W Deploys

W has been given crucial information and now he has a plan to achieve a goal- and furthermore, the resources. This scenario explains how W goes about deploying a small strike team of Iron Guard into a potentially hostile zone, the equipment they can carry, and other benefits and limitations.

Strategic Data: W's Iron Guard

W's Iron Guard forces consist of roughly fifty Third Generation Iron Guard, a significant number for a splinter faction. They are divided into five squads of five- six Core Squads, adept at all forms of combat. The other four squads are specialised to heavy support and close range combat respectively. They also possess a small motor pool consisting of a handful of APCs. They also possess a total of three Apostles- AT Field-wielding specialists.

Equipment-wise, the Iron Guard bear their usual high quality weapons and armour. Ammo problems have hit the Iron Guard more than any other part of W's forces- their weapons require rare and expensive ammunition, which has consequently seen the heavy support squads see less action compared to the assault teams- it's easier to repair a chainsword than it is to keep a Heavy Bolter firing for a minute.

That said, pound for pound the W contingent are amongst the most well-off group of Iron Guard outside of a few notable groups (such as Paladin Konstantina's force).
They even managed to find a single suit of Cataphract Armour- the armour of Azariah's most powerful Iron Guard elite, armour that turns an Iron Guard into an unstoppable walking tank.

Step One: Choose a Squad

Every deployment requires W to select a single Iron Guard Squad from the list below. W has ten squads of five Iron Guard, each made up of one Knight Lieutenant and four Knights. All Lieutenants are equipped with a Bolter and Chainsword.

Core Squads

Core Squad Knights are equipped with a bolter. Core Knights each have a unique trait (Lieutenants two), drawn from the Core Knights List here: Knight Special Traits List

Core Squad Arthur

Core Squad Berthold

Core Squad Christopher

Core Squad Dominic

Core Squad Ethan

Core Squad Francis

Assault Squads

Assault Knights are equipped with a chainsword. Assault Knights each have a unique trait (Lieutenants two), drawn from the Assault Knights List here: Assault Knight Special Traits List

Assault Squad George

Assault Squad Helen

Heavy Weapon Squads

Heavy Weapon Knights are equipped with a Heavy Bolter, although they may swap a Heavy Bolter out with a Bolter for no cost. Heavy Knights each have a unique trait (Lieutenants two), drawn from the Heavy Knights List here: Heavy Knight Special Traits List

Heavy Weapon Squad Ingram

Heavy Weapon Squad Jordan

Special Characters

These characters are not chosen but can either be purchased as an upgrade or dispatched in special circumstances.

Knight Captain Euphemia One

Prime Apostle Albus Mortens

Apostle Zhang Jiang

Apostle Ardashir Charmchi

Step Two: Choose Upgrades

Every deployment gives W a pool of 10 points to spend on upgrades for his chosen squad. Guidelines for specific squads are below.

Generic Upgrades

Can be chosen regardless of squad.

Name Effect Limit Point Cost
Euphemia One Deploy with Knight Captain Euphemia One. One Only. 5
Prime Apostle Deploy with Albus Mortens, the Prime Apostle. One Only. 5
Apostle Deploy with one of the two Apostle Iron Guard. One only. 3
Extra Anti-Armour All Guard are equipped with +1 Guard Anti-Armour. Once Only. 1
Extra Frags All Guard are equipped with +2 Guard Frags. Once only. 1
Extra Munitions All Guard receive +2 Bolt/Bolt Pistol clips. Once only. 1

Lieutenant Upgrades

Can be chosen regardless of squad. The Lieutenant can benefit from one of these upgrades.

Name Effect Limit Point Cost
Cataphract Armour Replaces the Lieutenant's Guard Armour with Cataphract Armour. His weapons are immediately replaced with a Power Fist and Storm Bolter. Lieutenant Only. 4
Lieutenant CQC Upgrade Replaces the Lieutenant's Chainsword with one of the following: Guard Positron Sword, Chainaxe. Lieutenant only. 1
Lieutenant Heavy CQC Upgrade Replaces the Lieutenant's Chainsword with a Guard Power Fist. Lieutenant Only. 2
Lieutenant Special Weapon Upgrade Replaces the Lieutenant's Bolter with one of the following: a Guard Flamer, Guard Positron Gun, Guard Scatter Maser or Guard Stalker Bolter. Lieutenant only. 1
Lieutenant Heavy Weapon Upgrade Replaces the Lieutenant's Bolter and Chainsword with one of the following: Guard Heavy Bolter, Guard Positron Cannon, Guard Missile Launcher, Guard Multimaser or Guard Mascannon. Lieutenant only. 2

Core Upgrades

Can be taken only with a Core Squad. A Knight exchange a weapon only once. Only one Bolter Upgrade may be taken.

