Professional Documents
Culture Documents
The Retrieval
The Retrieval
Introduction
After quite a few days enjoying the luxury of the Sword in Hand, the Rogue Trader Nehc Burthalls, gigantic
vessel, the auction is about to commence. You look around at the crowd milling around at the ornate threshold to
the Rogue Traders great hall. It has been an anxious wait and a long process to reach this point, but finally, the
object that you have sought for so long is within your grasp. The auction will begin soon and you plan on getting
what you came for, regardless of the methods. The glossy servitors begin to usher in the crowd and, the hall in its
entire splendor is revealed. The auction begins and Nehc Burthall, his large frame draped in the finery, takes to the
stage and launches into a short welcome before the auction begins. He has a story about every item and you wonder
if some of his exploits may border on heresy.
This lasts for some time and the object you came for still hasnt appeared on the stage. You cant help but feel
slightly anxious as the crowd begins to dwindle. Nehc then thanks the remaining buyers and, to the tune of a
bombastic Imperial tune, attempts to exit the stage. You see a powerful man cut through Nehcs guards to confront
him and you move closer to overhear the coming argument.
listen, says Nehc, I realise that you are a bit disappointed with what you perceive as a mistake on my part. I
will have you know, sir, that some of my merchandise was the victim of thievery and is now missing. I do believe that
I know where it may be and I will offer you help in retrieving it if you promise to return any of my other property
you encounter. He asks the man to come with him, and as you follow you notice there are others also tagging
along.
He takes you a vast chamber, decorated with antiques and artwork from across the galaxy. As you join the crowd
and file into the room, you notice Nehc speaking to a servitor that quickly walks past you and back through the
corridors. Another servitor begins serving some small morsels of writhing worms on hard biscuits. Well, enjoy
some of the delicacies from my recent exhibition as we wait for my intelligence officer to arrive, announces Nehc.
The minutes pass and the company in the chamber isnt much for idle conversation. Suddenly, the doors burst open
and an old man thrusts himself into the room, elbowing his way through the crowd. Ah, Admiral Stede Morgan,
please explain our situation to my guests. The sprightly old man sits his foot on an ornate chair and regards his
audience with a monocled eye.
It seems some of our crew has helped themselves to some of Master Burthalls property then fled the vessel. I shall
be taking a craft to the planet we are currently orbiting in the hope of retrieving the stolen goods, so do not worry
as I plan on returning shortly with Master Burthalls property and the heads of the criminals involved.
I dont think so ol man, the gruff character that first approached Nehc after the auction speaks up, Ive a vested
interest in some o that missin property, so me and me men will be accompanying ya.
Stede Morgan strokes his moustache and regards the man, You actually look like the type that could be of help
when the grump hits the propeller, as they say back on Mordia. Ill fire up the engines shortly, anyone else
interested in a spot of adventure
The Island is intended to be played as a brief interlude for your characters in the middle of some grand adventure.
The campaign setting is broken into 3 chapters with a number of scenarios in each. There are also a number of
special rules explained below
Special Rules
Crates
A character can access a crate with a successful
strength test, or simply destroy it by inflicting 3
points of damage. If a character spends an action
inspecting an open crate roll on the appropriate table
to see what undamaged equipment is inside.
Gun Crate
1
d3 stubbers with full clips
2
d3 autoguns and d10 magazines
3
5d10 shotgun scatter shells
4
5
6
7
8
Infrascope
Range finder gun sight
Laser sight
naval pistol and bullet belt with 12 shells
pump-action combat shotgun and 16 shells
9
10
D3 flails
D3 great hammers
D3 swords
D3 chainblade
7
8
9
10
Chainsword
Shock maul
Powersword
Chain fist
Medical Crate
1
D3 Medi-paks
2
3
4
D3 filtration plugs
D3 gas masks
D3 injectors of Zephyr
The Retrieval - 4
5
Armour Crate
1
D3 flak vests (cover chest and abdomen)
2
D3 open helmets
3
4
5
Buckler
Night Helm (Closed helmet with built in
Infrascope)
Injector Gauntlet (Mesh armour on arm with
built in Injector for 2 doses of stimm)
6
7
Mirror shield
Reflective carapace breastplate (cover chest and
abdomen)
9
10
The Retrieval - 5
A character can bribe an NPC to build up trust. A
common item will lower an NPCs Suspiciousness
value by d6, a rare item by d10 and an exotic item by
3d10. Its left up to the GM to decide what items or
favours that dont fit into the above categories will
get for the characters.
Security
A character with a pass of a high level can get past
any area of a lower level.
Level
Colour
1
2
3
4
Blue
Yellow
Red
Emerald
5
6
7
Amethyst
Pearl
Onyx
Security Camera
Any scenario which contains a security camera is
being monitored in the control room of the Barracks
and in the Lab. Any fighting that ensues in the
scenario will alert these areas and they will react to
the threat by sending someone to investigate.
After the turn in which hostilities commence in a
scenario containing working security cameras the
GM must roll a d10. After this many turns a Combat
Servitor will arrive at the scenario and target any
characters not wearing the Crooked Tooth ensign.
Inflicting 1 point of damage to will disable a security
camera.
