Talk:Drake Armsmen

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Drake Armsmen

  • Home World: Hive World, 3 points (best approximates ship life)
  • 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

Home World:

  • Hive World, 3 points
    • Characteristics: +3 to Fellowship, +3 Perception
    • Trained Skill: Trade (Shipwright) (instead of Common Lore (Imperium)), Deceive, Linguistics (Low Gothic)
    • Fluency: Low Gothic
    • Accustomed to Crowds
    • Void Accustomed (replaces Urban Violence): 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: (Renamed from Hivebound, same effects)
    • Starting Wounds: -1 Wounds

Commanding Officer:

  • Maverick, 2 points
    • Starting Talent: Resistance (Fear)

Regiment Type:

  • Light Infantry, 2 points
    • +3 Agility, -3 Toughness
    • Starting Skill: Navigate (Surface)
    • Starting Talents: Sprint
    • Kit: lascarbine (Main Weapon), 4 charge packs, flak vest, 2 frag grenades, 2 smoke grenades

Training Doctrines:

  • Close Order Drill, 2 points
    • Starting Talent: Combat Formation
  • Well-Provisioned, 3 points
    • Add 2 charge packs, 2 weeks' provisions, 1 frag grenade, 1 smoke grenade

Additional Standard Kit Issues

  • Replace Main weapon from lascarbine to lasgun, 5 points
  • Add stub revolver and 12 bullets as sidearm, 3 points
  • Add Heavy Stubber to list of favoured weapons, 15 points
  • 7 additional points of equipment