TEXT: ™
  EXPANDED ADVENTURES FOR  
  LURE OF THE EXPANSE
  ®
  ®
  
  2
  Planet of Mutineers
  Planet of Mutineers
  Lead Developer
  Sam Stewart
  Written and Developed by
  Andy Hoare and Owen Barnes
  Editing
  Alex Davy 
  Graphic Design
  Bryan Schomburg and Kevin Childress
  Cover Art
  Ramon Contini
  Interior Art
  Matt Bradbury, Ramon Contini, Aaron Panagos
  Art Direction
  Zoë Robinson
  Production Manager
  Gabe Laulunen
  FFG Lead Game Designer
  Corey Konieczka
  FFG Lead Game Producer
  Michael Hurley
  Publisher
  Christian T. Petersen
  Special Thanks
  “Dispensing Orbital Justice” Jordan Goldfarb with David 
  Rosenberg, Emily Aiken, Rachel Fisher, Kristine Beskin, 
  and Caitlyn “Cashew” Klein. “You Bid Babies?!” Jordan 
  “Milly” Millward with Keri Harthoorn, Kyle Harthoorn-
  Burton, Kieren Smith, and Julia Smith.  “Forged in Death” 
  Aric Weider with Dawn Wildfong, Chris Doyscher, Janna 
  Imergoot, Jeremy D. Bullock, Amber J. Colby, and Kathryn 
  Shannon. “The Crew of Our Father’s Mercy” William Thrasher 
  with Sarah Allen and Chelsea L. Oliver. 
  Games Workshop
  Licensing Manager
  Owen Rees
  Head of Licensing
  Paul Lyons
  Head of Intellectual Property
  Alan Merrett
  FANTASY
  FLIGHT
  GAMES
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  Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader, 
  Sabrine, the foregoing marks’ respective logos, Rogue Trader, and all associated marks, logos, places, names, creatures, races and race 
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  Product Code: RTP7
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  Credits
  
  3
  Planet of Mutineers
  Planet of Mutineers
  Planet of 
  Mutineers
  “Better to cross the Emperor than turn on your Lord-Captain.”
  –Ancient void-farer’s saying
  T
  he Planet of Mutineers is the final leg of the Heathen 
  Trail, where the Explorers gather the last piece of the 
  coordinates leading them to the Dread Pearl’s location. 
  However, the planet Sabrine is a dangerous place, and it is not 
  just its mutinous inhabitants that seek to block the Explorers’ 
  efforts. Quite apart from the mutineers and their treacherous 
  ruler, the Explorers must face lethal swamps, mire-zombies, 
  vengeful competitors and last but not least, the capricious 
  Eldar, who go to almost any lengths to ensure that the 
  Explorers never reach the Sabrine Nexus.
  THE SAbRiNE GAzETTEER
  Sabrine’s star is listed in the archives of the Navigator Houses, 
  but—at least as far records indicate—has never been visited. 
  The closest any known expedition has approached to the 
  system was when, two centuries ago, Explorator Fleet Pythus 
  conducted a sweep of a cluster a mere two light-years distant, 
  and briefly turned its instruments upon the star. Nothing 
  remarkable was noted, and the fleet departed. No Imperial 
  forces have visited since.
  GeoGraphy
  Sabrine’s surface is covered with impact craters—the planet 
  is near a large asteroid belt. The vast majority of these craters 
  are vast flooded, overgrown pools and swamps covering the 
  majority of the world’s surface. Only the rims of the ancient 
  craters stand above of the swamps, forming dry refuges. 
  The mirelands of Sabrine teem with animal and plant life. 
  Although not as dangerous as a true death world, Sabrine 
  certainly has its share of perils, many of which lurk within 
  the mirelands in the crater bowls. Furthermore, the mirelands 
  cradled within the larger impact craters are almost entirely 
  isolated from the lands about. The resulting microclimates 
  evolved highly specialized flora and fauna, quite separate from 
  the life forms in other craters. Thus, an expedition might land 
  in the depths of a crater and catalogue a portion of its biomass, 
  only to discover its findings entirely different to those of an 
  expedition visiting the mirelands of another crater. 
