the secondary reason. From there its a 90minute ferry journey to Central across open ocean for the price of 15 thrones, a cheaper way is to hitch a ride on a bulk transport vessel doing a return trip for around 3 thrones or trade in kind. It takes 1hour but the visitor gets to see something that normally the Marshal doesn't like to advertise to guests, the Harrows Chain.
Home to approximately 1.2million mutated rejects of society that live out their lives in several billion tons of garbage annually, this pitiful chain of islands is a waste dump in the middle of nowhere and the smell best described as savagely assaulting, it also sees a minor role of being a dumping ground for criminals falling somewhere between too bad for indentured service and not quite worthy of the death penalty. The Harrows isn't a place anyone goes voluntarily and routinely circled by at least a dozen warships armed with state of the art radar systems linked to multiple heavy weapons systems discouraging any fanciful ideas about floating off in an inner tube to somewhere less horrible. Rubbish goes in, recycled metals, plastics and anything useful comes out from mess in trade for medical supplies and a few metric tons of drugs, dumpster barge duty is dangerous, smelly and possibly the least popular job on the planet even if it does offer extraordinary pay rates. Attempted hijackings from the Harrows residents is part of the job, good captains make sure that their heavy stubbers are in order and the crew armed to the teeth, even so at least one barge is lost once a year from a massed assault and the barge consequently sunk shortly after by patrol boats.
On the upside, the local authorities really don't care what you leave with in your bags provided its not stolen.
 



#2 MKX

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Posted 04 March 2010 - 02:48 AM

Visitor information
Drugs and poisons are cheap, running at anywhere between 5-10% of their normal price per dose of fairly much anything. Prostitution costs are roughly 50% of the normal costs anywhere else. How and whom you obtain either is entirely up to the buyer. Gambling is considered something of a local pastime and as usual, the house isn't there to lose in casinos but they also play host to some of the best entertainment in the sector, attracting bands, singers, drama productions and usually have in house cinemas.
Private smaller entertainment consortiums tend to cater to more interesting and liberal tastes, to the completely obscure and unusual.
Food is considered Best Quality and abundant, offworld food for those wanting a taste of home can expect to pay 150-200% more.

 

Weaponry and ammunition is also 150-200% for light arms (Pistols, rifles and melee) and running up to 300% more for heavy weapons, their munitions and powered melee weapons. None are produced locally so they are all imported.
Explosives, high powered energy weapons such as Plasma and Melta or Incendiary devices are strictly forbidden on Cartel territory, one stray round could light up an entire refinery, causing millions of thrones damage, cost 1000's of lives and long term damage to production which will have far reaching effects. Possession is subject to immediate confiscation, resistance met with extreme prejudice. Buying them tends to run upwards of 500% cost.
Las weapons are legal but uncommon, they require daily maintenance to keep them in good working order or gain the unreliable trait

Water taxi services are efficient, quick and cheap and 20 thrones will cover the better part of a days travel anywhere in a civilian speedboat, for those wishing to hire their own. A 250 thrones security deposit refundable on return and 15 thrones a day will cover the vessel, fuel for a small boat runs at about 5 thrones a day. A guide/ pilot will cost an additional 50 thrones a day and for the most part a necessity to navigate the run of the sprawling hives canals and waterways.
Hotels and motels start at around 10 thrones for something cheap and cheerful a night and up into the 1000's for unheard of luxury.

