Holy men of various cults and religions abound in Bretonia, scattered priests and madmen preaching their various beliefs to the unwashed masses. These cults vary in size and popularity, Sigmar being one of the most numerous in following. But there is an order of Knights, holy men dedicated to destroying the scourge of Chaos in the world, men sworn to loyalty and to the destruction of evil everywhere. These Knights are known as Templars, holy warriors of intense piety and a high level of combat skill, trained to find and destroy Chaos, wherever it might rear its foul head.
These Templars are welcomed in any temple throughout Bretonia, trained by fellow knights or priests in their never-ending quest to destroy evil. Focussed on Chaos and the foul Undead that walk the land, Templars are always a welcome sight to the common people in their gleaming armor and pure white tabard.
Only the finest and most pious of knights can become a Templar in a secret ritual, and only those invited and nominated by a well-trusted fellow Knight Templar. This knight starts over in training, learning secrets only the Templars have learned and learning to fight as if they have never learned previously. Once the Templar Lords feel this knight is ready for it, he is sent out to the world to fulfill his quest.
A travelling Knight Templar seeks only to destroy the evil of Chaos and Undead, and to gather treasure and wealth for his order, to expand and build it until no more evil exists at all. He is a welcome companion to almost any group of warriors, especially after they see him reduce undead to scattered bone shards and torn clothing. However, he does not get along well with spell casters, Chaos Warriors, and such, treating them with at best tolerance and often open contempt. Such fellow warriors are only allowed to live and continue in the Templar’s presence only because they fight the same enemies… for now.
Any player may start the game as a Knight Templar rather than one of the Warriors in the Warhammer Quest box. All of the rules for creating a new Warrior apply unless stated elsewhere in this Warrior pack.The Profile of the Knight Templar is as follows:
Wounds |
1D6+8 |
Move |
4 |
Weapons Skill |
4 |
Ballistic Skill |
-- |
Strength |
3 |
Toughness |
4 |
Initiative |
4 |
Attacks |
1 |
Pinning Roll |
5+ |
The Knight Templar is treated as a Barbarian for purposes of treasure, locations and events, unless otherwise stated in this pack.
The Knight Templar starts his badge of position, the symbol of his brotherhood in the Knights Templars. This badge is a holy symbol that allows him to re-roll any one die roll once in each game, but he must take the second roll.
The Knight Templar starts the game with the Holy Sword, a huge two-handed sword. This sword gives the Knight +1 strength for damage, making the total damage D6+5. However, the size of the weapon prevents the Knight Templar from using a shield, and is heavy enough that should some magic item or spell grant the Knight any additional attacks, he does not gain the first one. In other words, if a Spell grants +2 attacks to the Knight Templar, he only gains 1 attack, the first bonus attack negated by the bulk and slow attack of the sword.
The Knight Templar has a full suit of plate armor, gleaming and bright, designed to be light and look very good, while granting excellent protection. The armor is so well crafted that unlike much armor of its type, it does not have any movement or initiative penalties. This armor gives the Knight Templar +1 toughness, making his total toughness 4+1, or 5. The armor covers him head to toe, and is unique, it cannot be used by anyone else.
Knights Templars cannot use, and will not take any treasure that deals with spell casting nor any scrolls, even to simply sell. The Knight can use any armor, and any weapon except ranged attacks, a Knight Templar will never, ever use a ranged attack, considering them to be cowardly.
Knights Templars cannot accept any magical healing, or any magical spells on himself, the healing will have no effect whatsoever. Potions and herbs will function normally, as they are not the result of a spell, and he can accept their use. However, at the end of each turn that had combat, and only turns with combat, the Knight Templar regains 1 wound. This healing does not take effect if the Knight Templar has been reduced to 0 wounds.
The Knight Templar is steadfast and bold in his quest for holiness, and has a +1 to all his fear rolls generated by Minotaurs.
The Knight Templar may not pray at any shrine nor any altar, shunning such abominations with a holy fury. Instead, he will attempt to destroy or desecrate the offensive structure. As a result, he then rolls on the same table the Altar or Shrine normally would generate, but the results are due to prayer and divine benefit or wrath of the Shrine’s owner, not due to a prayer at the structure.
