Ironholme Armed Forces

Formerly the laughingstock of the continent at large, the Ironholme Armed Forces were atrophied with disuse under the old government. With the change in regime, other changes came as well. Emperor Audemar brought in experienced mercenary officers from across Lumora to whip his soldiers into shape, and had most of Ironholme's research and development capacity brought to bear on creating new and more reliable gear to equip them with. This recent build-up has some outsiders worried, but none can deny that Audemar's revamp was extremely effective. Ironholme is now the premier military power in the south, and perhaps even all of Lumora.

Soldier for the Emperor
Travel Costs are negated and you get double fame on sessions set in Ironholme or Contested Territory

General Infantry
You gain proficiency in all firearms and bayonets.

Ironholme issues you a standard set of gear, and allows you to restock or change your choice between deployments (sessions). Equipment provided by factions is a loan, and will result in punishment should it be found that you have sold it for a profit or otherwise profited from it’s loss. This gear consists of:


 * Either a bolt-action rifle or a Double-Barrel, with 3 reloads for your choice. (15 bullets for a Bolt-Action, 6 shells for a Double-Barrel
 * A revolver and 12 bullets for it.
 * Ironholme infantry uniform (Common Clothes that identify you as a low-ranking member of the military.)
 * 3 days rations, a canteen with one day’s fresh water.
 * A bayonet
 * Either a grenade or a bundle of concertina wire

Specialist Issue
Ironholme issues you additional gear, and allows you to restock or change your choice between deployments (sessions). This gear consists of:


 * You may choose a lever-action or scoped/break action rifle or a pump-action shotgun in place of your previous two-handed choices. (Being provided 45 bullets with a lever-action, 10 bullets with a break-action, or 18 shells for a pump action.)
 * You may choose a sawn-off double barrel instead of a revolver. (Being provided 6 shells for the sawn-off.)
 * You may choose either 2 additional grenades or bundles of concertina wire, or to be provided 3 fire flasks or 2 concertina wire bombs.

Specialization
Your training provides you skill in the command and operation of squad based tactics. You choose one of the abilities from the list below.


 * Covert Tactics: You may add 1d4 to the result of your Stealth checks, and any allies within 30 ft of you may use your result on those checks for their own Hide actions.
 * Enhanced Interrogation: You may add 1d4 to the result of Insight and Investigation checks you make. You may harm a target to give yourself advantage on Intimidation and Insight checks against them for one hour.
 * Trencher’s Trick: Enemies treat half cover you’re behind as 3/4ths, and 3/4ths as total. You may drop prone as a reaction.

Performance Enhancers
Ironholme issues you additional gear, and allows you to restock or change your choice between deployments (sessions). This gear consists of:


 * Two equipment modifications for any of the firearms issued to you.
 * Two of the following choices:
 * 1 syringe of serum
 * Ammunition provided by Ironholme is +2 Ammunition for you.
 * 2 of your choice of performance enhancers, as detailed here, in the Mundane Consumable Crafting section.

Skillful Soldier
You gain the Close Quarters Combatant feat.

Special Dispensation
Ironholme issues you additional gear, and allows you to restock or change your choice between deployments (sessions). This gear consists of:


 * Your choice of experimental weapon:
 * Anti-Material Rifle and 10 bullets for it.
 * Light Machine Gun and 100 bullets for it.
 * Grenade Launcher, six frag grenades and six grenades of your choice (Either Frag, Incendiary, or Smoke)
 * A semi-automatic handgun and 30 bullets for it.

Perfect Soldier
You know all weapon masteries for Firearms and bayonets.