Warhammer Quest
Knight Templar

by Christopher Taylor

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.

 

STARTING AS A KNIGHT TEMPLAR

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.

Equipment

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.

Weapon

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.

Armor

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.

Knight Templars and treasure

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.

Special Rules

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).

 

ADVANCED RULES

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.

Armor

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

Weapon

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.

Holy Warrior

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

Templar Badge

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.

Boldness

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.

Knight Templars and Treasure

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.

 

Knight Templars in Settlements

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

Prayer Chart

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.

Knight Templars and Settlement Events

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.  
The Knight Templar is accosted by Chaos-influenced magistrates and hurled out of the settlement.  He will not attempt to sneak back in, as this would be dishonest, but must spend his time waiting for the rest of the Warriors to exit, living expenses spent as normal.  In addition, roll 1D6; on a score of 1, the gate guards steal all his gold.

12

PickPocket.  
As your Knight Templar moves through the busy streets, he is pickpocketted, Subtract 1D6x20 gold.

13

Uneventful Day

14

Good Deed.  
Your Knight Templar is implored by an old woman to help her, shouting that robbers have broken into her small apartment and are stealing her possessions.  Being a holy warrior, you leap to her assistance, and as soon as you poke your head in her room someone hits you with an iron bar.  The bar bounces harmlessly off your helm, and you thrash the miscreants, giving the old woman a stern lecture as her friends give her the evil eye.  You turn the thieves into the proper authorities and receive a reward of D6x20 gold

15

Street Urchins.  
Struck by the plight of the orphaned children in the settlement, the Knight Templar spends a day and D6x20 gold to ease their suffering

16

Fight.  
A large, probably drunk, and possibly corrupt fellow who once was a pit fighter pesters your warrior.  The argument escalates until the large ugly man attacks, and you have no choice but to defend yourself.  Roll a D6 and consult the chart below

1

Your warrior is soundly thrashed, and loses 200 gold

2      

Your warrior is bested after a long hard struggle and loses 100 gold

3

Your Knight Templar defeats the opponent after a long battle and both of you leave to lick your wounds

4

The Knight Templar soundly thrashes the brute, knocking a few teeth out and lectures the fellow.  The surrounding people are so impressed that they donate money in your name to the temple, add 6D6x10 to the amount stored as ‘experience’ there for training.

5

Your opponent is so outclassed that you humiliate him completely.  Nearby people bullied by the brute are so impressed that your purchases for the day are reduced by 10% cost.

6

A dozen brutish, evil looking thugs step out of the allies nearby to join the brute and all have poisoned weapons.  After a difficult battle, you slay the evil men and their leader, and the settlement thanks you for your assistance in eliminating the group by giving you either your Battle-Level in D6x20 gold or a treasure card.

21

Uneventful Day

22

Fooled.  
Your Knight Templar unfortunately discovers one purchase made was a fake, and useless.  Discard it and spend the next day seeking the lousy cheating merchant in vain (no roll required for this day).

23

Atonement.  
Past deeds, known only to the Templar in most cases, must be atoned for.  D6 days of fasting and prayer is spent in the temple, in which no events occur, but living expenses are doubled.

24

Reward.  
Your Knight Templar sees a poster warning that a well known murderer is reputed to be in the area, and offers a reward for his capture.  The criminal is described well, and your warrior realizes you met this fellow earlier in the market; you rush back to find him.  You manage to apprehend the villain, just as he drags a gagged merchant into a dark alley.  Roll 1D6

1

The murderer laughs, slits the merchants throat, and after throwing the bloody dagger at your feet yells “HELP MURDERER!!!” as he tries to run.  Yu chase after him and if you roll a 7+ on your initiative check, catch him.  If not, you spend D6x50 gold on explaining to the gathering crowd of angry people that you weren’t the killer.  If you catch him, see 6.

2-5      

You save the merchants life, for which he pays you 50 gold (all he has) but the murderer slips away free.