In Central, visitors are allowed melee weapons and pistols for self defence, large rifles, automatic and heavy weaponry isn't unless there is some particularly valid reason and the Magistratum officers don't like it being carried openly and much less used. Not that they are of much use, visibility on a good day of pouring rain is limited to around 100m, on bad days, heavy fog and at night it drops down to around 15-25m which also affects IR and Lowlight systems to some extent.
Cartel law typically follows the Central model depending on the ruling house's on personal territory, though in some areas you may be asked to locker all your weapons at the door of some establishments.
Military armours like carapace and power aren't restricted, but a whole lot of trouble if you have to take a swim (can swim can't you?) and people will question 'why' with more than just casual suspicion of why its being worn.
Duelling is legal and traditionally done until either one or both participants are at 'lightly wounded' and done with un-powered blades.
It is illegal to progress beyond that point, seconds and bystanders are allowed to act on the transgressor if they look to seriously maim or kill their opponent. Of course, that doesn't extend to illegal duels which are still prevalent in some of the more lawless parts of town where its considered entertainment along the lines of pit or cage fighting.
 



#3 MKX

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Posted 04 March 2010 - 02:51 AM

Askelephon Secundus Origins
Due to a number of unique characteristics of the planet, its hive and focused production, a Player Character coming from AS isn't quite an agoraphobic hiver, they're not part of a conventional Adeptus Mechanicus forge world and they're usually entirely too fun loving to ever be a stuffy Imperial worlder wandering around blindly ignorant. If nothing else, the planet produces some fine quality scum and scoundrels, most of which will be longing for home after being hurled out into the big, bad galaxy where people are inordinately boring, the food bland and really out of touch with simply having a good time.
Like most pleasure worlds, there really isn't a gun culture of armed conflict, the native animals and plants aren't inordinately dangerous along with the residents which aren't really all that horrible either. While working hard isn't unexpected for the common person, at least its usually in an environment with good nutrition, many might be reserved about their connection to the God Emperor but they quietly thank him for not being born somewhere far worse.
Characteristics
Weapon Skill: 20                           Intelligence: 20                           Fate Points
Ballistic Skill: 15                            Perception: 20                              1-4= 1
Strength: 20                                   Willpower: 20                                 5-8= 2
Toughness: 20                             Fellowship: 25                               9-10= 3
Agility: 20                                        Starting Wounds 1d5+9
Common Career Paths 1D100
Adept 01-15                                   Cleric -                                      Tech Priest -
Arbitrator 16-25                             Guard 31-35                            Scum 46-100
Assassin 26-30                            Psyker 36-45                          Sororitas -
Skills, Talents and Traits:
Characters start with Swimming and Carouse
Sailor
The character has Pilot: Watercraft as a basic skill and covers the use of rowing, sailing and powered vessels
Lab Rats:
Chem Use is a basic skill, they have solid working idea of drugs, poisons, chemicals and their applications, most AS characters have either worked in or around the alchemy refineries of the cartels or been in the drug parlours for fun, profit and entertainment.
Fickle Eater:
Being raised on high quality and comparatively abundant amounts of real food, AS characters suffer a -10 to their Carouse skill when consuming Poor quality food to avoid throwing up and diarrhea.
 



#4 MKX

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Posted 04 March 2010 - 02:52 AM

The Alchemy Houses
The AS5-C Alchemy Houses of Askelephon Secundus are ancient powerhouses of industry who's contribution to the sector and massive tithes have afforded them and the people of the world a small luxury of not having to tithe their children to the Imperial Guard. For that they are respected, but in so much as they are equally feared for their immense wealth and market monopoly which stamps out competition both large and small. Depending on who you talk too, opinion ranges from being benevolent providers of employment who accord a hard days work with a good pay packet and decent treatment for their workers on the planet, which in turn makes for a low poverty rate and high standard of living amongst its people. To the Arbites and Ecclesiarchy who see them as petty despots, godless heathens and debauched nobility making themselves unaccountable to anyone but the Sector Lord Hax, which is in some ways undeserved because they've never actually stopped Arbites or members of the Ecclesiarchy from doing their job while on Cartel territory, provided it doesn't inordinately disrupt production.
Lord Hax himself doesn't really have a problem with the AS5-C, while he might personally be slightly offended at some of their predilections and fecundities while they're on their own world, any time the sector has needed a bit more medical supplies to deal with a disaster, war or come up with a bit more tithe for sending out of the sector, they've never let him down and gone the extra effort to cover what's needed. For anyone that's every needed an anti-biotic or anti-viral, immunised against common diseases, anti-toxins and afforded the luxury of anaesthetic for surgery, the AS5-C is indeed a life saving part of the sector. Militarily they also produce chemical warfare agents, combat drugs, highly refined synthetic fuels, propellents and poisons that have some critical importance.
Needless to say, the Ad-Mech also hates the Cartels for impinging on their industrial territory, but for the fact they've been in-sector for close to 3,000 years practicing their art eclipses anything the Ad-Mech have otherwise been able to achieve locally, visiting Mechanicus representatives are warned about moving around cartel property unescorted or risk being executed as a spy and gibbeted off the refinery gantries as an example.

