Items marked with a * are required, the others are recommended.


Royal Guards

Maneuvers

                                phase  ocv dcv  notes
         4 Bind                 half   +1  +0   Bind, +10 STR
         4 Block                half   +2  +2   Block, abort
         4 Disarm               half   -1  +1   Disarm, +10 STR to disarm roll
         4 Evade                half   na  +5   Dodge, abort
         4 Quick Thrust         half   +2  +0   Weapon +2d6
         5 Sacrifice Stroke     half   +1  -2   Weapon +4d6
         5 Slashing Stroke      half   -2  +1   Weapon +4d6
         5 Charge               half   +1  +0   Weapon +v/5, Full Move
         5 Takeaway             half   +0  +0   Grab Weapon, +10 STR takeaway

Skills

      *  0 WF: Blades
         1 WF: Barehanded
         1 WF: Polearms
         1 WF: Axes
         1 WF: Off Hand
      *  1 KS: Guard Training
      *  1 Perk: Right of Shelter
      *  1 Level: +1 Combat Level (Only when coordinating with trained partner)
         2 Defense Maneuver: No attacker is considered to be attacking "from
                behind, 0 phase, only when coordinating with trained partner
         3 KS: Healing
         3 KS: Weaponsmith
         3 breakfall

Disads

      *  9 Stat Min: 13 STR, 13 DEX, 13 EGO, 4 SPD, 8 PD, 6ED
      *  5 Obligation (Royal Family)
      * 15 Distinctive Features (Royal Guard)
      * 20 Psychological Limitation: Protective/Obedient to the Royal Family
                Common, Total
minimum points (10 + 3 - 49) = -36

Combat Mages

Maneuvers

                                phase  ocv dcv  notes

         5 Block                half   +2  +1   Block, Abort, +10 STR vs shove
         5 Joint Block          half   +0  +0   Block, Throw, 2d6 NND(3)
         5 Disarm               half   +0  -1   Disarm, +15 STR to disarm roll
         5 Shove                half   +0  -1   +20 STR to shove
         5 Reversal             var    +0  -2   Grab two limb, +15 STR escape
         5 Kia Burst            half   +0  -2   2d6 Flash, Sight & Hearing
         4 Strike               half   +2  +0   Strike +2d6
         4 Dodge                half   na  +5   Dodge, abort

Skills

         1 WF: Polearms
         1 WF: Blades
      *  1 KS: Kai Manipulation Martial Arts
      *  1 KS: Field of magic
      *  2 KS: Eldar Language, literacy
      *  3 KS: Healing
      *  3 Magic Roll

Disads

      *  5 Stat Mins: 15 EGO, 15 INT, 13 DEX
         5 Obligation (Royal Family)
      * 20 Hunted: The Church
        20 Psychological Limitation: Protective/Obedient to the Royal Family
                Common, Total
minimum points (10 + 10 - 25) = -5

Royalty

Skills

Royalty must take at least three of the following 3 point skills.

         3 Bureucratics
         3 High Society
         3 Conversation
         3 Oratory
         3 Persuasion

      *  1 KS: Court Politics
      *  1 Literacy

Perks

      *  2 Perk: Lesser Nobility

Disads

      *  3 Stat Mins: 13 EGO 13 INT 18 PRE
      *  5 Obligation (Noblesse Oblige)
      *  5 Obligation (Royal Family)
      * 15 Distinctive Features: Nobel
minimum points (13 - 28) = -15

Court Mages

I've planned this package to be the standard of the court magicians but if you want this to be a wandering mage package, which it is well suited to be, we can always change it from "Court" to "Wandering".

Skills

      *  3 Scholar
      *  1 KS: Magic Lore
      *  1 KS: Court Magic
      *  1 KS: <a field of magic>
      *  1 KS: <a field of magic>
      *  3 KS: Eldar Language, literacy
         3 KS: Healing
         1 KS: Court Politics
         3 Oratory
         3 High 
      *  3 Magic Roll

Disads

      *  7 Stat Mins: 15 EGO, 18 INT, 13 DEX, 13 PRE, 5 ED
         5 Obligation (Royal Family)
      * 20 Hunted: The Church
        20 Psychological Limitation: Protective/Obedient to the Royal Family
                Common, Total
minimum points (13 - 27) = -14

Renwath Soldier

Maneuvers

The average Renwath soldier is certainly someone to be wary of, for they will be of you. Their usual tactic is to start out a combat Evading (taking your measure) and then move in with either the Winged Victory or the Opportunity Strike.
                                phase  ocv dcv  notes
         4 Block                half   +2  +2   Block, abort
         4 Sword Arm            half   +2  +2   Strike
         5 Kick                 half   +0  -1   Strike, +4d6
         4 Nerve Strike         half   -1  +1   2d6 NND(1)
         4 Evade                half   na  +5   Dodge, abort
         5 Opportunity Strike   half   +1  +2   Strike, +3d6, must follow Evade
         5 Winged Victory       half   +1  +0   Strike, +3DC HKA,
                                                Must follow Evade
                                                Must follow opponent's strike
         5 Disarm               half   +2  +0   Disarm,
                                                +20 STR to disarm roll, 
                                                Must follow opponent's strike

Skills

      *  0 WF: Barehanded
         1 WF: Blades
         1 WF: Polearms
         1 WF: Axes
         1 WF: Off Hand
      *  1 KS: Soldier Training
      *  1 KS: Church Training
         3 KS: Healing
         3 KS: Weaponsmith
      *  1 Perk: Right of Shelter
      *  1 Level: +1 Combat Level (Only when coordinating with trained partner)
         4 +1 DC with Renwath Soldier Package
      *  2 7" running

Disads

The average Renwath soldier usually doesn't have to worry about conflicts between the Church and State, but it happens often enough that it should be noted.
      *  9 Stat Min: 13 STR, 14 DEX, 13 BODY, 13 PRE, 4 SPD, 8 PD
      *  5 Obligation (Renwath)
      *  5 Obligation (Church)
      * 15 Distinctive Features (Renwath Soldier)
      * 15 Psychological Limitation: Will not dishonor the unit, Total
minimum points (10 + 6 - 49) = -33

Emperial/Scout Martial Arts

14Multipower, 35 pts, +1 1/2 limitation
1u6.5d6 Damage Shield, linked to block, requires to-hit roll, 1/2 END, only vs human/humanoids3
1uInvisible to sight, hard to dispell (140 pts), 1/2 END, concentrate (0 DCV), 14-, only front 90 degree arc3
1u1d6+1 RKA, linked to strike, requires to-hit roll, 1/2 END, no range, time delay, trigger (only when enough in place to kill instantly)3
1u1/2d6 BODY/2d6 STUN Aid, 4 BODY/20 STUN max, self only, not while wounded7