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