Warhammer Quest Warrior Pack: The Empire Knight Templar

Ornate Empire Knightly Shield

Empire Knight Templar

~ A Warhammer Quest Warrior Pack ~

By Questing Knight
Based on the profession by Chris Barnhart and Bruce Tong

The Knightly Orders of the Empire are heroic brotherhoods of armoured warriors who ride into battle atop mighty barded warhorses. Knights are magnificent figures, clad in gleaming plate armour crafted by Dwarfen smiths, armed with weaponry of the finest quality, and mounted on powerful destriers. Many sons of nobility choose to join one of the many brotherhoods located throughout the Empire, and such Orders come in many different sizes. Some of these Knightly Orders, like the Knights Griffon, only recruit from the local nobility, while others become Templars of a particular deity, such as the zealous Knight’s of Sigmar’s Blood.

Empire Knight Templar

Starting as a Knight Templar

When starting as a Knight Templar, you must select which order he belongs to, and which deity his Order follows. The Knight may choose to follow one of the following gods: Sigmar, Mymidia or Ulric. This is known as the Knight’s Calling. Alternatively, the Knight may hale from an Order who’s first loyalty is to the Empire, such as the Knights Panther.

Each Order of Knights has a grand history littered with mighty deeds, desperate charges and heroic last stands that turned the course of a battle. Following is a list of famous Templar Orders:

  • Followers of Sigmar –The Knights of Sigmar’s Blood, The Knights Griffon.
  • Followers of Ulric – Knights of the White Wolf, Knights of Ulric.
  • Followers of Myrmidia – The Order of the Blazing Sun, The Order of the Broken Sword.
  • Secular Orders – The Grand Order of the Reiksguard, The Knights Panther, The Order of the Black Bear

Starting Profile

The Knight starts as an Initiate at Battle Level 1, and has the profile indicated in the Training section for Initiates.

Starting Equipment

Depending the Knight’s Calling, he starts off with one a different combination of equipment, as follows:

  • Followers of Sigmar – Warhammer, Knightly Armour , Shield (+1T), Amulet of Strength
  • Followers of Ulric – Cavalry Hammer, Knightly Armour
  • Myrmidia – Axe, Blazing Shield
  • Knights Panther – Sword, Knightly Armour, Shield, Panther Pelt
  • Secular Orders – Sword, Knightly Armour, Shield,Talisman of Bravery

A Knight only starts with the items listed in the section for his Calling. The special rules for some of these items are as follows:

  • Knightly Armour – Gives +1 Toughness.
  • Shield – Gives +1 Toughness.
  • Amulet of StrengthOnce per Adventure the Knight can inflict an additional 1d6 Damage. This only affects one attack, but it can be invoked after a successful To-Hit roll.
  • Panther PeltFunctions identically to the Elven Cloak, and costs 100 Gold to repair in any Settlement.
  • Blazing ShieldOnce per Adventure the Knight may reflect the light of the party’s lantern off his highly polished shield and blind one Monster. (This is a property of the shield, not a skill.) For the rest of the Turn the Monster looses all attacks.
  • Warhammer – (D6 + Strength) damage in combat, 2D6 + Strength on a natural 6 To Hit.
  • Cavalry Hammer – +1 Wound in combat, +2 on a natural 6 To Hit.
  • Sword, Axe – (D6 + Strength) damage in combat.
  • Talisman of Bravery – +1 to all Fear and Terror Tests


Empire Knights come from very diverse social levels and given that they often leave home later in life than their Bretonnian equivalent, they inherit various things from their upbringing. Roll on the following chart:

