So, the OSE fighter class is still not doing it for you, even after the optimizations in article one of this series? Well, let's keep looking for some more official inspirations and options published in the official 'zine publications, in this case, Carcass Crawler Issue One.
In this issue, we get the gargantuan player race (CC1, p21), and when used as a stand-alone character option, can level to 10th level as a fighter. This race can also wield two-handed weapons with one hand, using the OSE "attacking with two weapons" rule (OSEAFP, p236), for a -2 on the primary weapon and a -4 on the secondary, and two attacks a turn total.
Combine that with the high strength to-hit modifiers of the gargantuan, the high damage of two-handed weapons, weapon proficiencies (OSEAFP, p23), and you will have a beast of a half-giant character who is a literal wrecking machine in combat, even at level one. This is one of the most potent melee builds in the game, and you do not need to mod the game to have it with official rules sources.
There are other races here that make for some excellent fighter options, such as the goblin getting a +2 AC versus large creatures (CC1, p22), making them an excellent choice as a defensive "nut" versus dragons and other large beasties, especially in plate mail with a shield. The goblin can get to 8th level as a fighter, which is good given the scope of most campaigns.
The infravision and detection options of goblins are also convenient, along with a high CON-based resistance save modifier. With a CON of 15-17, they get a +4 to all saving throws versus poison, spells, and magic wands, rods, and staves (CC1, p22)! That is a crazy good saving throw modifier, one of the best in the game. Do not sleep on a goblin fighter; they can be lethal and highly survivable.
We have rules for black-power weapons in this issue, too, perfect for high-seas swashbuckler and pirate-themed games, along with early colonial horror gaming settings, like Lamentations of the Flame Princess. OSE has you covered if you want to use this system with Renaissance and Colonial-Era gaming.
We have something for any type of fighter, too, even our brute or any other fighter in the game! We get Combat Talents (CC1, p28), which give our fighters new abilities at level 1, 5, and 10! We can select cleave, which provides us with a Swords & Wizardry-style ability to strike a second opponent when one is defeated. There are leadership, defensive, two-weapon, and other options here that beef up our fighter and make them feel like other old-school games in the OSR genre.
We have some great thief options here, too, but I may make a series devoted to thieves and making the most of those. We're focusing on fighters in this series.
The fighter in OSE was one of the weakest points in the game, with the base class feeling so basic and lacking options and abilities. I was so wrong about this! Even in the core rulebook, there are optimization options that can make you stand out as the party's front-line warrior. With this 'zine, the options get even better, and what was once a simple class has new races to add to the mix, along with selectable talents to give our fighters that extra flair they need to stand out in a crowd ...or a party of adventurers.
Highly recommended, and this makes an optimized build from the core rulebooks even better, and it gives players some of that customizability we have in other games like 5E, back to the player. It lets them specialize and tweak their builds to their playstyle.