Name Effect Limit Point Cost
Bolter Upgrade: Alinekiller Rounds Affects entire squad. Squad receive 1 clip each of Alinekiller Rounds Once only. 1
Bolter Upgrade: Serakiller Rounds Affects entire squad. Squad receive 1 clip each of Serakiller Rounds. Once only. 1
Bolter Upgrade: Zhangkiller Rounds Affects entire squad. Squad receive 1 clip each of Zhangkiller Rounds. Once only. 1
Core CQC Weapons Replaces a Knight's Bolter with a Chainsword. Two Knights only. 1
Core Special Weapons Replaces a Knight's Bolter with one of the following: a Guard Flamer, Guard Positron Gun, Guard Scatter Maser or Guard Stalker Bolter. Two Knights only. 1
Core Heavy Weapons Replaces a Knight's Bolter with one of the following: a Guard Heavy Bolter, Guard Positron Cannon, Guard Missile Launcher or Guard Mascannon. One Knight only. 2

Assault Upgrades

Can be taken only with an Assault Squad. A Knight can exchange a weapon only once. Only one Chainsword Upgrade may be taken.

Name Effect Limit Point Cost
Assault CQC Upgrade Replaces a Knight's Chainsword with one of the following: Guard Positron Sword, Chainaxe. Two Knights only. 1
Assault Eviscerator Upgrade Replaces a Knight's Chainsword with an Eviscerator. All Knights 1
Assault Special Weapons Replaces a Knight's Chainsword with one of the following: a Guard Flamer, Guard Positron Gun, Guard Scatter Maser or Guard Stalker Bolter. One Knight only. 1
Chain Upgrade: Hyper-Progressive Belt Upgrades a Knight's Chainsword/Axe with a Hyper-Progressive Belt, giving it the Hyper-Progressive trait. All Knights 1
Chain Upgrade: Massacre Belt Upgrades a Knight's Chainsword/Axe with a Massacre Belt, which reduces its damage and pen by 1 each, but gives it a +20 bonus to hit when being wielded against Hordes. All Knights 1
Shields Affects entire squad. Gives all squad members a Guard Shield. Once only. 2

Heavy Weapon Upgrades

Can be taken only by a Heavy Weapon Squad. A Knight can exchange a weapon only once.

Name Effect Limit Point Cost
Positron Cannon Upgrade: Cooling System Should a Positron Cannon overheat, it rerolls its roll on the Overheating table. It now ignores any Overheating effect below 6. All Knights 1
Positron Cannon Upgrade: Enhanced Battery Doubles the size of all Positron Cannon ammo clips. Only once. 1
Heavy Bolter Upgrade: Enlarged Case Doubles the size of all Heavy Bolter ammo clips. Only once. 1
Heavy Bolter Upgrade: Mass Guidance Systems Upgrades a Knight's Heavy Bolter with a MGS, which grants it +20 to hit against Hordes. All Knights 1
Heavy Weapons Replaces a Knight's Heavy Bolter with one of the following: Guard Positron Cannon, Guard Missile Launcher, Guard Multimaser or Guard Mascannon. All Knights 1
Mascannon Upgrade: Rapid Cycle Removes a Mascannon's Recharge quality. All Knights 1
Missile Launcher Ammo: Anti-Armour +2 Anti-Armour Missiles for chosen Knight. All Knights 1
Missile Launcher Ammo: Frag +3 Frag Grenade Missiles for chosen Knight. All Knights 1
Missile Launcher Upgrade: Lock On Full-Aiming with a Missile Launcher now gives a +40 bonus to hit. All Knights 1

Weapon List and Traits

Below is a list of Equipment used by Iron Guard squads along with special traits.

Traits

Name Effect
Devastating (X) Weapon deals extra Magnitude damage equal to (X).
Guard Weapon counts as one size larger than it is when wielded by normal humans, who also take a -20 penalty to using it
Maximal Weapon may be fired at 'Maximal Mode', which deals +1d10 damage, +3 Pen, enlarges the weapon's Blast Quality by 2, but uses up 3 ammo and gives the weapon the Overheats and Recharge quality.
Storm Weapon fired on full auto scores two hits per degree of success, to max of double Full Auto rating.
Volatile Weapon auto-confirms Fury.