  The Curse of sabrine
  As a by-product of the isolation of Sabrine’s mirelands, 
  some of the craters are host to many bizarre (but naturally 
  quarantined) bacteriological hazards. Many of these are 
  highly virulent flesh-eating strains, yet there is one, contained 
  within the largest of Sabrine’s craters, which has the effect of 
  “reanimating” its hosts. It appears that this strain reproduces 
  within a host, taking control of the host’s body and driving it 
  to seek out others to infect. Whether or not the host is truly 
  dead, or retains some semblance of awareness is unknown, 
  and too horrible to ponder. However, the body is reduced to 
  a decaying, stinking mass as ‘extraneous’ parts slowly rot and 
  fall away, and eventually the host decomposes completely. 
  The sanCTuary
  Unknown to the Imperium, a small human population exists 
  on Sabrine. This population clings to existence along the rocky 
  crater rims, but has also established many mireland settlements, 
  built on mighty stilts, to farm the swamps for foodstuffs. 
  These humans are Imperial Guard mutineers. The regiment, 
  the 37th Kommitzar (raised on the penal world Kommitzar 
  in the Calixis Sector), was originally an asset gifted to one of 
  Calligos Winterscale’s expeditions. Far from port, the regiment 
  took control of its troop transport vessel, evaded the remaining 
  ships in the expedition, and made for the nearest system. 
  There they found Sabrine. There they crash-landed their 
  transport in the swamps of one of the largest craters, 
  recovering what equipment they could before 
  the vessel sunk into the muck. Although the 
  skeletal frame of the vessel’s upper deck is 
  usinG sabrine: planeT of 
  MuTineers
  This web supplement is intended to be used with the 
  adventure book Lure of the expanse. In the second part 
  of Lure of the expanse, the Explorers are presented with 
  an opportunity to visit five different worlds, each with 
  a Nexus Point they must decipher, and a side-adventure 
  they can participate in. Sabrine is a sixth world. 
  This supplement is structured in the same way as 
  each of the other five worlds found in Lure of the 
  expanse, and does require Lure of the expanse in 
  order to be used. On Sabrine the Explorers find a 
  Nexus Point to repair and gain one more clue to the 
  Dread Pearl’s location, and have the chance to confront 
  the remnants of a mutinous Imperial Guard regiment.
  Due to the modular nature of the second part of 
  Lure of the expanse, this adventure may be inserted 
  at any point during the second part.  
  
  4
  Planet of Mutineers
  Planet of Mutineers
  still visible in the swamps, it is infested with mire-zombies and 
  everything aboard has corroded to complete worthlessness. 
  Though many of the penal troopers died within days of 
  making planetfall, consumed by flesh-eating bacteria or falling 
  prey to the horrific “Curse of Sabrine,” enough survived to 
  establish a settlement, “the Sanctuary.”
  The Sanctuary clings precariously to the rim of the 
  largest of Sabrine’s craters, looking out across the seething 
  mirelands below. Its construction is crude; the Kommitzar 
  troopers had little in the way of resources when they made 
  planetfall and had to rely on what materials they could wrest 
  from the mirelands. The Sanctuary’s buildings are built 
  from the twisted boughs of mireland trees, bound roughly 
  together with the thick vines that snake across the swamps. 
  The Sanctuary is home to around six thousand inhabitants: 
  two thousand original mutineers and their subsequent 
  offspring. Another thousand or so live amongst the stilt-
  steads of the mirelands.
  The Sanctuary is a rough and ready place, its buildings 
  having been constructed in a haphazard manner as the 
  settlement grew. Many cling to the sides of the crater rim, 
  while others are perched on the upper lip. Each is connected 
  to the next by narrow walkways of rotting wood. The people 
  of the Sanctuary, being mutinous penal troopers or their 
  descendants, are equally crude and unsophisticated. Only 
  the occasional weapon, uniform shred, insignia, or tool of 
  Imperial manufacture mark them out as anything other than 
  savage feral-worlders. 
  King Kommitzar
  The individual who rules the Sanctuary, and by extension 
  the whole planet, styles himself as the “King Kommitzar,” 
  and dominates his mutinous population with a mixture of 
  negligent indifference and totalitarian oppression. Formally 
  known as Sergeant Major Quas, this man instigated the 
  mutiny, slaughtering most of the crew of the 37th’s troop 
  transport, and dominating the rest at gunpoint. 
