Svard 1st Expeditionary

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Rogue Trader: Drake Dynasty
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Adam
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Inspect the Troops.jpg

The Svard 1st Expeditionary is an infantry regiment raised from Svard's planetary defense force.

History

Fearing the worst in the days before the ork invasion of Dameris, the leadership of Svard called together all of its combat veterans and assembled a small regiment's strength of men to be sent off-world to try and end the threat, least the orks head for their homeworld of Svard next.

Initially, neither well-trained nor well-equipped, the Svard 1st does have the distinction of having survived a decade of the Whisperer's attacks, ensuring that only the strongest, most dedicated minds continue to serve. Since becoming the go-to regiment for ground actions for Lord Drake, they've had their equipment upgraded, transforming them into a scouting and ranger infantry regiment with significant firepower capabilities, complementing their battle experience fighting Orks on Damaris and Genestealers at Aurum.

Doctrne and Captabilites

When heavy support is required, the Svard 1st Expeditionary now includes 100 multilaser equipped scout sentinels. They may be deployed integrated into squad commands or separated out into their own combat teams.

Known Actions

  • The Dread Pearl
  • The Siege of Damaris
  • Periphery War
    • Reconciliation of Aurum, Battle of Grensvayl

Statistics

Strategic Units

Command Breakdown

The Svard 1st Expeditionary is broken down into the following individual commands:

  • 1st Light Infantry Battalion (Power 5, Strength 50, Skills 30, Morale 70)
    • Command Company (Power 5, Strength 5, Skills 40, Morale 80)
    • 4x Infantry Company (Power 4, Strength 10, Skills 30, Morale 70)
    • Sentinal Company (Power 7, Strength 5, Skills 30, Morale 70)
  • 2nd Light Infantry Battalion (Power 5, Strength 50, Skills 30, Morale 70)
    • Command Company (Power 5, Strength 5, Skills 40, Morale 70)
    • 4x Infantry Company (Power 4, Strength 10, Skills 30, Morale 70)
    • Sentinal Company (Power 7, Strength 5, Skills 30, Morale 70)
  • 1st Mechanized Battalion (Power 9, Strength 50, Skills 30, Morale 70)
    • Crusade Spearhead Company (Power 10, Strength 10, Skills 30, Morale 70)
    • 4x Moble Arms Company (Power 8, Strength 10, Skill 30, Morale 70

Note: The Sentinel Companies may be integrated into the infantry companies for +1 power & strength.)

Special Rules

  • Light Infantry gain +20% to Flank & Disengage actions.
  • Light Infantry gain +20% to battlefield awareness checks.
  • Crusade Spearhead Company gains +20% to Push Through and Assault actions.
  • Mobile Arms Company gains +10% to battlefield maneuvers checks.

Tactical / Indivdual Deployment

Light Infantry Troops

WS BS S T Ag Int Per WP Fel
25 35 30 35 30 25 25 35 25

Movement: 3/6/9/18 Horde: 7 per squad, 35 per Platoon (45 men)

Skills: Awareness (Per), Climb (S), Common Lore (Imperium, War) (Int), Intimidation (S), Survival (Int)

Talents: Basic Weapon Training (Universal), Melee Weapon Training (Primitive), Pistol Training (Universal), Resistance (Psychic Powers)

Armor: Flak Coat: Arm 3, Body 3, Legs 3, Cameleoline Cloak (+20 Stealth)

Weapons:

  • Triplex-pattern Lasgun (S/3/-; 1d10+3; Pen 0; Clip 30; Range 100; Reload Full) (Marksman Mode: S/-/-; 150m; Accurate) (Maximal Mode: S/-/-; 50m; Proven (5), Felling (4))
  • Bayonet (1d10+3 R; Pen 0)
  • Lathe-pattern Missile Launcher(1/-/-; Clip 1; Reload 1 Full) (Krak: 4d10 X Pen 8) (Frag: 2d10 X Pen 4, Blast(5))

Scout Sentinal

Cruising: 45kph / 45kph Road Tactical: 8m Maneuverability +10
Size: Hulking Hull: 16 Aval.: Average
Front: 20 Side: 20 Rear: 20

Svard Operated: The driver uses the Svard 1st Expeditionary profile (as above). His only personal weapon, however, is a laspistol.
Multilaser: The Svard 1st Support Sentinal is equiped with a Multilaser.

Rate Range Damage Pen Clip Reload Special
-/-/5 150m 2d10+10 E 2 Unl. N/A Reliable

Open Topped: The Sentinel's driver may be targeted with a called shot.
Walker: The Sentinel is affected by difficult terrain as though it was a regular character.

Mark's Suggested Regimental Build (From Only War)

NOTE: Updated 8/11/13 to reflect latest gear

The rules listed for the Svard 1st Expeditionary have been created using the following Regiment Creation doctrines:

  • Home World: Death World (variant), 3 points; Hardened replaced with Resistance (Psychic Powers)
  • Commanding Officer: Bilious, 2 points
  • Regiment Type: Reconnaissance, 3 points
  • Doctrines: Cameleoline, 3 points
  • Total Cost: 11 points

(See the Discussion page for the raw build)

Characters belonging to the Svard 1st Expeditionary gain the following advantages:

  • Characteristic Modifiers: +6 Perception, +3 Toughness, -3 Fellowship
  • Starting Aptitudes: Willpower
  • Starting Skills: Survival, Awareness
  • Starting Talents: Resistance (Psychic Powers), Paranoia, Combat Sense
  • Survivor of the Whisperer: After decades of surviving the Whisperer's attacks and subversion on Svard, the Regiment has developed techniques and rewarded those with strong mental fortitude. Regimental soldiers are among the most hardened men and women in the Imperium who can withstand the insidious psychic assaults of filthy xenos. Characters gain the Resistance (Psychic Attacks) talent.
  • Wary of Outsiders: Svardians tend to be slow to put their faith in anyone other than themselves and their comrades, and they chafe at the expectations and strictures of outside society. This paranoia is a result of the Whisperer who, for many years, put Svardian against Svardian. They suffer a -10 penalty on all interaction skill tests made in formal surroundings, and a -10 interaction skill tests made with any non-death worlders. These penalties can be waived at the GM's discretion if the death worlders are dealing with those who have earned their trust
  • Wounds: Regimental soldiers start with +2 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 (2 weeks' supply), Triplex-pattern lasgun with 2 spare charge packs (Main Weapon), Guard Flak Trenchcoat, 2 frag grenades, 2 krak grenades, one Sentinel Scout Walker per squad, one set of magnoculars per player character, one chrono
  • Favoured Weapons: Triplex-pattern lasgun, Missile launcher