1st Redemption Company
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| Rogue Trader: Drake Dynasty | |
|---|---|
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| GM | |
| Adam | |
| Dynastic Power | |
| Character Level: 32,250 XP / Rank 8 | |
| Profit Factor: 45𝖕 | |
| Command Crew | |
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Lord-Captain Drake Navigator Primus Mordecai Arch-Millitant Winter Astropath Solarus High Factorum August Von Appenweier Void-Master Kashel Adiutrix | |
| House Drake Fleet | |
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Aurea Albion Hound of Albion • Abhorrent Fortuitous Purpose • Penance of Iocanthos | |
| Drake Trade Empire | |
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Damaris • Scintilla • Kulth Svard • Dross • Aurum Sepheris Secundus • Tennenberg Killian's Rest | |
| Drake Expeditions | |
| Open Missions | |
| Grand Endevours | |
| Personnel | |
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Magistrates • Retainers Militants Svard 1st • Stormtroopers House Drake Expeditionary Army | |
| Assets | |
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Materiel Aerospace Craft • Ground Vehicles | |
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Armoury Wargear • Relics and Artifacts | |
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Other Estate Secrets and Contacts • Awards and Honors | |
| The Galaxy | |
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Locations Calixis Sector Koronus Expanse • Periphery Subsector Personalities Peers of the Imperium Rival Rogue Traders | |
| Utilities | |
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Rogue Trader Timeline House Rules Guide and Lore |
Back to House Drake Expeditionary Army
Only War Regimental Build
The rules listed for the 1st Redemption Company have been created using the following Regiment Creation doctrines:
- Home World: Imperial World, 1 points
- Commanding Officer: Melancholic, 2 points
- Regiment Type: Light Infantry, 2 points
- Doctrines: Close Quarters Battle (5 points), Favoured Foe (Imperial Guard) (2 points), Survivalists (4 points)
- Drawbacks: Traitors, -5 points
- Total Cost: 11 points
Characters belonging to the 1st Redemption Company gain the following advantages:
- Characteristic Modifiers: +3 to Willpower and +3 to any one other Characteristic, +3 Agility, –3 Toughness
- Starting Aptitudes: Agility
- Starting Skills: Common Lore (Imperial Creed), Common Lore (Imperium), Linguistics (Low Gothic), Navigate (Surface)
- Starting Talents: Enemy (Imperial Guard), Air of Authority, Sprint, Double Team or Combat Master, Hatred (Imperial Guard)
- Wounds: Regimental soldiers start with standard Wounds
- Enemies of the Imperium: The regiment starts with Logistics 0 and suffers -10 penalty to Logistics Tests. Cannot purchase the Munitorium Influence Talent
- Kill the Mutant: The general citizens of the Imperium are trained from birth to fear mutation, for it heralds the taint of Chaos. All Imperial world characters start with Hatred (Mutants).
- Blessed Ignorance: Suffer -5 to Forbidden Lore (Int) tests.
- Close-Quarters Battle: Members of regiments that specialise in Close Quarters Battle gain an additional +10 bonus to all Ballistic Skill Tests made at Point-Blank Range.
- Station Masters: While operating on void stations, ships, or Hive cities, characters can re-roll failed Survival and Navigation (Surface) tests
- Standard Regimental Kit: One lascarbine and four charge packs per Player Character (Main Weapon), one flak vest and flak helmet per Player Character, two frag grenades and two smoke grenades per Player Character; 1 lascarbine (Main Weapon) with four charge packs and the Compact modification per Player Character, 1 mono knife per Player Character, 1 suit of light carapace armour per Player Character.
- Favoured Weapons: TBD