  King Kommitzar rules the Sanctuary from his court, which 
  occupies a wide wooden platform at the settlement’s peak. 
  Beneath awnings made of woven mire-vines, the King and his 
  concubines lounge, nibbling upon the fruits of the mirelands 
  farmed by his subjects and sipping distilled homebrew rotgut. 
  The king and his harem imagine this existence to be the very 
  height of nobility, as none have ever experienced anything 
  other than a prison cell or the Sanctuary. King Kommitzar is 
  perfectly content to maintain his indolent existence, but every 
  now and then some seemingly trivial matter angers him, and 
  then his people quail before his savage ire. During such periods, 
  the King is wont to make entirely illogical pronouncements, 
  often detrimental to the lives and safety of his subjects.
  It is not only the force of the King’s personality and his 
  formidable martial prowess that have kept him in power for 
  so long, though certainly it is a very foolish underling who 
  dares question his word. Around the King’s neck is a glittering 
  jewel. The jewel is in fact a part of the Sabrine Nexus, ripped 
  from its structure by King Kommitzar when he discovered 
  the nexus soon after the mutineers’ planetfall. The jewel has 
  granted the King a degree of latent psychic power, which has 
  granted him the ability to cow the weak-minded. Without the 
  jewel, the despotic rule of King Kommitzar would have been 
  overthrown many years ago.
  incursions
  Over the years, the population of the Sanctuary, and 
  especially the farmers of the stilt-steads, have suffered greatly 
  from the Curse of Sabrine. Every so often, a farmer or sentry 
  goes missing, only to reappear several days later hideously 
  transformed into a walking corpse intent on spreading the 
  contagion to its erstwhile fellows. The farmers maintain a 
  constant vigil against these creatures, and their incursions are 
  the reason that King Kommitzar’s court resides on the highest 
  structure in the Sanctuary. 
  Occasionally, 
  one 
  penetrates 
  the 
  settlement 
  and 
  pandemonium ensues. The people form an ad hoc militia, 
  tasked with the arduous mission of hunting down and slaying 
  the walking dead. However, with each incursion the weapon 
  stores dwindle, and there will soon come a time when no 
  functional ranged weapons remain. 
  The expediTees
  When the mutineers struck out against their oppressors, one 
  small group managed to avoid the slaughter, throwing in their 
  lot with King Kommitzar because it was their only chance to 
  survive. These turncoats were a group of battle-psykers assigned 
  
  5
  Planet of Mutineers
  Planet of Mutineers
  to support the regiment on the battlefield, and they carved a 
  unique niche in what passes as the society of Sabrine.
  The Expeditees maintain a watch for those afflicted by 
  the Curse of Sabrine, and to beseech them to turn back 
  when they launch an incursion. Incredibly, the afflicted do 
  sometimes heed the words of the Expeditees, possibly due to 
  their psychic abilities. 
  Although the Expeditees represent perhaps the only chance 
  the people of Sabrine have of outlasting the exhaustion of their 
  weapon stocks and keeping the Curse at bay, they may also 
  prove its ultimate downfall. Though the original Expeditees 
  are sanctioned pyskers, many of their offspring are psykers and 
  none of them are sanctioned. Each is a time-bomb, a potential 
  conduit through which the raw and unfettered power of the 
  warp and the daemon could emerge. Then, the Sanctuary will 
  surely fall, with or without the Curse of Sabrine.
  THE SAbRiNE NEXUS
  The last Nexus Point at which the Explorers’ Navigator must 
  take a reading of the star chart is to be found on the surface 
  of the uncharted world of Sabrine. In fact, it is at the centre of 
  the world’s largest crater, upon a small mound amidst the very 
  swamp that spawned the Curse of Sabrine. If the Explorers 
  take the reading, they must brave the mirelands and all their 
  perils, risking flesh-eating viruses and ravenous zombies!
  Locating the Sabrine nexus is not difficult, as it is in a cleared 
  section of the swamp, but reaching it is more so. The Explorers 
  have to locate a safe landing site amidst the mirelands, requiring 
  a Hard (–20) Search Test. If they pass the test, they discover a 
  small mound only three kilometres from the nexus, which should 
  just be able to support the weight of the Explorers’ lander. If 
  the test is failed, the Explorers have to land on the crater’s rim 
  and trek fifty kilometres through the zombie-haunted mirelands. 
