Package Type: Basic
Package Source: WHFRPG2e
Every province and city-state in the Empire maintains its own army, trained and equipped at its own expense. Together these regional forces make up the Imperial Army, though they are often supplemented with milita and Mercenaries.
These soldiers are full-time paid professionals, usually drawn from the sons of the Peasantry and Burghers. They man the Empire's fortresses, patrol the borders, and repel invaders. Most are trained with either the halberd or the firearm. Although dominated by the Nobility, the Imperial Army also promotes based on merit and it is possible for the occassional lineman to rise through the ranks to a position of authority, despite the bigotry and elitism of the majority Noble officers.
NOTE: Imperial Dwarfs and Halflings are usually formed into their own units
Cost Ability
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3 Animal Care: Animal Handling
Heal: Paramedics
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3 Common Knowledge (the Empire): AK: the Empire
Perception: +1 All PER
5 Dodge Blow: Either (+1 DCV) or (Martial Dodge and Reputation ("Hard to Hit", Small Group 11-))
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3 Drive: TF: Wagons, Carts, Chariots
Ride: Riding
3 Gamble: Gambling
3 Gossip: Conversation
3 Intimidate: +3 PRE
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6 Disarm: Either (+3 with Disarm) or (Martial Disarm and +1 with Martial Disarm)
Quick Draw: Fast Draw +1 and Reputation ("Quick on the Draw", Small Group 11-)
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6 Sharpshooter: +5 Ranged Levels, Only When Bracing (-2), Only for OCV (-1)
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)
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6 Specialist Weapon Group (Gunpowder): WF Gunpowder Weapons and +1 OCV with Gunpowder Weapons and Reputation ("Master of Gunpowder Weapons", Small Group 11-)
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-)
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6 Strike to Injure: Either (+3 HtH, Only to Convert To Damage (-1 1/2)) or (Killing Strike and +1 OCV with Killing Strike)
Rapid Reload: Either (Fast Draw +8, Only to Reload (-2)) or (6 Points of Partial Buy Off for "Extra Time To Reload" Limitation)
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6 Strike to Stun: Either (+3 Penalty Skill Levels to Offset Striking with Side of Blade Penalties and +1 OCV when Striking with Side of Blade) or (Martial Strike and +1 OCV with Martial Strike)
Mighty Shot: +2 Ranged Levels, Only to Covert To Damage (-1) and Reputation ("Deadly Shot", Small Group 11-)
Total Cost Of Abilities
Value Disadvantage
0 None
Total Cost of Package
Cost Options and Miscellaneous Information
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? Trapping: Great Weapon (Halberd)
Trapping: Firearm with 10 shots
var Trapping: Light Armour
var Trapping: Uniform
var Career Entry: Flagellant
var Career Entry: Hunter
var Career Entry: Messenger
var Career Entry: Toll Keeper
var Career Entry: Watchman
var Career Exit: Mercenary
var Career Exit: Outrider
var Career Exit: Sergeant
var Career Exit: Vagabond
var Career Exit: Veteran
var Career Exit: Watchman