Legion Sergeant

A veteran who survived enough tours to earn the stripes and the cynicism.

A Legion Sergeant is a trooper who lived through enough ark-arrivals, Day One suppression actions, and Rim wars to be promoted into the rank that actually holds a fireteam together. They are harder, calmer, and sadder than the troopers they lead -- the Anvil creed is real to them, but so is the quiet rot at its heart, the knowledge that they are dying for the Nine's ledger. They bury that under gallows humour, ritual, and the only thing that still makes sense: the trooper standing next to them.

The Sergeant is the elite anchor of a Legion encounter. They direct the fireteam, call the grenades, and are the last to leave a position. Where a Captain commands a company, a Sergeant holds a squad -- and the squad holds because the Sergeant does. Drop the Sergeant and the fireteam loses its nerve and its volley; that is the lever, and it is hard to pull, because the Sergeant is the hardest target on the line.

Rules Reference

FieldValue
Abilities / Cha12
Abilities / Con14
Abilities / Dex12
Abilities / Int12
Abilities / Str14
Abilities / Wis12
Armor Class16
Base Attack Bonus5
Creature TypeHumanoid
Flat Ac15
Hd Count5
Hd Sides10
Hit Dice5d10+15
Hit Points43
Hp Bonus15
Initiative1
LanguagesTrade Cant; Core Standard; Legion field-signals; one Rim or hive dialect picked up on tour
PsionicsNone
Role TagsLeader, Ranged, Veteran
Saves / Fort7
Saves / Ref3
Saves / Will3
SizeM
Skills / Athletics9
Skills / Intimidation10
Skills / Leadership10
Skills / Notice9
Skills / Survival8
Skills / Tactics9
Speed30
Threat Rating4
Touch Ac12
Xp700
Dialogue Pathgame/dialogue/npc-legion-sergeant.yaml

Notes

Full Attack: Slug Rifle ranged +6 (1d10+2 ballistic; range 100 ft; bayonet-fixed) or Bayonet melee +7 (1d6+3 piercing) or Holdout slug pistol ranged +6 (1d6+1 energy; range 30 ft)

Habitat: At the head of a Legion fireteam of four Troopers, anywhere the Legion is committed: ark-arrivals, Day One suppression, Rim proxy wars, Fold-incident containment. Sometimes leading a two-fireteam section of eight. Roll 1d6: 1-2 = leading a perimeter fireteam (steady, watchful), 3-4 = leading an assault (grenades, bayonets, momentum), 5-6 = holding a Fold-tainted or Day One site with trigger-disciplined fire (tense, professional, calling for support).

Morale: Fanatic-adjacent (13); the Sergeant does not leave wounded troopers and will hold a position to the last to cover a withdrawal

Resistances: Reinforced mesh (included in AC), Veteran composure (+3 to Will saves against fear and Intimidation; immune to normal morale pressure)

Senses: Normal human vision; helmet optics grant low-light and +4 to Notice vs concealed foes within 60 ft; passive Perception 16

Tactics: The Sergeant reads cover and fire-lanes, then runs the fireteam like a tool: Squad Leader for the volley, smoke for the flank, Overwatch on the kill-zone, and the bayonet when the range collapses. They fight personally to anchor morale (By My Example) and never withdraw while a trooper is down. The plan is always 'fix, suppress, close, extract the wounded'; the creed is how they make it stick.

Treasure: Reinforced mesh (300 rek), Legion slug rifle with bayonet and underbarrel launcher (400 rek), holdout slug pistol (150 rek), frag and smoke grenades (75 rek each), Sergeant's Kadiss fob (military tier, tracked), unit standard or stripes (priceless to the squad; deserters die for them), 5d10 rek, field surgery kit, stims.

Vulnerabilities: Squad nerve (the fireteam's discipline runs through the Sergeant; the round after the Sergeant falls, affiliated Troopers lose Squad Leader and By My Example and drop to Unsteady morale), The rot, known (a Sergeant confronted with proof the Legion serves the Nine will still hold the line for their troopers, but takes a -2 to Will saves and may, if the players offer a real way out, choose the squad over the mission)

Attacks

Legion-Pattern Slug Rifle

FieldValue
bonus6
categoryranged
damage1d10+2
damageTypeballistic
nameLegion-Pattern Slug Rifle
notesBayonet-fixed; underbarrel launcher carries one smoke or frag load
rangeFt100

Bayonet

FieldValue
bonus7
categorymelee
damage1d6+3
damageTypepiercing
nameBayonet
notesThe Sergeant still leads the charge when the range closes

Holdout slug pistol

FieldValue
bonus6
categoryranged
damage1d6+1
damageTypeenergy
nameHoldout slug pistol
notesSidearm; never far from the hand
rangeFt30

Special Abilities

Squad Leader

FieldValue
actionCostSwift (1/round)
nameSquad Leader

description: As a swift action the Sergeant issues an order to all Legion Troopers within 60 ft who can hear them. Choose one: +2 to attack rolls, +2 to saving throws, or +10 ft speed (reposition) until the Sergeant's next turn. Each Trooper gains the chosen bonus. Player-visible: the Sergeant barks one word -- 'mark', 'hold', or 'move' -- and the fireteam responds as one body.

By My Example

FieldValue
actionCostpassive
nameBy My Example

description: Legion Troopers within 30 ft of the Sergeant gain +2 to Will saves against fear, morale, and mind-affecting effects, and never break morale while the Sergeant is standing and conscious (they may still be forced back by effects). If the Sergeant makes a melee attack this round, affiliated Troopers gain +1 morale to attack rolls. Player-visible: the Sergeant steps forward into the fire, and every trooper behind them stops flinching.

Overwatch and Grenade

FieldValue
actionCostStandard (1/encounter each)
nameOverwatch and Grenade

description: The Sergeant carries one frag and one smoke grenade. The frag: 2d6 ballistic, 10-ft burst, DC 14 Reflex half. The smoke: fills a 20-ft cube for 1 minute, granting concealment (20% miss chance) and blocking line of sight for optics. Additionally, once per encounter the Sergeant can declare Overwatch: until their next turn, any foe who moves into the open within range of the Sergeant's rifle provokes a single ranged attack at +6. Player-visible: the Sergeant counts the throw on three, pops smoke on the flank, and tells the line to watch the gap.