Panzer

Panzers are heavy armoured special forces soldiers of the Northern Protectorate.

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Requirements: Must possess a set of heavy armour (chain smoking and rocking out to heavy metal are technically optional, but really…)

Training time: Two months

Features and bonuses: Unless deliberately sacrificed no materiel in the hands of a panzer will ever be worse than slightly scuffed, regardless of the blows it turns. While being used by the panzer, all shields, weapons, and armour essentially have the black box feature.



Skills
Melee weapon (polearm) Sure-Grip apprentice Select any one Ranged Weapon or Artillery I Epics apprentice Bartending -OR- Brewing apprentice Armour Maintenance-Plate Insults I Shield II Heavy Armour Use


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Level bonuses
II. Reduce load levels by one; +1D6 maximum hit point capacity

III. Nothing Stops The Juggernaut: Armour penalties no longer apply, whether due to encumbrance, skill penalties of the armour itself, speed reductions, nothing.

V. Why Does the Cavalier Sound Like Ralph Malph?:  Once per battle you can completely stop an attack, regardless of its magnitude. You must announce your intent to use this ability before dice are rolled (treat it as an interrupt). Use of this talent occupies one full round to recover: resume your prior initiative count on the next round.


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