Warlord

Rim warband commander.

The Warlord is not an Officer. An Officer commands through rank -- the corps gave them the pips, the corps can take them away. The Warlord commands through something older: personal ferocity, earned loyalty, the unspoken understanding that the Warlord will be the first into the fight and the last to fall. The Warlord's troops follow because the Warlord has proven, in blood, that following is safer than not following.

Asset Realisation has no entry for the Warlord. The Nine cannot buy them because the Warlord's currency is not rek -- it is respect, fear, and the knowledge that the Warlord has killed everyone who tried to buy them. The corps have learned to negotiate with Warlords rather than attempt acquisition. A Warlord who controls a Rim system is treated as a sovereign -- not because the Nine recognise sovereignty, but because sending a fleet to remove the Warlord costs more than paying the Warlord's toll.

The Warlord's power is the Battle Cry: a shouted command that changes the fight. Kill Order -- the warband hits harder. Hold Fast -- the warband stands firm. Blood Rush -- the warband surges forward. The Warlord's voice carries farther than gunfire. The Warlord's presence turns a rout into a counterattack. When the Warlord falls, the warband does not break -- it becomes furious. Unbroken is the Warlord's final gift: even in defeat, the Warlord makes the enemy pay.

Operating on the Combat chassis (d10 HD, full BAB, Fort good, Ref/Will poor, 4 SP). All armour, all weapons -- the Warlord fights at the front. Prime requisites: STR (personal lethality) and CHA (the presence that makes others lethal).

Rules Reference

FieldValue
Armor AllowanceAll
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Multiclass NotesWarlords can multiclass with Officer and Soldier archetypes. Non-human warlords use simultaneous multiclassing rules.
Primary AbilitiesSTR, CHA
Prime RequisitesSTR, CHA
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willpoor
Weapon AllowanceAll weapons

Notes

Archetype Niche: The Warlord is the party's emotional engine. Battle Cry provides scalable, per-day party buffs that the Warlord chooses based on the tactical situation. Fear Is a Weapon chains kills and criticals into a cascading morale collapse -- the enemy line breaks one by one as the Warlord cuts through them. Unbroken is the ultimate 'last stand' ability: the Warlord going down makes the party stronger, not weaker. The Warlord's niche is winning through momentum -- every kill, every critical, every cry tilts the fight further in the party's favour.

Level Table

Clan Warrior

FieldValue
bab1
fortitude2
level1
reflex0
skillPoints16
titleClan Warrior
will0
xp0

War-Leader

FieldValue
bab2
fortitude3
level2
reflex0
skillPoints4
titleWar-Leader
will0
xp2250

Chieftain

FieldValue
bab3
fortitude3
level3
reflex1
skillPoints4
titleChieftain
will1
xp4500

War-Chief

FieldValue
bab4
fortitude4
level4
reflex1
skillPoints4
titleWar-Chief
will1
xp9000

Warlord

FieldValue
bab5
fortitude4
level5
reflex1
skillPoints4
titleWarlord
will1
xp18000

Grand Warlord

FieldValue
bab6
fortitude5
level6
reflex2
skillPoints4
titleGrand Warlord
will2
xp36000

Over-Chief

FieldValue
bab7
fortitude5
level7
reflex2
skillPoints4
titleOver-Chief
will2
xp75000

Clan Lord

FieldValue
bab8
fortitude6
level8
reflex2
skillPoints4
titleClan Lord
will2
xp150000

High Clan Lord

FieldValue
bab9
fortitude6
level9
reflex3
skillPoints4
titleHigh Clan Lord
will3
xp300000

World-Breaker

FieldValue
bab10
fortitude7
level10
reflex3
skillPoints4
titleWorld-Breaker
will3
xp600000

High World-Breaker

FieldValue
bab11
fortitude7
level11
reflex3
skillPoints4
titleHigh World-Breaker
will3
xp900000

System Lord

FieldValue
bab12
fortitude8
level12
reflex4
skillPoints4
titleSystem Lord
will4
xp1200000

High System Lord

FieldValue
bab13
fortitude8
level13
reflex4
skillPoints4
titleHigh System Lord
will4
xp1500000

Sector Warlord

FieldValue
bab14
fortitude9
level14
reflex4
skillPoints4
titleSector Warlord
will4
xp1800000

High Sector Warlord

FieldValue
bab15
fortitude9
level15
reflex5
skillPoints4
titleHigh Sector Warlord
will5
xp2100000

Rim Commander

FieldValue
bab16
fortitude10
level16
reflex5
skillPoints4
titleRim Commander
will5
xp2400000

High Rim Commander

FieldValue
bab17
fortitude10
level17
reflex5
skillPoints4
titleHigh Rim Commander
will5
xp2700000

War Chief

FieldValue
bab18
fortitude11
level18
reflex6
skillPoints4
titleWar Chief
will6
xp3000000

High War Chief

FieldValue
bab19
fortitude11
level19
reflex6
skillPoints4
titleHigh War Chief
will6
xp3300000

Supreme Warlord

FieldValue
bab20
fortitude12
level20
reflex6
skillPoints4
titleSupreme Warlord
will6
xp3600000

Special Abilities

Battle Cry

FieldValue
level1
nameBattle Cry

description: As a standard action, the Warlord issues a Battle Cry that affects all allies within 60 feet who can hear it. Choose one cry: Kill Order (allies gain +2 to damage rolls for 1 minute), Hold Fast (allies gain +2 to AC and Will saves for 1 minute), or Blood Rush (allies gain +10 feet movement and +2 to initiative for 1 minute). The Warlord may use Battle Cry a number of times per day equal to 3 + CHA modifier. At level 6, the bonuses increase to +3. At level 12, +4. At level 18, the Warlord may combine two cries into a single use.

Fear Is a Weapon

FieldValue
level3
nameFear Is a Weapon

description: When the Warlord reduces an enemy to 0 HP or scores a critical hit, all enemies within 30 feet who witnessed the event must succeed on a Will save (DC = 10 + Warlord level + CHA modifier) or become shaken for 1d4 rounds. Enemies already shaken become frightened. This ability cannot affect the same enemy more than once per encounter. At level 9, the radius extends to 60 feet. At level 15, the Warlord may use Fear Is a Weapon as a standard action (Intimidation check vs target's Will save) to affect one enemy within 30 feet without needing a kill or critical.

Unbroken

FieldValue
level5
nameUnbroken

description: When the Warlord is reduced to 0 HP or below, all allies within 60 feet who can see the Warlord gain +4 to attack and damage rolls and immunity to fear for 1 minute. This ability triggers automatically and does not require an action. The Warlord may use this ability even when unconscious (the sheer force of the Warlord's will projects defiance). Unbroken can only trigger once per encounter. At level 11, the Warlord may make a single melee attack before falling unconscious after triggering Unbroken. At level 17, triggering Unbroken automatically stabilizes the Warlord.