 

House Chandler-Grey
Scions: Garrett Chandler-Grey and Forsythe Chandler
Specialities: Medical and Sedatives
Uniform: White and pale blue with red cross

House Forchecka
Scions: Alana Forchecka and Mills Forchecka
Specialities: Recreational chemicals and refined food supplements
Uniform: Dark Green and purple with single grey circle logo

House Scythandar
Scions: Del Scythandar and Kerr Scythandar
Specialities: Toxins, Antitoxins and Chemical Warfare agents
Uniform: Black and Dark Grey with Tri-Foil crescents logo

House Gortac
Scions: Hesemine Gortac and Rosalina Gortac
Specialities: Propellants, Fuels and Synthetics
Uniform: Yellow and White with two white chevrons logo

House Tetnar
Scions: Sinead Tetnar and Wilson Tetnar
Specialities: Anti-Viral, Antibiotics and Immunisations
Uniform: Dark Brown and White with winged heart logo

If it hasn't been made abundantly clear to players yet that are stomping around in Cartel territories, GM's are to enforce the fact that these ancient captains of industry are formidable people. They have more than enough connections, money, clout and firepower to keep unwanted guests from bothering them. Heavily armoured troops in Carapace to Power Armour, armed with combat shotguns and extended drum magazines and mono-blades, snipers with high velocity needle rifles and cogitator assisted targeting line the gantries of silos, refineries along with gun emplacements using radar assisted quad auto-cannons are completely the norm.
State of the art systems with biometric ID verification, closed circuit cameras everywhere, gas dispersal systems and combat servitors cover the heavy security areas and any hint of trouble is immediately and viciously put down with clinical precision via encrypted tactical com-links to the guards.

Straying outside the clearly marked entertainment areas on Cartel property is cause to consider the transgressor a possible spy, saboteur or thief and accorded little to no benefit of the doubt and shot on sight, survivors will be shot some more. Uniformed Arbites make regular sweeps of the Cartel territories to make sure nothing untoward is happening and are about the only people afforded the luxury of carte-blanc access, undercover Arbites detectives are careful to remain discretely hidden as 'visitors' but unless they pull their badge, run they risk of being blown to pieces for over-straying their bounds.

Most of the upper nobility and their peers make a point of supporting fine arts, anything from fundamentalist religious leanings to alternative forms of expression that wouldn't be as widely accepted elsewhere making the planet a popular place for artists, actors and producers of all types hoping to get noticed enough for patronage. Their gallery openings, plays, choirs and subsequent parties once you get through the layers of insanely heavy security are the things of legend.
 