  Because it makes very little use of artificial power sources and is 
  constructed of natural materials, the Sanctuary is not detectable 
  from orbit unless any augur scan succeeds with five degrees of 
  success. If this occurs and the Explorers decide to investigate first, 
  proceed to the events described in the Sabrine Adventure, and 
  leave the reading of the Nexus Point until later.
  CrossinG The Mirelands
  Wherever they land, the Explorers need to cross the teeming 
  swamps of Sabrine. This is a dangerous undertaking, and the 
  PCs would be well advised to suit up in the hardiest hazard 
  suits they have access to. No matter how far the Explorers 
  must travel through the mirelands, they should only have to 
  make one Test to see if they contract the Curse from their 
  environment. However, the GM should emphasize how 
  putrid and noxious the environment is, and even have their 
  auspexes and sensors detect myriad microbial lifeforms. See 
  Contracting the Curse. 
  If the Explorers cross the mirelands without incident, then 
  have them attacked by a single mire-zombie as they close on the 
  nexus. The Explorers come across a recently “turned” woman, 
  who stumbles towards them out of the swamp. It takes a Difficult 
  (–10) Scrutiny Test to reveal something is wrong about this 
  person, and she does not respond to questions or queries. Instead 
  she approaches the nearest Explorer, and if not stopped, attacks! 
  This likely shakes up the Explorers. If they take the time to 
  investigate the body, they see the extremities are in an advanced 
  state of decay, though the body’s core was still mostly intact and 
  ‘alive.’ A Very Hard (–30) Medicae Test and an auspex detects 
  the presence of the bacteria that causes the Curse. 
  When they reach the Nexus and the Navigator begins his 
  reading, he quickly realises there is a problem. The Nexus 
  does not respond to his psychic probing. Meanwhile, the 
  Explorers become increasingly aware of low, moaning sounds 
  emanating from the swamps all about. More mire-zombies are 
  closing in on the Nexus, although none attack just yet. Have 
  the Navigator make a Challenging (+0) Psynescience Test. 
  Success reveals the Nexus has been defiled in some manner, 
  while one or more Degrees of Success reveals that a part of 
  it has been removed, a component about the size of a small 
  pendent has evidently been roughly pried from the structure 
  of the nexus. Without it, the reading cannot take place. At this 
  point, proceed to the Sabrine adventure presented below.
  Profiles for the Mire-Zombies are found at the back fo this 
  supplement.
  THE SAbRiNE ADVENTURE
  In this adventure, the Explorers are assailed by putrid mire-
  zombies—the unfortunate victims of the Curse of Sabrine. 
  Just as the odds seem insurmountable, an odd individual 
  intervenes, and the vile creatures are driven off. 
  Nothing, however, is what it seems on the cursed 
  world of Sabrine:
  ConTraCTinG The Curse
  The vile disease known as the curse can affect anyone 
  that spends prolonged time in the swamp, or is struck 
  by a mire-zombie in melee. If this occurs, the subject 
  must make a Challenging (+0) Toughness Test 
  modified by the following factors:
  –10 if the zombie deals damage. 
  +10 if the character is taking detox medications. 
  +30 if wearing fully enclosed armour or environmental 
  protection such as a void suit.
  +20 if the character has the Machine Trait. 
  If this test is failed, they will begin to feel sick within 
  1d5 hours suffering a –10 to Toughness. After a day 
  of this sickness they must test again (with the above 
  penalty to their roll). If this second test is failed, the 
  curse will begin to take hold, and they have 2d10 + 
  their TB in hours before they succumb. The only thing 
  that can save them now is intensive detox medicae 
  attention (such as on their vessel). This can only be 
  performed with a full suite of medicae equipment, and 
  requires a Hard (–20) Medicae Test. 
  Finally, if someone suffering from the curse actually 
  dies, their body will immediately quit its fight to stave 
  off the disease and they will rise up as a mire-zombie 
  within 1d10 minutes.
