Monrass

Monrass is a feral world in the Drusus Marches of the Calixis Sector. This lush and verdant backwater world features diverse landscapes, from snowy peninsulas to arid deserts unspoiled by industry or exploitation. Monrass is populated by burgeoning archaic empires that predate the Angevin Crusade and have only in recent centuries mastered iron-smelting and chariot combat. The planet’s “governor” is an Administratum satrap, sitting in an high orbital tithing station, who interferes only to occasionally levy troops and foodstuffs for the Imperium’s due, while the only other off-worlders known to the people are a handful of missionaries determined to bring the Emperor’s light to the benighted natives.
==Unique Equipment==
Javelin
Class: Thrown (Primitive)
A form of light spear intended for throwing, used both for
hunting and fighting. The javelin is a common sight on very
primitive worlds that have devolved into savagery, such as
Faldon Kise, and carried in clusters by the chariot-mounted
warriors of Monrass.
Thrown, 18m, S/–/–, 1d10(+SB), R, PEN 1, Clip 1, Primitive, WT 1kg, Cost 8, Plentiful
Tower Shield
Class: Melee (Primitive)
A tower shield is an immense shield of wood or metal, used
to provide a mobile barrier more than an active defence. Simple
plated iron examples are a common sight in the canyons and
narrow passageways of Coseflame, while the inlaid bronze
and wood shields found on Monrass are considered works of
art in their own right.
Tower shields can be used as cover rather than as body
armour; a re-enforced wooden version provides 6 AP
(Primitive) while a sturdier, solid metal one provides 8 AP
(Primitive). They are bulky and very unwieldy items and
impose a penalty of –2 to the Agility Bonus of their users.
Metal - Melee, 1d5+2(+SB), I, PEN 0, Defensive, Primitive, WT 7kg, Cost 60, Rare
Wood - Melee, 1d5+1(+SB), I, PEN 0, Defensive, Primitive, WT 5kg, Cost 40, Uncommon
Scale Armour
The Scar Dragons are in danger of vanishing on Monrass since
their scales are valued for the construction of a particularly
durable form of armor. Despite their fearsome nature, men,
eager to reap the rewards that the creatures’ skin can bring,
have hunted Scar Dragons to near extinction. Once killed,
the hunters skin the dragon and drag off the carcass to be
sold as meat (which is very tough but considered a delicacy
on and off-world). The scales are turned into suits of armor.
It is a highly skilled job that can only be performed by
a member of the Scale Jakkers Guild. The manufacture of
such armor takes many months, as each scale needs to be
properly aligned and then bonded to the tough hide that
forms the basis of the suit.
Once complete, a suite of scale armor is very valuable and
offers the wearer significant protection against both primitive
and advanced weapons. The scales seem to be especially
resistant to weapons that agitate air molecules to create
heat, such as melta weapons. Some, who have witnessed
the effectiveness of the armor have spoken of establishing
a captive dragon population off-world in order farm the
creatures for their desirable skin.
In addition to the normal benefits conferred by wearing
this armor, wearers gain a +10 bonus on Agility Tests made
to avoid catching fire.
Arms, Body, Legs, AP 3, WT 15kg, Cost 1000, Very Rare
Monrassan Capsican Trap
Used on the feral world of Monrass to break up the masses
of soldiers used in the battles between its rival empires, these
primitive land mines are surprisingly effective devices. Simply
made from fragile clay pots and filled with a mixture of spinethorns,
lamp oil and spay-burner grubs (an indigenous insect
filled with a pyretic acid), the mines are placed in a shallow-dug
hole and covered with a thin layer of earth. When stood
upon, the pot breaks causing the victim to be gouged by
the spine-thorns and rupturing the spay-burner’s bloated
bodies, causing severe and painful acid burns, and igniting
their clothing with sticky, burning ichor. Feral regiments
raised for the Imperial Guard from Monrass have taken this
weapon with them, even going so far as to take breeding
nests of burner grubs with them on campaign, much to their
Munitorum quartermasters’ dismay.
Anyone stepping on a Capsican Trap must make a Difficult
(–10) Agility Test. Failure indicates that they have set it off,
causing 1D10 E Damage to their legs. A second, Challenging
(+0), Agility Test determines if the victim has also caught
on fire.
Cost 20, WT 3kg, Uncommon
Clear
Seen in use at many underhive gatherings in the Drusus
Marches, Clear allows a reveler to imbibe huge amounts
of alcohol with little or no effect, and can even protect
against most common poisons. It is made from a plant native
to Monrass, and the tar-like gum is chewed for its poison
protection qualities, despite its harshly bitter taste.
When taking Clear, the user gains the Decadence Talent
and +30 to any Toughness-based tests against passing out or
the effects of poisons. Consumers will always face a powerful
migraine roughly 3 hours after it is consumed, and must
refrain from strenuous work for 1d5 hours.
Cost 110, Rare
Category:Calixis Sector
Category:Planets
Category:Feral Worlds
Category:Drusus Marches