So, since the last thread got crapped by Erik Boile and continued on in an argument over converting stats directly from WH40k...I'm starting over.
This thread is for posting your hombrew Careers, Xeno's, Demons, Cults, Stats, Adventure Hooks, Settings etc. for use in Dark Heresy. (Just those things please)
kthxbai!
Trait: Unnatural Toughness - the character adds their toughness bonus to their wound total. This trait may be taken multiple times, each time adding to their current toughness bonus to their total. The total does not change if the character's toughness bonus changes.
Suitable for: Marines, Inquisitors, daemons, high-level characters, hard-to-kill xenos.
Sorry Jak, I'm going to post here since there's no need getting several threads going. I'm sure we can agree to disagree on things and still get along.
I have been working on a rather weighty tome for the last two years, I call it The Mardannon Sector War as compiled by Chief Scrivener Blackhand. That's not my real name, of course.
This is a small section from the middle part of it detailing the known and important worlds in the subsector...I apologize as the copy / paste wasn't that great because of the document's formatting. This is only a cursory overview, as I have been writing DH adventures and WH40k campaigns that incorporate more detailed information on bits of the Mardannon sector.
Sorry that it's long.
Mardannon Subsector
1 Mardannon
2 Bulgaris
3 Garrinax
4 Kathis Mundanus
5 Drogo
6 Carpithica
The Seat of Imperial Power
Mardannon is the highest populated Imperial-controlled subsector, for it is the seat of the Throne’s power throughout this region of space. This was the first subsector colonized in the Old Crusade, and maintains the proudest traditions venerating this fact. Mardannon is strongly controlled by the Imperium, and the hope remains that once the rebellions here are quelled, Mardannon’s might will surge forth and cleanse the rest of the sector as well.
Mardannon is one of the most advanced and civilized of the subsectors listed here, due to the relative safety of the zone. It is far away from most of the alien dangers in the sector such as the Orks of Magnum Sierra, but is not entirely untouched. Daemonic cults seem to flourish in the population, and the Inquisition is known and feared throughout the subsector.
Mardannon System
• Mardannon Prime
o History: Colonized in the early part of the Old Crusade, Mardannon has become a massive hive world sporting no less than eight massive hive spires. The orbital docks and shipyards surrounding the planet are top notch, as Mardannon serves as Battlefleet Command for the entire sector.
o Geography: The surface of Mardannon Prime is covered in snowy mountains and low plains. The hives belch smog continuously into the atmosphere, and after five thousand years the sky is perpetually grey. Although there aren’t any major ash deserts the southern wastes are particularly hot and deadly.
o Inhabitants: The people of Mardannon Prime are a generally happy lot, generally free of corruption and are an industrious and productive people. Service in the regiments of the Imperial Guard is voluntary, and there are always thousands of hivers seeking another way of life in this manner.
• Mardannon Secundus
o History: Terraformed shortly after the colonization of Prime, Mardannon Secundus is a thriving Agri-world. Secundus produces food bound for several systems within the subsector, and is guarded like a treasure. The planet sits not far from Prime itself, with the Fleet close by.
o Geography: Most of Secundus is flat plain littered with Agri-Domes and the Habitats of the Serfs. In the north, massive mountains dominate hemisphere. Most of the southern hemisphere is under high density water.
o Inhabitants: On Secundus, the farmer’s way is the only way. The Agri-Barons rule in a feudal manner, with the top Agri-Barons trading with off-world merchants for the highest profits. For the serfs themselves, life is made easier with abundance of technology, but only a slightly.
• Ortaph Maximus
o History: As soon as Mardannon Prime was slated for colonization, Adeptus Mechanicus Explorators arrived on this small and nearly barren planetoid and began the construction of what would become one of the most important Forge Worlds in the entire sector. Today, Ortaph Maximus is covered nearly entirely by Mechanicus compounds and orbital shipyards.
o Geography: Ortaph Maximus is inhospitable and barren, with a broken and jagged granite-like surface. Abundance of many minerals within the crust of the planet is cited as the reason for Explorator colonization. Human life cannot exist outside the Forge Hives due to the weak and polluted atmosphere.
o Inhabitants: Nearly all the inhabitants of Ortaph Maximus are adepts of the Machine God. The most important items churned out by the Forge Spires of Ortaph Maximus are myriad pieces intended for the construction and repair of capital ships. Naval munitions are also fabricated here.