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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
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
Pilum (standard; at-will) * Weapon 
+16 vs AC; 1d8+7
Pilum (standard; at-will) * Weapon
10/20; +16 vs AC; 1d8+7
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)
+16 vs AC; 1d8+7
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
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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