![]() |
These were the élite assault troops of the Medarian armies, equipped with the best of everything. Many of them were potent sorcerers as well as mighty warriors. They are fanatically determined on the death of all unbelievers, and will fight to the death. They neither give nor expect quarter. You can read more about the Medarian religion and the crusade that sparked the formation of the Sun Knights here. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
Roll d6. If the first roll is 1-3, roll 1d6 again and
choose the skill indicated. |
||
|
Roll |
Cost |
Benefit |
|
|
|
Combat Skill Levels. Roll 1d6
|
|
|
|
Demolitions (Siege Egineer) |
|
|
|
KS: (CHA based)
|
|
|
|
Paramedic (Healer) |
|
|
|
PS: Soldier (CHA based) |
|
|
|
Range skill levels (roll d6)
|
|
|
|
Riding |
|
|
|
Tactics |
|
Roll d6. If the first roll is 1-3, roll 1d6 again and
choose the skill indicated. |
||
|
|
|
Benefit |
|
|
|
Brawling (+1d6 HA) |
|
|
|
Breakfall |
|
|
|
Combat Sense |
|
|
|
Danger Sense (11-, in combat only) |
|
|
|
Defence Maneuver |
|
|
|
Fast Draw |
|
|
|
Find Weakness (11-, one specific attack) |
|
|
|
Range skill levels (roll d6)
|
Those Sun Knights who were also sorcerors will have the following powers and skills:
|
7 |
Mage skill (15-) |
|
3 |
KS: Medarian Cult Magic (12-) |
|
15 |
Rune magic : 30 point multipower - all slots take
Incantation (-1/4), full phase (-1/2), Skill roll (-1/2),
Focus (Powders, charms and fetishes, OAF, hard to replace
-11/4), Concentration (1/2 DCV, -1/4), requires
Mana (-1/4) for a total of -3. |
All Sun knights carry at least one normal weapon in addition to their magical one and have a 50 % chance of carrying some close quarters missile weapon (darts, daggers etc). All have a medium shield, emblazoned with the sun in glory - (gold or gold-washed). Since they are dressed for battle, they carry little else - some personal jewellery (d100 - 30 for Gp value) and perhaps a small pouch with some charms, a few papers etc).