#5 MKX

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Posted 04 March 2010 - 02:52 AM

Shadow Cartels


If anyone can make Arbites, Alchemists and the Magistratum see a common reason to work together its the Shadow Cartels on Askelephon Secundus that are busy plying illegal chemicals of all sorts underneath the feet of the AS5-C. By themselves, they'd normally be considered narco-gangs and dealt accordingly, but quite a few have banded together and are making an organised effort to supply the underworld elements and undesirables in the sector with drugs, explosives, chemical warfare agents and anything else they can lay their hands on for a profit. Their long and well documented association with outlaw heretechs, logicians, ex-Adeptus Mechanicus and other worse elements of society that truck with warp entities, has done nothing to really endear either the Adeptus Mechanicus and Ecclesiarchy to the AS5-C, generally for good reason, they know all too well that if a Shadow Cartel agent assisted by one of the outlawed sects gets into their refineries, labs and R&D areas it could spell the end of the house, billions of thrones of damage and kill multitudes as a result. Its grossly intolerant and unfair to honest members of the Ad-Mech and church, but they really don't care with so much at stake to lose.

 

By itself a narco gang is typified by a number of elements, extreme violence, trafficking of prescribed substances, drug abuse and an unholy disrespect for any kind of authority. Some of the larger ones manage to hold together over a few generations and become successful before internal conflict over money, chemical psychosis, leadership or an external force such as the Arbites or a rival group splinters them into being a minor threat.
It would also be unwise to think that they're just common street punks.
While most of the soldiers are often drawn from criminal elements, there's more than a couple of instances where they're headed up by guard veterans looking to make a few thrones before they retire, backing by fallen noble houses to raise funds on the side exempt from tithes and even just fallen business persons on hard times putting what they know to use in unconventional methods. The who's and why's along with methods vary widely, but ultimately its all about money, large amounts of money.
It would also be unwise to think that they're ill equipped to do their job.
Having survived from street gang to the status of narco-gang means that the members not only have to dodge the Magistratum and Arbites, but also their rivals in the underworld that unsurprisingly want to make some easy money by fleecing other criminals. Thus, they are armed and equipped well enough to repel efforts to unseat them, the extreme violence practiced by narco gangs is also not just a product of drug fuelled savagery inflicted on some unfortunate. Their enemies and people used for leverage are killed and abused as horrifically as possible to dissuade any further involvement in the gangs affairs as an example, they will kidnap family members, burn homes, destroy business, torture, **** and maim anyone they can get their hands on.
When they band together, you can also add 'highly organised and influential' to the list of things to beware of.

As mentioned, the shadow cartels have a lot to work with. They've got backing from powerful people and access to dangerous elements who can further reinforce their already potent capabilities with heretech materials and equipment, then they can selectively allocate resources where they're needed. One cell has a problem with locals fighting back, they'll send in extra soldiers, another needs more goods, then they'll send some more down the chain and if some need to lie low for awhile there's an underground railway of safe houses and places to hide in until the heats off. In the worse case scenario, if a cell gets wiped out, then they'll just get someone else to fill in the gap from a wide resource base of people to start anew, not that its hard to attract new people to the lifestyle. Provided the applicant doesn't have any moral peculiarities about selling drugs to people between 8 and 80, capable of killing people for completely irrational reasons and no objection to making lots of money. Faced with a life of grinding poverty, endless boredom and thankless drudgery in some dull job, or the opportunity to shine sometimes briefly for a life of luxury and vice earned at the barrel of a gun or meat hook, its little wonder that some choose the lifestyle.
That's not to say they take anyone, frequently there are savage hazing and torture to weed out the weak, loyalty tested time and time again, plus committing a few completely unforgivable crimes to make sure that they aren't a cop, acolyte, arbiter or just not who they're looking for. The smartest and meanest eventually make it to the top of their chosen careers and no other cartel exemplifies this better than the Eight T's Narco Cartel.