6

 You defeat the murderer, and free the merchant.  You are proclaimed a hero, and for one day may make your purchases at 10% less, plus you are offered various daughters as wives, which you sadly turn down due to your vow of chastity

25

Just Reward.  
A man your order saved in the past from an evil fate recognizes your Templar.  His luck has since been on the rise, and as a wealthy man, he pays all living and incidental expenses (not purchases, just costs you incur from events) for the remainder of your stay.

26

Uneventful Day

31

Honest Day’s Work.  
You spend a day laboring and working, helping some local people who insist on paying you what they can afford, 20 gold.

32

Pious Living.  
Your Templar is overtaken with religious zeal and spends too much money in a frenzy of pious behavior and donations, a total of 50 gold.

33

Chaos Among Us.  
Your battle-honed senses and holy ways tip you of to the corruption of Chaos in the settlement.  With your temple, you seek it out and confront the foul evil, who pretends innocence.  Roll a D6 below

1

You were mistaken and humiliated. You must spend the rest of your time here in the settlement in the temple, hiding from the locals. Living expenses are doubled, you spend as many days as your fellow Warriors do in the temple waiting for a chance to slip out with them, and cannot make any purchases nor trips out as you pray and fast. On the bright  side, neither do you have to roll for settlement events.

2

You were correct, but the locals don’t buy it, they know this merchant and trust him, and refuse to listen to you. They pelt you with fruit for being so audacious, and your purchases are increased by 10% in cost for the rest of the stay in this settlement.

3-5       

You unveil the evil and he is thrown out of town, tarred and feathered. Your temple swells with worshippers for a few days, and your living expenses are paid for the rest of your stay (this does not include incidental expenses nor purchases).

6

The foul creature is in fact a Chaos monster in disguise. Randomly determine a chaos creature from one level higher battle level on the charts and fight it one on one on a tile laid down in the town square. You must fight it alone for D6 turns as the surrounding people are so horrified by its manifestation they cannot act. Once that time limit is up, the people rally to your assistance and attack with you, treat them as +1 for you to hit and +2 strength damage when you do hit. If you defeat the monster before the villagers assist you, gain a treasure card in addition to the gold value of the creature. If they help you slay it, you gain only the treasure card.

34

Counterfeit.  
Some of the Gold you have turns out to be counterfeit!  Erase 5D6x20 gold and leave the settlement immediately before someone finds out you passed fake coins around and arrests you, there is no way the merchants will listen to your claims of innocence.

35

Joust.  
Another knight challenges you to a joust, or if you lack a horse, a duel.  The Duel is not to the death, simply a test of skills.  Roll a D6 and add your Weapon Skill.  If your roll exceeds 8, you have defeated the Knight and he is very impressed, he pays all incidental and living expenses, and should you get into combat in town will add 1 to any applicable roll (damage, to hit, roll on a chart, etc) by being there to assist you.  If you equal 8, then the battle rages for a day, but neither one can gain the upper hand… you congratulate each other and go on with your day.  If you roll under 8, the Knight defeats you and you suffer D6 wounds with no modifiers, and he congratulates your skill.  If you roll a 1 on the D6, he trashes you so utterly that he considers you incompetent and spits on you.  The town is not impressed, and your Temple suffers as a result.  You spend D6 days in the temple atoning and meditating.

36

Uneventful Day

41

Fire!
The Jester’s “fire-eating” act gets out of hand, and many of the merchant’s tents and carts in the Marketplace are set alight.  Roll 1D6 for each possible merchant you may visit for the rest of this Settlement.  On a 1 or 2, that merchant’s facilities were damaged, and he cannot be visited for D6 days while repairing.

42

Uneventful Day

43

Join The Watch. 
The captain of the guard marks your Templar as a recruit, and as he is short on manpower he presses you into service.  You can either refuse and pay a fee of 2D6x10 gold, or join up.  As a member of the watch, you pay no living expenses for the week, and earn 20 gold in wages.  However, you can neither train nor visit any locations for that week.  If you refuse, you are cast out of the town for being a poor citizen and fined D6x30 gold.

