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14 Steelbreakers Legion

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14th Steelbreakers Legion


The 14th Legion was created from the scattered remnants of the 3rd, 4th, and 7th Legions, ea
ch devastated in battles near and far. The disparate soldiers and leadership clashed, leading to
the least effective fighting unit in the Empire and that was right around the time Skysplitter w
as given his Generals star. His detractors, who claimed he was uncontrollable and more of a ris
k than an asset, gave the deplorable legion to the new general as a snide punishment. They ex
pected they would all be lost in a battle somewhere, and that would be the end of that.
Skysplitter, however, had other ideas in mind. To solve the clashes of status, race, and hist
ory between his disparate soldiers, he stripped them all of their names even himself. Their na
mes each became Soldier, replaced by his or her comrades upon accomplishing something on t
he battlefield. Use of other names was punishable by lashes. The change was jarring at first, an
d only Skysplitters strength and legendary reputation prevented all-out mutiny.
It was after their first major battle that the strategy paid off. Hostilities between the men h
ad lessened replaced by hostility towards the legions leadership and so the legion fought re
asonably well against an attacking tribe of trolls. But what happened after was near miraculous
the men clamored over each other, boasting not of their own deeds but those of their comra
des, simply to give him or her a new name based upon them. In a single battle, the men and w
omen of the 14th Legion were given their names.
In the years since, the naming tradition of the 14th has carried on. New recruits are given t
heir new names after their first battle, which is seen as a sort of coming-of-age ritual. The resul
t is a fighting force bound by blood and name. The soldiers who return home often decide to k
eep their new names, even after their service.

14th Steelbreakers Legion


It was two years later that the Legion itself earned its own
name. The 9th Imperial Legion went rogue, following their trait
or general intent on becoming an independent warlord. The 1
4th was sent to stop them. Outnumbered and facing a veteran
foe, Skysplitters men had little hope from a logistical standpoi
nt. The two legions met on the Plains of Panish, the traitor legi
on presenting their spears to the 14th like a wall of steel.
Faced with such a spear line, Skysplitter ordered his cavalry
to dismount and face them like men. Stories are still told of t
he reckless, ferocious charge of the 14th Legion that day, and o
f how they broke the steel wall of the 9th traitor legion.
Today, years after the Battle of Panish, the 14th Steelbreak
ers live on, if only by their grit. With few new recruits joining t
he ranks, the remaining men of the depleted legion are vetera
ns of years of some of the most brutal warfare in the Empires
history. Still, even at just over half their normal fighting strengt
h, only a fool would underestimate the strength of the 14th Ste
elbreakers Legion.

General Skysplitter the Dragonhearted


General Skysplitter the Dragonhearted was born Leontil, a large Litorian village lo
ng assimilated into the Empire. And he was born *awesome*, a large child who qui
ckly grew into a much larger adult, standing closer to seven feet than six and all mus
cle. He grew up a fighter, and knew that was what he wanted to do - and the best
outlet for that was the Imperial Army.
His ferocity and propensity to charge headlong at the enemy without orders pisse
d off a lot of his superiors, but it impressed the ones who mattered, and he grew st
eadily through the ranks on a path of blood and steel. He was granted his General s
tar, supposedly, when he single-handedly slew a terrible red dragon that had annihil
ated the rest of his platoon. It's also said he consumed said dragon's heart, making
him an immortal warrior. Whether or not that's true doesn't really matter - he has a
reputation, and he lives up to it.
As a general, Skysplitter has proven himself a master of strategy - so long as that
strategy involved crushing the enemy with overwhelming might. His straightforwar
d, brutal tactics have led his legion, the 14th "Steelbreaker" Legion, to victory time a
nd again. And despite his unconventional methods of inspiring - "What are ye doo
n', ye bebies? Quit suckin' on yer momma's teat and kill the basterds!" - he has deve
loped an unshakable bond with his men. He rewards his soldiers purely on their mer
it and skill in battle, and he leads from the front - crushing the enemy beneath the h
ooves of his war cat, Rosy, who he never tamed, so much as earned her respect.
And fittingly so, for the Imperial Army never truly tamed Skysplitter himself - he is
not given missions so much as unleashed upon the foe to destroy utterly. He shows
no mercy in battle and expects none in return.

