Drake Armsmen
Rogue Trader: Drake Dynasty | |
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GM | |
Adam | |
Dynastic Power | |
Character Level: 31,250 XP / Rank 8 | |
Profit Factor: 43𝖕 | |
Command Crew | |
Lord-Captain Drake Navigator Primus Mordecai Arch-Millitant Winter Astropath Solarus | |
House Drake Fleet | |
Aurea Albion Hound of Albion • Abhorrent Fortuitous Purpose • Penance of Iocanthos | |
Drake Trade Empire | |
Damaris • Scintilla • Kulth Svard • Dross • Aurum Sepheris Secundus • Tennenberg Killian's Rest | |
Drake Expeditions | |
Open Missions | |
Grand Endevours | |
Personnel | |
Magistrates • Retainers Militants Svard 1st • Stormtroopers House Drake Expeditionary Army | |
Assets | |
Materiel Aerospace Craft • Ground Vehicles | |
Armoury Wargear • Relics and Artifacts | |
Other Estate Secrets and Contacts • Awards and Honors | |
The Galaxy | |
Locations Calixis Sector Koronus Expanse • Periphery Subsector Personalities Peers of the Imperium Rival Rogue Traders | |
Utilities | |
Rogue Trader Timeline House Rules Guide and Lore |
The Drake Dynasty Armsmen is a well-trained, experienced and professional unit of soldiers. Focused on the dual fronts of maintaining discipline and defending against aggressors, the Armsmen must fulfill both the rolls of a police force and a garrisoning military force. While the unit varies greatly in skill and training, the core veterans are more than a comparable to professional soldiers of the Imperial Guard.
Like the ships officers, the Armsmen for the Drake Dynasty are intentionally drawn from all the clans. This is both to prevent the appearance of any clan becoming dominant over the others, but also to reduce any distrust against the armsmen as oppressors of the lesser voidsmen at behest of the ships leaders.
Due to the influence of their Master-At-Arms, Brother Winter, the Armsmen are organized in closer accordance to the Codex Astartes then to traditional regiments outlined in the Tactica Imperialis. The enlisted personnel are divided into 10 companies of 100 soldiers each. The first company consists of the veterans, who are generally used to secure the most important locations on the ship, as well as forming first response teams. Companies 2, 3, 4 and 5 are considered tactical or standard companies, each consisting of 6 normal squads, 2 assault teams and 2 support squads. The next four companies (6 to 10) are considered ‘reserve’ companies. The Armsmen in these companies often only work as Armsmen part time, and are assigned to less important locations or as backup for the standard companies. The last company, the 10th, consists of the Armsmen Recruits. Those who have made it out of Basic Training, but do not yet have a spot within the other companies. They are otherwise used similarly to the reserve companies.
The standard gear for a Drake Armsman is a Lasgun, Cadian-pattern Guard Flak armor and stub-revolvers. The standard heavy weapon is the Heavy Stubber, with a small amount of heavy bolters for the First Company.
Statistics
Individual
WS | BS | S | T | Ag | Int | WP | Fel |
---|---|---|---|---|---|---|---|
32 | 35 | 32 | 38 | 35 | 23 | 21 | 21 |
Skills: Awareness (Per), Climb (S), Common Lore (Imperium, War) (Int), Concealment (Ag), Drive (Land, Walker) (Ag), Search (Per), Silent Move (Ag).
Talents: Basic Weapon Training (Universal), Heavy Weapon Training (SP), Melee Weapon Training (Shock, Primitive), Pistol Training (Universal), Resistance (Fear)
Armor: Cadian-Pattern Flak: Arm 3, Body 4, Head 3, Legs 3
Weapons:
- Lasgun (S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable)
- Stub Revolver (S/-/-; 1d10+3 I; Pen 0; Clip 6; Reload 2 Full; Reliable)
- Heavy Stubber (-/-/10; 1d10+5 I; Pen 3; Clip 40; Reload Full; Reliable) [1/squad, 4/support squad]
- Shock Baton (1d5+3 I; Pen 0; Shocking) [Assault Squads]
Horde
A handful of squads, lead by an officer, may be deployed as a Magnitude 20-40 Horde.
Tactical Unit
A full company of Drake Armsmen may be deployed as a Strength 5 unit. They receive +3 strength in close conditions, and reduce damage they suffer by 1.
Mark's Suggested Regimental Build (From Only War)
The rules listed for the Shorncliffe 95th Regiment of Foot have been created using the following Regiment Creation doctrines:
- Home World: Void Born (aka Hive World), 3 points
- Commanding Officer: Maverick, 2 points
- Regiment Type: Light Infantry, 2 points
- Doctrines: Close-Order Drill, 2 points; Well-Provisioned, 3 points
- Total Cost: 12 points
(See the Discussion page for the raw build)
Characters belonging to the Drake Armsmen gain the following advantages:
- Characteristic Modifiers: +3 Perception, +3 Fellowship, +3 Agility, -3 Toughness
- Starting Aptitudes: None
- Starting Skills: Navigate (Surface), Trade (Shipwright), Deceive, Linguistics (Low Gothic)
- Starting Talents: Resistance (Fear), Sprint, Combat Formation
- Accustomed to Crowds: Drake Armsmen have grown up in the Aurea Albion's confined and maze-like corridors and are used to weaving through even the densest mobs with ease. Crowds do not count as Difficult Terrain. Running and Jumping do not impose any penalties to Agility to keep their feet.
- Void Accustomed: Due to their strange and unnatural childhood, Drake Armsmen are used to the vagaries of changing gravity. They are immune to space travel sickness. In addition, zero or low-gravity environments are not Difficult Terrain for Drake Armsmen.
- Shipbound: Drake Armsment seldom endure the horros of open sky or the indignities of the great outdoors. While outside of an enclosed or artificial environment (such as a hive city, starship, station), they suffer -10 penalties to all Survival tests due to their continued unfamiliarity with such places
- Wounds: Regimental soldiers start with -1 Wounds
- Standard Regimental Kit: Uniform, set of poor weather gear, knife, flak vest, rucksack or sling bag, set of basic tools, mess kit, water canteen, blanket, sleep bag, rechargeable lamp pack, grooming kit, set of cognomen tags, primer, combat sustenance rations (4 weeks' supply), M36 lasgun and six charge packs (Main Weapon), one suit of Imperial Guard flak armor, 3 frag grenades, 3 smoke grenades, stub revolver and 12 bullets, and others TBD
- Favoured Weapons: Lasgun, Heavy Stubber