Damaris Defenders

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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 Damaris

Ground Forces

Lord Drake’s Forces:

Mustered Armsmen: About a thousand of the Albion’s crew, lead by members of the ships actual Armsmen. They are not trained to fight a ground war, and their attrition rate is likely to be high. As a known quantity, this is one of the units the others will be compared against. Strength 10, Loses two additional points of strength per encounter.

Storm Troopers: While there are only one hundred of these highly-trained veterans under Drake’s command, they are easily worth several lesser trained men. In particular, they can excel at offensive operations, though they can still be overwhelmed if not sufficiently supported. As a known quantity, this is one of the units others will be compared against. Str 8, Loses 3 less strength per encounter, +5 strength on offensive operations.

Mixed Armored Company: A gathering of the ground vehicles under Drake’s command, supported by power-loader sentinels and tank-rider infantry. In preliminary tests, it’ appears to be about as effective as the mustered Armsmen, with less vulnerability to attrition.

Svard 1st Expeditionary Force: An Infantry battalion formed out of Svard’s standing military. Although every man has their flak armor and lasgun, support and heavy weaponry are in short supply. However, after their decade long war with the Whisperers, they have more experience than many of the troops on Damaris. In combat they will both be more effective then than the Mustered Armsmen, and more resilient to losses (though not to the same extent as the Storm Troopers).

10x Crusader Battalions: The 10,000 crusaders mustered from Footfall are lacking in experience, equipment and leadership, but make up for nearly all of that in Zeal. While their numbers and dedication will lead them to be effective in combat, one can expect every encounter to result in nearly innumerable losses. In both cases, more so then the more reserved, experienced Armsmen.

Lady Orleans’ Forces:

House Troops: Consisting of several hundred well equipped professional soldiers, the house compare better to a professional military then the militia like rabble of Mustered Armsmen. Their combat effectiveness is similar to the more numerous Armsmen, with attrition much less likely as well.

2x Mustered Armsmen: About 1,500 of the Starweaver’s crew, lead by members of the ships actual Armsmen. They are not trained to fight a ground war, and their attrition rate is likely to be high. Given their greater numbers, they will be somewhat more effective in combat.

Lord Blitz’ Forces:

Mercenaries: Consisting of several hundred well equipped professional soldiers, the house compare better to a professional military then the militia like rabble of Mustered Armsmen. Their combat effectiveness is similar to the more numerous Armsmen, with attrition much less likely as well.

2x Mustered Armsmen: About 1,500 of the Ordained Destiny’s crew, lead by members of the ships actual Armsmen. They are not trained to fight a ground war, and their attrition rate is likely to be high. Given their greater numbers, they will be somewhat more effective in combat.

Lady Armelon’s Forces

2x Kroot Mercenary Companies: After her success with these savage mercenaries during the Dread Pearl adventure, Lady Charlebelle hired out two companies as full time troops. Geared more for mobile warfare, they fight better when they can lay traps and ambushes across a wider, denser area. In the right areas, a Company of Kroot is worth at Battalion of Armsmen.

Mustered Armsmen: About a thousand of the Grace of Sophia’s crew, lead by members of the ships actual Armsmen. They are not trained to fight a ground war, and their attrition rate is likely to be high. They can be expected to be about as effective in combat as Drake's own Armsmen.

Highland Levy (General Dante’s Forces)

4x Infantry Regiments: Each of these regiments consists of roughly four thousand soldiers, with some light armour and artillery support. They are trained and equipped to the level of the Imperial Guard, and have the numbers to absorb heavy casualties. Each of the four available Infantry Regiments consists of four battalions of nearly a thousand men each, and each stands half-again as strong as a unit of Armsmen, with much greater resilience.

2x Armored Tank Companies: Equipped with a core of twenty Leman Russ tanks and supported by a dozen sentinels, the Sphinx Heavy Guard is Damaris’ only real option for offensive maneuvers. To that end, they’re worth at least to companies of Storm Troopers, if not more.

2x Armored Artillery Companies: The Highland Wardens are Damaris’ sole concession to mobile artillery, as there has been little need before now. Equipped primarily with Basilisks and a few Griffons, the artillery can hold a position as well as a mob of Armsmen, but really shines if given another unit to protect them.

