Ground Combat

  • Defining Regiment Scale
    Infantry Regiment
    1 Regiment (4000 troops) lead by a Colonel
    4 Battalions (1000 troops) lead by a Lt. Colonel
    4 Companies (250 troops) lead by a Captain
    5 Platoons (10 troops) lead by a Lieutenant
    5 Squads (10 troops) lead by a Sargent
    2 Fireteams (5 troops) lead by a Corporal
  • Melee Weapon Training: Primitive is included within Universal. Why the fuck wouldn’t it be? Pistol/basic primitive training is not included in their respective talents. Loading muskets is a bit different than swinging a sharp piece of metal.
  • Righteous Fury grants a 1d5 crit against most opponents, instead of rerolling your attack to get an extra 1d10.
  • Monstrous Creatures don’t suffer critical hits. Instead, ignore their toughness bonus. They have many more Wounds, though.
  • I don’t keep close track of Extras (Mooks, Joes, etc.). They just get put out of commission unless they’re fanatics. This will, however scale depending on the size of the encounter.
  • Ranged attacks follow the newest rules (i.e. Only War and DH 2.0). Standard Attacks are at +10. Semi-Auto fires at +0 with an extra hit per 2 DoS. Full Auto fires at -10 with an extra hit for every DoS.
  • Using Only War ‘Formations’ for controlling large groups of NPCs to speed up gameplay.
  • Creating House Troop Units: https://rogue-trader-the-hos-dynasty.obsidianportal.com/wikis/hos-dynasty-platoons
    These are platoons that can be deployed for separate missions, or alongside the Rogue Trader as backup. I’d imagine these platoons could be abstracted into a ‘battalion’ or somesuch if needed. The Lightbringers will start with one platoon ready to go at rank 1 (Starting rank is normally 0) with the enforcer light carapace armour. Other platoons will need to be formed throughout the game, and will be greatly assisted by the construction of a barracks aboard the Dawn. Ignore the attack/defense values.

Ground Combat

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