Colonial Militia

Frontier defender and settler-soldier.

The Colonial Militia is the person who holds the settlement when the Legion is a year away and the warlords are at the gate. They are not professional soldiers; they are farmers, miners, Mechanics, and settlers who picked up a rifle because nobody else would. In the Nine's corporatocracy, every Rim settlement is a line item: a territorial holding with an expected return. The Militia is the cheapest way to protect that investment. The militia holds ground nobody is paid to hold: the pump Station, the seed vault, the road the relief convoy needs intact. The Kadiss grid barely tracks them; most Militia members are flagged as "civilian, frontier" with no military registration, which suits them fine. What they lack in formal training they make up for in intimate knowledge of the terrain they defend. Every ridge, every choke-point, every seasonal flood-plain is a weapon in the Militia's hands. They operate on the Combat chassis (d10 HD, full BAB, Fort/Ref good, Will poor) -- physically tough and quick to react, but their discipline is self-taught and their willpower is shaped by stubbornness rather than conditioning. Their defining Mechanic is Terrain Mastery: the Militia fights better on ground they know. Where the Soldier is a generalist professional, the Colonial Militia is the defender of last resort -- the person who knows that the creek floods in spring, that the eastern ridge has loose scree, and that the old mine shaft makes a perfect fallback position.

Rules Reference

FieldValue
Armor AllowanceLight, Medium, Heavy
Bab Tierfull
Base Skill Points4
Class SkillsSurvival, Perception, Tracking, Mechanics, Athletics, Stealth
Hdd10
Hd Sides10
Max Level20
Primary AbilitiesSTR, CON, WIS
Prime RequisitesSTR, CON, WIS
Save Tiers / Fortitudegood
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowanceAll simple firearms, All melee weapons, Improvised weapons, Shotguns and slug-throwers, Thrown weapons

Notes

Archetype Niche: The frontier home-guard. Colonial Militia is the class that fights best on its own ground -- the settler who knows every gulley and ridge, who can jury-rig a weapon from farming equipment, and who turns a homestead into a fortress. Where the Soldier is a professional generalist and the Ranger-Scout is a wilderness tracker, the Colonial Militia is the defender of fixed positions: settlements, outposts, and frontier towns. Terrain Mastery gives them scaling combat bonuses on home ground that no other Warrior can match. Fortify Position lets them create defensive terrain from nothing. Settlement Defence makes them the anchor of any defensive fight. Knows the Terrain turns their local knowledge into near-supernatural awareness. Their signature tension is roots vs. mobility: the Militia is strongest where they have history, weakest when forced to fight on unfamiliar ground.

Multiclass Notes: Colonial Militia can multiclass with Soldier, Scout, Ranger-Scout, and Survivalist archetypes. Non-humans use simultaneous multiclassing rules.

Level Table

Militia Recruit

FieldValue
bab1
fortitude2
level1
reflex2
skillPoints16
titleMilitia Recruit
will0
xp0

Militia Volunteer

FieldValue
bab2
fortitude3
level2
reflex3
skillPoints4
titleMilitia Volunteer
will0
xp2000

Militia Regular

FieldValue
bab3
fortitude3
level3
reflex3
skillPoints4
titleMilitia Regular
will1
xp4000

Militia Corporal

FieldValue
bab4
fortitude4
level4
reflex4
skillPoints4
titleMilitia Corporal
will1
xp8000

Militia Sergeant

FieldValue
bab5
fortitude4
level5
reflex4
skillPoints4
titleMilitia Sergeant
will1
xp16000

Militia Lieutenant

FieldValue
bab6
fortitude5
level6
reflex5
skillPoints4
titleMilitia Lieutenant
will2
xp32000

Militia Captain

FieldValue
bab7
fortitude5
level7
reflex5
skillPoints4
titleMilitia Captain
will2
xp64000

Settlement Defender

FieldValue
bab8
fortitude6
level8
reflex6
skillPoints4
titleSettlement Defender
will2
xp125000

Militia Commander

FieldValue
bab9
fortitude6
level9
reflex6
skillPoints4
titleMilitia Commander
will3
xp250000

Regional Commander

FieldValue
bab10
fortitude7
level10
reflex7
skillPoints4
titleRegional Commander
will3
xp500000

Militia Colonel

FieldValue
bab11
fortitude7
level11
reflex7
skillPoints4
titleMilitia Colonel
will3
xp750000

Frontier Colonel

FieldValue
bab12
fortitude8
level12
reflex8
skillPoints4
titleFrontier Colonel
will4
xp1000000

Militia Brigadier

FieldValue
bab13
fortitude8
level13
reflex8
skillPoints4
titleMilitia Brigadier
will4
xp1250000

Militia General

FieldValue
bab14
fortitude9
level14
reflex9
skillPoints4
titleMilitia General
will4
xp1500000

Settlement Guardian

FieldValue
bab15
fortitude9
level15
reflex9
skillPoints4
titleSettlement Guardian
will5
xp1750000

Frontier Warden

FieldValue
bab16
fortitude10
level16
reflex10
skillPoints4
titleFrontier Warden
will5
xp2000000