Roll 2D6: Result
2 – 5 Peasant Birth – The Empire Knight knows how to live less expensively, and does not have to pay Living Expenses for themselves or their animals when they are in a Settlement. The Warrior also adds 3 to the dice on all Stock rolls when in a Village. The Empire Knight can also reverse the order of the D66 dice when rolling a Settlement Event. This can be done once per visit to a Settlement. (Example: if a Settlement event of 43 is rolled, the Empire Knight may choose to take event 34, instead.)
6 – 10 Merchant Birth – The Empire Knight may pick either the Armourer, Fletcher, Weaponsmith, Animal Trader, or the General Store and receive a 25% discount in that type of store for the rest of his life due to his knowledge of the business and shrewd trading skills.
11 – 12 Noble Birth – The Empire Knight must abide by the Luigi & Salvatore rules presented in the Imperial Noble book, although the Empire Knight does not have to discard weapons and armour before entering this store. An Empire Knight of Noble Birth is allowed to use a pistol, although he doesn’t start with one. He may not use a Rifle, Blunderbuss, or other two-handed firearm.


An Empire Knight may use any mêlée weapon listed below, according to the Knight’s calling. Although most Empire Knights focus on hand-to-hand and mounted weapons, some have been known to use crossbows. It is rare for an Empire knight to use a bow but it does happen, and no Empire Knight can use a gunpowder weapon. Thrown weapons are common. Unlike Bretonnian Knights, Empire Knights are not bound by a code of conduct other than their oath of loyalty to their Lord. Still, some Knights choose to follow similar restrictions as those of the Bretonnian Knights, but Honour is not tracked in this case as it is simply a role-playing issue.

The Knight has the following restrictions on the equipment and treasure he may use, depending on his Calling:

  • Followers of Sigmar – Will not use missile weapons at all, with the exception of pistols at Battle Level 5 and above.
  • Followers of Ulric – Will not use missile weapons at all with the exception of thrown weapons.
  • Followers of Myrmidia No restrictions apply.
  • Knights Panther No restrictions apply.
  • Secular Orders – No restrictions apply.


The Knight Templar may wear any armour except for leather armour and furs. He may use full plate armour as described in the Armourer section of the Roleplay Book.


The Knight Templar may use any Treasure normally usable by the Barbarian. He may use any weapons and armour subject to the rules for his calling. The Knight may not use any treasure of a spell casting nature (e.g. scrolls, Spell Rings etc.). A Templar may not use a piece of Treasure that is specific to a certain religion (except for Knights Panther) unless it is for their religion. For example, a Knight following Sigmar may use a Sigmarite Icon, but a Knight following Myrmidia may not.


Uneventful Days


When an Uneventful Day is rolled for the Knight as an event at a Settlement, roll on the following table to see what happens:

Roll 1D6: Result
1 A tense encounter with a Knight from another Order has led to a Duel of Honour. Roll 1d6. On a 1-3 the Warrior has lost the Duel, is disgraced, and must leave the Settlement immediately. On a 4-6 the Warrior has won the Duel and the other Knight leaves the Settlement, paying the Knight D6 * 50 Gold by way of compensation.
2 – 5 It really is an uneventful day.
6 The Knight has been recognized by a Noble of the area who offers to cover the Knight’s Living Expenses while he is in the Settlement in exchange for the Knight sharing tales of his many adventures.


Special Location – Chapterhouse


Who May Visit the Chapterhouse?

Ornate Empire Knightly Shield

Any Imperial Knight, Witch Hunter or Warrior Priest may visit the Chapterhouse. Whilst at the Chapterhouse, a Knight may consult with his religious superiors, train at the Temple and purchase goods at the Armoury. Other warriors treat the Temple as described in the Roleplay book, although they may still purchase items from the armoury appropriate to their calling (e.g. a Warrior Priest may buy a Sigmarite Warhammer).


Whilst at the Chapterhouse, the Knight may train with the other Knights and Initiates in the barracks. This keeps the Knight in top condition; sharpening mind and body for the trials he will face taking the battle to the foe. If the Knight is lucky enough to impress a Seneschal or Master or the Order, he may even by inducted into the ranks of the musicians, standard bearers or Preceptors, and receive specialist training and knowledge.

Roll 1D6 to see what form this extra training takes.