  
  6
  Planet of Mutineers
  Planet of Mutineers
  The thick, stinking mists all about resound with a terrible, 
  low moaning, followed by the sound of dozens of feet splashing 
  clumsily through the shallow waters. The mists make it hard to 
  tell exactly which direction the sounds are coming from, but soon 
  you realise that you are surrounded. Minutes crawl by and the 
  sounds grow closer all the while, until dozens of grey silhouettes 
  resolve themselves through the mists. All about you stands the 
  shambling, rank, decayed forms of walking dead. The eyes of 
  each zombie implore you for mercy, even as their arms reach out 
  to grasp you in a decaying embrace of death!
  The Explorers have no option but to fight, with each mire-
  zombie they kill being replaced with two more, until they 
  are utterly outnumbered and defeat seems inevitable. If the 
  Explorers have a means of escape such as a lander or teleporter, 
  it takes some time to rescue them, before which they may 
  end up being overwhelmed. Read aloud or paraphrase the 
  following:
  Even as you stand back to back, the broken forms of defeated 
  zombies littered all about and even more of the vile creatures 
  closing in on you in a tight circle, the air is split by a shrill, 
  keening note. The zombies appear to falter in their advance, 
  before a second piercing note cuts the mists and they shuffle to 
  a halt.
  Any psyker Explorers may take a Challenging (+0) 
  Psyniscience Test. Success indicates some form of psychic 
  power has been used nearby.:
  The mists part before you and a figure is revealed, a wizened 
  and stooped individual clad in leather rags adorned with all 
  manner of fetishes. The figure waves a staff made of a twisted 
  branch, and the zombies shuffle sideways to afford a clear route 
  between the figure and yourselves. “Hurry,” the man calls out, “I 
  cannot distract them for long.” With that, the figure beckons you 
  to follow him, and makes off through the swamps.
  The man is an Expeditee named Papa Yoke, and once clear 
  of the mire-zombies, he introduces himself to the Explorers 
  and tells them they were exceptionally lucky to have met him. 
  Plenty of strange things have been happening in the mirelands 
  of late. If pressed, it becomes clear that Papa Yoke does not count 
  the mire-zombies as one of these unusual events, but explains 
  that “strangers are coming, strangers are already here.” 
  Subsequent conversation with Papa Yoke reveals that he is 
  an Expeditee, one of the original sanctioned psykers of the 
  ship. He describes the settlement of Sanctuary as presented 
  in the gazetteer. He also describes King Kommitzar, his 
  manner becoming bitter as he does so. Papa Yoke 
  despises the self-declared King of Sabrine with a 
  burning passion, because Yoke is one of the few 
  who is not cowed by the aura given off by the 
  king’s jewel. Any player can make a Hard 
  (–20) Logic Test to determine that the description of the 
  jewel sounds similar to the one missing from the Nexus. 
  If the Explorers wish to complete their quest for the 
  coordinates to the Dread Pearl, they have no option but to 
  recover the jewel and replace it on the Sabrine Nexus.
  objeCTive 1:  
  reCover The nexus jewel
  How the Explorers go about recovering the jewel is entirely up 
  to them. They have several options, and no doubt the players 
  will be able to concoct still more. Here are a few suggestions, 
  and how King Kommitzar and his following might react.
  On a side note, although the jewel does give the king some 
  latent passive psychic abilities, these only work over prolonged 
  periods of time, and even then only on ‘normal’ individuals. 
  The Explorers, being quite extraordinary individuals, cannot 
  be affected by its powers in the short time they are on Sabrine. 
  The jewel also does not make Kommitzar a psyker. 
  Open Negotiations
  One method the Explorers might try is to approach the 
  Sanctuary and request an audience with the King, hoping 
  to engage in some sort of deal. Getting into the Sanctuary 
  is a potentially dangerous affair, as the settlement’s sentries 
  are not used to anything other than mire-zombies walking 
  out the mists and might be inclined to raise the alarm and 
  muster the militia unless the Explorers can engage in some 
  pretty slick talking. Once in however, the Explorers are taken 
  straight to the court of King Kommitzar, who makes every 
  important decision in the settlement.
