Medium Cavalry
Medium Cavalry are the mounted parrallel to the Medium Foot.
This Package Deal comes complete with a Medium Warhorse. This Warhorse is exceptional for its kind; use the writeup in the HERO System Bestiary as a starting point and the player may improve the Horse subject to the GM's veto up to the points available.
The Horse does not come with barding, tack, or saddle, but a lenient GM may waive the tack and saddle at least.
Cost Ability
55 Medium Foot Package Deal
16 Mounted Fighting Skills Package Deal
10 Deadly Blow: +1d6 Killing, any circumstance, any HtH weapon
24 Medium Warhorse (75 Base; 175 -55 Disadvantages = 120/5=24 Real Cost)
105 Total Cost of Abilities
Value Disadvantages
0 None

+105

Total Cost of Package

Basic Package Deals
Medium Foot
Medium Foot typically fight, as the name would indicate, on foot. They generally wear chain or other medium armors and wield heavier one-handed weapons in conjunction with a shield. Medium Foot concentrate on a powerful mix of manueverability, quickness, skill, technique and brute force.
Medium Foot provide a potent middle ground between the various extremes of fighting, and might possibly be the best all-around type of generalist fighter.
Cost Ability
3 Strong: +3 STR
3 Quick: +1 DEX
10 Nimble: +1 SPD
2 Sturdy: +1 CON
2 Durable: +1 BODY
2 AF: Medium Armor Proficiency
1 AF: Shield Proficiency
4 WF: Common Melee, Common Missile
2 Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor
16 Choose One:
 
  • Combat Skill Levels: +2 All Combat
 
  • Combat Skill Levels: +2 DCV and
    +2 OCV w/ Tight Group
 
  • Skill Levels: +1 Overall Level and
    +2 OCV w/ Tight Group
2 PS: Warrior
3 Tactics
3 Fast Draw
1 Warrior Elite: Right to Bear Arms or Equivalent For Culture
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
10 Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack  (Trigger: when current opponent is killed in battle and there is another opponent  in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs 1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
20 Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent  in HtH Range attack that opponent; Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +1/2) for up to 60 Active Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;  Note: Trigger resets automatically after an opponent is slain; the character has no choice about using the ability -- if there is an opponent in HtH range they must attack them and further if there are multiple opponents the GM can decide which is attacked based upon events in play.
4 Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
4 Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
7.5 Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any medium weapon 
7.5 Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less BODY, any weapon
10 Precision: Find Weakness 11-: One Attack (choose)
+10
  • More Precise: Increase Find Weakness to Tight Group
+20
  • Incredibly Precise: Increase Find Weakness to All Attacks
+10
  • Reliably Precise: Find Weakness to 13-
+40
  • Always Precise: Find Weakness to 17-
6 Shifty: Combat Luck (3 PD/3 ED)
4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Medium Armor (-1/2)
5 Active Sheild Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield; -1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END per Phase
5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
-2 Bad Knees: -1" Run
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Warriors Code (Uncommon, Moderate)
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-5 Social Limitation: Grunt (Services command less money; thrown into the thick of battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Mounted Fighting Skills
Some people recieve training to fight from the back of a mount, or develop it by necessity on their own..
Cost Ability
4 Mounted Warrior (HtH)
4 Mounted Warrior (Ranged)
5 Riding +1
3 Mounted Fighting: +1 All Combat; Only while Mounted (-2)
Value Disadvantages
0 None

+16

Total Cost of Package