Roll 1D6: Result Effect
1 Drill Training The Knight takes part in various drill exercises with a regiment of Knights Templar of his Order. The extra training pays off, and the Knight may re-roll one missed Attack in the next Adventure.
2 Defensive Training The Knight spends a profitable afternoon practising the art of deflecting incoming attacks using his shield. The Knight may ignore any one blow in the next Adventure by turning it aside with his shield. He must be armed with a Shield to make use of this benefit.
3 Mighty Blow The Knight learns the virtue of an unrelenting offensive. For one combat in the next adventure every time the Knight hits a Monster one or more times in a single turn in combat, but does not kill it, the Monster will be at -1 To Hit for the rest of the turn.
4 Killing Strike The Knight trains with the finest swordsmen in the Order, and learns a little of how to kill with a single well-aimed strike. For one turn in the next adventure, the Knight can ignore non-magical armour when working out damage in combat.
5 – 6 Specialist Training Roll on the Specialist Training Table below.

Specialist Training

Roll 1D6: Result Effect
1-2 Specialist Training – Regimental Musician The Knight is trained to be aware of the tactical advantages to be gained from the different regimental formations. Once per adventure the Knight may use this skill allowing all the Warriors on the same board section as the Knight to change places with each other. Monsters will attack the new characters as if they were the originally selected targets.
If the Knight has already received Regimental Musician training, then treat this result as Regimental Standard Bearer Training (result 3-4).
3-4 Specialist Training – Regimental Standard Bearer The Knight is entrusted with one of the Chapter’s sacred standards or holy relics, and becomes learned in the history of his Order. The standard may be used in addition to any other equipment the Warrior has, as he is trained to compensate and make allowances for it. Whilst using the standard, all Warriors on the same board section gain +1 to Fear and Terror rolls if they can first roll a 4+ on 1d6. The Knight takes great pride in being entrusted with one of the standards or relics of his chapter house, and always add +1 to his Fear and Terror rolls.
If the Knight has already received Regimental Musician training, then treat this result as Preceptor Training (result 5).
5 Specialist Training – Preceptor The Knight is inducted into the ranks of the Preceptors, veteran warriors who lead regiments of Knights into battle. He is taught some of the secrets of his Order’s history, and is trained to take command in battle.The Knight gains +1 WP permanently. In addition, a number of times each Adventure based on his experience, the Knight may choose to alter the order in which the Warriors take their turn in the Warriors Phase, irrespective of Initiative order and who is carrying the lantern, as he exercises his natural authority.

  • Templar: 1 / Adv
  • Seneschal: 2 / Adv
  • Master: 3 / Adv

In addition, each time the Knight visits the Chapter House, the resident Master may have a special mission for him. Roll on the Special Missions table below each time a visit to the Chapterhouse takes place.

If the Knight has already received training as a Preceptor, then treat this result as Induction (result 6).

6 Specialist Training – Induction Inner Circle – The Knight is inducted into the mysterious Inner Circle. The Inner Circle form the Grand Master’s body guards and most trusted advisors and agents, versed in some of the Order’s deepest secrets, and tasked with the Order’s most dangerous missions. A Knight of the Inner Circle gains +1 Weapon Skill, and stays in Towns and Cities for free if he can find a Chapter House. A Knight must have served as a Musician, a Standard Bearer and a Preceptor before he can be inducted into the Inner Circle. If a Knight has not already served as a Musician, a Regimental Standard Bearer and a Preceptor, then ignore this result and the player may choose to have either the Musician, Regimental Standard Bearer or Preceptor training.


Whilst at the Chapterhouse, a Knight may consult with the clergy associated with his Order, in order to obtain guidance and renew his faith.

For D6 * 50 Gold in donations, the Knight may roll 1D6 on the following table. This may be done once per visit to a Settlement.

In the tables below, the Knight’s ‘chosen weapon’ refers to any mundane weapon usable by the Knight currently in his possession (including his starting weapon)/ Items of treasure cannot be nominated as the Knight’s chosen weapon, but other than that any starting weapon or weapon that can be purchased in a Settlement may be nominated. Other Warriors do not gain any benefits from using a weapon blessed in this way, although the GM may make exceptions based on the class and religion of the Warrior.

