TEXT: 1 
  Fan Material for Warhammer Fantasy Roleplay : Caravan Careers 
  Patrol Boat 
  The patrol boat is equally suitable as a merchant 
  convoy escort as it is for harbour patrol duty. 
  Measuring 6-8 yards in length, the patrol boat has a 
  shallow draft for increased speed, which also 
  facilitates upstream expeditions. It is propelled either 
  by a small collapsible mast and sail, or by 4-6 
  oarsmen. The capacity of a patrol boat is 12 people 
  and 1500 units of Encumbrance. Patrol boats are 
  often equipped with a swivel gun (see Warhammer 
  Companion page 43) mounted on the bow for 
  intercepting pirates. The patrol boat’s instability 
  makes Row or Sail skill necessary, at least for the 
  helmsman. 
   
   
   
   
   
   
  Caravan Guard 
  The roads and waterways of the Old World are 
  fraught with danger, making the Caravan Guard a 
  vital addition to any trading expedition. When 
  escorting a land caravan, the guards typically ride 
  alongside the wagons watching for bandits; only 
  leaving the caravan to investigate potential 
  ambushes reported by the outrider. On barge duty, 
  the guards remain below deck most of the time, in a 
  constant state of readiness against pirate attacks. 
  Because bandits and pirates prefer to attack easy 
  targets, the job of a Caravan Guard is often rather 
  boring.  
  Penny-pinching merchants oftentimes include a 
  clause in the Caravan Guards’ contracts requiring 
  them to assist with the care of draft animals, or 
  even cleaning duties. In remote areas, Caravan 
  Guards must remain vigilant through cold nights to 
  ensure the safety of their wagon camp.  Needless 
  to say, many Caravan Guards depart for more 
  exciting ventures after they’ve had their fill of 
  travelling. 
  Note: players who roll Mercenary during character 
  creation may select Caravan Guard instead. 
   
   
   
   
   
     
   
  Skills: Animal Care or Swim, Common Knowledge 
  (The Wasteland or Tilea), Dodge Blow, Drive or 
  Row, Gossip or Haggle, Outdoor Survival or 
  Gamble, Perception, Ride . 
  Talents: Seasoned Traveller, Strike Mighty Blow or 
  Sixth Sense, Strike to Injure or Hardy. 
  Trappings: Shield, Medium Armour (Mail Shirt), 
  Warm Coat, Riding Horse. 
  Career Entries: Bodyguard, Kislevite Kossar, 
  Militiaman, Muleskinner, Outrider, Roadwarden, 
  Soldier, Watchman. 
  Career Exits: Bodyguard, Caravan Master, Marine, 
  Mercenary, Outrider, Roadwarden, Sergeant, 
  Veteran. 
  WS    BS      S       T       AG     INT    WP     FEL 
  +10    +5     +5    +10      +5        -      +5         -  
    
  A       W      SB    TB      M      Mag     IP       FP 
  +1     +2        -       -         -         -          -         - 
  Caravan Master 
  The Caravan Master handles the logistics involved 
  in moving large quantities of men, goods and 
  beasts of burden around the Old World. Merchants 
  employ them so that they don’t have to get involved 
  in the day-to-day running of the caravans 
  themselves. The Caravan Master is responsible for 
  the actions, payment, discipline and general well-
  being of the labourers, guards and muleskinners 
  attached to the caravan. His most important duty 
  however, is to ensure that the goods he carries 
  reach the intended destination, both on time and 
  intact. 
   
  Due to the tough life they lead, Caravan Masters 
  tend to be hard men and even harder taskmasters. 
  After all, it’s their heads on the block should 
  anything go amiss.  
   
  In contrast to this hardness, he must also be 
  shrewd and learned in his letters, so that he may 
  record transactions, pay-rolls and incidents for 
  reporting to his employer. 
   
  Whether on land or on the Empire’s river ways, it’s 
  the Caravan Master who the workers attached to 
  the caravan fear the most. 
   
   
   
   
   
     
   
  Skills: Animal Care, Common Knowledge (any two 
  of: The Wasteland, Tilea, Kislev or Bretonnia), 
  Command, 
  Drive 
  or 
  Row, 
  Gossip, 
  Haggle, 
  Intimidate, Navigation, Perception, Read/Write, 
  Ride or Swim, Sail or Outdoor Survival. 
  Talents: Orientation or Super Numerate, Seasoned 
  Traveller, Street Fighting, Streetwise or Very 
  Resilient. 
  Trappings: Hand Weapon, Medium Armour (Mail 
  Shirt & Leather Jack), Ledgers and writing kit, 25 
  gc. 
  Career Entries: Boatman, Burgher, Caravan 
  Guard, Coachman, Ferryman, Marine, Mercenary, 
  Muleskinner, 
  Navigator, 
  Tradesman, 
  Scout, 
  Veteran. 
  Career Exits: Burgher, Explorer, Fence, Guild 
  Master, Mercenary, Merchant, Navigator, Scout, 
  Smuggler. 
  WS    BS      S       T       AG     INT    WP     FEL 
  +15   +10    +5    +10    +10     +15    +10     +15 
    
  A       W      SB    TB      M      Mag     IP       FP 
  +1     +4        -       -         -         -          -         - 
  - Patrol Boat Statistics - 
  M 
  TB 
  W 
  4 
  4 
  30 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Black Industries/Caravan Careers.pdf