Telum is a hellish world, only recently made remotely habitable. Much of the planet is covered by rocky terrain and dominating canyons with some arctic-like areas; there are even oases of sorts, in the form of hostile jungles teeming with dangerous predators. Telum is rich in natural resources and minerals, mainly petrusite. Most settlements are centered on mining operations, and the largest city is Verrian, though it bore more resemblance to a very large slum as opposed to a sprawling city.
Currently most of the planet's economy and resources are centered into building and maintaining Telum’s large armies and a fleet to defend the Kerberus Sub-Sector, leaving little funds for the improvement of the general population's well-being, hence the slums like appearance, and very spartan civilian infrastructure, and a visible lack of luxuries on Telumen populace.
Fauna and Flora
Although a harsh planet, Telum does have several basic forms of wildlife as befits a natural ecosystem. Insects seem to be the primary form of indigenous life, though most seem to be somewhat larger than their average counterparts.
Included are many harmless electric beetles that seem to fill the lower half of a natural food chain, serving as common scavengers that help to keep the planet free of organic refuse. Likewise, there are also aggressive predators in the form of the common petrusite spider, which can grow to be as large as or larger than any large rodents (i.e. rats, beavers, capybaras, etc.). It is normally found in the subterranean areas & wastelands of Telum; based on observations, it seems to hunt prey by stunning them with an electric shock/bite, upon which it hunts as any standard spider would, via the dissolving of prey into a liquid and immediate ingestion of said liquid.
Telum’s plant life is also larger than standard flora, as several plants are seen bearing resemblance to standard weeds, but are much larger. In its more tropical regions, Telum is host to plants that can only be classified as bizarre. Some are almost animal-like in appearance, such as large fungi that appear to have hyphae structured like crab legs, and carnivorous plants resembling spider legs that attempt to skewer prey as it passes. Some plants share some similarity to Earth plants, to a small degree fly traps specifically. The Burster, which slightly resembles a cacti, but glows orange and whose needles burst out of it when shot. Also seen in the tropical regions are strange avian creatures flying above the jungle canopy.
Government
Erasmus Krzysztof seized total power in the government of the Kerberus Sub-sector after a popular coup in 2347, and was elected Autarch. With total control over all of Telum, he reshaped the Telumen Administration into the Telum Empire, a militaristic totalitarian regime along fascist lines.
The Autarch was the supreme leader of the Empire with the power to create any law or pass any choice with no opposition to their will. The Autarch was advised by the Telum Senate, a council of supposedly ten individuals with ties to the Telum military and another five from powerful organizations in the Empire's society. Magister Devos, commander-in-chief of the armed forces and second Autarch of the Empire served as a member of the Senate and was a close friend of Autarch Krzysztof. Other forms of management beyond the Senate are currently unknown, and unlikely to be seen.
Military
The Telum peoples' lives of extreme hardship naturally make them hardened soldiers. Most of Telum’s with urban camo and snow camo. fiscal and natural resources go towards the military, leaving little for domestic development. The Telum military's primary tactics primarily relate to the implementation of vicious, rapidly sweeping surgical strikes reliant on the element of surprise, focusing almost completely on offensive based strategies. However, the secession has shown that the Telum military is adept in defensive tactics as well, springing numerous traps and ambushes.
However, colonies have made several reforms on the military, because of the smaller population, the government relies on more highly trained soldiers with better equipment and weaponry.
Kerberus Sub-Sector
Spoiler:
M9-V “Pearl” - Star
Vigorous
Solar Flares
Telum I Territories 5 Defender Strength 50
Industrial Metals – Iron – Sufficient
Radiation Minerals - Major
Exotic Minerals – Petrusite - Significant
Toxic Atmosphere
WS 37 BS 38 S 35 T 38 AG 38 INT 27 PER 30 WP 30 FEL 30
Movement: 3/6/9/18 Wounds: 12
Skills: Athletics, Awareness, Common Lore (Telum Empire, Telumen Army, War), Dodge, Linguistics (Telum), Operate (Surface), Parry, Survival
Talents: Hatred (Imperium of Man), Nerves of Steel, Paranoia, Sprint, Street Fighting, Unshakable Faith, Weapon Training (Solid Projectile, Flame, Launcher, Thrown)
Equipment: flak helmet, flak vest, Telum uniform (good craftsmanship survival suit, poor weather gear, +10 vs. catching fire), Keyser (100m; S/3/10; 1d10+3 I, Pen 0; Clip 30; Half), Stub Automatic (30m; S/3/-; 1d10+3 I, Pen 0; Clip 9; Full), combat knife (1d10+3 R, Pen 2), 3 frag grenades (9m; S/-/-; 2d10 X, Pen 0; Clip 1; Rld -; Blast 3); petrusite grenades (9m; S/-/-; Rld -; Haywire 4, Shocking)
Gear: Good quality respirator, good quality preysense goggles, 4 weeks rations, standard kit.