  The King is instantly suspicious of the Explorers—he is, 
  after all, a fugitive from Imperial justice and he had hoped 
  never to see anything of the Imperium ever again. It takes 
  some effort to convince King Kommitzar that the Explorers 
  are not bounty hunters sent to haul him back to the death-
  cells of the penal world from which his regiment was raised. 
  One slip, in fact, and the King flies into a rage, and orders the 
  Explorers killed.   
  If they can avoid angering King Kommitzar long enough, 
  the Explorers notice the glittering purple jewel hanging from 
  a thong at his neck. If they mention the jewel, the King 
  becomes irrational and jealous, and nothing convinces him 
  not to have the Explorers expelled from his court or executed 
  on the spot. If they can somehow keep the conversation 
  convivial, the Explorers might find the King open to the 
  possibility of some form of trade, and he expresses interest in 
  automatic weapons (he needs them to keep the mire-zombies 
  at bay). He will not, however, enter into any discussion that 
  involves his giving up the jewel, and pressing him on this 
  subject invokes his ire. 
  The Explorers might be tempted to trade on the fact that 
  they have a way off Sabrine. Though King Kommitzar won’t 
  be interested, other subjects may be. Though the jewel frightens 
  them and keeps them from attacking Kommitzar directly, the 
  Explorers may be able to use them to their advantage.
  
  77
  Planet of Mutineers
  Planet of Mutineers
  The Man with the Gun
  Taking advantage of the fact that the Explorers have access to 
  vastly superior weapons to those owned by the people of the 
  Sanctuary, it is entirely possible that they might resort to good 
  old-fashioned intimidation to get their hands on the jewel. 
  After all, the Explorers have a no-doubt heavily-armed vessel 
  in orbit above, and may have hundreds of private troops at 
  their disposal. King Kommitzar responds to any such threats 
  with surprising lucidity—he calmly invites the Explorers to try 
  to wrest the jewel “from his cold dead hands.”  He will attempt 
  to destroy the jewel as a last resort—it is fragile enough to 
  be destroyed by a shot from a firearm or a few blows from  
  a hammer. 
  If the Explorers launch an all-out assault, they have to fight 
  massed combat against the thousands of former mutineers. The 
  mutineers use the profile found at the end of this supplement, 
  or by using the Scum profile in rogue trader, page 371. 
  Sneaky Tactics
  Another of the more obvious options involves the Explorers 
  sneaking into the Court of King Kommitzar and stealing the 
  jewel, quite literally from under his very nose. This approach is 
  actually the most likely to succeed, and Papa Yoke can provide 
  a description of the court so that the players might infiltrate 
  it late at night. The King sleeps on a platform that occupies 
  the very highest point in the Sanctuary, and is attended by 
  his slumbering companions throughout the night. Ten guards 
  armed with spears stand duty in the courtroom below the 
  platform, with two manning the stairs up to it. The King 
  is accompanied by five companions, one of which is in fact 
  a bodyguard of prodigious skill, placed there as insurance 
  against the other guards being bypassed or defeated. 
  The profile for King Kommitzar can be found at the 
  end of this supplement. His guards and companions can be 
  represented by the mutineer profiles described at the end 
  of this supplement. His companions should be armed with 
  spears with the mono upgrade, and old lasguns.  
  Rewards
  25 Achievement Points for obtaining the Jewel from 
  •	
  King Kommitzar. 
  10 Achievement Points if any members of the Sanctuary 
  •	
  can be convinced to work for the Explorers. 
  –25 Achievement Points if significant military force 
  •	
  (such as several companies of troops or more) is used to 
  obtain the Jewel. 
  
  8
  Planet of Mutineers
  Planet of Mutineers
  objeCTive 2:  
  repair The sabrine nexus
  However the Explorers go about recovering the jewel, they 
  need to return to the Sabrine Nexus and attempt to replace it. 
  The journey to the Nexus might be on foot, and if so, it would 
  certainly be appropriate to unleash at least one encounter with 
  the mire-zombies. However, Papa Yoke is keen to accompany 
  the Explorers through the swamps, and he can guide them 
  through the twisting paths and use his powers to keep the 
  zombies at bay.
  If the Explorers conducted any sort of attack or double-
  cross against the King or his subjects, then there is a good 
  chance that they are pursued through the swamps as they 
  return to the Nexus. If this is the case, keep up the pressure and 
  increase the risk of the Explorers stumbling into previously 
  undetected groups of mire-zombies or otherwise getting 
  themselves lost as they flee from the angry militia.
