It is common practice among the
Cyber Knights to recruit from prisons of worlds that allow them to. These recruits battle as members of the Redemption Squads to earn their freedom. If successful, and survive, they are released on two conditions; One, they must never return to the world of the crimes they were convicted of. Second, they must take a mandatory vacation on a paradise planet and contemplate joining the
Cyber Knights for 1 month. During this month, the candidate is secretly watched for reformed behaviour. The dangerous do not return to normal society.
Redemption Squire (CR 1)
New recruits and well armed. The Redemption Squire is a newly selected soldier recruited from a prison. They are beginning their path to Redemption.
XP 400
Human Soldier
Medium Humanoid (Human)
Init +1,
Perception +0
Defenses
HP: 21
EAC 12, KAC 15
Fort +5, Ref +1 , and Will +3
Speed 30ft
Melee Battle glove +7 (1d6+5 Blunt)
Ranged Pulse rifle +5 (1d6 Electric), Shock Grenade +5 (1d8 Electric; 15ft.)
Offensive Abilities: Hammerfist (Soldier)
Ability Score Modifiers: Str +4, Dex +1, Con + 2, Int -1, Wis +0, Cha +0
Skills: Athletics +10, Intimidate +5, Survival +5
Languages: Common
Gear: Golemforged Plate I, Shock Grenades I (2), Pulse rifle, Serum of Healing MK I (1d8 hp)
Environment: Any
Organization: Solidary, Crew (3-6) or Squad (12-20)
Redemption Knight (CR 4)
Seasoned by front line battle and comradery of their fellow Cyber Knights. Redemption Knights are well-trained warriors of the crusades. It is not long after they will earn their freedom, although many that survive this long don't leave the Cyber Knights.
XP: 1,200
Human Soldier
Medium Humanoid (Human)
Init +1,
Perception +1
Defenses
HP: 50
EAC 16, KAC 19
Fort +8, Ref +4, and Will +5
Speed 30ft
Melee Thermal Battle Fist (With Axiomatic fusion) +11 (1d6+12 Fire/lawful)
Ranged Advanced Pulse rifle +9 (2d4 Electric), Shock Grenade II +9 (1d12 Electric; 15ft.)
Offensive Abilities: Hammerfist (Soldier) and Armoured Advantage (Soldier).
Ability Score Modifiers: Str +5, Dex +1, Con + 3, Int -1, Wis +1, Cha +0
Feats: Opening Volley
Skills: Athletics +15, Intimidate +9, Survival +11
Languages: Common
Gear: Advanced Pulse rifle, Golemforged Plate II, Shock Grenades II (2), Gene Pulse Shard (2).
Environment: Any
Organization: Solidary or Crew (3-6) with just as many Redemption Squires.
Special: Gene Pulse Shard, when used by Redemption Knight or squire it grants an additional +2 racial bonus to strength. Lasts for 1d6 X 10 minutes.
The Redeemed (CR 7)
All Redemption Knights are offered a position as a Crusader Knight at the end of their path. Some choose to stay among the Redemption squad to lead others to the end of such path. These righteous souls are known as the Redeemed. They are the leaders of the Redemption squads.
XP: 4,600
Human Soldier
Medium Humanoid (Human)
Init +2,
Perception +1
Defenses
HP: 106
EAC 19, KAC 22
Fort +11, Ref +7, and Will +8
Resistance fire 5
Speed 30ft, fly 30ft (Average)
Melee Redeemed Sonic Battle Fist (With Axiomatic and Thundering fusion) +17 (2d6+14 Sonic/lawful)
Ranged Advanced Pulse rifle +11 (3d4 Electric), Shock Grenade II +11 (3d12 Electric; 15ft.)
Offensive Abilities: Hammerfist (Soldier) and Armoured Advantage (Soldier).
Ability Score Modifiers: Str +5, Dex +2, Con + 4, Int -1, Wis +1, Cha +0
Feats: Opening Volley
Skills: Athletics +19, Intimidate +14, Survival +16
Languages: Common
Gear and Augmentations: Superior Pulse rifle, Golemforged Plate III (With upgrades Jetpack and thermal capacitor), Shock Grenades III (1), Gene High Pulse Shard (2).
Environment: Any
Organization: Solidary or Crew (3-6) Redemption Knights.
Special: Gene High Pulse Shard, when used by Redeemed, or any unit in the Redemption Squad, it grants an additional +4 racial bonus to strength. Lasts for 1d6 X 10 minutes.