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
Field
Value
Armor Allowance
All
Bab Tier
full
Base Skill Points
4
Hd
d10
Hd Sides
10
Max Level
20
Multiclass Notes
Warlords can multiclass with Officer and Soldier archetypes. Non-human warlords use simultaneous multiclassing rules.
Primary Abilities
STR, CHA
Prime Requisites
STR, CHA
Save Tiers / Fortitude
good
Save Tiers / Reflex
poor
Save Tiers / Will
poor
Weapon Allowance
All 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
Field
Value
bab
1
fortitude
2
level
1
reflex
0
skillPoints
16
title
Clan Warrior
will
0
xp
0
War-Leader
Field
Value
bab
2
fortitude
3
level
2
reflex
0
skillPoints
4
title
War-Leader
will
0
xp
2250
Chieftain
Field
Value
bab
3
fortitude
3
level
3
reflex
1
skillPoints
4
title
Chieftain
will
1
xp
4500
War-Chief
Field
Value
bab
4
fortitude
4
level
4
reflex
1
skillPoints
4
title
War-Chief
will
1
xp
9000
Warlord
Field
Value
bab
5
fortitude
4
level
5
reflex
1
skillPoints
4
title
Warlord
will
1
xp
18000
Grand Warlord
Field
Value
bab
6
fortitude
5
level
6
reflex
2
skillPoints
4
title
Grand Warlord
will
2
xp
36000
Over-Chief
Field
Value
bab
7
fortitude
5
level
7
reflex
2
skillPoints
4
title
Over-Chief
will
2
xp
75000
Clan Lord
Field
Value
bab
8
fortitude
6
level
8
reflex
2
skillPoints
4
title
Clan Lord
will
2
xp
150000
High Clan Lord
Field
Value
bab
9
fortitude
6
level
9
reflex
3
skillPoints
4
title
High Clan Lord
will
3
xp
300000
World-Breaker
Field
Value
bab
10
fortitude
7
level
10
reflex
3
skillPoints
4
title
World-Breaker
will
3
xp
600000
High World-Breaker
Field
Value
bab
11
fortitude
7
level
11
reflex
3
skillPoints
4
title
High World-Breaker
will
3
xp
900000
System Lord
Field
Value
bab
12
fortitude
8
level
12
reflex
4
skillPoints
4
title
System Lord
will
4
xp
1200000
High System Lord
Field
Value
bab
13
fortitude
8
level
13
reflex
4
skillPoints
4
title
High System Lord
will
4
xp
1500000
Sector Warlord
Field
Value
bab
14
fortitude
9
level
14
reflex
4
skillPoints
4
title
Sector Warlord
will
4
xp
1800000
High Sector Warlord
Field
Value
bab
15
fortitude
9
level
15
reflex
5
skillPoints
4
title
High Sector Warlord
will
5
xp
2100000
Rim Commander
Field
Value
bab
16
fortitude
10
level
16
reflex
5
skillPoints
4
title
Rim Commander
will
5
xp
2400000
High Rim Commander
Field
Value
bab
17
fortitude
10
level
17
reflex
5
skillPoints
4
title
High Rim Commander
will
5
xp
2700000
War Chief
Field
Value
bab
18
fortitude
11
level
18
reflex
6
skillPoints
4
title
War Chief
will
6
xp
3000000
High War Chief
Field
Value
bab
19
fortitude
11
level
19
reflex
6
skillPoints
4
title
High War Chief
will
6
xp
3300000
Supreme Warlord
Field
Value
bab
20
fortitude
12
level
20
reflex
6
skillPoints
4
title
Supreme Warlord
will
6
xp
3600000
Special Abilities
Battle Cry
Field
Value
level
1
name
Battle 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
Field
Value
level
3
name
Fear 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
Field
Value
level
5
name
Unbroken
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.