The Empire Knight is a Warhammer Quest Warrior designed for use within the Net-Campaign. Although designed for the Net-Campaign, non-participants should feel free to use it. This Warrior profession represents adventurers which originate from the ranks of the Knights of the White Wolf, Knights Panther, Reiksguard Knights, Knights of the Blazing Sun.
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 | Champion | 4 | 5+ | 3 | 4 | 1d6 | 3 | 2d6+7 | 4 | 2 | 0 | 4 | 1 | 6+ |
3 | 4,000 | Champion | 5 | 5+ | 3 | 4 | 1d6 | 3 | 3d6+7 | 4 | 2 | 1 | 4 | 2 | 6+ |
4 | 8,000 | Champion | 5 | 4+ | 3 | 4 | 1d6 | 3 | 3d6+7 | 5 | 3 | 2 | 4 | 2 | 6+ |
5 | 12,000 | Hero | 5 | 4+ | 4 | 4 | 2d6 | 3 | 4d6+7 | 5 | 3 | 2 | 4 | 3 | 6+ |
6 | 18,000 | Hero | 5 | 3+ | 4 | 4 | 2d6 | 4 | 4d6+7 | 5 | 4 | 2 | 4 | 4 | 6+ |
7 | 24,000 | Hero | 6 | 3+ | 4 | 4 | 2d6 | 4 | 5d6+7 | 6 | 4 | 3 | 4 | 4 | 6+ |
8 | 32,000 | Hero | 6 | 3+ | 4 | 4 | 2d6 | 4 | 5d6+7 | 6 | 4 | 4 | 5 | 5 | 6+ |
9 | 45,000 | Lord | 6 | 3+ | 4 | 4 | 3d6 | 4 | 6d6+7 | 6 | 4 | 4 | 5 | 6 | 5+ |
10 | 50,000 | Lord | 6 | 2+ | 4 | 4 | 3d6 | 4 | 6d6+7 | 6 | 4 | 4 | 5 | 7 | 5+ |
If you roll any 1's when rolling Wounds you can re-roll, but you have to take a second 1 if it comes up.
An Empire Knight belongs to one of four Orders: Knights of the White Wolf, Knights Panther, Reiksguard Knights, or the Knights of the Blazing Sun. Pick one of those Orders. You may not change Orders later, so pick wisely.
An Empire Knight may use any meele weapon. 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 Brettonian 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 Brettonian Knights, but Honor is not tracked in this case as it is simply a role-playing issue.
An Empire Knight is equipped based on the Knightly Order to which he belongs in accordance with the following list:
Knightly Armor (+1T), Double-Handed Hammer (1d6+S+1, 6+/+2)
Double-Handed Hammer
A special weapon capable of extra damage. For most attacks it does +1W more than Strength, but when a 6 is rolled To-Hit, an extra 2 Wounds are inflicted.
Knightly Armor (+1T), Shield (+1T), Sword, Panther Pelt (+1T*)
Panther Pelt
Functions identically to the Elven Cloak. Costs 100 Gold to repair in any Settlement.
Knightly Armor (+1T), Shield (+1T), Sword, Amulet of Strength
Amulet of Strength
Once per Adventure the Knight can inflict an additional 1d6 Damage. This only effects one attack, but it can be invoked after a successful To-Hit roll.
Knightly Armor (+1T), Blazing Shield* (+1T), Sword
Blazing Shield
Once 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.
The Empire Knight can use any armor other than leather and furs (not including the pelt of the Knight Panther) and he may use helms and shields. A Knight of the White Wolf, however, will not use a shield.
Empire Knights come from very diverse social levels and given they often leave home later in life than their Brettonian equivalent, they inherit various things from their parents. Roll on the following chart:
2-5 |
Peasant Birth |
6-10 |
Merchant Birth |
11-12 |
Noble Birth |
The Knightly orders are very competitive, so two Empire Knights from different Orders may not participate in the same party of Warriors. This does not include Brettonian Knights.
When a Settlement Event is determined, roll 1d6 on the following chart:
1 |
A tense encounter with a Knight from another Order has lead to a Duel of Honor. 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. |
2-5 |
Yes, it 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. |
2 |
Weapon Mastery |
3 |
Mighty Blow |
4 |
Musician |
5 |
Armorer |
6 |
Leadership |
7 |
Extra training |
8 |
Shield Wall |
9 |
Fearless Warrior |
10 |
Shield Butt. |
11 |
Standard Bearer |
12 |
Death Blow |