4077th Scintilla Penal Legion
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Rogue Trader: Drake Dynasty | |
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Adam | |
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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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Back to House Drake Expeditionary Army
Only War Regimental Build
The rules listed for the 4077th Penal Legion have been created using the following Regiment Creation doctrines:
- Home World: Penal Colony, 2 points
- Commanding Officer: Choleric, 2 points
- Regiment Type: Guerilla, 4 points
- Doctrines: Die-hards (3 points), Close Quarters Battle (5 points)
- Drawbacks: Poorly Provisioned, -4 points
- Total Cost: 12 points
Characters belonging to the 4077th Penal Legion gain the following advantages:
- Characteristic Modifiers: +3 to any two of the following: Agility, Strength, Toughness, +3 Perception, –3 Fellowship
- Starting Aptitudes: Toughness
- Starting Skills: Intimidate, Linguistics (Low Gothic), Stealth
- Starting Talents: Peer (Underworld), Rapid Reaction, Ambush, Double Team or Combat Master
- Wounds: Regimental soldiers start with +1 Wounds
- Larcenous: Hailing from worlds where the black market is the only market, penal colonists are skilled at obtaining illicit items, whether to sell, on or for their own purposes. Penal colony characters add a +10 to all Logistics Tests made to acquire illegal or contraband items.
- Scum and Villainy: Penal colonists are ill-regarded by just about everyone else in the Imperial Guard, and tend to be viewed more as expendable fodder than as worthwhile soldiers. As a result, they are seldom afforded more than the most basic of equipment. Penal colony regiments have only 15 points when determining Standard Regimental Kit.
- Overworked and Underfed: Poorly provisioned units receive half the usual number of clips or charge packs for their main weapons and half the number of rations that their regiment rules would normally provide. If the regiment includes vehicles, its members suffer a –10 Penalty on all Logistics Tests made to acquire fuel, ammunition, and spare parts for their vehicles. In addition, whenever a member of a Poorly Provisioned regiment successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been.
- 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.
- Standard Regimental Kit: 1 lascarbine (Main Weapon) and four charge packs per Player Character, 2 blind grenades per Player Character, 2 stun grenades per Player Character, 2 frag 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