Large Human, Chosen Triarii , Any Non-chaotic
Minoans are the close combat specialists of the Triarii. These agile warriors rocket into battle on jump packs, landing in the enemies’ midst like a thunderbolt before piercing their ranks. Into the Fray. Essentially the antithesis of the slow-moving Grail Knights, Minoans specialize at closing with the enemy and engaging them in close quarters. They typically rely on their spears to get the job done, treating their sidearms almost as an afterthought. Despite this neglect, assault marines are quick to recognize opportunities for getting a shot off and are just as quick to take advantage of them. On Wings of Fire. Minoans are equipped with backpack-mounted jump packs, bizarre devices that propel them into the air on columns of flame. While these machines do not allow a Minoan to fly, they do allow him to cover great distances in a single bound, and when the Minoan lands the sheer backwash from the jump pack’s engines can knock nearby foes off their feet.
Remus vult!
Brave. The Minoan has advantage on saving throws against being frightened. Charge. If the Minoan moves at least 10 feet toward a target and then hits it with a spear attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. Keen Senses. The Minoan has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Martial Advantage. Once per turn, the Minoan can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the space marine that isn't incapacitated. Power Armour. While wearing his armour, the Minoan is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine. Quick Shot. When the Minoan reduces a creature to 0 hit points with a melee attack on its turn, the space marine can take a bonus action to make a bolt pistol attack against a creature within the weapon’s normal range. Regeneration. The Minoan recovers 5 hit points at the start of each of its turns as long as it has at least 1 hit point remaining. Superhuman Biology. The Minoan has advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.
Multiattack. The Minoan makes two spear attacks. Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage, or 16 (2d10 + 5) piercing damage if wielded in two hands. Magi-bolt Pistol. Ranged Weapon Attack: +6 to hit, range 30/120, one target. Hit: 7 (2d6) piercing damage and 9 (2d8) slashing damage. The pistol carries 10 rounds of ammunition. Rocket Jump (Recharge 5-6). The Minoan propels itself to an unoccupied space within 35 feet, releasing a shockwave as it lands. All creatures within a 10-foot radius of this space must make a DC 16 Dexterity saving throw or be knocked prone.