Gullstrand
Population 750,000
Tech Level 7
National Morale 4
Religious Fervour
Sword Worlds
Gullstrand was founded by an offshoot of the cult of Sigefred from Datrillian. The cultists fled Datrillian so that they could pursue their variant of the cult without hindrance or censure from others. They have sought the most inhospitable islands on which to settle and to harden their spirits, and they try to live without modern technological advances that make life easier as much as possible. There are no hospitals in Gullstrand because they believe that a person should be tough enough to survive on their own without excessive medical support. The doctors that do practise in Gullstrand are limited to very basic medical techniques such as setting broken bones. Many also pursue non-industrial farming and fishing techniques as much as possible, and industry is limited here for the most part. Naturally, there is some variation in the level to which people adhere to the Doctrines of Sigemund, and the few towns of Gullstrand are considered by the majority of the population to be hot-beds of weakness and easy living, both traits that they despise.
Gullstrand is governed by the Gothi, who are Warlords of Othinn, and to whom the individual citizens declare alliegance. The Gothi then represent their clients’ will at the Gullstrand Assembly. They are responsible for internal matters, such as taxation and for ensuring the physical and spiritual well-being of the state, as well as ensuring that foreign policy is made and carried out. Any citizen may become a Gothi as long as they have undertaken the Spirit Journey and have the tattoos to prove it. However, before becoming a Gothi there must first be an available space in the Assembly, and they must have the support of sufficient clients.
The main pragmatic nod to modern life is the army. Although troops are toughened in basic training and all are members of the Cult of Othinn, a sub-cult within the main doctrine of Sigefred, they still use modern weaponry. After all, they are hard, not suicidal.
Armed Forces
Main Force troops use the ISS reaction tables.
All Gullstrand soldiers have the attributes Combat Artist and Hard as Nails.
Infantry Platoon
| UNIT ORGANIZATION | |
| Platoon | Soldiers |
| Squads per Platoon | 3 |
| Men per Squad | 8 |
| Dice Generation | 3+1d6 |
| NCO | Rep 5 (1-3) (83 pts) |
| Rep 4 (4-6) (66 pts) |
| BA Pistol, Sword, Grenades |
| Jr NCO | Rep 5 (1-2) (83 pts) |
| Rep 4 (3-6) (66 pts) |
| Assault Rifle, Sword, Grenades |
| Squaddies | Rep 4 (1-4) (66 pts) |
| Rep 3 (5-6) (50 pts) |
| Assault Rifle, Sword, Grenades |
1 Man in each squad carries an LMG instead of any other weapons.
If three squads are fielded, then a platoon command squad becomes available:
Platoon Command Squad
| UNIT ORGANIZATION | |
| Platoon Command Squad | Soldiers |
| Squads per Platoon | 1 |
| Men per Squad | 5 |
| Dice Generation | 5 |
| Officer | Rep 5 (1-4) (83 pts) |
| Rep 4 (5-6) (66 pts) |
| BA Pistol, Sword, Grenades |
| Men | Rep 4 (1-4) (66 pts) |
| Rep 3 (5-6) (50 pts) |
| SMG, Sword, Grenades |
The platoon command squad consists of 1 officer, a Light Mortar team and an LMG team. The LMG team consists of 1 Gunner with an LMG and 1 Assistant Gunner with an SMG and Grenades. The mortar team consists of 1 Gunner with Light Mortar and 1 Assistant Gunner with an SMG and Grenades.
Infantry Company
An infantry company consists of 3 Infantry Platoons, 1 Heavy Weapons Section and a Company Command Squad, which is the same as a Platoon Command Squad
Heavy Weapons Section
| UNIT ORGANIZATION | |
| Platoon | Soldiers |
| Squads per Platoon | 1 |
| Men per Squad | 10 |
| Dice Generation | 4+1d6 |
| Section Leader | Rep 5 (1-3) (83 pts) |
| Rep 4 (4-6) (66 pts) |
| BA Pistol, Sword, Grenades |
| Jr NCO | Rep 5 (1-2) (83 pts) |
| Rep 4 (3-6) (66 pts) |
| SMG, Sword, Grenades |
| Squaddies | Rep 4 (1-4) (66 pts) |
| Rep 3 (5-6) (50 pts) |
| SMG, Sword, Grenades |
The heavy weapons team at full strength consists of 1 Section Leader, 1 Junior NCO, 4 Soldiers operating 2 Heavy Mortars and 4 soldiers operating 2 HMGs.
Reinforcements
For explanations of notes, see p41 in 5150
| Dice Roll | Reinforcement |
| 2 or 3 | Off Board Fire Support (1) |
| 4 or 5 | Vehicle (2) |
| 6 | Rest of Platoon |
| 7-10 | Infantry Squad |
| 11 | Rocket Launcher Team |
| 12 | Heavy Weapons Section |
Vehicle Availability
| Dice Roll | Reinforcement |
| 1-2 | APC and Infantry Squad |
| 3 | Light Armoured Car |
| 4 | Heavy Armoured Car |
| 5 | Light Tank |
| 6 | Medium Tank |
Vehicles
| Designation | Type | Speed | Drive | DV | Armour | Weapons | Crew | Cost |
| Skithblathnir | APC | 16/12 | WHEEL | 2/1 | Hard | HMG, 8 Troops | 2 | 186 |
| Gullinbursti | Lt Armoured Car | 16/12 | WHEEL | 2/1 | Hard | Lt Pro | 2 | 200 |
| Surtr | Hvy Armoured Car | 14/10 | WHEEL | 3/1 | Hard | Flamethrower | 3 | 266 |
| Frey | Lt Tank | 14/10 | TRACK | 3/2 | HARD | Med Pro, HMG | 3 | 646 |
| Sleipnir | Med Tank | 16/8 | TRACK | 5/3 | Hard | Med Pro, 2*HMG | 3 | 1012 |
Return to Squallia
Comments (0)
You don't have permission to comment on this page.