Once per turn, the Knight Templar may Pray, kneeling in prayer for a turn of no other activity whatsoever. At the end of this turn, the Knight Templar is healed 0-5 wounds (D6-1).
In the advanced game, you can keep your Knight Templar from game to game, building up his character as he progresses from adventure to adventure. This section of the rulebook gives you all the rules for taking your Knight Templar right up to battle-level 10, including special rules for visiting Settlements, training, and more.
The Knight Templar start at battle-level 1 as a Squire – you will find his Battle Level Table later in this pack. All the rules for Warhammer Quest still apply in the advanced game, unless specifically stated otherwise.
The Knight Templar may wear any armor, although typically he will stay with the suit he starts with, as it provides excellent protection with little weight. As the Knight gains battle-levels, the armor is replaced with more protective suits by the Templars. This armor never has any prohibitory weight, it does not have the effect on movement and even initiative that ordinary armor does.
Squire |
+1 |
Knight |
+2 |
Templar |
+3 |
Templar Lord |
+4 |
As the Knight Templar progresses in levels, he gains extra attacks, which are not reduced by the Holy Sword, it only affects extra attacks that other people’s effects, items, or spells grant him. It also does double damage to any undead or Chaos creature on a natural roll of 6 to hit.
Due to the Knight Templar’s special training and holy purpose, he is more effective against undead and chaos creatures than even normal monsters. Against such creatures, the knight is +1 to hit. This bonus increases as the Knight Templar gains levels as shown on this table:
Squire |
+1 |
Knight |
+2 |
Templar |
+3 |
Templar Lord |
+4 |
This acts as a single point of luck, but is in an item, so it does not suffer nor benefit from effects that vary the Knight Templar’s personal luck pool. Note that as a holy warrior, Knights Templars gain a great deal of luck as they progress, representing divine favor.
This bonus to fear rolls applies to all creatures with fear, and increases as the Knight Templar gains battle levels.
Squire |
+1 |
Knight |
+2 |
Templar |
+3 |
Templar Lord |
+4 |
This bonus to fear rolls is halved against Terror, and is in addition to the normal battle level added to fear rolls that all Warriors receive. A Templar Lord is fearless in the extreme, but note, a natural 1 rolled is always failure, even the boldest may have moments of fright.
Unlike many other Warrior types, the Knight Templar may not hoard treasures for himself. Almost everything he gains is given away or sold and the proceeds donated to the Templars. Other than his starting equipment, the Knight Templar may keep only two pieces of magical treasure, and but four pieces of equipment. The only exception to this rule is healing equipment such as provisions and healing potions. The only exception to this rule is that the Knight Templar may have any kind of horse and his armor and sword in addition to the limited equipment.
In addition, the Knight Templar may not gather and keep any gold whatsoever between adventures. Once the Knight has finished the deeps and returned home, he may train and do whatever he desires in the Settlement. Then, once he is ready to go to the next adventure, he must give all the gold he has in his possession to the Templars and go forth penniless to battle. This gold he donates should be written down, in a separate location, for it counts against the cost of training to his next level.
For instance, a battle-level 1 Knight Templar brings 1700 gold in coins and items to sell to a city. He spends a few days in the city buying equipment and praying, and then he and his friends are ready to head to the next dungeon. All of the gold that the Knight has left over must then be given to the Templars, a total of 720 in this case. This 720 gold is marked off his character sheet and donated, but the Knight’s player marks this amount of gold in a separate place. When the Knight Templar trains, this 720 gold is added to gold spent for his next level. Thus, although the Knight carries no gold, he is able to continue training.
A Knight Templar must make at least one visit to the Temple during a single stay in a Settlement, and may make any further daily visits as desired. He may not visit the Alehouse, for it is a den of iniquity and intemperance, he may not gamble, nor visit the Mage Guild. The Knight Templar will not visit the Fighting School, avoiding the crass violence and brutality of the pits.