Skysplitter the Dragonhearted, CN Litorian


Savage Tactician 3, Beast Rider 2, Warlord 1, Mammoth Rider 1
HP 106 [134], AC 24 [20], Touch 12, FF 23 (10 + 11 armor + 1 dex + 1 nat
ural + 1 deflection)
CMD 24 [28], CMB +12 [16]
Speed 20, Init +4
[Raging]: +8 str/con, -4 AC, +2 attack, +2 will, 18 rounds
Str 18 (20) [28], Dex 15, Con 18 [26], Int 11, Wis 10, Cha 16 (18)
BAB +7/+2, Fort 9 (11) [15], Ref 5 (7), Will 2 (4) [6]
Feats: Boon Companion, Mounted Combat, Ride-by Attack, Spirited Charg
e, Leadership
Traits: Coherent Rage: Handle Animal, Armor Master
Skills: Diplomacy 3 (10), Handle Animal 7 (14), Intimidate 7 (16), Ride 7 (1
2), Sense Motive 7 (10), Survival 4 (9)
Melee: +1 Furious Greatsword +13/+8 [+21/+16], 2d6+8[+15] (19-20x2),
x3 when mounted charge
Gear:
+2 Hellknight Plate (Armor Check Penalty -3)
Belt of Giant Strength +2
Headband of Charisma +2
Amulet of Natural Armor +1
Cloak of Resistance +2
Ring of Protection +1

Racial Abilities:
-Low Light Vision
-Scent
-+2 on Intimidate, Perception, and Survival
Abilities:
-Infuriating Spirit (Add Cha bonus to rage rounds, allow allies to
rage with half benefits/penalties)
-Reckless Abandon (-2 AC, +2 attack when raging)
-Inspire Ferocity (move action to grant allies Reckless Abandon
for cha rounds)
-Feral Fighting (Two allies benefiting from Inspire Ferocity flanking
the same creature gain +2 damage)
-Inspiring Presence (When raging, allies within 30 ft gain +1
saves vs fear)
-Rage (+4 str/con, +2 will, -2 AC) 18 rounds
-Rage Power: Ferocious Mount
-Challenge 1/day
-Exotic Mount: Warcat
-Order of the Claymore (+1 intimidate, add perform/survival to
class list)
-Mighty Blade: double damage with greatsword on mounted
charge, or triple with Spirited Charge
-Tactician: Amplified Rage (+4 str/con when adjacent to another
raging creature)
-Combat Leader (All allies within 50ft get +2 Init)
-Commanding Presence (All allies that can see me gain +1
attack/damage)
-Inspirationg (3+cha/day, all allies within 30ft gain 1d6 temp hp,
standard action)

Bridgecrusher, the Indomitable Orc


Skysplitter's elite bodyguard unit is led by his truste
d second-in-command, Bridgecrusher, a monster of an
orc who earned his status, it is said, by single-handedl
y holding a bridge against an enemy platoon while the
rest of the legion captured their camp. When reinforce
ments moved to take the bridge, they expected to find
it overrun - instead, they found it destroyed, and a wet
and bloody but alive orc standing on the bank.
Bridgecrusher, given his name through deed (as is n
ow tradition in the 14th Steelbreakers), commands th
e legion's cavalry forces, a vicious wall of steel and lan
ces Skysplitter frequently uses to break the enemy's ba
ttle line before the rest of his forces move in. As such,
Bridgecrusher is a blooded warrior who has kept his p
osition by surviving charge after charge against terrible
odds.

Bridgecrusher, CN Orc
Aegis 6
HP 65, AC 24, Touch 11, FF 23 (10 + 9 armor + 1 dex + 4 shield), DR 4/-, CMD 22, CMB +11, Speed 20, 50 mounted, Init +1
Str 19 (21), Dex 12, Con 14 (18), Int 11, Wis 10, Cha 6
BAB +6/+1, Fort 7, Ref 3, Will 5
Feats: Weapon Focus: Greatsword, Shield Focus: Heavy, Power Attack
Special Abilities: Astral Repair, Form Astral Suit, Craftsman +2, DR 3/-, Invigorating Suit, Reconfigure 2/day, Augment Suit
Skills: Acrobatics +10, Autohypnosis +9, Craft (Blacksmithing) +11, Ride +7
Melee: Greatsword +11/+6, 2d6+9, 19-20x2
Astral Suit: Juggernaut (Half Plate), Fortification (25%), Hardy 2 (+4 Con), Stalwart (Mettle), Improved Armor (+1 AC), Brawn (+
2 Str), Improved DR (+1), Powerful Build, Evasion
Gear:
-+1 Greatsword
-+1 Heavy Steel Shield
-Riding Worg
Power Points: 9

Steelwall, the Once-Thane


Steelwall, it is said, was once the thane of
a minor dwarven hold that was overrun by
goblinoids. In his quest for vengeance, he
hunted the beasts to their stronghold in a notso-distant wood. They were too much for a
single dwarf to handle on his own, but
Steelwall was going to try.
As it happened, a scouting company from
the 14th Steelbreakers was similarly searching
for the hold of these goblinoid raiders. The saw
the smoke from a distance and found Steelwall
cutting down goblins as they fled their burning
fortress. With the scouts help, the creatures
were destroyed, and with little else to live for,
the once-thane joined the 14th Steelbreakers.