The Eight T's first incident on imperial records date back 1300 years ago to Arbites intercepting a shipment of hallucinogens destined for Dreah, a miserable and otherwise unremarkable agri world in the Markayn marches, disguised as confectionary and marked with eight T's in a circular pattern. Also finding the drugs had unusual properties and possible xenos composition the case was handed over to the Inquisition to investigate further, without any luck it would seem as several other worlds had already begun consuming the drugs by the tonne and someone was making a great deal of money out of it.
About the only place they didn't pop up over the next few centuries was in Malfi, some hypothetical explanations about that ranged from the local syndicates making life too difficult for up and coming starters to the Eight T's coming from Malfi and not wanting to draw attention there. Up until shipping containers full of dismembered Malfi syndicate members started to get shipped home whenever they deigned to travel abroad and it became quite clear that the Eight T's where unwilling to share now they had become firmly entrenched in most major population centres.
Conflict with Arbites, Inquisition agents, Magistratum and local crime groups often resulted with the Eight T's being exterminated outright in some areas, only to have them pop up again sometimes in a matter of weeks or decades depending on the market share worth controlling and how much it would cost to re-establish a presence there. Penetration of the group by undercover security elements has proven mixed, most often resulting in the loss of the infiltrators leading to a widespread belief that the group makes use of unsanctioned psykers to screen and scan potential members progressing past the rank of lieutenant in the street soldiers. That in of itself is the least worrisome aspect of the cartel, the insidiously powerful street drugs that cause mutations in their users, extensive use of blackmail, terror and coercion on high ranking officials, access to inordinate amounts of miliary grade weapons in the hands of their street soldiers and assassins make them extremely dangerous.
Combined with a pathological vindictiveness that means they hunt down and butcher anyone who crosses them makes for long lasting enemies that never give up to avenge a slight, even inquisitors are wary of crossing the path of Eight T's without being backed up by the only thing they respect- excessive force.
 



#6 MKX

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Posted 04 March 2010 - 02:55 AM

Arbites on Askelephon Secundus


Commanding Officer: Magistrate Amos Geas (Boss)
Detectives: Charles (Charlie) Orion, Benson (Hammo) Hamilton and Robin (Lawsy) Lawson
Regulator: Tom (Sarge) Wright
Enforcers x9 Recruits x5, Forensics x 2 Mechanics x 2, Admin Staff x 2 Coms x 2
Majority of time is spent between two, twelve hour split shifts of staff with little reserve forces available as they're severely understaffed, Enforcers are mostly busy training the new recruits doing street and waterway patrols while the detectives do the hard yards on solo investigations. Det Orion mostly focuses on the gambling, Det Hamilton on narcotics and Det Lawson on prostitution to make sure the operators of such businesses are above board and working within Imperial law.
Mag Bower concerns himself with the analysis of the planets financial records and tithing as well as maintaining his block house and staff, Regulator Wright oversees the Enforcers and recruits. They make extensive use of Hoverers and Boats to move around the city quickly, they have no ground vehicles due to the nature of the planet being covered in water.

 

Arbites Marked Patrol Hoverers
Type: Hoverer                             Size: Hulking                      Armour: 12                     Hull Handling Modifier +10 Crew 1
Narrative Speed: 80-200km/h Combat Speed: 15/70/140/210/280                                 Passengers: 4
Traits: Encrypted Com Gear, Sirens, Lowlight and Thermo sensors, Anti-Gravity
Armaments: Pintle Linked Autoguns with 200rd drum magazine, Gren Launchers with Smoke and Choke

Speedboat
Type: Watercraft                        Size: Hulking Armour: 8                                         Hull Handling Modifier +10 Crew 1
Narrative Speed: 25-75km/h Combat Speed: 10/35/70/105/140                                    Passengers: 6
Traits: Partially Open, Spotlights Armaments: None normally

Patrol Boat
Type: Watercraft                       Size: Massive                         Armour: 30 Hull Command Deck 25 Turrets 25
Handling Modifier -10             Crew 10 Passengers: 20
Narrative Speed: 25-75km/h Combat Speed: 10/35/70/105/140
Traits: Encrypted Com Gear, Sirens, Lowlight, Radar and Thermo sensors, Searchlights
Armaments: Twin Linked Autocannon Turret (Forward)(Radar assisted +10 hit)
Quad Heavy Stubbers (Sides x 2) MRL-8 Missile Turret (Aft)
 






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