Soldier

Legion/PMC frontline.

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

FieldValue
Armor AllowanceAll
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Multiclass NotesSoldiers can multiclass with any Warrior-group archetype. Non-human soldiers use simultaneous multiclassing rules.
Primary AbilitiesSTR, CON
Prime RequisitesSTR
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willpoor
Weapon AllowanceAll 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

FieldValue
bab1
fortitude2
level1
reflex0
skillPoints16
titleRecruit
will0
xp0

Trooper

FieldValue
bab2
fortitude3
level2
reflex0
skillPoints4
titleTrooper
will0
xp2000

Veteran

FieldValue
bab3
fortitude3
level3
reflex1
skillPoints4
titleVeteran
will1
xp4000

Sergeant

FieldValue
bab4
fortitude4
level4
reflex1
skillPoints4
titleSergeant
will1
xp8000

Hard-Case

FieldValue
bab5
fortitude4
level5
reflex1
skillPoints4
titleHard-Case
will1
xp16000

Gunnery Sergeant

FieldValue
bab6
fortitude5
level6
reflex2
skillPoints4
titleGunnery Sergeant
will2
xp32000

Lieutenant

FieldValue
bab7
fortitude5
level7
reflex2
skillPoints4
titleLieutenant
will2
xp64000

Captain

FieldValue
bab8
fortitude6
level8
reflex2
skillPoints4
titleCaptain
will2
xp125000

Major

FieldValue
bab9
fortitude6
level9
reflex3
skillPoints4
titleMajor
will3
xp250000

Colonel

FieldValue
bab10
fortitude7
level10
reflex3
skillPoints4
titleColonel
will3
xp500000

Brigadier

FieldValue
bab11
fortitude7
level11
reflex3
skillPoints4
titleBrigadier
will3
xp750000

General

FieldValue
bab12
fortitude8
level12
reflex4
skillPoints4
titleGeneral
will4
xp1000000

Warlord

FieldValue
bab13
fortitude8
level13
reflex4
skillPoints4
titleWarlord
will4
xp1250000

High Warlord

FieldValue
bab14
fortitude9
level14
reflex4
skillPoints4
titleHigh Warlord
will4
xp1500000

Legate

FieldValue
bab15
fortitude9
level15
reflex5
skillPoints4
titleLegate
will5
xp1750000

High Legate

FieldValue
bab16
fortitude10
level16
reflex5
skillPoints4
titleHigh Legate
will5
xp2000000

Marshal

FieldValue
bab17
fortitude10
level17
reflex5
skillPoints4
titleMarshal
will5
xp2250000

High Marshal

FieldValue
bab18
fortitude11
level18
reflex6
skillPoints4
titleHigh Marshal
will6
xp2500000

Lord Commander

FieldValue
bab19
fortitude11
level19
reflex6
skillPoints4
titleLord Commander
will6
xp2750000

Supreme Commander

FieldValue
bab20
fortitude12
level20
reflex6
skillPoints4
titleSupreme Commander
will6
xp3000000

Special Abilities

Weapon Specialisation

FieldValue
level1
nameWeapon 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

FieldValue
level1
nameBonus 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

FieldValue
level3
nameCombat 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

FieldValue
level5
nameBattle 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

FieldValue
level5
nameTactical 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.