Steelwall, N Dwarf
Armor Master 6
HP 58, AC 25, Touch 14, FF 23 (10 + 10 armor + 2 dex + 3 shield), DR 3/CMD 21, CMB +9
Speed 20, Init +2
Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 6
BAB +6/+1, Fort 8, Ref 3, Will 3
Feats: Improved Shield Bash, Shield Focus: Heavy, Weapon Focus: Dwarven Waraxe, Two-Weapon Fighting, Weapon Specia
lization: Dwarven Waraxe, Missile Shield, Shield Slam
Special Abilities: Deflective Shield (+2 Touch AC), Armor Training (-1 armor check, +1 Max Dex), Armored Defense (DR 3/- i
n Heavy Armor)
Skills: Ride +11, Survival +10
Melee: Waraxe +11/+6, 1d10+5, 20/x3
or Waraxe +9/+4, 1d10+5, Shield Bash +8, 1d6+2 plus Bull Rush
Gear:
Masterwork Dwarven Waraxe
Masterwork Spiked Heavy Steel Shield
+1 Full Plate

Gatesmasher, the Outcast


The life of a half-race is difficult just ask any half-orc
trying to live in a human city. Things were much worse for
Gatesmasher, whose mother was an orc and father was an
ogre neither of whom make up the most tolerant of
societies. Cast out by both her peoples, Gatesmasher
became a bandit, preying mostly on orcs and goblinoids in
revenge.
It was one such attack that led to her joining the 14th
Steelbreakers. Scouts from the legion witnessed her
tossing a wagon into a group of orcs before charging forth,
her hair aflame with blue fire and rage. The scouts were
unsure what to make of such a sight and so reported back
General Skysplitter demanded the return, track her
down, and recruit her, loading them up with gold to
accomplish just that.

Gatesmasher, CN Ogrekin Orc


Untouchable Rager 5
HP 58[68], AC 21[18], Touch 13, FF 18 (10 + 5 armor + 3 dex + 3 natural), [SR 13]
CMD 21, CMB +9
Size: Large, Speed 40, Init +3
[Bloodrage]: Size: Huge, +6 str, +4 con, -2 dex, -1 attack, -3 ac, +2 will
Str 23 [29], Dex 16, Con 18 [22], Int 8, Wis 10, Cha 4
BAB +5, Fort 9 [10], Ref 5, Will 2 [3]
Racial Traits: +3 Natural Armor, Low-Light Vision, Oversized Maw (Gain 1d4 bite attack), Light Sensitivity
Feats: Multiattack, Power Attack, Improved Natural Attack: Claw
Special Abilities: Abyssal Bloodline, Claws (Magic Weapons, 1d8+strength, Demonic Bulk (grow to Huge when bloodraging), Blood
rage- 16 rounds, Fast Movement, Uncanny Dodge, Blood Sanctuary, Improved Uncanny Dodge, Raging Resistance (SR 8+level whe
n raging)
Skills: Survival +9
Melee: Greataxe +10, 1d12+15, 20x3
[2 Claws +10, 3d6+9]
Bite +7[+8], 1d4+3[1d6+4]
Gear:
Masterwork Greataxe
+1 Chain Shirt
Cloak of Resistance +1

Tramplehoof, the Fallen Knight


The only human commander of the 14th Steelbreakers,
Tramplehoof was once a noble knight of some Order or
another. She failed her corrupt and petulant lord in an
impossible task and was cast out, a victim of political
intrigue. A fallen knight has little place in the courts of
lords, and so Tramplehoof made her way as a mercenary
bodyguard.
She missed her old life, however, and so snuck into a
grand tournament under closed helm and false banner.
Her harsh work as a mercenary had hardened her, and she
found herself steadily working her way up the ranks of the
tourney. Jealous, another knight revealed her true identity
and would have had her executed but for the presence of
General Skysplitter. The commander of the legion
demanded the two knights battle to the death.
Tramplehoof easily bested her detractor, and so was
recruited.