Special Rules
Hated Enemy: All Telum nregiments gain a single Hatred Talent, where the group chosen is the enemy that has been established to defend against. However, this hatred is often so strong as to overwhelm reason and sound judgment, and all fortress world characters may be required, at the GM’s discretion, to attempt an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when that enemy is sighted.
Helghast Specialist
Spoiler:
WS 39 BS 44 S 36 T 41 AG 39 INT 30 PER 32 WP 32 FEL 30
Movement: 3/6/9/18 Wounds: 16
Skills: Athletics, Awareness, Command, Common Lore (Telum Empire, Telumen Army, War), Dodge, Linguistics (Telum), Navigate (Surface), Operate (Surface), Parry, Scholastic Lore (Telum Tactica), Stealth, Survival
Talents: Deadeye Shot, Double Team, Hatred (Imperium of Man), Nerves of Steel, Quick Draw, Paranoia, Sprint, Street Fighting, Unshakable Faith, Rapid Reload, Weapon Training (Solid Projectile, Launcher, Thrown), Exotic Weapon Training (Arc), Takedown, Foresight
Equipment: Heavy carapace. Telum uniform (good craftsmanship survival suit, poor weather gear, +10 vs. catching fire), Stova (50m; -/-/8; 1d10+3 I, Pen 3; Clip 40; 2 Full; Braced), Stub Automatic (30m; S/3/-; 1d10+3 I, Pen 0; Clip 9; Full), Shocking Maul (1d10+5 I, Pen 2; Shocking), combat knife (1d10+3 R, Pen 2), 3 frag grenades (9m; S/-/-; 2d10 X, Pen 0; Clip 1; Rld -; Blast 3); petrusite grenades (9m; S/-/-; Rld -; Haywire 4, Shocking)
Gear: Good quality respirator, good quality preysense goggles, 4 weeks rations, standard kit.
Special Rules
Hated Enemy: All Telumen regiments gain a single Hatred Talent, where the group chosen is the enemy that has been established to defend against. However, this hatred is often so strong as to overwhelm reason and sound judgment, and all fortress world characters may be required, at the GM’s discretion, to attempt an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when that enemy is sighted.
Helghast Leader
Spoiler:
WS 38 BS 40 S 35 T 38 AG 38 INT 30 PER 31 WP 32 FEL 36
Movement: 3/6/9/18 Wounds: 14
Skills: Athletics, Awareness, Command, Common Lore (Telum Empire, Telumen Army, War), Dodge, Linguistics (Low Gothic), Navigate (Surface), Operate (Surface), Parry, Scholastic Lore (Telum Tactica) +10, Survival
Talents: Deadeye Shot, Hatred (Imperium of Man), Nerves of Steel, Paranoia, Sprint, Street Fighting, Unshakable Faith, Weapon Training (Solid Projectile, Launcher, Thrown), Exotic Weapon Training (Arc), Takedown, Foresight
Equipment: flak helmet, flak vest, Telum uniform (good craftsmanship survival suit, poor weather gear, +10 vs. catching fire), Keyser (100m; S/3/10; 1d10+3 I, Pen 0; Clip 30; Half), Stub Automatic (30m; S/3/-; 1d10+3 I, Pen 0; Clip 9; Full), Shocking Maul (1d10+5 I, Pen 2; Shocking), combat knife (1d10+3 R, Pen 2), 3 frag grenades (9m; S/-/-; 2d10 X, Pen 0; Clip 1; Rld -; Blast 3); 2 petrusite grenades (9m; S/-/-; Rld -; Haywire 4, Shocking), ); 2 Krak grenades (9m; S/-/-; 2d10+4 X, Pen 6; Rld -; Concussive 0)
Gear: Good quality respirator, good quality preysense goggles, 4 weeks rations, standard kit.
Special Rules
Hated Enemy: All Telumen regiments gain a single Hatred Talent, where the group chosen is the enemy that has been established to defend against. However, this hatred is often so strong as to overwhelm reason and sound judgment, and all fortress world characters may be required, at the GM’s discretion, to attempt an Ordinary (+10) Willpower Test in order to restrain themselves from attacking without mercy when that enemy is sighted.