Notable Location
Eaorta
The Eoarta system lies on the extreme border of the Scallop Stars. It is a relic of an earlier time in the sector's history, when Imperial settlers made their last serious attempt at extending the Hesiod-Siculus subsector borders into the Scallop Stars. Now an isolated and treacherous Imperial foothold into ork space, it represents the shortest route into the Scallop Stars from the nearby Indrine system.
Rhodia is a low-grade Imperial world. Continually plagued by ork raiders, its inhabitants endure a twilight existence as they struggle to maintain the military conscription necessary to man the ancient, crumbling defences. It provides a useful – if far from secure – stopping point into ork space for Imperial shipping. The main conurbations are the proto-hive Pestus Peramabulans, North Indus and Trance Port, an important anchorpoint for long-range shipping. Rodian guardsmen are well-trained, but poorly motivated.
New Mars is a minor Forgeworld, and one of the very few Adeptus Mechanicus holdings within the Scallop Stars. The remainder of the system falls under its protection, though the minor Titan Legion Legio Furens is on permanent deployment on New Mars itself as a protective measure. No titan of the legion has left the surface in recorded history. This planet's presence is likely the sole reason the system remains in nominally Imperial hands; a fact the Mechanicus uses to its political advantage.
Carabas Lost to orkish forces after the last generational cull, Carabas has proven a thorn in the side of Imperial dominance of the system. The inhabitants' continual efforts to ship off-world and continue their attacks have thus far been stymied by fleet action, but it provides an excellent 'refuelling' stop for cunning ork warlords to pick up more boyz on their way out of the sector... assuming they can avoid Imperial pickets!
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Scenario suggestions
Fully Charged
A lone ork vessel, heavily damaged, has nevertheless breached the pickets and made a crash-landing on Genyx. An extermination detail of Guardsmen, supported by an detachment of Imperial Space Marines, has been despatched to root them out from the ramshackle fortress constructed from the ship's wreckage. What should have been a routine assault is complicated when the assault begins and the cackling orks vapourise the Space Marine command structure with a fully operational death ray salvaged from their ship! Can the meks keep the worky-bits whirling, or can the Imperials destroy the generators?
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Carpe Mechanicum
Imperial special forces rescue Magos Dülalli, an important Mechanicus dignitary captured by the orks, from the notorious prison-workhouses of Carabas. Getting him out quickly will ensure the guards' furious reinforcements will not arrive in time, but stringing out the rescue to allow Düllali to take readings will doubtless provide important strategic information to destroy the prison forever and boost Imperial morale across the system.
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