Militia retainers are tough fighters who are trained to be watchful and deadly, if not very clever or talkative. They arrive in randomly determined armor, along with a random weapon depending on their quality.
Weak: CHA, INT, thinking laterally and making friends
Normal: WIS, CON, morale and toughness as well as staying alert to danger, perception, stealth, load
Strong: STR, DEX shooting and stabbing folks the boss doesn't like
Militia start with randomly determined equipment depending on their quality, but their patron may pay to upgrade them. Roll a D20 adding the appropriate modifier for the quality of the retainer.
Roll | Quality | Armor | Weapons | Notes & Other Equipment |
---|---|---|---|---|
1-4 | Poor | No Armor | No Weapon | Beggars |
5-8 | Poor | No Armor | Simple Missile | Scum |
9-12 | Poor | Light Armor & Shield | Simple Melee | Thugs |
13-16 | Standard | Light Armor | Martial Missile | Scouts |
17-20 | Standard | Light Armor & Shield | Martial Melee | Skirmishers |
21-23 | Heavy | Heavy Armor | Martial Missile | Shock |
24-25 | Heavy | Heavy Armor & Shield | Martial Melee | Infantry |
26+ | Elite | Heavy Armor & Shield | Martial Weapons & Lance | Cavalry |
Militia–Class E (Green Recruit):
S+2, D+2, C+2, I-2,W+2,Ch-2
Militia–Class D:
S+3, D+3, C+2, I-2,W+2,Ch-2
Militia–Class C:
S+4, D+4, C+3, I-1,W+3,Ch-1
Militia–Class B:
S+5, D+5, C+3, I-1,W+3,Ch-1
Militia–Class A:
S+6, D+6, C+4, I+0,W+4,Ch+0
Captain (Militia Elite):
S+6, D+6, C+4, I+0,W+4,Ch+0