Package Type: Basic
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Package Source: WHFRPG2e
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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 |
Select One |
3 |
Animal Care: Animal Handling |
Heal: Paramedics |
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Select One |
3 |
Common Knowledge (the Empire): AK: the Empire |
Perception: +1 All PER |
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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 |
Ride: Riding |
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3 | Gamble: Gambling |
3 | Gossip: Conversation |
3 | Intimidate: +3 PRE |
Select One |
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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Select One |
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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Select One |
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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Select One |
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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Select One |
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-) |
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53 | Total Cost Of Abilities |
Value | Disadvantage |
0 | None |
53 | Total Cost of Package |
Cost | Options and Miscellaneous Information |
Select One |
? |
Trapping: Great Weapon (Halberd) |
Trapping: Firearm with 10 shots |
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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 |