Soldiers serve wherever organised violence survives: the Confederation Legion, corporate security forces, PMC contract battalions, House navies, colonial militias, clans, and warlord crews. Some enlist for a cause or a home; others sign because the alternatives are indenture, debt, or hunger. The class describes the person trained to keep fighting when a plan collapses, not one mandatory employer or origin.
Asset Realisation contract ledgers reduce corporate Soldiers to combat-hours: how long a body can fight before medical rotation, augmetic replacement, or burial. The Legion offers a different bargain, built around service, citizenship, and the hope of promotion. Rim militias, clans, and free crews write their own terms. Whichever institution trained the Soldier, survival creates reputation, obligations, and enemies.
The Soldier operates on the Combat chassis (d10 HD, full BAB, Fort good, Ref/Will poor, 4 SP). All armour, all weapons -- the Soldier is the corp's investment in violence and the corp expects returns. Prime requisite: STR. The Soldier's Weapon Specialisation is not talent -- it is the one weapon group the Soldier has fired more times than the Soldier has eaten hot meals. The Soldier knows the weapon's weight, its recoil pattern, the sound it makes when the magazine is one round from empty, the exact point on the stock where the cheek-weld feels like home.
Rules Reference
Field
Value
Armor Allowance
All
Bab Tier
full
Base Skill Points
4
Hd
d10
Hd Sides
10
Max Level
20
Multiclass Notes
Soldiers can multiclass with any Warrior-group archetype. Non-human soldiers use simultaneous multiclassing rules.
Primary Abilities
STR, CON
Prime Requisites
STR
Save Tiers / Fortitude
good
Save Tiers / Reflex
poor
Save Tiers / Will
poor
Weapon Allowance
All weapons
Notes
Archetype Niche: The Soldier is the definitive frontline combatant. Weapon Specialisation provides unmatched damage output with a chosen weapon group, and the deep bonus feat progression allows the Soldier to build wide (multiple combat styles) or deep (master one tree). No other class matches the Soldier's combination of full BAB, d10 HD, all armour, and scaling damage reduction. The Soldier's niche is reliability: they are never the wrong tool for a fight.
Level Table
Recruit
Field
Value
bab
1
fortitude
2
level
1
reflex
0
skillPoints
16
title
Recruit
will
0
xp
0
Trooper
Field
Value
bab
2
fortitude
3
level
2
reflex
0
skillPoints
4
title
Trooper
will
0
xp
2000
Veteran
Field
Value
bab
3
fortitude
3
level
3
reflex
1
skillPoints
4
title
Veteran
will
1
xp
4000
Sergeant
Field
Value
bab
4
fortitude
4
level
4
reflex
1
skillPoints
4
title
Sergeant
will
1
xp
8000
Hard-Case
Field
Value
bab
5
fortitude
4
level
5
reflex
1
skillPoints
4
title
Hard-Case
will
1
xp
16000
Gunnery Sergeant
Field
Value
bab
6
fortitude
5
level
6
reflex
2
skillPoints
4
title
Gunnery Sergeant
will
2
xp
32000
Lieutenant
Field
Value
bab
7
fortitude
5
level
7
reflex
2
skillPoints
4
title
Lieutenant
will
2
xp
64000
Captain
Field
Value
bab
8
fortitude
6
level
8
reflex
2
skillPoints
4
title
Captain
will
2
xp
125000
Major
Field
Value
bab
9
fortitude
6
level
9
reflex
3
skillPoints
4
title
Major
will
3
xp
250000
Colonel
Field
Value
bab
10
fortitude
7
level
10
reflex
3
skillPoints
4
title
Colonel
will
3
xp
500000
Brigadier
Field
Value
bab
11
fortitude
7
level
11
reflex
3
skillPoints
4
title
Brigadier
will
3
xp
750000
General
Field
Value
bab
12
fortitude
8
level
12
reflex
4
skillPoints
4
title
General
will
4
xp
1000000
Warlord
Field
Value
bab
13
fortitude
8
level
13
reflex
4
skillPoints
4
title
Warlord
will
4
xp
1250000
High Warlord
Field
Value
bab
14
fortitude
9
level
14
reflex
4
skillPoints
4
title
High Warlord
will
4
xp
1500000
Legate
Field
Value
bab
15
fortitude
9
level
15
reflex
5
skillPoints
4
title
Legate
will
5
xp
1750000
High Legate
Field
Value
bab
16
fortitude
10
level
16
reflex
5
skillPoints
4
title
High Legate
will
5
xp
2000000
Marshal
Field
Value
bab
17
fortitude
10
level
17
reflex
5
skillPoints
4
title
Marshal
will
5
xp
2250000
High Marshal
Field
Value
bab
18
fortitude
11
level
18
reflex
6
skillPoints
4
title
High Marshal
will
6
xp
2500000
Lord Commander
Field
Value
bab
19
fortitude
11
level
19
reflex
6
skillPoints
4
title
Lord Commander
will
6
xp
2750000
Supreme Commander
Field
Value
bab
20
fortitude
12
level
20
reflex
6
skillPoints
4
title
Supreme Commander
will
6
xp
3000000
Special Abilities
Weapon Specialisation
Field
Value
level
1
name
Weapon Specialisation
description: The Soldier has fired this weapon more times than they have eaten hot meals. Choose one weapon group: blades, slugthrowers, energy rifles, pistols, heavy weapons, or unarmed. +1 attack and +2 damage with that group. At level 4, damage bonus increases to +3. At level 8, +4. At level 12, one extra attack per round with the chosen group (stacks with other extra attack sources). The Soldier knows the weapon's weight, its recoil pattern, the exact point on the stock where the cheek-weld feels like home. No other class matches this mastery.
Bonus Combat Feats
Field
Value
level
1
name
Bonus Combat Feats
description: The Soldier trains where others sleep. At level 1 and every 4 levels thereafter (4, 8, 12, 16, 20), gain a bonus combat feat from the Combat feat list. Must meet prerequisites. Six bonus combat feats over 20 levels, on top of universal feats every character receives at 1, 3, 6, 9, 12, 15, 18. The Soldier has the deepest feat tree access of any class -- not because the Soldier is smarter, but because the Soldier has spent more hours drilling than any other class has spent conscious.
Combat Training
Field
Value
level
3
name
Combat Training
description: The Soldier's drilling goes past the range and into the maneuver yard. Choose one combat maneuver (Bull Rush, Disarm, Grapple, Sunder, or Trip): +2 to checks made with that maneuver, and +2 to the Soldier's own defence against the same maneuver used against them. A second maneuver may be chosen at level 9, a third at level 17. Not raw strength -- the footwork and grip a drill instructor beats into a recruit until the recruit stops thinking about it.
Battle Hardened
Field
Value
level
5
name
Battle Hardened
description: The Soldier's body has learned to take hits that would drop a civilian. Damage Reduction 1/- against physical damage. DR 2/- at level 10, DR 3/- at level 15, DR 4/- at level 20. The Soldier does not dodge. The Soldier absorbs. Additionally, once per encounter when reduced to 0 or fewer HP, Fortitude save (DC 15) to remain at 1 HP instead -- the Soldier's body refuses to fall until the fight is over. The Soldier has seen too many comrades die, and spite is a powerful preservative.
Tactical Awareness
Field
Value
level
5
name
Tactical Awareness
description: The Soldier reads a battlefield by instinct, before the conscious mind catches up: +2 to Initiative and +2 to Perception checks made during combat. The Soldier cannot be caught flat-footed during the first round of a combat they have not been ambushed into (a genuine surprise round against the Soldier specifically still applies). At level 12, the Initiative and Perception bonus increases to +4.