Empire Soldier

By Donaldinho


 After many years of training and war the within the service of the Empire, the Empire Soldier has had fought hard, long and spilt much blood for the emperor, being paid almost next to nothing for his service. He has fulfilled his call of duty of 10 years service to the crown. Now with his experience the soldier now wants to gain fame and fortune when risking his life rather than just serve the Empire. He takes with him his trusty sword and armour that has served him so well. The rigorous training and war have made the soldier into a very versatile warrior.

 

Starting Profile

Wounds 1D6+7
Move 4
Weapon Skill 4
Ballistic Skill 4+
Strength 3
Toughness 3(7)
Initiative 5
Attacks 1
Escape Pinning 5+

Weapons – Sword 1D6+3

Armour – Shield +1T, Chainmail +2T, Open Helmet +1T

Special Rules – Due to the rigorous training the soldier does not have any movement penalty for wearing armour, carrying shields, or wearing furs. However restrictions on carrying double-handed weapons and shields still apply.

Equipment - The soldier starts with 1D6 +3 Firebombs (can be thrown at any time and affects 2x2 squares causing 1D6 wounds with no modifiers for toughness or armour).

Treasure – The Empire Soldier can use any treasure that the barbarian is allowed to use. This goes for any equipment and locations that he can enter.

Empire Soldiers In Settlements

The soldier may visit any location available to the Barbarian with the normal modifiers for any rolls that may need to be made. However the soldier has spent years being disciplined if he ever touched a drop of ale whilst on duty. With this in mind he tends to be a lightweight compared to the normal levels a barbarian can stomach and the following modifier applies when the soldier visit the alehouse:  Alehouse Modifier 2D6 -1

 


Special Location – Empire Army Camp

When in a town or city the soldier can go to the local army camp to catch up with old friends and to help hone his skills for the coming adventure. It is found according to the normal rules for finding special locations (need a 7+, rolling 2D6 in a town and 3D6 in a city).  It only needs to be found once per settlement stay – in case the Soldier wants to visit again.

Any training attempted will cost Battle Level x (1D6 x 10). And will take up one day of the settlement time. He may roll on one training table of his choice per payment (only one attempt per day).  Any Rolls of 6 or below will mean you cannot visit the Army camp again at this visit to the settlement.

There is a maximum amount of training that the soldier can do in-between adventures, otherwise the soldier would be too burnt out to put any of his training into action. This means that the solider can only attempt to train the following amount of times.

Novice - 3 times per settlement visit
Champion - 4 times per settlement visit
Hero - 5 times per settlement visit
Lord - 6 times per settlement visit

 

Hand-to-Hand Weapon Training (Roll 2D6)

2 Serious Injury – The soldier has being wounded badly and looses 1 wound permanently.
3-4 Injury – The soldier suffers an injury which takes time to heal. Loose –1 from both strength and toughness profiles for the next adventure only.
5-6 Embarrassment – All this time spent and your soldier has learnt nothing new.
7-8 Increased Strength - +1 Strength when wielding melee weapons for next adventure only.
9-10 Increased Toughness - +1 Toughness versus melee attacks for next adventure only.
11 Extensive Training – gain +1T, and +1 S in melee combat for next adventure only.
12 Increased Speed – Gain +1 Attack in melee combat for next adventure only.

 

Missile Weapon Training (Roll 2D6)

2 Serious Injury - You injure your hand and cannot fight with any missile weapons for the next adventure only.
3-4 Injury – The soldier suffers an injury which takes time to heal. You are a –1 to hit with any missile weapon for the next adventure only.
5-6 Embarrassment All this time spent and your soldier has learnt nothing new.
7-8 Accuracy – Gain +1 to hit with missile weapons for next adventure only.
9-11 Increased accuracy – Gain +2 to hit with missile weapons for next adventure only.
12 Rapid Fire – Gain +1 Attack with a missile weapon for the next adventure only, even for weapons such as the Longbow which normally are limited to just one shot per turn.  For weapons which require reloading before firing again, this skill improves the reload time by subtracting one turn from the time it takes to reload.  So, for weapons requiring one turn to reload you may fire and reload in the same turn so that the same weapon may be fired again in the very next turn.

 

Shield Training (Roll 2D6)  

2 Serious Injury – Loose 1 wound permanently.
3-4 Injury – Cannot use a shield for the next adventure only.
5-6 Embarrassment – All this time spent and your soldier has learnt nothing new.
7-8 Shield Butt – Once per turn you can attempt to double the strength of 1 attack on a 6+, lasts only for one adventure.
9-11 Increased Skill – Gain +1 toughness while using a shield for the next adventure only.
12 Deflect Blow - Gain +1 toughness while using a shield for the next adventure only, and once in the next adventure you can deflect all the wounds from one attack with your shield.