While visiting the Temple, the Knight Templar need never pay for a prayer, and rolls on a special table for the results of such a prayer, below. The number of times the Knight Templar may roll on the prayer table varies by level:
Squire |
1 |
Knight |
2 |
Templar |
3 |
Templar Lord |
4 |
2d6 Roll |
Result |
2 |
Your prayers are unanswered, no result |
3 |
During one turn next adventure, your attacks are doubled |
4 |
Your Warrior's hand is guided by powers unseen. For any one Attack in the next adventure, he may add +3 to hit |
5 |
Your warrior sees the result of his actions in a single combat, and may reroll any one combat roll (however many dice that might entail, for example a 2D6 attack) once, but he must keep the second roll. |
6 |
The hand of your warrior is guided by holy forces, one attack roll at any time during the next adventure hits automatically |
7 |
One attack in the next adventure does an additional 1D6 damage, as divine powers increase the might of the blow |
8 |
Protected by heavenly forces, you may ignore the damage caused by any one blow next adventure. |
9 |
Divine favor rests on you, any one miracle is automatically successful next adventure |
10 |
The might of holiness rests mightily on you and your bonus vs undead and chaos is doubled for the next adventure |
11 |
The Holy Sword is greatly blessed, it does double damage against undead and chaos with any unmodified roll of 4 or better to hit for the next adventure |
12 |
Your prayer is answered greater than you had intended, you are granted +D3 wounds permanently as holy power flows through your body |
In addition to making rolls on the prayer chart, the Templar may spend one day in prayer at the temple and have one detrimental effect that has plagued the Knight Templar from his adventures. This may be a permanent loss in wounds, a missing body part (such as an eye or hand), a disease, or so forth. Each day of prayer removes one such detriment.
However, each day of prayer in the Temple, the Knight Templar must roll a D6, and on a 1 he spends an additional D3 days in prayer, caught up in piety and religious fervor. This extra time spent results in no healing nor rolls on the chart, it is simply time spent in pious activity.
The Templars will replace any lost starting equipment for free at the Temple, with a few scolding words to the knight for his poor stewardship of the holy tools.
The Knight Templar does not have roll on the usual Settlement Event table while he is in a Settlement, as many of the results are impossible for the Templar to face (drugged, Betrothed, Riotous Living, and Gambling, for example). Instead, roll D66 and consult this table for Events that occur while in the Settlement for the Knight Templar.
11 |
Thrown Out. |
||||||||||||
12 |
PickPocket. |
||||||||||||
13 |
Uneventful Day |
||||||||||||
14 |
Good Deed. |
||||||||||||
15 |
Street Urchins. |
||||||||||||
16 |
Fight.
|
||||||||||||
21 |
Uneventful Day |
||||||||||||
22 |
Fooled. |
||||||||||||
23 |
Atonement. |
||||||||||||
24 |
Reward.
|
||||||||||||
25 |
Just Reward. |
||||||||||||
26 |
Uneventful Day |
||||||||||||
31 |
Honest Day’s Work. |
||||||||||||
32 |
Pious Living. |
||||||||||||
33 |
Chaos Among Us.
|
||||||||||||
34 |
Counterfeit. |
||||||||||||
35 |
Joust. |
||||||||||||
36 |
Uneventful Day |
||||||||||||
41 |
Fire! |
||||||||||||
42 |
Uneventful Day |
||||||||||||
43 |
Join The Watch. |
||||||||||||
44 |
Illness. |
||||||||||||
45 |
Squire. |
||||||||||||
46 |
Runaway.
|
||||||||||||
51 |
Crime. |
||||||||||||
52 |
Uneventful Day |
||||||||||||
53 |
Festival. |
||||||||||||
54 |
Beggar. |
||||||||||||
55 |
Evil Shrine.
|
||||||||||||
56 |
Uneventful Day. |
||||||||||||
61 |
Temple Donation. |
||||||||||||
62 |
Uneventful Day. |
||||||||||||
63 |
Hunting. |
||||||||||||
64 |
Burn the Witch!
|
||||||||||||
65 |
Uneventful Day. |
||||||||||||
66 |
Accident. |
Knights Templars train at the Temple, spending a week and money, including whatever was donated earlier. There may not be a Knight there to train the Templar, and he will have to rely on a Priest instead for his training. This is reflected by rolling on the table below.