Timescale
It is important to keep track of where various warrior
bands and characters are in relation to others
throughout the Chapter. Every scenario a warrior
band participates in counts as 1 Time Unit on the
timetable. For every full 10 turns a warrior band
spends in a scenario, add another Time Unit to the
warrior bands Timescale.
The Retrieval - 6
Cast
Stede Morgan
Stede is an accomplished pilot and head of Nehc Burthalls
security services. Although he spends most of his days
behind a desk monitoring the logistics of his Masters
security system, he can still defend himself if necessary.
BI: xx
Spirt:
Suspiciousness:
SS: xx
C: xx
Subject
Location of
Object
Who sent them
KB: xx
True
Probably on
The Island
somewhere.
Captain
Meentash, the
most honest
man on the
island.
False
In the Barracks
armoury.
Stedes boss.
Stede was part
of the plan.
Boat Crew
A boat crew consists of 2 Scallys and a Tough. They obey
the orders of their superiors as long as the reward
outweighs the danger involved.
Scally
Ruffians are those men and women who turn to crime to
make ends meet.
BI: xx
Spirit:
Suspiciousness:
SS: xx
C: xx
KB: xx
Tough
Thugs have risen through the ranks of the criminal world,
proving themselves fit to lead through their ferocity.
BI: xx
Spirit:
Suspiciousness:
SS: xx
C: xx
KB: xx
The Retrieval - 4
Scenario 1:
The circuitry of the Verticoptor overloads sending
smoke throughout the cabin. Visibility is reduced to
zero, and you know it is only a matter of seconds
before impact.
The warrior bands have been diverted from their
course and have crash landed on an outlying island.
They must now find a way to get to the Bandits
stronghold.
Cast
Warrior bands and Stede Morgan verse a Boat Crew
for each warrior band.
Setting
The layout of the battlefield is shown below, as is the
starting positions of the various characters.
Sample armour values
Trees: 4
Crates and barrels: 5
Boat wall: 10
Verticoptor wall: 12
Special Rules
The Boat Crews will approach the crash site
cautiously and open fire on anyone that they detect.
Stede Morgan will follow the closest player
controlled character and obey his orders.
If a character inspects any crates, deduct 2 from the
roll to determine what type it is.
Crash Landing
of a boat and passing 2 Sagacity tests (one per action)
to start the boats engine. Stede can drive a boat
without any need to pass a test. This will take the
warrior and any other characters on the boat into
scenario 2.
Characters may attempt to stowaway inside the crates
on a boat. They must remain undetected while they
attempt to hide. To successfully stowaway inside a
crate a character must spend 3 actions touching it and
pass an Initiative test. If the test is failed any
characters within 2d10 yards will be alerted to his
presence. If a character successfully stows away he
will be transported to Scenario 4, adding 1 Time Unit
to his Timescale. This represents some sailors taking
the boat back to the Hideout after realizing their
targets have escaped or been killed. However, if
another warrior band takes control of his boat he will
follow them through their scenarios, leaping out of
his hiding place when he sees fit.
A character may also attempt to repair the damaged
circuitry of the Verticoptor. An intense process in
involved and requires fiddling with the wiring and rebooting the system. A character needs to spend a full
turn in contact with the control panel so she can take
a Sagacity test to see if she has made any difference
to the burnt out consol. 5 successful tests are
necessary to complete repairs. This will turn on the
Verticoptors rotor and every enemy character will do
his best to take out the characters before lift-off. It
will take a full turn for the rotor to warm up and be
ready to lift-off. A successful Sagacity test will allow
the pilot to fly the Verticoptor and anyone on board
will be taken to Scenario 7:The Landing Pad. Stede
can fly a Verticoptor without any need for a test.
The Retrieval - 4
Scenario 2:
As the boats rotors blast through the polluted sea,
you realise that you are being followed. Autogun fire
bites into the water around you and you take cover as
the aim of your assailants gets better.
Out on the open sea the warrior bands must defend
themselves from bandit reinforcements as they travel
to the island stronghold.
Cast
Warrior bands verse a Boat Crew for each warrior
band.
Setting
The layout of the battlefield is shown below, as is the
starting positions of the various characters.
Sample armour values
Crates and barrels: 5
Boat wall: 10
Boat Engine Casing (small target): 12
Special Rules
If more than one warrior band participates in this
scenario then the one who gained control of a boat
first in Scenario 1 starts an additional 3d10 yards
onto the board.
Toxic Waters
A boat must be driven by a character in contact with
the control panel. If the driver passes an Initiative test
he may move the boat d6 yards, if he fails the boat
may only move d3 yards. Stede is an accomplished
sailor and will be able to move a boat d10 yards if he
is control of it. If there is no character driving the
boat at the beginning of a turn, then it will go d6
yards in a random direction (though it wont go
backwards).
Characters shooting from the boat count as riding
shotgun and follow the rules detailed in the Inquisitor
Vehicle Rules. The boat counts as moving quite fast
and the sea is rough so there is a further -10 to hit that
is cumulative with any other modifiers.
If the Boat Engine Casing receives 20 points of
damage it will be destroyed and the boat will only
move 1 yard per turn. A character can spend an entire
turn in contact with it then take a Sagacity test. He
must pass 3 of these to repair the engine to full
strength.