Tramplehoof, LG Human
Warding Bastion 6
HP 47, AC 23, Touch 11, FF 22 (10 + 9 armor + 1 dex + 3 shield)
CMD 20, CMB +9
Speed 20, 50 mounted, Init +1
Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 13
BAB +6/+1, Fort 7, Ref 3, Will 4
Feats: Mounted Combat, Iron Will, Ride-by Attack, Spirited Charge
Special Abilities: Challenge 2/day, Mount: Heavy Warhorse, Order: Knight Errant +2 attack/ac if mutual challenge, Tactician: Shield Wall,
Self Reliant: Reroll Will Save on second round, Vigilant Defender (All threatened squares are difficult terrain), Rampart Shield (All allies in
reach gain shield AC bonus equal to half own shield AC bonus), Banner (All allies within 60ft gain +2 saves vs fear and +1 attack on char
ge)
Skills: Diplomacy +10, Handle Animal +10, Know: Nobility and Royalty +9, Ride +10, Sense Motive +9
Melee: Lance +10/+5, 1d8+3, 20x3, x3 on mounted charge
Longsword +10/+15, 1d8+3, 19-20x2
Gear:
Masterwork Lance
Masterwork Longsword
Heavy Steel Shield +1
Masterwork Full Plate

Firerain, the Clever-Eyed


Hobgoblins are generally known for their cleverness,
and not in a good way. A hobgoblin merchant will swindle
you, a hobgoblin mercenary will betray you, and a
hobgoblin sorcerer is just a petty illusionist. Thats what
they say, anyway, and that makes earning an honest wage
as a hobgoblin difficult business.
Firerain, the youngest of the commanders of the 14th
Steelbreakers, always wanted to be an engineer but was
denied entry to academies and work at apprenticeships for
his race. Told that hobgoblins are only ever good at
destroying, not creating, the embittered Firerain began
designing siege weapons, cannons that spat fire as well
as cannonballs, bombards that sprayed cones of sharp
metal. Still he could find no patron at least, until General
Skysplitter needed quick replacement artillery and
purchased his entire stock. Impressed, the hobgoblin
engineer was recruited and placed in charge of the legions
artillery.

Firerain, NG Hobgoblin Artificer 6


HP 33, AC 21, Touch 13, FF 18 (10 + 6 armor + 3 dex + 2 shield) CMD 17, CMB +4, Speed 30, Init +3
Str 10, Dex 16, Con 15, Int 16, Wis 12, Cha 8
BAB +4, Fort 7, Ref 5, Will 6
Feats: Point Blank Shot, Precise Shot, Enlarge Spell
Racial Abilities: 60ft darkvision, Engineer: +2 craft Alchemy and Know: Engineer
Special Abilities: Elbow Grease (+4 on all Craft Checks), Jack of All Trades (use any skill untrained), Weird Science (4 charges/day), Ite
m Creation (can emulate spellcasters to make items), Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Magic Arms and Armor,
Metamagic Science, Empower Spell
Skills: Craft (Alchemy) +16, Craft (Blacksmithing) +14, Craft (Engineering) +14, Disable Device +12, Knowledge (Arcana) +12, Knowl
edge (Engineering) +14, Profession (Siege Engineer) +10, Spellcraft +12, Use Magic Device +8
Ranged: Pistol +9, 1d10+1, x4
Weird Inventions:
-Lightning Gun (6d6, 120ft line, DC 16 Reflex half)
-Shield Generator (+4 shield ac, 1d4+1 mirror images, 20% concealment for 6 rounds)
-2x Magic Missile Gun (3d4+3)
Gear:
-Masterwork Flintlock Pistol
-+1 Chain Shirt
-+1 Buckler

Unit Breakdown
Squad: 10 1st level soldiers led by 1 2nd level sergeant
Platoon: 3 squads led by 1 3rd level Lieutenant
Company: 4 platoons led by 4th level Captain
Regiment: 3 Companies led by 5th level Colonel
Brigade: 3 Regiments led by 6th level Brigadier General
Legion: 5 Brigades led by General
Total: 6,180 men

Companies
Infantry Company: 3 Infantry Platoons, 1 Rifleman Platoon
Infantry Platoon: 27 1st level fighters, 3 1st level Standard Bearers, 3 2nd level Drill Sergea
nts, 1 3rd level Strategist
Rifleman Platoon: 27 1st level musketeers, 3 1st level Standard Bearers, 3 2 nd level Drill Se
rgeants, 1 3rd level Strategist

Cavalry Company: 3 Light Cavalry Platoons, 1 Heavy Cavalry Platoon


Light Cavalry Platoon: 30 1 st level Horselords, 3 2nd level Horselords, 1 3rd level Strategist
Heavy Cavalry Platoon: 30 1 st level Gendarmes, 3 2nd level Cavaliers, 1 3rd level Strategist

