Spaceships and Starwyrms Preview: the Marshal

A Hanadarian in a sparkling blue cloak gestures to her allies in a space station hangar. Her insightful commands spur her team to action against the encroaching sentinel robots.

An Eezonite shouts a warning to the comrade at their side, calling out the incoming plasma grenade before it explodes.

Leveling a greatsword at the oncoming enemy, a wizened W’uther addresses the soldiers at his flank with inspiring words to bolster their morale and fill them with strength.

Marshals are warriors who have trained in the arts of strategy and battle, but their strength lies not in the fight itself, but rather in bringing out the best in those who fight at their side. Some inspire valor from the front of the field, others protect all those around them, and some move with tactical efficiency.

Selfless Commanders and Artful Strategists
A marshal has many abilities that improve the combat capabilities of their allies but few abilities that affect themselves. In many cases, they give up their own actions purely for another person’s success. They are a warrior who views the bigger picture and rarely seeks personal glory. They have abilities that grant allies additional movement, attacks, and protect them from harm.

Marshals utilize a special set of skills and knowledge, represented by a pool of dice called tactics dice, which they use to actively seek the advantage for their side in a conflict. They have a bevy of skills and unique abilities that create opportunity at ever level of combat. The difference between loss and victory often boils down to the presence of a marshal among a fighting force.

Creating a Marshal
When creating a marshal, consider the training your character received and how they came to learn the art of strategy. Unlike other combat-focused classes, the marshal emphasizes ingenuity and a deep understanding of the field of battle and those who inhabit it. Such knowledge rarely comes without years of study and practice. While a marshal doesn’t have a specific focus on Intelligence or Charisma in regard to their abilities, it may behoove you to boost the score that best reflects your marshal’s particular style of influence.

Quick Build
You can make a marshal quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Intelligence or Charisma, and then Constitution. Second, choose the soldier background. Third, choose skills that use your best ability scores and select the following starting equipment: a plasma pistol, a plasma rifle, a longsword, an energy shield, a carbon fiber vacsuit, and a personal energy barrier mark I.

Class Features

The marshal is a new class created for Spaceships and Starwyrms, but most, if not all, of the mechanics associated with the class will work in standard 5th edition games. As a marshal, you gain the following class features.

Hit Dice: 1d8 per marshal level
Armor Proficiencies: All armor and shields
Weapons Proficiencies: All weapons
Tools Proficiencies: None
Saving Throws Proficiencies: Strength, Wisdom
Skills Proficiencies: Choose three from Acrobatics, Athletics, Computers, Deception, History, Insight, Intimidation, Investigation, Mechanics, Medicine, Perception, Persuasion, Piloting, and Survival

Equipment: You start with the following equipment, in addition to the equipment granted by your background.

  • A weapon costing 1000 cc or less.
  • A simple weapon costing 500 cc or less, or a shield.
  • A suit of armor costing 2000 cc or less.
  • A credstick with 2000 cc.

Path of Affinity
When you reach 3rd level, you further specialize your leadership abilities, choosing to master the art of the forward assault, the defensive formation, or the inspiring voice. Select the Path of the CommanderPath of the Guardian or Path of the Herald.

The Full Marshal suite of flavor and abilities will be found in the Spaceships and Starwyrms: Core Sourcebook.

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