Legion Trooper
A volunteer who took the tour for citizenship and a Kadiss tier, bound by the Anvil -- 'Is It Still Moving'.
The Legion is the Core-world Marines -- the one institution that melts the class lattice. A Legion Trooper is a volunteer, not a press-ganged debt-soldier; colonial farmers, Hive kids, and Rim drifters sign on for the tour because a tour buys citizenship, a Kadiss tier, and a way off the world they were born on. They are bound by the Anvil creed -- "Is It Still Moving" -- and by a brotherhood-over-birth unit pride that is half ritual, half gallows humour. The good ones know they are dying for the Nine's ledger, and they go anyway.
A single Trooper is a disciplined, well-equipped line soldier -- mesh armour, a Legion-pattern slug rifle with a bayonet, and the drill to use them. The Legion's strength is cohesion: Troopers fight as a squad, hold a line when others break, and are thrown at ark-arrivals, Day One suppression, Rim wars, and Fold incidents beyond what PMCs and warlords can contain. Deploy them as a fireteam of four; that is how the verse deploys them.
Rules Reference
| Field | Value |
|---|---|
| Abilities / Cha | 10 |
| Abilities / Con | 14 |
| Abilities / Dex | 12 |
| Abilities / Int | 10 |
| Abilities / Str | 12 |
| Abilities / Wis | 10 |
| Armor Class | 14 |
| Base Attack Bonus | 1 |
| Creature Type | Humanoid |
| Flat Ac | 13 |
| Hd Count | 1 |
| Hd Sides | 10 |
| Hit Dice | 1d10+2 |
| Hit Points | 8 |
| Hp Bonus | 2 |
| Initiative | 1 |
| Languages | Trade Cant; Core Standard; Legion field-signals |
| Psionics | None |
| Role Tags | Minion, Ranged |
| Saves / Fort | 4 |
| Saves / Ref | 1 |
| Saves / Will | 1 |
| Senses | Normal human vision; helmet optics grant low-light; passive Perception 12 |
| Size | M |
| Skills / Athletics | 5 |
| Skills / Intimidation | 3 |
| Skills / Notice | 3 |
| Skills / Survival | 3 |
| Speed | 30 |
| Threat Rating | 2 |
| Touch Ac | 11 |
| Xp | 100 |
| Dialogue Path | game/dialogue/npc-legion-trooper.yaml |
Notes
Full Attack: Slug Rifle ranged +2 (1d10 ballistic; range 100 ft; bayonet-fixed) or Bayonet melee +2 (1d6+1 piercing) or Holdout slug pistol ranged +2 (1d6 energy; range 30 ft)
Habitat: Deployed wherever the Legion intervenes: ark-arrival crises, Day One suppression actions, Rim proxy wars turned hot, and Fold incidents beyond local capacity. Found in fireteams of four, almost always with a Sergeant, often with vehicle or void support. Roll 1d6: 1-2 = fireteam holding a perimeter (alert, braced), 3-4 = fireteam assaulting a position (aggressive, grenading), 5-6 = fireteam on suppression duty against a Day One cell or Fold-tainted site (tense, trigger-disciplined).
Morale: Steady (11); breaks only if the Sergeant falls and half the fireteam is down, or against an obviously supernatural (Fold) threat they have no counter for
Resistances: Mesh armour (included in AC), Legion discipline (+2 to Will saves against fear and morale while a Sergeant or officer is within sight)
Tactics: Fix, suppress, close. The fireteam brackets the target with volleys (Anvil Drill), grenades chokepoints, and the bayonet finishes anyone who closes. Troopers hold ground (Hold the Line) and do not pursue far -- they let the squad's geometry and supporting arms do the killing. Against Fold phenomena they fall back to disciplined fire and call for a specialist; the Legion knows when it is out of its depth, and surviving that is part of the creed.
Treasure: Mesh armour (150 rek), Legion-pattern slug rifle with bayonet (250 rek), holdout slug pistol (150 rek), frag grenade (75 rek), Legion Kadiss fob (military tier; tracked, theft is a capital offence), unit token or standard patch (sentimental value; a deserter's only keepsake), 2d10 rek and field rations.
Vulnerabilities: Chain of command (without a Sergeant the squad loses Anvil Drill's volley bonus and drops to Steady morale), The quiet rot (the creed's heart is the Nine's ledger; a Trooper confronted with proof they are dying for a corporate lie takes a -2 to Will saves for the rest of the encounter -- doubt is the Legion's real wound)
Attacks
Legion-Pattern Slug Rifle
| Field | Value |
|---|---|
bonus | 2 |
category | ranged |
damage | 1d10 |
damageType | ballistic |
name | Legion-Pattern Slug Rifle |
notes | Hard-hitting service rifle; bayonet-fixed for close work |
rangeFt | 100 |
Bayonet
| Field | Value |
|---|---|
bonus | 2 |
category | melee |
damage | 1d6+1 |
damageType | piercing |
name | Bayonet |
notes | Fixed to the rifle; the Legion still trains the charge |
Holdout slug pistol
| Field | Value |
|---|---|
bonus | 2 |
category | ranged |
damage | 1d6 |
damageType | energy |
name | Holdout slug pistol |
notes | Sidearm, drawn when the rifle jams or the fight is in a hole |
rangeFt | 30 |
Special Abilities
Anvil Drill
| Field | Value |
|---|---|
actionCost | passive |
name | Anvil Drill |
description: Legion Troopers are drilled to fire as a fireteam. When three or more Legion Troopers are within 30 ft and target the same foe, each gains +1 to attack rolls (suppressive volley). They share a squad initiative (act on the highest roll among them). Player-visible: they do not duck and scatter; they kneel, brace, and fire together, and the air fills with disciplined rounds.
Hold the Line
| Field | Value |
|---|---|
actionCost | Free (1/round) |
name | Hold the Line |
description: Once per round a Trooper who would be forced to move, fall back, or break morale may make an immediate Will save (DC 10 + 1 per 5 HP lost this encounter) to hold position instead. On a success the Trooper stands and keeps fighting; on a failure they give ground normally. Player-visible: the line bends but does not break -- a Trooper steadies, shouts the creed, and stays.
Fragmentation Grenade
| Field | Value |
|---|---|
actionCost | Standard (1/encounter) |
name | Fragmentation Grenade |
description: Each Trooper carries one frag grenade. Thrown as a standard action to a point within 40 ft: 2d6 ballistic in a 10-ft burst, DC 13 Reflex for half. Player-visible: the Trooper arms it on a shouted count of three and every head in the room goes down.