  Eventually, the Explorers arrive back at the Sabrine Nexus. 
  Before the reading can be conducted, they need to repair it. In 
  order to repair the nexus and replace the jewel, the Explorers’ 
  Navigator has to spend at least fifteen minutes attending to 
  the task. Returning the jewel to its socket is simple, but the 
  jewel must also be psychically bonded to the wraithbone 
  structure. This requires a Difficult (–10) Willpower Test by 
  any psyker. If two or more psykers combine their efforts, the 
  Test becomes one degree less difficult for every psyker past 
  the first. This Test may be repeated multiple times, however 
  each time the Test is failed by four or more degrees, a psychic 
  backlash deals 1 Insanity Point to any psyker taking part in 
  the Test. 
  Rewards
  50 Achievement Points for repairing the Sabrine Nexus. 
  •	
  –10 Achievement Points if 10 or more friendly NPCs 
  •	
  are lost to mire-zombie attacks. (The crew doesn’t trust a 
  leader who can’t look after them.)
  objeCTive 3: ConduCT The readinG
  Only once the Sabrine Nexus is repaired is the Navigator able 
  to conduct his reading. At this point however, or sooner if the 
  Explorers do not have the Nexus Jewel, the GM should select 
  a number (however many is up to him as to how dangerous 
  of an encounter he prefers) of the following events to occur. 
  The Explorers have attracted the attention of a group of mire-
  zombies, and a group of Eldar have been waiting to ambush 
  anyone who attempts to access the Nexus. 
  Papa Yoke screams in terror, and a dozen mire-zombies 
  •	
  stagger out of the mists.
  If still alive, King Kommitzar, accompanied by three 
  •	
  Expeditees and two dozen militiamen appear on the 
  track and immediately set about attacking the Explorers.
  The air is split with the whip-crack of precision gunfire, 
  •	
  as five Eldar Pathfinders, who have taken up positions in 
  the trees all about, open fire.
  The nexus erupts in arcane energies as an Eldar Warlock 
  •	
  steps from the mist, surrounded by a swirling vortex of 
  witch fire and attempts to deny it to the Explorers. 
  At least one of the competitors shows up—whether this is 
  •	
  an ally or a rival is up to the GM, and very much depends 
  upon how much help or hindrance the Explorers need at 
  that moment in time.
  In case the Explorers do not have the jewel, a Hard 
  (–20) Psyniscience Test reveals the Eldar Warlock (who 
  is presumably either dead or otherwise incapacitated) is in 
  possession of a jewel that matches the one King Kommitzar 
  wore. In addition, if the King has not been slain, then he is 
  wearing the jewel.
  Rewards
  Completing this objective grants the reward for successfully 
  completing a Nexus reading—200 Achievement Points. 
  In addition to normal awards for experience, if the 
  Explorers gain possession of King Kommitzar’s Nexus Jewel 
  in a particularly inventive and creative manner (preferably 
  one that uses a minimum of the Explorers’ resources, the GM 
  should award the Explorers an additional 200 experience. 
  
  9
  Planet of Mutineers
  Planet of Mutineers
  Adversaries
  These are the adversaries found on Sabrine. Where appropriate, 
  all adversaries have any relevant Talents and Strength bonuses 
  added to their melee and ranged weaponry profiles. 
  KinG KoMMiTzar
  Formerly a non-commissioned officer in an Imperial Guard penal 
  regiment, Kommitzar inspired his fellows to revolt. Now he styles 
  himself “King,” a title he enforces through brutal violence.
  King Kommitzar Profile
  WS
  bS
  S
  T
  Ag
  int Per WP Fel
  50
  38
  34
  42
  34
  34
  38
  42
  36
  Movement: 3/6/9/18 
   
   
  Wounds: 20
  Skills: Awareness (Per), Charm (Fel), Dodge (Ag), Barter (Fel), 
  Command (Fel) +10, Common Lore (Imperium, Underworld, 
  Merchant) (Int), Deceive (Fel), Intimidate (S), Interrogation 
  (Fel) +10, Inquiry (Fel), Navigation (Stellar) (Int) +10, Pilot 
  (Void), Tech-Use (Int), Speak Language (Void Cant) (Int).
