Panzer

Panzers are heavy armoured special forces soldiers of the Northern Protectorate. 
Codicil cost: 5
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
==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.	
==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.
Category:War
Category:Codicil
Category:Northern Protectorate