6x Air Superiority Wings: Consisting of a dozen Hawk fighters, the Air Guard all that Demaris can muster to keep control of the skies above the city. They are designed and equipped for air-to-air combat, rather then for providing ground support, still if they can establish solid Air Superiority they might just lend enough of a hand to turn the tide of a close battle.

2x Marauder Bomber Wings: The largest craft in the Air Guard, if not the entire Levy, Marauders carry dozens of bombs that decimate any ground forces unfortunate enough to find themselves targeted. For all its power on the ground, however, it doesn’t lend much of a hand to establishing control of the Air.

Additional Forces

Storm Trooper Platoon: There are less then forty members of the 8th Calixian Storm Trooper Company under Locke’s command, but they should not be underestimated. They are equipped with Valkyrie Assault Carriers and two Vulture Gunships for support, making them only slightly less powerful then the company under Drake’s command.

2x Magistratum Enforcer Cadres: Magistratum officers are hardly equipped to fight a full-scale war, but armed with shotguns, riot shields and a small number of heavy stubbers, they can give a good accounting for themselves in urban locations. When so granted, they can prove almost as effective as a unit of Armsmen.

Magistratum Suppression Cadre: The Suppression cadre is a small unit intended for riot suppression and operations against armed cults. Equipped with Rhino and Repressor tanks, the unit is both surprisingly mobile, and surprisingly effective in combat. Like their Enforcer brothers, they fight best in urban environments. All together, they are slightly more effective then an Enforcer Cadre.

2x Skitarii Cohorts: Shard has only released two companies of these fearsome warriors, but their augmented frames and powerful Mechanicus weaponry means they are quite effective in all situations, easily equivalent to a battalion of Armsmen.


Space Forces

Aurea Albion: The Aurea Albion is a powerful cruiser and the flagship of the Drake Dynasty. It is a strength 24 space unit.

Hound of Albion: The Hound of Albion is well suited for hit & run attacks, but suffers in full battle. It is a strength 10 space unit. It also receives less hull & crew damage.

Abhorrent: Kept strong by it’s Mechanicus born captain, the Abhorrent reduces hull damage, and is a strength 13 space unit.

Eldridge: Under the effective and deadly leadership of the Imperial Navy, this Sword Frigate can more then hold it’s own against a ship twice it’s mass. Strength 17 space unit.

Penance of Iocanthos:' At it's heart, the Penance is a freighter, not a warship. Still, when every gun counts, she could make the difference. Strength 6 space unit.

Starweaver: Elizabeth’s ship is a Tempest-class Strike Frigate. Although a relatively small vessel compared to the other Rogue Traders, Elizabeth uses her ship with cunning and skill, producing a ship nearly as effective as the Navy’s Sword Frigate.

Ordained Destiny: Despite having nearly the same tonnage as the Albion, Blitz’ vessel had it combat effectiveness significantly reduced before Blitz even got his hands on it. In addition, Blitz is tentative when committing his ship to combat, avoiding situations likely to see him killed. All in all, his ship will prove less combat effective then Elizabeth’s.

Grace if Sophia: Although Charlebelle's ship has the tonnage of the cruiser, she is still a heavily armed freighter at heart. Given her family's history with the orks, she's hesitant to fully commit to combat actions, though that could change if the defenses seem to to be holding. Overall, the ship's worth about the same as Blitz'.

Aegis: The Agies is a Dauntless Light Cruiser and an Imperial Warship through and through. Combined with Locke’s exceptional leadership and her decades of tactical experience and training, the Aegis is easily the most dangerous warship around Dameris.

The Bulwark: The Bulwark is extremely powerful and deadly, as well as being massive and heavily shielded. However, because it is an orbital installation and cannot move under its own power, it must wait for enemy ships to come within range of its guns, greatly limiting it’s effectiveness. Even with these limits, it’s worth at least a cruiser.

2x Defense Monitors: What Defense Monitors lack in speed they make up for in massive armor and weaponry. While this frigate sized vessel can take on a ship twice it’s mass without feeling outgunned, they’re not much for running battle.

8x System Ships: Small Transport Vessels with a handful of macrocannons. They’re no match for a true warship, but can turn the tide when acting in a supporting role.