| Monster
list
Army
soldiers
A.R.E.S.
mass combat system |
ROMANS
Many Romans on the battlefield
are army soldiers of some sort, but there are a number of special troops
that merit a special section for the (usually) evil empire of the Known
World.
Frontstabber
Legionary
Pilum
Thrower
Hardened
Centurion
Fronstabber
Legionary
Medium natural humanoid |
Level 8 Soldier
XP 350 |
| Initiative
+6 |
Senses Perception
+4 |
HP 87;
Bloodied 43
AC 26; Fortitude
21,
Reflex
20, Will 18
Speed 5
Short
sword (standard; at-will) * Weapon
|
+15 vs AC; 1d6+9
and target is marked until the end of its next turn. |
Press
and Stab
(standard; at-will) * Weapon
|
Against a target
that has no unoccupied square directly opposite the frontstabber legionary;+15
vs Fortitude; 2d6+9 and target is marked until the end of its next turn. |
Shield Charge
|
When performing
a charge (including the ending attack or bull rush), the fronstabber legionary
does not activate any interrupts, reactions or opportunity attacks. |
Alignment Unaligned
Skills Athletics
+9, Endurance +9
| Str 15 (+6) |
Dex 11(+4) |
Wis 10 (+4) |
| Con 15 (+6) |
Int 10(+4) |
Cha 9 (+3) |
Equpiment scale armour,
short sword, heavy shield
FRONTSTABBER LEGIONARY
TACTICS
These guys are fond of charging
and prefer targets that are standing next to something so the can press
and stab. They are experienced and well-trained and will not retreat
unless the losses are catastrophic and the leader lost.
Pilum
Thrower
Medium natural humanoid |
Level 9 Artillery
XP 400 |
| Initiative
+4 |
Senses Perception
+10 |
HP 75;
Bloodied 37
AC 24; Fortitude
20,
Reflex
22, Will 19
Speed 5
Pilum
(standard;
at-will) * Weapon
Pilum
(standard;
at-will) * Weapon
Weak
Nailed Pilum
(standard;
recharge ) * Weapon
|
10/20; +16 vs
Reflex; 1d8+7, and ongoing damage 5 and target is entangled (a save ends
both) |
Set vs Charge (immediate
interrupt when an enemy charges the pilum thrower)
Alignment Unaligned
Skills Athletics
+10
| Str 17 (+7) |
Dex 15(+6) |
Wis 12 (+5) |
| Con 12 (+5) |
Int 10(+4) |
Cha 9 (+3) |
Equpiment scale armour,
quiver of 9 pilums (heavy javelins) and one in hand, heavy shield
PILUM THROWER TACTICS
Weak nailed pilum
is used as soon as possible (to maximize the chance of being able to use
it again). Otherwise, the pilum throwers spread out and throw their weapons
until they only have one left.
Hardened
Centurion
Medium natural humanoid |
Level 12
Soldier (Leader)
XP 700 |
| Initiative
+9 |
Senses Perception
+13 |
HP 121;
Bloodied 60
AC 27; Fortitude
23,
Reflex
22, Will 21
Speed 5
Longsword
(standard;
at-will) * Weapon
|
+19 vs AC; 1d8+10
and target is marked until the end of its next turn. |
Coordinated
Attack (standard; at-will) * Weapon
|
+19 vs AC; 1d8+10
and any ally adjacent to the target can make a free basic attack against
the target. |
Making An Example (standard;
encounter) * Weapon
|
+19 vs AC; 2d8+10
Secondary Attack: Close
burst 2; +14 vs Will; 1d8+10 psychic damage. |
Turtle (immediate interrupt
when the hardened centurion or an adjacent ally with a shield is hit by
a ranged or area attack; recharge  )
|
The attack misses
the hardened centurion and any adjacent allies with shields |
Alignment Unaligned
Skills Athletics
+11, Endurance +11
| Str 17 (+9) |
Dex 13(+7) |
Wis 15 (+8) |
| Con 17 (+9) |
Int 13(+7) |
Cha 13 (+7) |
Equpiment scale armour,
longsword
HARDENED CENTURION TACTICS
Not one to lead from the
rear, the hardened centurion stays next to his allies and makes coordinated
attacks as often as possible. He will save making an example
until it's really needed.
ROMANS DESCRIPTION
Bare knees and short sleaves
but otherwise well-armoured. Shields (if any) are big and rectangular.
The colour of the uniform denotes the general in command. Romans march
and fight in a disciplined fashion but treat prisoners brutally. |
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