Roll 1D6: Result Effect
1 Nothing The Knight prays for guidance, but receives no direct inspiration. No effect
2 Prayer The Knight spends time in prayer, looking for divine guidance. The Knight may re-roll one dice roll he makes in the next Adventure, in the same way as using Luck.
3 Faith The Knight spends his time in prayer and meditation, reaffirming his devotion to his deity. The Knight gains D3 Faith points, used in the same way as the Witch Hunter’s Faith to influence dice rolls. Note that this does not affect the amount of gold he gains for killing spell casters, and the Knight cannot engage Monsters in a Battle of the Wills. A Knight may have a maximum of two points of Faith per Battle Level; any extra points of faith are wasted. If the Knight already has the maximum amount of faith allowed to him at this point, then re-roll this result.
4 Holy Sigil A Lector of the Chapter House’s Temple oversees the addition of a holy sigil to your chosen weapon. The effects of the holy mark are to make the weapon permanently magical, and whilst using the enchanted weapon, no to hit penalty is applied when attacking Monsters that have the Greater Daemon ability.
5 Fast The Knight undergoes a rigorous program of fasting and meditation in order to forge a deeper connection between him and his deity. The Knight has +1 Will Power for the duration of the next Adventure, and may re-roll one failed Fear or Terror Test in the next Adventure.
6 Blessing A Lector at the Chapterhouse is impressed with the strength of the Knight’s faith, and tasks him to go out into the Old World and smite the followers of the Ruinous Powers wherever they may be found. To aid the Knight in his sacred duty, the Lector oversees the addition of a holy sigil to one of the Knight’s weapons by the Order’s Master Weaponsmith. Roll once of the Runesmith table in the Dwarf Quarter Special Location in the Settlements section of the Roleplay book; this is the effect of the holy sigil applied to the Knight’s chosen weapon. This rune is permanent.

Chapter House Armoury

Whilst at the Chapterhouse, the Knight or visiting Warrior may purchase equipment from the Order’s Armourer.

Item Description Cost
Great Hammer Causes +2 Wounds, two-handed, causes an extra +1D6 Wounds on a natural 6 To Hit. 700 Gold
Sigmarite Warhammer Ignore 1 point of armour and causes an extra +1D6 Wounds on a natural 6 To Hit. Followers of Sigmar only. 600 Gold
Wolf’s Head Hammer Causes +1 Wounds, two-handed and causes an extra +1D6 Wounds on a natural 6 To Hit. Followers of Ulric only. 600 Gold
Knightly Armour Gives +1 Toughness. 300 Gold
Panther Pelt Replacement for a Knight Panther’s starting item. Knights Panther only. 100 Gold

Empire SymbolTraining

The Knight trains at his Chapterhouse. Training takes 1 Week, and follows the normal rules for Warriors progressing through Battle Levels.


When rolling for new skills, first roll 1D6. On a result of 1 – 3, roll on the Core Knightly Skills below; on a 4 – 6, roll on the table for your Knight’s Calling that follows. Always re-roll skills that the Knight has already obtained.