CQC Weapons

Name Class Damage Pen Special Weight
Guard Chainaxe Melee (1H) 1d10+5R 5 Unbalanced, Progressive, Guard 12kg
Guard Chainsword Melee (1H) 1d10+3R 4 Balanced, Progressive, Guard 10kg
Guard Combat Knife Melee (1H) 1d10+2R 2 Guard 2kg
Guard Eviscerator Melee (2H) 2d10+4R 5 Unwieldy, Hyper-Progressive, Guard 20kg
Guard Force Sword Melee (1H) 1d10+2 2 Balanced, Force* 5kg
Guard Force Staff Melee (2H) 2d10+2 2 Balanced, Force*, Force Bolt 10kg
Guard Positron Sword Melee (1H) 1d10+6E 6 Balanced, Positron, Power Field, Guard 5kg
Guard Power Fist Melee (1H) 2d10***E 9 Unwieldy, Power Field, Guard 25kg
Guard Shield Melee (1H) 1d5+1I 0 Defensive, +3 AP (Arm, Body) 5kg
  • Force weapons are best wielded by Apostles. An Apostle can, as a Half Action, channel ATP into the sword, increasing its Damage and Penetration by 1 point per 2 ATP channelled.
  • Power Fists add double the user's Strength Bonus to damage. For units with Unnatural Strength it increases the US Multiplier by 1- ie, triple the Guard's Strength Bonus.

Bolt Weapons

Name Class Range Rate of Fire Damage Pen Clip Reload Special Weight
Guard Bolt Pistol Pistol 30m S/3/- 1d10+8X 6 14 1Full Tearing, Guard 5.5kg
Guard Bolter Basic 100m S/2/4 1d10+8X 6 28 1Full Tearing, Guard 18kg
Guard Stalker Bolter Basic 200m S/-/- 1d10+8X 6 24 1Full Accurate, Tearing, Guard 17kg
Guard Storm Bolter Basic 100m S/2/4 1d10+8X 6 60 2Full Tearing, Storm, Guard 26kg
Guard Heavy Bolter Heavy 150m -/-/10 1d10+10X 6 60 2Full Tearing, Guard 68kg

Specialised Bolt Ammunition

Name Class Range Rate of Fire Damage Pen Clip Reload Special Weight
Alinekiller Rounds - - S/4/8 1d10+6X 4 32 1Full Tearing, Guard 0.5kg
Serakiller Rounds - - S/2/- 1d10+10X 8 14 1Full Tearing, Guard 0.5kg
Zhangkiller Rounds - - S/2/4 1d10+8E 6 28 1Full Tearing, Guard, Zhangkiller* 0.5kg
  • Zhangkiller Rounds, should they deal damage, force the attacker to test toughness or burst into flame.

Flame Weapons

Name Class Range Rate of Fire Damage Pen Clip Reload Special Weight
Guard Flamer Basic 20m S/-/- 2d10+2E 3 6 2Full Flame, Guard 15kg

Maser Weapons

Name Class Range Rate of Fire Damage Pen Clip Reload Special Weight
Guard Scatter Maser Basic 30m S/4/5 1d10+4E 3 30 1Full Maser, Scatter, Reliable 10kg
Guard Multimaser Heavy 150m S/5/- 2d10+5E 5 10 1Full Maser, Reliable 25kg
Guard Mascannon Heavy 300m S/-/- 4d10+10E 10 3 2Full Maser, Recharge 75kg

Positron Weapons

Name Class Range Rate of Fire Damage Pen Clip Reload Special Weight
Guard Positron Gun Basic 100m S/2/- 1d10+9 7 30 3Full Volatile, Positron, Maximal 27kg
Guard Positron Cannon Heavy 150 S/-/- 2d10+10 10 6 4Full Blast (1), Volatile, Positron, Overheats, Inaccurate, Maximal 70kg

Missiles and Grenades

Name Class Range Rate of Fire Damage Pen Clip Reload Special Weight
Guard Missile Launcher Heavy 250m S/-/- - - 4 2Full - 50kg
Guard Anti-Armour Grenade Thrown SB*3 - 3d10+4 6 - - - 2kg
Guard Frag Grenade Thrown SB*3 - 2d10+3x 0 - - Blast (5) 0.8kg
Guard Incendiary Grenade Thrown SB*3 - 1d10+6 2 - - Blast (3) 1kg
Guard Anti-Armour Missile - - - 5d10+10 10 - - Blast (1) 2kg
Guard Frag Missile - - - 2d10+5 5 - - Blast (8), Devastating (2) 2kg

