RJG Hell Knight
The Royal Justean Guard adopted the name Hell Knight for its troops that were used as shock troops during the seizing of Helkorth. The Hell Knight is an unofficial moniker, as they're normally called on paper "knights". These troops are very well armed and equipped, and are ruthless in battle.
Type: Human
Stats:Str: 35
Vit: 37
Agi: 33
Cha: 29
Dip: 25
K: 31
Tac: 37
St: 32
En: 28
P: 22
HP: 740
Stm: 259
MP: 342
Dmg: 32/32
DR: 25/30/25/25
MDR: 0
InventoryHead: Hellscape Helm (DR: 55)
Body: Strongpoint Hauberk (DR: 55)
Hands: Hardpoint Gauntlets (Dr: 35)
Feet: Hardpoint Greaves (Dr: 35)
Groin: Strongbelt (DR: 15, Slots 6)
Primary Armament: Broadblade (Dmg: 55, PSR, Two-Handed)
Secondary Armament: Mk II. Flechette Rifle (DMG: 55, 2 shots per action, 15/15 Ammo.)
Right Thigh: Crossdagger (DMG: 35 +15 Lightning Damage)
Belt Slots:
-Flechette Rifle Clip (15/15)
-Flechette Rifle Clip (15/15)
-Flechette Rifle Clip (15/15)
-Flechette Rifle Clip (15/15)
-Flechette Rifle Clip (15/15)
-Flechette Rifle Clip (15/15)
Free Space:
-Wallet: 100-350R
-Healing Potion: 120 HP
-Healing Potion: 120 HP
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SkillsZeal-Like all RJG troops, the Hell Knight will not break or flee the field of battle.
-Forces the Marauder to fight when they would otherwise retreat.
-Passive
Focus Down-Orders allied troops to attack a single target.
-Allied troops deal an additional 10 dmg
-Mp Cost: 15
Magic Strike-Deals additional magic damage.
-20% of total damage dealt by an attack hits the target again as magic damage.
-Mp Cost: 40
Deciding Duel-The Hell Knight picks an enemy to fight in a duel. If the Hell Knight wins, the opponent's forces retreat 1d100 yards.
-If the Hell Knight loses, nothing happens.
-NPC's are unable to interfere in the duel.
-MP Cost: 100