Core Knightly Skills
Roll 1D6: Result Effect
2 Zealot Even among the most pious Templars at the Chapterhouse, the Knight has a reputation for zealous commitment to the cause. For the first turn of every Combat, the Knight gains +1 Attack and +1 Strength as he lays about him in a righteous fury. In addition, he must move and attack the nearest Monster unless he first passes a Willpower Test (1D6+WP, 7+ to succeed). If he passes he vents his fury in a more constructive manner, and may move and attack as he sees fit.After the first turn, the Knight regains his composure and attacks normally.
3 Shield Master The Knight is a master of using the shield. No matter how skilful the foe, the Knight always manages to deflect some of their blows with his shield. If armed with a shield, the Knight rolls a D3 every time he is wounded. The result is the number of wounds deflected by the Knight’s skill with a shield. If the Knight is attacked by a monster which ignores armour, it does not ignore the shield used in this way.
4 Bind Wounds The Knight knows how to bind up his wounds using a leather thong or similar improvised tourniquet. The Knight may recover D6 wounds instead of doing anything else in any turn while he pauses to bind up his cuts and stop the flow of blood. He may do this once per adventure per Battle Level.
5 Piercing Charge The Knight is adept at powerful, driving charges that pierce deep into enemy formations, trusting his superior armour and skill to protect him as he engages as many of the enemy as possible.If the Knight is eligible to perform a Death Blow (or would be if there was a viable target), he may instead choose to move one square (ignoring pinning) instead. He may then continue to make any remaining attacks that he may have.
6 Shield Butt This skill can be used when the Knight attempts to break from Pinning, He lunges with all his force behind his shield to punch or barge his way out of this difficult situation Roll to break from Pinning as usual. If the Knight succeeds, he smashes the monster in the face with his shield to force his way out. The monster takes 1D6 Wounds, +2 per Battle level of the Knight, modified for Toughness etc. as usual. The monster is also knocked back a square if possible.
7 Counter Strike The Knight has learned a highly defensive fighting technique employed by the Knightly Orders to hold vital objectives against terrible odds, concentrating on defending himself and taking advantage of the mistakes made by his opponents to bring them low.Each turn, the Knight may choose to give up all of his usual Attacks. In return, all Monsters incur a -1 To Hit penalty when attacking the Knight. In addition, if the Monster rolls the natural To Hit roll indicated below, the Knight may make an immediate Attack against that Monster as he turns their mistake against them. The Knight may make one of these ‘free’ attacks each time a Monster rolls the required amount, even if this means he would make more than his normal amount of attacks in a given turn. These attacks may not cause Death Blows, and can therefore not be used in conjunction with the Piercing Charge skill.

  • Templar: Counter Strike on To Hit Roll of a 1
  • Seneschal: Counter Strike on To Hit Roll of a 1 or a 2
  • Master: Counter Strike on To Hit Roll of a 1 or a 2
8 Weapon Mastery The Knight’s new expertise with a variety of weapons gives him the ability to ignore To-Hit modifiers based on the type of weapon being wielded, but does suffer any other penalties specified. For example, he does not suffer a -1 To Hit penalty for wielding a Broadsword, but still suffers -1 Initiative and -1 Attack for wielding a Greatsword.
9 Mighty Blow Allows the Knight to increase the Strength of his attack by trading in additional attacks. For each attack sacrificed the Knight may add 1d6 Wounds to one of his remaining attacks.
10 Armourer The Knight has learned the basics of maintenance and modification of armours such that he can modify his own armour to be less of a hindrance. A Knight with this skill ignores movement penalties associated with the Armour he wears.
11 Shield Wall This skill allows the Knight to catch the impact of a single blow on his shield, deflecting all the damage that may have been caused.
12 Master of Battle The Knight does not know the meaning of fear, and receives +2 against Fear and Terror tests.



Followers of Sigmar
Roll 1D6: Result Effect
1 – 2 Litanies of Hate Reciting from the Deus Sigmar, the Knight works himself into a righteous fury, entering an almost frenzied state. The Knight gains one Attack for the duration of one combat. One use per Adventure
3 – 4 Shield of Faith Such is the Knight’s unshakeable faith in Sigmar that he gains Magic Resistance 6+ permanently as the power of Sigmar runs through him, protecting him from heathen magic.
5 – 6 Bane of the Undead Creations of Necromantic Magic find the power that drives them weaker in the presence of a servant of Sigmar as pious as the Knight. Undead Monsters only regenerate half the number of Wounds when in base contact with the Knight.
Followers of Ulric
Roll 1D6: Result Effect
1 – 2 Fury of Ulric The Knight commits himself to the mêlée, loosing himself in the joy of combat. He gains the Berserk skill, which works in exactly the same way as described in the rules for the Barbarian. The Knight will require a 6 to go Berserk at Battle Level 1 – 4, and a 5+ at Battle Level 5 and up.
3 – 4 Battle Howl The Knight launches himself into the fray with a blood curdling howl. For the first turn per combat, the Knight may re-roll any misses in close combat once.
5 – 6 Crush the Weak The Knight despises the weak and the cowardly, and Hates all Monsters that have the Break special rule, or are worth equal to or less than 25 Gold for each of the Knight’s Battle Levels.


