Svard 1st Expeditionary

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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
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Lord-Captain Drake
Navigator Primus Mordecai
Arch-Millitant Winter
Astropath Solarus
High Factorum August
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Inspect the Troops.jpg

The Svard 1st Expeditionary is an infantry regiment raised from Svard's planetary defense force. Fearing the worst in the days before the ork invasion of Dameris, the leadership of Svard called togeather all of it's combat veterans, and assembled an 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 dedcated 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. As light infantry regiments go, they are fairly well-equipped thanks to the Drake Dynasty wealth and Brother Winter's strategic vision.

When heavy support is reqired, the Svard 1st Expeditionary now includes 100 multilaser equipped scout sentinals. They may be deployed intigrated into squad commands, or seperated out into their own combat teams.

Statistics

Strategic Deployment: Infantry

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)
  • Orthlack-pattern Heavy Stubber (-/-/10; 1d10+5 I; Pen 3; Clip 200 Reload 2 Full)

Strategic Deployment: Sentinel

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 2 100 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.

Tactical Unit

The Svard 1st Expeditionary consists of two battalions, each which may be deployed with the following profile.

Power 5, Strength 50, Skills 30, Morale 70

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 Exepeditionary 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

Known Actions

This lists known battles and participation in actions after being formed by Lord-Captain Drake to accompany him

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