Svard 1st Expeditionary
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 High Factorum August | |
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 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
While the Svard 1st Expeditionary had grown from a few companies of volunteer riflemen to an Imperial Regiment sized combined arms force, the general combat doctrine has remained based on a level of operational flexibility and ground-level determination that would infuriate most commissars. The level of independence, however, soots the strong-willed and vigilant Svardsmen well and does not rub as strongly against the grain in a Rogue Trader's command. The Svard's doctrines are further informed by their long battle against the Whisperer into a preference to overwatch and skirmish actions over heavy assaults and a demand for extensive and accurate intelligence.
The core of the 1st Expeditionary consists of a thousand troopers equipped with light, multifunctional weaponry and camouflage equipment. This equipment, combined with their training and skill, makes them highly effective at harassment and reconnaissance work, particularly in medium-density terrain where they can find ample room to hide without losing the range advantage gained from their marksmen-quality rifles.
The heavy division of the 1st Expeditionary contains over fifty armored vehicles of various types. The ten heaviest ones, which include the crusade-pattern vehicles recovered from the Light of Terra, are organized into the Crusade Spearhead Company, and are used as a sledgehammer in field operations. The rest are formed into combined-arms groups of mechanized infantry with light tank and artillery support, all based around the Armaggedon Chimera chassis. The recruited Svardsmen are adapting well to the increased mobility offered by the multi-functional vehicles, but given how new the division is, there are still several operational kinks to work out.
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