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View Full Version : Rogue Trader Armed support Squads and specialists:



KasmKat
2014-06-10, 04:30 AM
I Am currently running a Deathwatch game with one Rogue trader and 5 Space marines, the rogue trader player asked if they could have access to troops from the ship or hired mercs. At first I was going to handwave it but I saw a chance to have a go at fixing something that is missing from all the RT books - Squad level assistance. So here goes:

You may never have more than your Willpower Points worth of Minions with you, Points and rules for them are as follows:

Squads: Base cost 1.
- Squads consist of 1 leader (+5 WP, BS/WS) and 9 other members, of which a maximum of 3 may have special/heavy weapons (Heavy weapon squads, Special Weapon Squads etc.)
- Squads get 1 attack (Ranged or melee) Per special weapon, one attack from the leader and one attack from the rest of the squad halving armour and toughness.
- Leaders get 1 melee and one ranged weapon, only one may be above scarce and must be rare or below.
- Specialist Weapon Troopers get 1 Weapon at up to Rare Availability each and a standard Close combat weapon.
- Ordinary troopers get 1 close combat weapon (Knife, sword, hammer etc.) and One Basic or Pistol Ranged weapon up to Average availability.
- Special/Heavy weapons cost 1 point each.
- The squad may include a medic for 2 points - Medics give the squad more wounds and may make a Difficult (-10) medicae test to halve any wounds received (1 is halved to 0)
- Squads have 30 wounds (Or 50 with a medic) but grant a +10 bonus to hit them. Squads are considered to share a wound total, once down to 10 Wounds one member is removed each time you take wounds (Regardless of how many wounds are taken)
- Squad Stats are those of the Imperial Guardsman from the Only War Core Rulebook
- Squad Skill: a Squad cost is modified as follows:
• Conscripts: Skill level -10, No armour, All Weapon availabilities drop one category, Cannot have a medic – x 0.5
• Volunteer: Skill Level +0, Guard Flak Armour, Standard Weapon Availabilities – x 1
• Professional – Skill Level +10, Light Carapace Armour (AP 4), Specialist and Leader Weapon Availabilities raised one category – x 2
• Veteran: Skill Level +20, Heavy Carapace Armour (AP 6),Specialist and Leader Weapon Availabilities Raised Two Categories, Standard Weapon Availabilities Raised one Category – x 5
• Elite – Skill Level +30, Light Power Armour (AP 7, power Armour Bonuses), All Weapon Categories Raised Two Categories – x 10

Specialists:
Specialists are built as Followers (First Founding, Death Watch) as follows:
Lesser Followers Cost 5 Points
Standard Followers Cost 10 Points
Greater Followers Cost 15 Points
Must be human or mechanical in regards to traits (Can still trade unspent traits for stat increases, and also for skills/skill increases (Not above max though))


I intend on expanding this to cover more than just Guardsmen as time passes, once I and others have had a chance to playtest this and adjust what works and what doesn't. I would Welcome ANY feedback, even if it's just that you don't think this is a good idea at all, however if that is the case I would like to know why you think that.
Anyone is free to use this, I just ask that i get feedback from you on how well it worked, was it OP, weak, too complicated, too slow, too confusing...

I look forward to peoples responses, if anything needs clarifying just ask and I'll do what I can, I can understand everything above but I don't know about anyone else.