Dekker's Raiders
Sworn to Vengeance:
The soldiers who make up this kill team have been done a dreadful wrong by a heated foe, and now intend to hunt them down and exact revenge.Acolytes of Lepidor (Nurgle Cult).
Headquarters:
Ruined Enforcer's Outpost.The kill team has discovered a ruined Enforcers’ outpost, putting its inbuilt medbays and armouries to use.
Expanded Armoury
A substantial and well-stocked armoury from which your operatives can gear up sufficiently before each mission is crucial. Some wargear will have been ripped from the dead hands of enemies, or indeed friends, while others are issued specially for field testing. Some will have been constructed by hand out of scrap, or will be standard weaponry provided by high command. This wargear may even have been grown in amniotic sacs fed by the kill team with the flesh of their prey.
In the Select Equipment step of a mission sequence, you can use 4 additional points worth of equipment to equip operatives from your kill team with.
Med Bay
All operatives in a kill team will suffer wounds and injuries that need restoring after battle, and all factions have different ways of bringing their troops back to full health. Some utilise hyper-advanced medical facilities with one-use sterilised tools and stations, some depend on the brutal attention of lobotomised medicare servitors, and others even hibernate for a time in thick-membraned sacs full of restorative fluids.
In each Update Dataslates step of the mission sequence, you can re-roll one Casualty test. This is in addition to any other Casualty test re-rolls.
Uppgrade: Comms Network
Once per battle, when rolling off to determine who has the initiative, you can re-roll your dice.
Uppgrade: Tactical Uplink
Once per Turning Point, you can use a Tactical Ploy without spending any CPs.
Wilful Improvisation:
These veteran warriors have learned all manner of survivors’ tricks that would get less well-regarded soldiery shot for insubordination.Structure
Characteristic Modifiers: +3 to any two of the following Characteristics—Agility, Ballistic Skill, and Perception. +3 Strength, –3 Intelligence, +2 Weapon Skill.
Skills: Athletics, Awareness, Linguistics (Low Gothic), Navigate (Surface), Survival, Parry.
Talents: Combat Sense or Quick Draw. Rapid Reaction, Rapid Reload, Street Fighting,
Independent Operation: The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.
Distrustful of Authority: Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.
Starting Wounds: Frontier world characters generate their starting Wounds normally.
Standard Kit: One M36 lasgun and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, two frag grenades and two krak grenades per Player Character.
The regiment can either replace its standard melee weapon with a Common (or more available) Low-Tech Weapon, or apply the mono upgrade to its standard melee weapon.
The regiment exchanges their Main Weapon for a Common (or more available) Low-Tech weapon and a laspistol with two charge packs.
Skills: Athletics, Awareness, Linguistics (Low Gothic), Navigate (Surface), Survival, Parry.
Talents: Combat Sense or Quick Draw. Rapid Reaction, Rapid Reload, Street Fighting,
Independent Operation: The Comrades of a frontier world character count as being within Cohesion so long as they are within 15 metres of their Player Character.
Distrustful of Authority: Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.
Starting Wounds: Frontier world characters generate their starting Wounds normally.
Standard Kit: One M36 lasgun and four charge packs per Player Character (Main Weapon), one suit of Imperial Guard flak armour per Player Character, two frag grenades and two krak grenades per Player Character.
The regiment can either replace its standard melee weapon with a Common (or more available) Low-Tech Weapon, or apply the mono upgrade to its standard melee weapon.
The regiment exchanges their Main Weapon for a Common (or more available) Low-Tech weapon and a laspistol with two charge packs.
Assets
Every regiment gets the following as standard basic kit:
- One Uniform
- One set of Poor Weather Gear
- One M36 Lasgun and four charge packs or common Axe and Laspistol with two charge packs
- One Knife
- One Imperial Guard Flak Armour
- One Rucksack or Sling Bag
- One set of Basic Tools
- One Mess Kit
- One Water Canteen
- One Blanket
- One Sleep Bag
- One Rechargeable Lamp Pack
- One Grooming Kit
- One set of Cognomen Tags or equivalent identification
- One Imperial Infantryman’s Handbook
- Combat Sustenance Rations, two weeks’ supply
- One Survival Suit
Improve a single item of standard kit wargear from Common Craftsmanship to Best Craftsmanship.
Add a single Auspex or scanner to the squad as standard kit.
Kill Team
Type
Military, Army Squad
Alternative Names
1st Company, 2nd Platoon, 2nd Squad
Training Level
Professional
Veterancy Level
Experienced
Leader Title
Parent Organization
Notable Members
Related Ethnicities
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