Legion Captain

Hardened Legion field commander.

Legion Captains are the apex predators of Core's military hierarchy. Forged in the crucible of countless battles, they command entire companies with a mix of tactical genius and ruthless efficiency. Clad in advanced tactical armor and wielding the finest weaponry Core can provide, they are the embodiment of military perfection. Their role is simple: achieve victory at any cost, through superior firepower, relentless coordination, and absolute adaptability.

Rules Reference

FieldValue
Abilities / Cha16
Abilities / Con16
Abilities / Dex16
Abilities / Int14
Abilities / Str18
Abilities / Wis15
Armor Class22
Base Attack Bonus8
Creature TypeHumanoid
Flat Ac22
Hd Count8
Hd Sides10
Hit Dice8d10+32
Hit Points76
Hp Bonus32
Immunitiesfear effects, mind-affecting effects
Initiative5
LanguagesHigh Gothic, Trade Tongue, Military Code, Tactical Cant, Battle-Sign
MoraleUnbreakable (20); fights to the last breath to complete the mission
PsionicsNone
Resistancesenergy 5, ballistic 5
Role TagsLeader, Tactician, Commander
Saves / Fort8
Saves / Ref7
Saves / Will6
SensesLow-light vision; passive Perception 15
SizeM
Speed30
Threat Rating6
Touch Ac15
VulnerabilitiesNone
Xp2500
Dialogue Pathgame/dialogue/npc-legion-captain.yaml

Notes

Full Attack: Tactical Carbine ranged +12 (2d12 ballistic, AP) and Plasma Pistol ranged +11 (3d6 energy) or Combat Blade melee +12 (1d10+4 slashing, ignores 4 armor)

Habitat: Core military command centers, warzones, planetary assaults, high-risk security operations. Found leading companies of 20-50 Legion Troopers with 3-5 Sergeants.

Tactics: Begins with Strategic Command to boost all allied units, then designates priority targets with Fire Support Protocol. Engages with Tactical Carbine from cover, using Plasma Pistol for secondary targets. Deploys Tactical Grenades to control the battlefield and disrupt enemy formations. Uses Adaptive Tactics to respond to changing battlefield conditions. Will close to melee with Combat Blade against elite threats or when ammunition is low.

Treasure: Tactical carbine (smart-linked, AP rounds, 1200 rek), combat blade (vibro-edge, mono-filament, 800 rek), plasma pistol (overload capability, 1000 rek), advanced tactical armor (reinforced, energy-shielded, 1500 rek), 2d4 grenades (frag/EMP/stun/smoke), encrypted mission datapad (contains strategic plans), Legion command insignia (valuable intelligence), personal AI tactical assistant (300 rek).

Attacks

Tactical Carbine

FieldValue
bonus12
categoryranged
damage2d12
damageTypeballistic
nameTactical Carbine
notesRange 120 ft; smart-linking (+2 to hit), 3-round burst, AP rounds (ignores 4 points of armor)

Combat Blade

FieldValue
bonus12
categorymelee
damage1d10+4
damageTypeslashing
nameCombat Blade
notesVibro-edge; ignores 4 points of armor, mono-filament coating

Plasma Pistol

FieldValue
bonus11
categoryranged
damage3d6
damageTypeenergy
namePlasma Pistol
notesRange 50 ft; overload setting (4d6 damage, DC 15 Reflex or catch fire)

Special Abilities

Strategic Command

FieldValue
actionCostStandard
nameStrategic Command

description: All allied Legion units within 60 ft gain +3 to attack rolls, +2 to AC, and +1 to saving throws for 1d4+1 rounds. The Captain's voice cuts through the chaos of battle, issuing precise orders that turn the tide.

Fire Support Protocol

FieldValue
actionCostStandard
nameFire Support Protocol

description: Can designate up to 3 targets for concentrated fire. All allies gain +3 to hit those targets and deal +1d6 damage for 1 round. The Captain's tactical display highlights priority targets in real-time.

Combat Mastery

FieldValue
actionCostPassive
nameCombat Mastery

description: +3 to damage rolls against foes below 50% HP. Immune to Intimidate and fear effects. The Captain has seen it all and remains unshaken.

Tactical Grenades

FieldValue
actionCostStandard
nameTactical Grenades

description: Can deploy frag, EMP, stun, or smoke grenades (range 80 ft). Frag: 4d6 damage (DC 16 Reflex for half). EMP: disables electronics in 20 ft radius (DC 16 Fort for half duration). Stun: DC 16 Fort or Stunned 1d4+1 rounds. Smoke: heavy obscuration for 1d4+1 rounds.

Adaptive Tactics

FieldValue
actionCostFree
nameAdaptive Tactics

description: Once per encounter, the Captain can change the battlefield by calling in orbital strike (4d10 damage, 30 ft radius, 1 round delay), deploying a defensive barrier (+4 AC to all allies for 1d4 rounds), or activating a med-kit (heal self or ally for 2d8+5 HP).