Knights of the Empire

by Anvar

There are three main knightly orders in the Empire, each has their own style of armour, their own method of dealing out death and destruction, and often they follow different gods as well. Also there are the Reiksguard knights, whose job it is to guard the emperor.

Profile M WS BS S T W I A LD
Knights 4 4 3 4 3 1 4 1 7
Warhorse 8 3 0 3 3 1 3 1 5

All knights ride barded Warhorses, all wear heavy armour. All except The Knights of the White Wolf carry lances and shields, The Knights of the White Wolf carry double-handed hammers. All knights may have standard bearer and musician at the same cost as an ordinary trooper. All the knights may carry a magic standard, including Reiksguard infantry.

The Knights of the White Wolf cost 37 points per model.

The other Knights cost 39 points per model

Reiksguard infantry cost 12 points per model

 

The Knightly Orders

The Knights of the White Wolf

The Knights of the White Wolf are all followers of the god Ulric, they are probably the most famous and the largest of all the knightly orders, they were founded after the battle of Middenheim, when a large Chaos force attacked the city. They wear mantles of wolf skins over their red armour, and have neither helm nor shield, as they proudly show their long hair and beards. Their weapon of choice is the double-handed hammer which can crush armour and skulls with ease.

Special Rules:

Skull Crusher: On a natural roll of 6 to hit a foe, the blow wounds automatically, with a -4 save modifier, as the knight deals out a powerful blow to the head.

Editor's Note: I would add +2 points per model for this rule.

 

The Knights Panther

These noble knights trace their history to the crusades in Araby, where they fought the evil Sultan Jaffar. During these wars many new animals were discovered, and some knights adopted the panther as their emblem. They ride to battle wearing full battle armour carrying deadly lances, with the pelt of a panther over their blue armour. The pelt's of the panthers have all been enchanted, and they give the knights the speed of a great cat.

Special Rules:

Panther Pelt: The enchanted pelt's of the panthers, allow the knights to add D6" to any charge or pursuit move they make.

Editor's Note: I would add +2 points for this rule.

 

The Knights of the Blazing Sun

These knights also trace their origin to the crusades, but this order was formed during the battles to free Estalia from the Arabian invaders. The Knights were fighting the dreaded Arabian Black Guard, with their feared leader Emir Wasr the Cruel, at the gates of a temple to Myrmidia, the Estalian goddess of warriors. The knights were holding their own but they were about to be overwhelmed by the sheer numbers of Black Guard. When the ground shook, and a huge bronze statue of Myrmidia fell to the ground crushing Emir, and Many of his Guard, the rest lost heart and fled. This proved to be the turning point in the battle. Afterwards the Knights formed the Order of the Blazing Sun, the emblem of Myrmidia, with her as their patron. They wear black armour, with depictions of the blazing sun, that reflect the light dazzling enemy archers.

Special Rules:

Blazing Suns: Anyone shooting at the Knights of the Blazing Sun, that require a BS roll to hit suffer a -2 to hit penalty. This applies to Bolt Throwers as well.

Editor's Note: I would add +5 points per model for this rule.

 

The Reiksguard

As well as the Knightly orders of the Empire, there are those knights whose duty it is to guard the emperor himself. They are his personal retinue, they are the Reiksguard. These rules apply to both the Reiksguard mounted and the Reiksguard infantry.

The Reiksguard have a duty to guard the emperor, or to protect the general fighting in his name.

Special rules:

Body guard: If the Reiksguard knights are led by the general, personally, they will not abandon him and they will die rather than flee. When the unit is led by the general of your army, both he and the Reiksguard take all leadership tests on leadership 10. For break tests this is unmodified.

Editor's Note: I would add +5 points per model for this rule, as it makes them very much more effective.

 

After reading some of the fluff iun the Empire book I realised that there was an opportunity to create some Order specific banners for the Knights, little did I realise that apparantly this has been done before, oh well here they are according to my personal view of them.

 

Banners of the Knightly Orders

Each of the Knightly orders have an ancient magic banner. These were made when the order was founded and are heirlooms of their order. As a magic banner for a unit of knights, you may select the magic banner appropriate to them, or you may choose a magic standard from Warhammer Magic as usual.

 

Banner of the White Wolf....................75 points

This banner was carried at the battle of Middenheim, when a large Chaos force attempted to take the city. The knights of the White Wolf slew a great daemon prince and this banner was dipped in it's blood, making it radiate a sense of terror to all their foes. This banner makes the knights cause terror, remember that any unit that causes terror causes fear as well, this also makes the knights immune to fear and terror Knights of the White Wolf only.

 

The Banner of the Panther....................75 points

The banner of the Knights panther was enchanted by the wizards of the College of Light to ward away evil sorcery. When a hostile spell is cast against the knights, roll a scatter dice, on a hit the spell is unaffected, on any other roll the spell is redirected 4D6" onto the first unit in it's path, in the direction shown. Note that this is not a dispel and you should only roll after any dispel attempts have been made, and after you have checked the knights are in range. This banner even works against a spell cast with total power. Knights Panther only.

 

Banner of Myrmidia...............................75 points

The banner of the Knights of the Blazing Sun depicts Myrmidia, their patron Goddess, smiting her enemies. It has been blessed by the priests of her order and encourages the knights to destroy their foes. When the Knights charge, they receive a +1 to hit bonus and a +1 strength bonus, for the first round of combat. Knights of the Blazing Sun only.


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