Slack 'n' Hash

Officers

Ensigns

When looking at the lower ranks of officer, the terms 'ensign' and 'lieutenant' are those that are bound to turn up. These are the people who've only just got their commissions. At the earliest stage of their career, they tend to be fresh out of the academy, still used to privilege and luxury and hardly accustomed to command. Thanks to his higher pay and plenty of money sent over from Pater, he has a decent set of armour, but if he's in charge of a platoon of infantrymen, chances are he doesn't yet have a horse. If the ensign were part of a cavalry unit this would of course be a different story. See the mounted grunt (snigger) in the article about grunts.

Ensign, male human Ari1: CR ½; Medium Humanoid (Human); HD 1d6; hp 3; Init -1 (Dex); Spd 30 ft.; AC 15 (-1 Dex, +4 armor, +2 shield), touch 9, flat-footed 15; Base Atk +0; Grp +1; Atk +1 melee (1d8+1/19-20, longsword) or -1 ranged (1d8/19-20, light crossbow); Full Atk +1 melee (1d8+1/19-20, longsword) or -1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; AL LN; SV Fort +0, Ref +1, Will +1; Str 13, Dex 8, Con 11, Int 10, Wis 9, Cha 12.
     Languages: Common.
     Skills and Feats: Diplomacy +5, Handle Animal +5, Knowledge (nobility and royalty) +4, Ride +3, Sense Motive +3; Lightning Reflexes, Mounted Combat.
     Possessions: Longsword, light crossbow, 10 bolts, chain shirt, heavy wooden shield, traveller's outfit, noble's outfit.

Total Equipment Cost: 234 gp (includes the horse).

Lieutenants

Once the ensign can be trusted with the command of soldiers, he is known as a lieutenant and is placed in charge of a platoon. This usually means three or more sections of ten to twelve men, each of which is headed by a corporal. A sergeant sees to most of the important day-to-day business of the platoon and generally helps keep the lieutenant from getting his platoon wiped out. While the lieutenant is expected to lead his troops in combat, he is rarely the most experienced soldier. He brings a different set of skills to the platoon, giving them their marching orders and passing on instructions from his superiors. In time he learns a bit about soldiering as well, beyond just riding about on a horse and looking dashing.

Lieutenant, male human Ari1/War1: CR 1; Medium Humanoid (Human); HD 1d6 plus 1d8; hp 8; Init -1 (Dex); Spd 30 ft.; AC 15 (-1 Dex, +4 armor, +2 shield), touch 9, flat-footed 15; Base Atk +1; Grp +2; Atk +1 melee (1d8+1/19-20, longsword), +1 melee (1d8+1/×3, lance) or -1 ranged (1d8/19-20, light crossbow); Full Atk +1 melee (1d8+1/19-20, longsword), +1 melee (1d8+1/×3, lance) or -1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft. (10 ft. w/ lance); AL LN; SV Fort +2, Ref +1, Will +1; Str 13, Dex 8, Con 11, Int 10, Wis 9, Cha 12.
     Languages: Common.
     Skills and Feats: Climb +0, Diplomacy +5, Handle Animal +5, Intimidate +2, Jump -2, Knowledge (nobility and royalty) +4, Ride +3, Sense Motive +3; Lightning Reflexes, Mounted Combat.
     Possessions: Longsword, light crossbow, 10 bolts, chain shirt, heavy wooden shield, traveller's outfit, noble's outfit.

Warhorse, Light: CR 1; Large Animal; HD 3d8+9; hp 22; Init +1 (Dex); Spd 40 ft. (armour); AC 18 (-1 size, +1 Dex, +4 natural, +4 armour), touch 10, flat-footed 17; Base Atk +2; Grp +9; Atk +4 melee (1d4+3, hoof); Full Atk +4 melee (1d4+3, 2 hooves), -1 melee (1d3+1, bite); Space/Reach 10 ft./5 ft.; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
     Skills and Feats: Listen +4, Spot +4; Endurance, Run.
     Possessions: Scale mail barding, military saddle, bit and bridle, saddlebags.

Total Equipment Cost: 580 gp (includes the horse).

Captains

When a Lieutenant proves himself, he gets promoted to the rank of captain. This equates to more responsibility, since he gets command of a company of soldiers. A company consists of two or more platoons, each commanded by a Lieutenant. A Captain is, hopefully, more worldly and experienced than a Lieutenant, and though he may still (behind his back) be the subject of the odd rendition of Balls to all the Officers, a Captain who has distinguished himself on the field and leads from the front may be more respected by his men. He's more in his element among other privileged types, though, dealing with regimental politics and attending lavish balls and parties, and supplementing his officer's salary with income from gambling. He's got quite a poker face by now; a Sergeant may find himself harder put to run rings around him. On the other hand, a Company Sergeant-Major who's used to responsibility and organising the NCOs of more than one platoon, is going to have the time of his life. The captain ain't seen nothin' yet.

It's generally around the rank of captain or thereabouts that an officer can be considered 'dashing'. Ensigns are wet behind the ears, barely out of the academy. A Lieutenant might be seen as promising, but it's only once they've been promoted out of that rank that they might finally be seen as 'going places'. It's the chance of advancement, the nice uniform and the (suitably edited) tales of combat that help turn the ladies' heads.

By the time you've started using NPC officers of this rank or above, you should really think twice before using 'cookie-cutter' statblocks. Captains are in charge of a lot of men and should really be major NPCs in their own right. That said, if your PCs are attacking a top military HQ where a lot of officers are gathered, this statblock may save you some time.

Captain, male human Ari2/War2: CR 3; Medium Humanoid (Human); HD 2d6 plus 2d8; hp 16; Init -1 (Dex); Spd 30 ft.; AC 16 (-1 Dex, +5 armor, +2 shield), touch 9, flat-footed 16; Base Atk +0; Grp +1; Atk +5 melee (1d8+1/19-20, longsword) or +5 melee (1d8+1/×3, lance) or +2 ranged (1d8/19-20, light crossbow); Full Atk +5 melee (1d8+1/19-20, longsword) or +5 melee (1d8+1/×3, lance) or +2 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft. (10 ft. w/ lance); AL LN; SV Fort +3, Ref +1, Will +3; Str 13, Dex 8, Con 11, Int 10, Wis 10, Cha 12.
     Languages: Common.
     Skills and Feats: Climb -0, Diplomacy +10, Handle Animal +6, Intimidate +3, Jump -1, Knowledge (nobility and royalty) +5, Ride +6, Sense Motive +7; Lightning Reflexes, Mounted Combat, Negotiator.
     Possessions: Masterwork longsword, lance, light crossbow, 10 bolts, masterwork breastplate, masterwork heavy steel shield, traveller's outfit, noble's outfit.

Warhorse, Heavy: CR 2; Large Animal; HD 4d8+12; hp 30; Init +1 (Dex); Spd 35 ft. (armour); AC 19 (-1 size, +1 Dex, +4 natural, +5 armour), touch 10, flat-footed 18; Base Atk +3; Grp +11; Atk +6 melee (1d6+4, hoof); Full Atk +6 melee (1d6+4, 2 hooves), +1 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
     Skills and Feats: Listen +5, Spot +4; Endurance, Run.
     Possessions: Chainmail barding, military saddle, bit and bridle, saddlebags.

Total Equipment Cost: 1,981 gp (includes the horse).


Last modified: 26/11/08. All material ©2003-8 its creators.

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