Drake Armsmen

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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 AlbionAbhorrent
Fortuitous PurposePenance of Iocanthos
Drake Trade Empire
DamarisScintillaKulth
SvardDrossAurum
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Svard 1stStormtroopers
House Drake Expeditionary Army
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Calixis Sector
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Guide and Lore
Armsmen.jpg

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 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 the 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 than to traditional regiments outlined in the Tactica Imperialis. The enlisted personnel is 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 a 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 Compact Lasgun, Cadian-pattern Guard Flak armor, and stub-revolvers. The standard heavy weapon is the Heavy Bolter, the Heavy Stubber having been phased out (although kept in storage).

Statistics

Individual Deployment

WS BS S T Ag Int WP Fel
32 35 32 38 35 23 21 21

Movement: 3/6/9/18 Horde: 6 per Squad

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:

  • Calixian-Pattern Naval Lasgun (S/3/-; 1d10+3 E; Pen 0; Range: 50 meters; Clip 60; Reload Full; Proven [2])
  • Stub Revolver (S/-/-; 1d10+3 I; Pen 0; Clip 6; Reload 2 Full; Reliable)
  • Flamer (S/-/-; 1d10+4 E; Pen 2; Clip 6; Reload 2 Full: Flame)
  • Heavy Bolter (-/-/6; 1d10+8 X; Pen 5; Clip Belt; Reload Full; Tearing) [1/squad, 4/support squad]
  • Shock Baton (1d5+3 I; Pen 0; Shocking) [Assault Squads]

Tactical Unit

A full company of Drake Armsmen may be deployed with the following statistics:

Strength 10, Power 6, Morale 80
Ship Warriors: Armsmen increase the defense bonus granted by terrain by 2, but suffer an additional 2 damage in open or broken terrain.

Mark's Suggested Regimental Build (From Only War)

The rules listed for the Drake Armsmen 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 Armsmen seldom endure the horrors 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: Flamethrower, Heavy Stubber

Known Actions

Commemorative Models from the Siege of Damaris

In addition to their normal shipboard duties, the Armsmen have taken part in the following actions since Lord Acanthus Drake took command.

  • The Third Battle of Cog (Also know as the Cleansing of Cog)
  • The Third Battle of Installation 23 (Also known as the Reclamation of Installation 23)
  • The Conquest of the Colossus
  • The Siege of Damaris