Armour and other Equipment

Iron Guard Mark 3 Power Armour

Class: Power Armour (Guard)
Locations Covered: Torso, Arms, Legs, Head
AP: +10 (Torso), +9 (Head, Legs, Arms)
Iron Guard Mark 3 Power Armour is custom-made for its wearer and is simply one of the best forms of personal protection on Earth. It has the following qualities:
1) +20 to Strength (Add after Unnatural Strength)
2) An integrated auto-medical system and a single serving of Biogel. As a full action, the user can apply this Biogel charge to himself. Furthermore, the medical system heals a person at a rate of 1 wound and 1 level of fatigue per hour, but it cannot heal critical damage effects.
3) The auto-medical system is also capable of applying pain relievers into an individual's body. It comes with 6 shots of morphine and can be applied automatically.
4) The helmet possesses all the benefits of a SENTINEL headset.
5) The armour is ablative.
6) Requires a toughness or strength of 45 to use.
7) Has a Positron power pack that can sustain itself indefinitely. Attacks against the power pack (from behind) can disable it, causing the entire suit to grind to a halt
8) Suppresses recoil, allowing basic weapons to be fired with a single hand
9) All stun effects are negated after one round
10) A -20 to concealment and silent move tests.
11) -10 to tests requiring fine manual dexterity of technology not built to a Guard's scale.

Iron Guard Cataphract Power Armour

Class: Power Armour (Guard)
Locations Covered: Torso, Arms, Legs, Head
AP: 14 (Torso), 12 (Head, Legs, Arms)
Cataphract Armour, the armour of Azariah Caine's personal bodyguard, is amongst the most dangerously powerful pieces of equipment ever made for a single person to operate, capable of turning them into a walking tank. It has the following qualities:
1) +30 to Strength (Add after Unnatural Strength), -20 Agility
2) Makes the wearer one size larger than they are.
3) Immune to Concussion, Knockdown, Grapple by anything smaller than Hulking
4) Immune to Smoke and Flashbangs
5) Grants the 'Auto-stabilized' Trait, allowing them to fire full-auto as a half action
6) Allows them to carry Heavy Weapons one-handed
7) The Armour is ablative
8) An integrated auto-medical system and four servings of Biogel. As a full action, the user can apply this Biogel charge to himself. Furthermore, the medical system heals a person at a rate of 1 wound and 1 level of fatigue per hour, but it cannot heal critical damage effects. The auto-medical system is also capable of applying pain relievers into an individual's body. It comes with 6 shots of morphine and can be applied automatically.
9) The helmet possesses all the benefits of a SENTINEL headset. The helmet also, if worn by a commander, reduces maneuvers that require a Full Action to activate to a Half Action due to super-advanced tactical HUD.
10) Has a power pack that can sustain itself for approx. 1,000 years
11) The user is unable to dodge. Parries are still possible.
12) The user is unable to run.
13) However, the user now possesses an innate 'invulnerability' defense. Every attack with a Pen value lower than the AP of the Armour is opposed by the defender rolling a test vs. 20. If the test passed the attack completely nullified.
14) The armour takes a total of three hours to equip and unequip.

A Lieutenant armed with Cataphract Armour is immediately equipped with a Power Fist and Storm Bolter. They may swap these weapons out for any other weapon of their choosing for free.

Assault Jetpacks

Assault Guard are equipped with Assault Jetpacks, which are bolted into their armour over their power packs. The Assault Jetpacks can only by used by those with the Pilot (Personal) Skill, and give the following benefits:
The ability to fall from any height safely
The ability to make short jumps- which is a standard movement (half/full/charge/run) but covers double the base amount of metres. Ignores obstacles.
The ability to sustain Flight (12) for a full minute (10 rounds), after which the turbines require another full minute to cool.

Mediglove

Medigloves are issued to Iron Guard trained in medicine. They fit snugly over a Power Armoured gauntlet and are controlled entirely through conscious mental thought. The Mediglove is nothing less than a miniature surgical set and medkit all in one, possessing doses of stimulants and curative salves as well as very long needles and cutting saws. To this end, it counts as the following:
A Medkit for all mechanical and RP purposes.
Two shots of Biogel.
When wielding a Mediglove, the recipient can use Medicae on his comrades even though they're wearing Power Armour.

