1st Redemption Company

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Rogue Trader: Drake Dynasty
Rogue Trader Logo.jpg
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 AlbionAbhorrent
Fortuitous PurposePenance of Iocanthos
Drake Trade Empire
DamarisScintillaKulth
SvardDrossAurum
Sepheris SecundusTennenberg
Killian's Rest
Drake Expeditions
Open Missions
Grand Endevours
Personnel
MagistratesRetainers
Militants
Svard 1stStormtroopers
House Drake Expeditionary Army
Assets
Materiel
Aerospace CraftGround Vehicles
Armoury
WargearRelics and Artifacts
Other
Estate
Secrets and ContactsAwards and Honors
The Galaxy
Locations
Calixis Sector
Koronus ExpansePeriphery Subsector
Personalities
Peers of the Imperium
Rival Rogue Traders
Utilities
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