 


Advancement

Skills

The imperial training grounds can be found in all settlements (without having to roll for a special location), this is where the soldier trains to gain new skills in his quests. Even though he has left the service of the Empire, the soldier is gaining acknowledgement from around the Empire for his service in ridding the world of evil. They allow the soldier to train with them to gain new skills. Whenever the Battle-Level Table indicates a new skill is learned, roll 2D6 on the table below to see the effect of training. If you already have the skill, roll on the table again until a new skill is rolled.

2 Siege Weapons - One of the many campaigns that the soldier has survived includes one in which the soldier defender the city of Middenhiem.  During this time the soldier became adapt at using all types of siege defense weapons. With new training the soldier has become very adapt with siege weapons. This skill allows the soldier to adapt his own firebombs which will cause the following damage with no modifiers (for toughness, armour, or ignore pain abilities): Champion 2D6 wounds, Hero 3D6 wounds, Lord 4D6 wounds.  Note: other monster special abilities might still allow them to escape damage altogether (Ignore Blow and Dodge for instance).
3 Parry - Once per turn the soldier may parry an enemy attack (hand to hand) on a roll of 6 on 1D6 for a Champion, 5+ for Heroes, and 4+ for Lords.
4 Fearless - The soldier has become naturally immune to the horrors he has come across in the dungeons and battlefields of the old world. Add the following to any fear or terror rolls. Champion +1, Hero +2, Lord +3.
5 Sword Master - The soldier is trained in mastering long or great swords. When using either a long sword or great sword the negative effects are cancelled out (except that he must still use two hands while wielding a Great Sword).
6 Shield Wall - Once per adventure the soldier can use this skill to deflect the damage from 1 attack completely onto his shield.
7 Duck Back - This skill allows the soldier to add +1 to his roll to escape pinning.
8 Killing Blow - This skill allows the soldier to cause an extra 2 wounds whenever his to hit roll (ballistic or melee) is a natural 6.
9 Blind Fury - Once per adventure the soldier may add +3 attacks per turn at the cost of -1 to hit. This ability lasts until all monsters on the board are destroyed (to the end of the current combat).  Note: because of the nature of this skill, it does not increase the attacks available for missile weapons which require re-loading between shots, nor does it override the limitation on a Longbow's one shot per turn (but see under Army Training Camp above and under Rapid Fire below as well). Missile weapons without these limitations (such as the Short Bow) may be used with the extra three attacks as normal.
10 Renown - Due to the soldiers acts and deeds being spread across the old world, his reputation precedes him. The soldier has the ability to re-roll any settlement dice on top of any luck that he might have left over, Champion 1 re-roll per settlement visit, Hero 2 re-rolls per settlement, and Lord 3 re-rolls per settlement.
11 Rapid Fire - This skills gives the soldier +1 attacks per turn with any missile weapon, even for weapons such as the Longbow which normally are limited to just one shot per turn..  For weapons which require reloading before firing again, this skill improves the reload time by subtracting one turn from the time it takes to reload.  So, for weapons requiring one turn to reload you may fire and reload in the same turn so that the weapon may be fired again in the very next turn.
12 Feint - May attempt to feint an attack each turn, roll 1D6, Novice 6+, Champion 5+, Hero 4+, Lord 3+. If roll is successful then the soldier may re-roll 1 missed attack  This Feint roll may be made once each turn after the first missed attack.

 

Battle-Level Table

Battle Level

Gold

Title

Move

WS

BS

Str

Damage Dice

T

Wounds

I

A

Luck

WP

Skills

Pin

1

0

Novice

4

4

4+

3

1

3

1D6+7

5

1

-

3

-

5+

2

2,000

Champion

4

4

4+

3

1

3

2D6+7

5

2

1

3

1

5+

3

4,000

Champion

4

5

4+

3

1

3

2D6+7

5

2

1

3

2

4+

4

8,000

Champion

4

5

4+

3

1

3

3D6+7

5

2

2

4

2

4+

5

12,000

Hero

4

5

4+

4

2

4

3D6+7

5

3

2

4

2

4+

6

18,000

Hero

4

6

4+

4

2

4

4D6+7

5

3

2

4

3

4+

7

24,000

Hero

4

6

4+

4

2

4

5D6+7

5

3

3

4

4

4+

8

32,000

Hero

4

6

4+

4

2

4

5D6+7

5

4

3

4

5

3+

9

45,000

Lord

4

6

4+

4

3

4

6D6+7

6

4

3

4

5

3+

10

50,000

Lord

4

7

4+

4

3

4

6D6+7

7

5

4

4

6

3+

Created by Donaldinho
Edited and formatted for Old Warrior's Stronghold by Old Warrior