Iron Guard Talents

Iron Guard have the same type of talents as everyone else, but for ease of bookkeeping their talents come in 'packages' depending on their rank. But first of all, all Iron Guard have the following traits:
1) Unnatural Strength and Toughness.
2) The Regeneration trait, and heals an extra wound whenever he heals for any reason. He does not suffer blood loss.
3) If a Guard receives critical damage to an arm or leg that would kill him, simply remove the limb and ignore the kill trait. He can only be killed on a critical to the head or
body.
4) If a Guard is killed in battle, he does not need to burn Fate to survive; he regenerates naturally within 1d7 days.
5) A +20 to tests to resist poison.
6) The capacity to breathe water, a +30 to Toughness tests versus gases, and may reroll failed tests against drowning or asphyxiation.
7) Reroll failed roll versus toxins.
8) Does not grant the typical +10 bonus to hit when wearing Power Armour due to size.
9) Heightened Senses (all)
10) They do not take Shock Tests due to fear. Instead, when confronted with fearful enemies, they take a -10 to their tests.

Apostle Talents

Name Talents included
Apostle Proficiency Package Guard Weapon Training, Basic Weapon Training (Bolt), Basic Weapon Training (General), Melee Weapons Training (General), Melee Weapons Training (Progressive), Melee Weapons Training (Force), Pistol Weapon Training (General), Pistol Weapon Training (Bolt), Two Weapon Fighting (Melee), Two Weapon Fighting (Ranged)
Apostle Weapon Package Arms Master, Bolter Drill, Gunslinger, Precision (Melee), Precision (Pistol), Rapid Reload, Unarmed Master
Apostle Pointman Package Guardian, Sacrifice
Apostle AT Talent Package AT Extension, AT Focus, Scan Field, Synchronize Group
Apostle AT Spread Package Accelerated Territory, Barrier Field, Deflective Field, Layered Field
Apostle AT Offensive Package Blast, Cross Blast, Rising Cross, Wave
Apostle AT Enhancement Package AT Funnel, Massive Momentum, Shield
Apostle AT Neutralisation Package Neutralize
Apostle AT Utility Package Float, Kinetic Manipulation, Ping, Pull, Push, Repulsion

Core Lieutenant Talents

Name Talents included
Core Lieutenant Proficiency Package Guard Weapon Training, Basic Weapon Training (Flame), Basic Weapon Training (Maser), Basic Weapon Training (Positron), Basic Weapon Training (Bolt), Basic Weapon Training (General), Heavy Weapon Training (General), Melee Weapons Training (General), Melee Weapons Training (Progressive), Pistol Weapon Training (General), Pistol Weapon Training (Bolt), Two Weapon Fighting (Melee), Two Weapon Fighting (Ranged)
Core Lieutenant Weapon Package Arms Master, Bolter Drill, Gunslinger, Precision (Melee), Precision (Basic), Precision (Heavy), Rapid Reload, Unarmed Master,
Core Lieutenant Melee Package Berserk Charge, Furious Assault, Swift Attack, Takedown
Core Lieutenant Ranged Package Assault Shooter, Deadeye Shot
Core Lieutenant Movement Package Leap Up, Lightning Reflexes, Rapid Reaction, Sprint, Step Aside, Catfall, Drop Trained
Core Lieutenant Leadership Package Air of Authority, Iron Discipline, Hatred (All), Litany of Hate
Core Lieutenant Fortitude Package Ambidextrous, True Grit, Iron Jaw, Hardy, Regeneration, Fast Healer

Assault Lieutenant Talents

Name Talents included
Assault Lieutenant Weapon Package Arms Master, Blademaster, Flesh Render, Gunslinger, Rapid Reload, Unarmed Master
Assault Lieutenant Melee Package Assault Jump, Berserk Charge, Crushing Blow, Death from Above, Furious Assault, Precision (Melee)*2, Storm Strike, Swift Attack, Takedown, Whirlwind of Death
Assault Lieutenant Ranged Package Assault Shooter, Precision (Pistol)*2

Heavy Lieutenant Talents

Name Talents included
Heavy Lieutenant Weapon Package Arms Master, Bolter Drill, Precision (Heavy)*2, Rapid Reload, Unarmed Master
Heavy Lieutenant Melee Package Furious Assault, Berserk Charge
Heavy Lieutenant Ranged Package Mighty Shot, Storm of Steel