  Talents: Air of Authority, Basic Weapon Training (Las, Bolt, 
  SP), Decadence, Jaded, Light Sleeper, Melee Weapon Training 
  (Chain, Power, Primitive, Thrown), Paranoia, Pistol Training 
  (Bolt, Las, SP), Resistance (Fear), Swift Attack.
  Armour: Old Guard carapace and reinforced finery (arms 4, 
  body 6, legs 4).
  Weapons: Old Chain Sword (1d10+5 R; Pen 2; Balanced, 
  Tearing), Pump Action Shotgun (Basic; 30m; S/–/–; 1d10+4 
  I; Pen 0, Clip 8; Reload 2 Full; Scatter)
  Gear:  Jewels, trinkets, and stolen baubles.
  Psychic Command: King Kommitzar’s jewel grants him strange 
  latent psychic powers that provide a measure of control over his 
  subjects. When dealing with inhabitants of Sabrine, Kommitzar 
  gains a +20 bonus to Command and Intimidate Tests. 
  Mire zoMbie
  The mire-zombies of Sabrine were human once, before they 
  suffered the bacterial infection known as the Curse of Sabrine. 
  Now they are mindless automatons, seeking more to feast and 
  infest before their bodies dissolve into rot. 
  Mire zombie Profile
  WS
  bS
  S
  T
  Ag
  int Per WP Fel
  (9)
  20
  –
  30
  30
  13
  --
  15
  --
  --
  Movement: 1/2/4/– 
   
   
  Wounds: 8
  Skills: Awareness (Per)
  Talents: None
  Traits: Fear (1)†, From Beyond, Mob † †, Natural Weapons, 
  Unnatural Toughness (x3).
  Armour: None.
  Weapons: Claws and teeth (1d10+3 R).
  Gear:  Rotted clothes and swamp ruined equipment.
  †Once a character has successfully passed one Fear Test from 
  the mire-zombies, he is immune to their Fear effect. (At the 
  GM’s discretion, the character may be forced to test again 
  under certain circumstances, such as being taken by surprise 
  by a mire-zombie lunging out of a pool of swampy murk.)
  ††Mob: Instead of the usual bonuses for outnumbering an 
  opponent, mire-zombies gain a +10 bonus to Weapon Skill 
  Tests and +1 bonus to damage dealt for each additional 
  mire-zombie engaging their target. If not engaged, mire-
  zombies always shamble towards the nearest target, charging 
  if possible. If engaged they use All Out Attacks against any 
  available target, choosing the target they attacked during the 
  previous turn if possible. 
  MuTinous soldiers
  The mutinous penal legion soldiers have lost most of their 
  equipment and forgotten much of their training, although some 
  are still lucky enough to possess an old lasgun. 
  Mutinous Soldier Profile
  WS
  bS
  S
  T
  Ag
  int Per WP Fel
  35
  35
  30
  30
  30
  20
  40
  25
  25
  Movement: 3/6/9/18 
   
   
  Wounds: 8
  Skills: Awareness (Per), Dodge (Ag), Common Lore (Imperium, 
  Underworld) (Int), Concealment (Ag), Silent Move (Ag). 
  Talents: Basic Weapon Training (Las, Primitive, SP), Jaded, 
  Melee Weapon Training (Primitive), Pistol Weapon Training 
  (Las, Primitive, SP). 
  Armour: Old Guard Flak (Torso 4). 
  Weapons: Worn-down lasgun (60m; S/3/–; 1d10+3 
  E; Pen 0; Clip 30; Reload Full) or compound bow (Basic, 
  30m; S/–/–; 1d10 R; Pen 0; Clip 1; Reload Half; Accurate, 
  Reliable), and improvised hand weapon (1d5+3 R; Pen 0). 
  Gear:  Rotting uniforms and useless tech-bits.
  Swamp Inhabitants: Mutinous soldiers gain a +20 bonus 
  to Concealment and Silent Move when within the swamps 
  of Sabrine.  
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Rogue Trader/Scenarios/Rogue Trader - Lure of the Expanse - Traitors Nexus.pdf