Artillery Company: 3 Light Artillery Platoons, 1 Heavy Artillery Platoon


Light Artillery Platoon: 6 Cannons, 18 1 st level experts, 12 1st level musketeers, 3 2 nd leve
l Drill Sergeants, 1 3rd level Strategist
Heavy Artillery Platoon: 6 Bombards, 18 1 st level experts, 12 1st level musketeers, 3 2nd le
vel Drill Sergeants, 1 3rd level Strategist

14th Steelbreakers Legion


1st Brigade The Hellriders, led by Brig. Gen. Bridgecrusher
1st Regiment: 3 Cavalry Companies
2nd Regiment: 1 Infantry Company, 2 Cavalry Companies
3rd Regiment: 2 Infantry Companies, 1 Artillery Company

2nd Brigade The Unbreakable, led by Brig. Gen. Steelwall (80% heavy, 20% light)
1st Regiment: 2 Infantry Companies, 1 Cavalry Company
2nd Regiment: 2 Infantry Companies, 1 Cavalry Company
3rd Regiment: 2 Infantry Companies, 1 Artillery Company

3rd Brigade The Walltakers, led by Brig. Gen. Gatesmasher (80% light, 20% heavy)
1st Regiment: 2 Infantry Companies, 1 Cavalry Company
2nd Regiment: 2 Infantry Companies, 1 Cavalry Company
3rd Regiment: 2 Infantry Companies, 1 Artillery Company

4th Brigade The Roughriders, led by Brig. Gen. Tramplehoof


1st Regiment: 1 Infantry Company, 2 Cavalry Companies
2nd Regiment: 1 Infantry Company, 2 Cavalry Companies
3rd Regiment: 1 Infantry Company, 1 Cavalry Company, 1 Artillery Company

5th Brigade The Deathbringers, led by Brig. Gen. Firerain


1st Regiment: 1 Cavalry Company, 2 Artillery Companies
2nd Regiment: 1 Infantry Company, 2 Artillery Companies
3rd Regiment: 1 Infantry Company, 2 Artillery Companies

Units
Heavy Infantry: Fighter 1, Heavy Armor, Longsword, Tower Shield, HP 11, AC 23, Touch 10, Init +0, Speed 20, Fort 3, Ref 0,
Will 2, CMD 12, CMB +2, Attack: Longsword +0 1d8+1
Pikeman: Fighter 1, Heavy Armor, Longspear, HP 11, AC 16, Touch 10, Init +0, Speed 20, Fort 3, Ref 0, Will 2, CMD 12, CMB
+2, Attack: Longspear +3, 1d10+1, Special: brace, reach, no cover from allies
Light Infantry: Fighter 1, Light Armor, Light Shield, Shortspear, HP 10, AC 17, Touch 11, Init +1, Speed 30, Fort 2, Ref 1, Will
2, CMD 13, CMB +2, Attack: Melee or Thrown Spear +3, Gladius +2, 1d6+1, Special: +1 to all saves per adjacent ally
Rifleman: Musketeer 1, Light Armor, Buckler, Musket w/ Bayonet, HP 10, AC 16, Touch 11, Init +1, Speed 30, Fort 2, Ref 1,
Will 0, CMD 13, CMB +2, Attack: Musket +2 1d12, Bayonet +2, 1d6+1, Special: point blank shot, far shot
Heavy Cavalry: Gendarme 1, Heavy Armor, Heavy Shield, Lance, HP 11, AC 18, Touch 10, Init +0, Speed 50, Fort 3, Ref 0, Will
2, CMD 12, CMB +2, Attack: Lance +2 1d8+1, Special: cavalry formation, x2 damage on charge, warhorse
Light Cavalry: Horselord 1, Medium Armor, Heavy Shield, Lance, Javelins, HP 10, AC 18, Touch 11, Init +1, Speed 55, Fort 2,
Ref 1, Will 2, CMD 13, CMB +2, Attack: Lance +2 1d8+1, Javelins +2 1d6+1, Special: cavalry formation, x2 on charge, warho
rse
Standard Bearer: Standard Bearer 1, same as attached infantry but flag instead of weapons, Special: +1 attack/damage for all
ies, +1 attack on charge, +3 saves vs. Fear

Reduced Strength
61% strength = 3,782 men
1st Brigade: 649 men
2nd Brigade: 753 men
3rd Brigade: 692 men
4th Brigade: 816 men
5th Brigade: 872 men

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