Special Location – Empire Army Camp

The empire army camp is a special location designed for the Empire Soldier, however any warrior may attempt to gain entry to the camp and try to train in an attempt to gain temporary benefits. 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 a warrior wants to visit again.

All humans can enter the camp with relative ease, however as they are not know to the army all none soldiers must roll on the below table to see if they can gain entry. Once entry has been refused the warrior may not attempt to enter again during this visit to the settlement. Once a warrior has entered the camp he does not have to roll for any subsequent visits for entry.

Warrior Type

Entry on a (Roll 2D6)

Empire Soldier

Never refused entry

Human Non-Soldier

6+

Elf

7+

Dwarf

9+

Other Races

10+

Please note that the Chaos Warrior is not allowed to enter the camp at all due to his allegiances to the dark gods. Minotaurs are also not allowed into the camp.

Other races include Giants, Ogres, and Halflings.

Any training attempted will cost Battle Level x (1D6 x 10) for empire soldiers, and due to the extra effort needed to train none military personnel all none empire soldier characters have to pay Battle Level x (1D6 x 20). Each visit takes up one day of the settlement time. 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 a character can do in-between adventures, otherwise the warrior would be too burnt out to put any of his training into action.

This means that each warrior 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 while using a shield, 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.

 

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