GLOG Class: Warlord
Some say that power derives from their blood, from their excellence in governance, or even from a right granted by their gods. You know better - power comes from your ability to destroy all those, who will deny your will. It doesn't matter if you were born of the noblest blood or in the gutter - it matters what blood you can spill. It doesn't matter if you can make a land a better place to live if you can not make it die with a single order. It doesn't matter whether G_ds support your reign or try to stop you - if they get in your way, you will crush them like all the rest that came before.
WARLORD: Starting equipment: A non-magical weapon, a shield, chain mail, a dagger hidden where they least expect it and a traitor to crush.
Starting skill: roll 1d6: 1. Intelligence 2. Propaganda 3. Logistics 4. Explosives 5. Military Engineering 6. Medicine
- A: Formations!, Crush Their Spirits, +2 to-hit
- B: Father to his men, +1 Attack
- C: Never Break Formation, Bloody Banner +2 to-hit
- D: Undefeated, +1 Attack
Formations!:
As long as you and minimum three other people form a tight formation (It doesn't matter if it is a shield wall, a roman turtle or anything else) you all gain +2 to defense.
Crush their spirits:
If your enemies can be intimidated, their morale is treated as if it was lower by 2.
Father to his men (or mother to her women, or parent to their people, or any other combination you want. Anyone clap can clap be clap a clap warlord):
The amount of hirelings you can have in a dungeon is increased by 6. You can also organize up to a hundred troops without any issues - any more and you need subofficers, but you need not fear mutiny unless you really screw up, even if your troops are a horde of looters.
Never Break Formation:
Each time you or those under your command fail a morale roll or a save against fear, this person can decide to take d4 non-lethal damage to succeed instead.
Bloody Banner:
You attract warriors who can see your greatness, as well as the opportunities in the blood you spill. When you gain this template, you are joined by the following warriors, who are loyal to you as long as they get to loot a place at least once per season, or are granted land and the ability to tax it (in case of the Men At Arms) or some sort of a policing job (in case of the lower ranks) together with its spoils:
- 2 Men At Arms (2 HD, heavy armour, heavy melee weapon, can join you in dungeons but they demand a share of the treasure, 10 Morale)
- 4 Freeshooters (1 HD, light armour, heavy ranged weapon, can join you in dungeons but they demand a share of the treasure, 10 Morale)
- 8 Soldiers of Fortune (1 HD, medium armour, medium melee weapon, medium ranged weapon, can join you in dungeons but they demand a half-share of the treasure and will prefer to keep themselves to the backlines, 8 Morale)
- 16 Scum (1 HD, light armour and light/improvised weapons, can join you in dungeons for some extra pay (1/2 the normal cost of hirelings), but don't expect them to risk their lives, 6 Morale)
They see you as an opportunity to earn, but will follow you into danger - just don't expect them to die for you. Each season you let your people loot or rule, roll 1d4 and gain another group of soldiers. You don't need to feed them as long as they can "live off the land" - an euphemism for extortion or over-hunting or have jobs on lands controlled by you. When met with an opportunity to pillage and ordered by you to stop, they have a 4-in-6 chance to follow your order. Raise it to a 5-in-6 if you have executed a person for insubordination last year.
If going for an expedition (like into the wilderness) they expect some sort of a reward, like a pillaging opportunity.
Undefeated:
In a pitched battle forces led by you will never lose, as long as you have at least 1/3 the amount of soldiers as your foe has (heavy soldiers or cavalry counting as 4 people, shooters and other well-trained ones counting as 2). You can hold a fortified position three times longer than it should be possible.