Militia Marshal

FieldValue
bab17
fortitude10
level17
reflex10
skillPoints4
titleMilitia Marshal
will5
xp2250000

High Marshal

FieldValue
bab18
fortitude11
level18
reflex11
skillPoints4
titleHigh Marshal
will6
xp2500000

Militia Commander-in-Chief

FieldValue
bab19
fortitude11
level19
reflex11
skillPoints4
titleMilitia Commander-in-Chief
will6
xp2750000

The Last Defender

FieldValue
bab20
fortitude12
level20
reflex12
skillPoints4
titleThe Last Defender
will6
xp3000000

Special Abilities

Terrain Mastery

FieldValue
level1
nameTerrain Mastery

description: When fighting in terrain the Militia has spent at least 1 week in (their home settlement, a patrolled region, or any location they have scouted with a DC 15 Survival check), the Militia gains +1 to attack rolls and +1 dodge bonus to AC. Additionally, the Militia gains +2 competence bonus to Survival, Perception, and Tracking checks in that terrain. At level 8, the attack and AC bonus increases to +2. At level 15, it increases to +3, and the skill bonus increases to +4. The Militia may designate one terrain per point of WIS modifier (minimum 1) as 'known terrain' at any time; changing a designation requires 1 week of presence in the new terrain. This is not training; it is habitation. The Militia knows the ground because they have lived on it, buried people in it, and nearly died on it.

Improvised Arms

FieldValue
level1
nameImprovised Arms

description: The Militia suffers no attack penalty when using improvised weapons (tools, broken pipes, mining equipment, agricultural implements). Improvised weapons deal 1d6 damage (1d4 for Small creatures) + STR modifier. The Militia is proficient with all improvised weapons. At level 5, improvised weapons critical threat range expands to 19-20. At level 11, improvised weapons deal 1d8 damage. At level 17, the Militia can jury-rig any object into a weapon as a move action, and improvised weapons gain +2 to damage rolls. A Militia fights with what is at hand. A shovel, a mining pick, a length of chain -- these are not last resorts for a Militia. They are tools that happen to also break bones.

Fortify Position

FieldValue
level3
nameFortify Position

description: As a full-round action, the Militia can create a hasty defensive position in any terrain with available materials (sandbags, rubble, furniture, scrap metal, earthworks). This creates a 5-foot square that grants +2 cover bonus to AC and +1 to Reflex saves for any creature occupying it. The Militia can maintain a number of fortified positions equal to their class level. Positions last until destroyed (10 HP, hardness 5) or abandoned. At level 10, the cover bonus increases to +4 and the Reflex bonus to +2. At level 16, fortified positions grant partial concealment (20% miss chance) in addition to the cover bonus. The Militia does not build forts; they make every piece of terrain into a fort.

Settlement Defence

FieldValue
level5
nameSettlement Defence

description: When defending a settlement, outpost, or fixed position the Militia considers home (designated via Terrain Mastery), all allies within 60 feet of the Militia gain +1 morale bonus to attack rolls and +1 to Will saves against fear effects. The Militia gains +2 to all attack rolls against creatures that are attacking or threatening the settlement's inhabitants or structures. At level 12, the morale bonus increases to +2 and the range increases to 120 feet. At level 18, allies in range also gain DR 2/- against the first attack each round that originates from outside the settlement's perimeter. This is the Militia's core purpose: when the home is threatened, the Militia becomes something more than a volunteer with a rifle.

Knows the Terrain

FieldValue
level9
nameKnows the Terrain

description: The Militia's intimate knowledge of terrain becomes near-supernatural. In known terrain, the Militia can spend 1 minute studying an area (a 60-foot radius) and learn: the number and approximate size of creatures that passed through in the last 24 hours, all hidden hazards (pit traps, unstable ground, toxic gas pockets), and the best defensive and ambush positions. This functions as a DC 15 Survival check (the Militia gains +5 to this check). Additionally, the Militia and allies within 30 feet cannot become lost in known terrain (automatic success on navigation checks). At level 14, the study time reduces to a move action and the radius increases to 120 feet. At level 19, the Militia can sense the presence and general direction of hostile creatures within 300 feet in known terrain (as Danger Sense gene-psionic power, no cost). The ground talks to the Militia. Not literally -- but the scuffed rock, the bent grass, the faint chemical trace of unfamiliar boot sealant -- the Militia reads the land the way a Deck Hacker reads code.

Fallback Position

FieldValue
level13
nameFallback Position

description: Once per day, when the Militia or an adjacent ally is reduced to 0 or fewer hit points, the Militia can declare a fallback: the fallen creature is immediately moved 10 feet (provoking no attacks of opportunity) and stabilized at 0 HP (stops losing 1 HP/round). Additionally, the Militia and all allies within 30 feet gain +2 to AC and saves for 1 round as they react to the emergency withdrawal. At level 17, Fallback Position can be used twice per day, and the stabilization also grants 1d6 temporary hit points. At level 20, the range of the AC/save bonus increases to 60 feet and the temporary hit points increase to 2d6. The Militia knows every fallback route in their terrain because they planned for the day they would need them. That day is today.