Core Knight Talents

Name Talents included
Core Knight Proficiency Package Guard Weapon Training, Basic Weapon Training (Flame), Basic Weapon Training (Maser), Basic Weapon Training (Positron), Basic Weapon Training (Bolt), Basic Weapon Training (General), Heavy Weapon Training (General), Melee Weapons Training (General), Melee Weapons Training (Progressive), Pistol Weapon Training (General), Pistol Weapon Training (Bolt), Two Weapon Fighting (Melee), Two Weapon Fighting (Ranged)
Core Knight Weapon Package Arms Master, Bolter Drill, Unarmed Master
Core Knight Melee Package Berserk Charge, Furious Assault
Core Knight Ranged Package Deadeye Shot
Core Knight Movement Package Leap Up, Lightning Reflexes, Rapid Reaction, Sprint, Catfall, Drop Trained
Core Knight Fortitude Package Ambidextrous, True Grit, Iron Jaw, Hardy, Regeneration

Assault Knight Talents

Name Talents included
Core Knight Proficiency Package Guard Weapon Training, Basic Weapon Training (Flame), Basic Weapon Training (Maser), Basic Weapon Training (Positron), Basic Weapon Training (Bolt), Basic Weapon Training (General), Melee Weapons Training (General), Melee Weapons Training (Progressive), Pistol Weapon Training (General), Pistol Weapon Training (Bolt), Two Weapon Fighting (Melee), Two Weapon Fighting (Ranged)
Assault Knight Weapon Package Arms Master, Unarmed Master
Assault Knight Melee Package Assault Jump, Death from Above, Berserk Charge, Furious Assault
Assault Knight Ranged Package Assault Shooter

Heavy Knight Traits

Name Talents included
Heavy Knight Weapon Package Arms Master, Bolter Drill, Rapid Reload, Unarmed Master
Heavy Knight Ranged Package Assault Shooter, Mighty Shot

Knight Skills

Core Lieutenants begin with the following:

Basic:
Awareness+10, Carouse+10, Charm+10, Climb+10, CL: LN+10, CL: Military+10, CL:Weapons+10, Command+10, Dodge+20, Intimidate +10, Swim+10
Advanced:
Acrobatics+10, Drive (Auto), Drive (Heavy), Drive (Motorcycle), Literacy, Speak Language (English)

Core Knights begin with the following:

Basic:
Awareness+10, Carouse+10, Climb+10, CL: LN+10, CL: Military+10, CL:Weapons+10, Dodge+10, Intimidate +10, Swim+10
Advanced:
Acrobatics, Drive (Auto), Drive (Heavy), Drive (Motorcycle), Literacy, Speak Language (English)

Assault Lieutenants begin with the following:

Basic:
Awareness+10, Carouse+10, Charm+10, Climb+10, CL: LN+10, CL: Military+10, CL:Weapons+10, Command+10, Dodge+20, Intimidate +10, Swim+10
Advanced:
Acrobatics+20, Drive (Auto), Drive (Heavy), Drive (Motorcycle)+10, Literacy, Pilot (Personal)+20, Speak Language (English)

Assault Knights begin with the following:

Basic:
Awareness+10, Carouse+10, Climb+10, CL: LN+10, CL: Military+10, CL:Weapons+10, Dodge+10, Intimidate +10, Swim+10
Advanced:
Acrobatics+10, Drive (Auto), Drive (Heavy), Drive (Motorcycle), Literacy, Pilot (Personal)+10, Speak Language (English)

Heavy Lieutenants begin with the following:

Basic:
Awareness+10, Carouse+10, Charm+10, Climb+10, CL: LN+10, CL: Military+10, CL:Weapons+10, Command+10, Dodge+20, Intimidate +10, Swim+10
Advanced:
Acrobatics+10, Drive (Auto)+20, Drive (Heavy)+20, Drive (Motorcycle), Literacy, Speak Language (English)

Core Knights begin with the following:

Basic:
Awareness+10, Carouse+10, Climb+10, CL: LN+10, CL: Military+10, CL:Weapons+10, Dodge+10, Intimidate +10, Swim+10
Advanced:
Acrobatics, Drive (Auto), Drive (Heavy), Drive (Motorcycle), Literacy, Speak Language (English)

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