1-2 |
The Temple has a Knight Templar present, who teaches you skills of combat and survival, add 5 to your roll below for skills. |
3-4 |
There is no one to train, and the Templar makes due with prayer and reading, learning as best he can. Roll on the skill table unmodified. |
5-6 |
No Knight is available, and the Templar is trained by helpful priests in holiness, subtract 5 from the roll on the skill table. |
The lower on the skills rolled, the less combat and more religious power the skills reflect. The higher on the table rolled, the more weapons and survival training is represented. Each time a skill is learned, this table is rolled on with 2D6, modified by the training received above. Miracles are special skills that the Knight Templar learns in his training, and they require special explanation, below.
The Knight Templar may add or subtract an amount of up to equal to his Battle-Level from the amount rolled on the Skill Table below, thereby giving more control over the skills or miracles available to the Warrior.
Certain skills the Knight Templar learns are so extraordinary in nature and spiritual that they are deemed miracles. These Miracles may not work automatically, some require a roll by the player to succeed. The Templar rolls D6 and adds a number to this roll to attempt the miracle:
Squire |
-- |
Knight |
+1 |
Templar |
+2 |
Templar Lord |
+3 |
-3 |
Light of Holiness |
||||||||
-2 |
Lay on Hands |
||||||||
-1 |
Bless |
||||||||
0 |
Sunlight |
||||||||
1 |
Blessing of Holiness |
||||||||
2 |
Corruption's End |
||||||||
3 |
Blodd Fury |
||||||||
4 |
Terror of Holiness
|
||||||||
5 |
Resist Evil
With a successful roll, the Knight Templar is not affected by the spell in question. |
||||||||
6 |
Steadfast |
||||||||
7 |
Pushback |
||||||||
8 |
Deflect |
||||||||
9 |
Endure |
||||||||
10 |
Call of Valor |
||||||||
11 |
Alert |
||||||||
12 |
Mighty Blow |
||||||||
13 |
Precision |
||||||||
14 |
Reaction Strike |
||||||||
15 |
Cry of Vengeance |
||||||||
16 |
Righteous Focus |
||||||||
17 |
Weapon Lord The Knight Templar does not automatically get the benefit, he must make a successful dice roll first:
|
BL |
Gold |
Title |
Move |
WS |
BL |
Str |
Dam |
T |
Wnds |
Init |
Att |
Luck |
Will |
Skills |
Pin |
1 |
0 |
Squire |
4 |
4 |
-- |
3 |
1D6 |
3 |
1D6+8 |
4 |
1 |
1 |
3 |
0 |
5+ |
2 |
2,000 |
Knight |
4 |
5 |
-- |
3 |
1D6 |
3 |
2D6+8 |
4 |
1 |
2 |
3 |
1 |
5+ |
3 |
4,000 |
Knight |
4 |
5 |
-- |
4 |
2D6 |
4 |
3D6+8 |
5 |
1 |
2 |
3 |
2 |
4+ |
4 |
8,000 |
Knight |
4 |
5 |
-- |
4 |
2D6 |
4 |
4D6+8 |
5 |
2 |
3 |
4 |
3 |
4+ |
5 |
12,000 |
Templar |
4 |
6 |
-- |
4 |
2D6 |
4 |
5D6+8 |
5 |
2 |
3 |
4 |
4 |
4+ |
6 |
18,000 |
Templar |
4 |
6 |
-- |
4 |
2D6 |
4 |
5D6+8 |
6 |
2 |
4 |
4 |
5 |
4+ |
7 |
24,000 |
Templar |
4 |
6 |
-- |
4 |
3D6 |
4 |
6D6+8 |
6 |
3 |
4 |
5 |
6 |
3+ |
8 |
32,000 |
Templar |
4 |
7 |
-- |
4 |
3D6 |
5 |
6D6+8 |
6 |
3 |
5 |
5 |
7 |
3+ |
9 |
45,000 |
Templar Lord |
4 |
7 |
-- |
4 |
3D6 |
5 |
7D6+8 |
7 |
3 |
5 |
6 |
8 |
3+ |
10 |
50,000 |
Templar Lord |
4 |
8 |
-- |
4 |
3D6 |
5 |
7D6+8 |
7 |
4 |
5 |
6 |
9 |
3+ |