Followers of Myrmidia
Roll 1D6: Result Effect
1 – 2 Divine Intervention The power of Myrmidia guards the Knight as he carries out her will. The Knight may ignore one blow per Adventure that would otherwise kill him.
3 – 4 Battle Charge In the first Warriors’ Phase after monsters have been placed. The Knight may elect to go first, regardless of Initiative or whoever has the lantern.
5 – 6 The Art of Combat The Knight may re-roll the first failed miss each turn.


Knights Panther
Roll 1D6: Result Effect
1 – 2 Impetuous Charge Eager to prove his worth in battle, the Knight plunges into combat with impetuous courage. The Knight gains +1 Strength in the first turn of every combat.
3 – 4 Coup de Grace The Knight knows where the weak spots are on several large monsters and can finish them off rather than risk the wild attacks of such beasts in their dying moments.
At the end of the Warriors’ Phase, the Knight can elect to perform a
Coup de Grace on any adjacent monster that has lost at least half of
its original Wounds score. The Knight rolls a D6; the number rolled
is the number of Wounds that the monster takes with no deductions.
However. If the Knight rolls a 1, the Monster still suffers 1 wound
but also lashes out at the Knight as he darts in for the kill. The Knight
is hit automatically by the monster; roll for damage as normal.
5 – 6 Heroic Death These could be the Knight’s dying moments but he is going to go down fighting. If the Knight is ever reduced to 0 Wounds, roll a dice and add the Knight’s Strength (Including any bonuses, like Ogre Strength).
If the score is 8 or more, the Knight finds an inner energy and continues fighting. The Knight may immediately fight another round of combat, just as if the Knight had received another Warriors’ Phase. He then falls to the ground unconscious, and will be dead at the end of the turn as usual unless healed.


Secular Orders
Roll 1D6: Result Effect
1 – 2 Blade Storm The Knight gains +1 Attack and +1 Initiative
3 – 4 Weapon Master The Knight may re-roll one missed attack per turn (excluding ranged attacks).
5 – 6 Grand Master Roll twice on the Core Knightly Skills table, re-rolling this result if obtained again. Re-roll this skill if it is rolled again in future training.



LVL Gold Title WS BS S M DMG T W I A Luck WP Skills Pin
1 0 Initiate 4 6+ 3 4 1d6 3 1d6+7 4 1 0 4 0 6+
2 2,000 Templar 4 5+ 3 4 1d6 3 2d6+7 4 2 1 4 1 6+
3 4,000 Templar 5 5+ 3 4 1d6 3 3d6+7 4 2 1 4 2 6+
4 8,000 Templar 5 4+ 4 4 1d6 3 3d6+7 5 2 2 4 3 6+
5 12,000 Seneschal 5 4+ 4 4 2d6 4 4d6+7 5 3 2 4 3 6+
6 18,000 Seneschal 5 3+ 4 4 2d6 4 4d6+7 5 3 2 4 4 6+
7 24,000 Seneschal 6 3+ 4 4 2d6 4 5d6+7 6 3 3 4 4 6+
8 32,000 Seneschal 6 3+ 4 4 2d6 4 5d6+7 6 4 4 5 5 5+
9 45,000 Master 6 3+ 4 4 3d6 4 6d6+7 6 4 4 5 6 5+
10 50,000 Master 6 2+ 4 4 3d6 4 6d6+7 6 4 4 5 7 4+


Whilst the terms Initiate, Templar Seneschal and Master have been applied in the table above, this is for background purposes. The titles Initiate, Templar, Seneschal and Master are analogous for the standard titles Novice, Champion, Hero and Lord.

  9 Responses to “Warhammer Quest Warrior Pack: The Empire Knight Templar”

  1. This looks like an aswesome ruleset to make knights.

    I’m a bit confused on the starting equipment rules though, it could do with a short how to use text. Are you planning to add more Knightly orders or is this it? Looks like the rules are tought about though, good work!

    ps, how do you register ?

