Militiaman
Package Type: Basic
Package Source: WHFRPG2e
Militias are part-time local defence forces, formed largely from rural peasantry. Members agree to spend a certain amount of time each year -- usually seven days -- practicing together on common land. Even this small amount of training can be the difference between life and death on the blood soaked battlefields of the Old World.
Militai Captains are either civil leaders or retired military types. Some militias must provide their own equipment, while the local nobility equips others. This means that while some militia groups appear for duty in smar uniforms and well maintained equipment, others have little more than patchwork clothing and hunting bows.
Cost Ability
3 Animal Care: Animal Handling
5 Dodge Blow: Either (+1 DCV) or (Martial Dodge and Reputation ("Hard to Hit", Small Group 11-))
Select One
3 Drive: TF: Wagons, Carts, Chariots
Swim: +3" Swimming
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3 Gamble: Gambling
Gossip: Conversation
3 Outdoor Survival: Survival
3 Perception: +1 All PER
3 Search: Concealment +2, Only To Detect (-1 1/2)
3 Trade (Choose one): PS: Choose one
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6 Specialist Weapon Group (Two-handed): WF Two-handed Weapons and +1 OCV with Two-handed Weapons and Reputation ("Master of Two-handed Weapons", Small Group 11-)
Rapid Reload: Either (Fast Draw +8, Only to Reload (-2)) or (6 Points of Partial Buy Off for "Extra Time To Reload" Limitation)
6 Strike Mighty Blow: Either (+15 STR, Only For Damage (-1 1/2), No Figured Characteristics (-1/2)) or (Offensive Strike and 1 Weapon Element of Choice)
38
Total Cost Of Abilities
Value Disadvantage
0 None
38
Total Cost of Package
Cost Options and Miscellaneous Information
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? Trapping: Halberd
Trapping: Bow with 10 Arrows
var Trapping: Light Armour
var Trapping: Uniform
var Career Entry: Artisan
var Career Entry: Bailiff
var Career Entry: Burgher
var Career Entry: Fisherman
var Career Entry: Merchant
var Career Entry: Peasant
var Career Entry: Tradesman
var Career Entry: Woodsman
var Career Exit: Artisan
var Career Exit: Fieldwarden
var Career Exit: Mercenary
var Career Exit: Messenger
var Career Exit: Outlaw
var Career Exit: Sergeant
var Career Exit: Thief