  2. Thanks for the comments 🙂

    I’ve reworded the Knight’s starting equipment slightly and fixed some formatting issues, I hope it makes it clearer.
    The basic idea was that you would pick a ‘type’ of Knight – called his Calling – and then you get the equipment listed next to his calling. The Knight’s calling also determines what equipment he can buy from the Chapterhouse, and what skills he can get from training.

    What do you think about the updated wording?

    I hope to add some more Orders, perhaps some of the famous ones like the Reiksguard. I have also added a generic ‘secular’ knight that can be used to represent a Knight from an Order that is not devoted to a particular deity.

    If anybody has some ideas for what extra Orders there could be, and any equipment and skills they start with and can buy and learn, then leave a comment and I’ll be happy to add them in.

    What kind of user account are you interested in, Cutlass? I know you have written Warrior packs yourself, are you interested in becoming an Author on Imperial Vault?



  3. a great character, and truly a joy to have in any band of intrepid warriors.

  4. You are missing the actual mechanics of Coup De Grace skill under Knight Panther.
    I am very cheerful about this warrior… good stuff.

    • Indeed I am 🙂

      There are still a few holes – I know I need to add the ‘Special Quests’ table referenced in the Specialis Training section as well…

      Everytime someone comments on the Knight Templar, it makes me finish another section! The basic mechanics are there though.



  5. Sure I can contribute here.

    This is supposed to be a complete list of orders but I’m quite sure some are still missing from them.


    Here’s another: http://warhammeronline.wikia.com/wiki/Renowned_Empire_Knightly_Orders

    and here are the 14 official ones: http://www.games-workshop.com/gws/content/article.jsp?catId=&pageMode=multi&categoryId=400015&section=&pIndex=0&aId=300007&start=1

    I suppose you’ve already looked at the chapter “knighthood” in the brettonnia book?

  6. I just noticed Tome of Salvation has a few knights too, including the Longshanks and the Sons of Manann.

    Patron Deity Täal and Rhya
    Primary Chapterhouse: Talabheim
    Grandmaster: Ulrika Grunfrau
    Colours: Green and brown
    Of all the famous orders of the nine Empire cults, the Longshanks are the most distinctive. Eschewing the heavy meral armours, decorated shields, and overbearing weaponry employed by the other templars, the Longshanks rely on stealth and skill to overcome their foes. Rather than slowing themselves down in mail and plate, they clon leathers. Rather than swinging greatswords, they use longbows and sharp knives. They are the protectors oF the holy sites and groves sacred to the Gods…

    Patron Deity: Manann
    Primary Chapterhouse: Salkalten, Nordland
    Grandmaster: Hrofi I Halfdane
    Colours: Turquoise and white
    The Sons of Manann are the most numerous of all of
    Manann’s knighty orders, although they lack the prestige and wealth of their great rivals, the Knights Mariner. The Sons of Manann are ill-thought of by the leadership of the cult of Manann in Marienburg, often derided as landlubbers and viewed as lapdogs to the Emperor. Whilst most would disagree on principal, it is certainly true that the Sons of Manann look far more towards Altdorf than Marienburg, and their chapterhouses are almost exclusively found within the Empire.

    • Thanks Cutlass 🙂

      I like the sound of these Orders, they are very different to the usual ones. I think I’ll add them to the list of Orders when I get a chance to pen some new skills for them – any ideas on that front? Or links to resources on the followers of Taal and Manann?



  7. Really like these rules I think they are one of the best player created sets out there and are at least as well balanced as the original packs.
    The only issue with the rules that I can see is the first secular knight benefits is far more powerful than any of the others (ie +1A & I permenantly as opposed to the sigmarites + 1 A for 1 combat). While I can understand wanting to give them some advantage to make up for lack of specialisation it seems a little too good still especially considering how both of the other skills are pretty good anyway.
    Be very interested in seeing what the specialist missions and coup de grace do too.
    Looking forward to playing the character though so thank you

Leave a Reply