44

Illness.  
A terrible illness strikes you down, and you must either spend two days in bed visiting no locations or go to the temple for healing therein, like with other afflictions you can have healed there.

45

Squire.  
A young boy decides you are the best thing since the hinged door and wants to be a Knight Templar.  He has neither family nor home and follows you everywhere, getting in your way, trying to be heroic and manly.  While cute and charming for a while, he is sort of annoying and could be hurt seriously.  You must pay double your living expenses while he is with you, and in order to make him not follow you to the dungeon and become monster food, you must pay D6x100 gold to set him up in a home where he will be watched after.

46

Runaway.  
While walking along the main street, you hear a commotion, and see a rampaging bull free and crashing through carts and shops on his way toward you.  You can either hide, or attempt to stop the Bull. 
If you hide, roll below

1-3

You skulk in the shadows like a coward and when the commotion dies down, you poke  your head out only to get clubbed by a thief who relieves you of 100 gold

4-6       

Your hiding pays off, and the bull passes by safely, no one notices your craven behavior and you continue on your way
If you Decide to attempt to stop the bull, roll a D6 and add your STR

5-6

The Bull tramples you and continues on its merry way, and the crowd chasing it does notsee you and tramples you as well.  You nurse your wounds and get clean clothes.

7-8

You stand in its path and with a single stroke of your sword drop the bull on the spot,dead.  The merchants thank you with 100 gold, but the bull’s owner demands 150 gold in payment for the dead animal who was worth more alive by far.

9+

You stand in the Bulls path and stare it down, then lead the brute back to its owner by thering in its nose, and receive 150 gold from the crowd, in addition to many offers a Templar does not take from a lady.

51

Crime.  
Your Templar is accused of a crime and while the case is thrown out, he spends D3  days before the temple demonstrating his lack of sin and his proper behavior.  During this time he cannot visit any locations.

52

Uneventful Day

53

Festival.  
The market is closed for D3 days (this event affects ALL Warriors in town) in which no locations may be visited except for the Ale House, Gambling House, and Temple.

54

Beggar.  
Your Knight Templar is accosted by beggars and, over whelmed by the sadness of their plight, you give each one of the 2D6+2 pitiful wretches 10 gold.  If you lack that gold, you instead take them to the temple and using your ‘stored’ experience you feed and clothe them for that amount, subtracting it from the money you have stored up for training.

55

Evil Shrine.  
You are tipped off about an evil shrine that is in a home nearby.  Storming the home you discover (D6)

1

There is no shrine, only some very poor, terrified people. In apology you pay 100 gold to repair the building and get them some food.

2-4

The shrine is there, and guarded by your Battle-Level in skeletons with swords. Put a dungeon room tile down and fight them, once the battle is done, destroy the altar, and go to the temple for cleansing for being so close to the evil. You get the gold value of the skeletons, of course.

5-6       

The shrine is there, and guarded by your Battle-Level in Ghouls. The stench of death and half eaten bodies fills the room, and once you defeat the ghouls you demolish the shrine and burn the house down. Roll on the Prayer chart for your blessing from on high, plus the gold value of the Ghouls.

56

Uneventful Day.

61

Temple Donation.  
You are filled with holy zeal and donate money to the temple, none of which goes toward your training gold you have ‘stored’ there.  You cough up D6x50 gold, but next combat, you may re-roll a miss due to divine favor.

62

Uneventful Day.

63

Hunting.  
Your Templar is invited on a hunt for a great Quarg, a ferocious beast that has been terrorizing the locals.  You are given the tools needed (A net, a pole with a small bell attached, and a bag full of garlic).  Having been raised in sheltered conditions, you are unaware that there IS no such creature as a Quarg, but the next day all alone it dawns on you perhaps you were the butt end of a jest, and wasted a full day on the hut.  At least no events are triggered.
Should you have gotten this event before, treat it as Uneventful, as you laugh with the hunters and tell them to find someone else.  You can go on the hunt if you wish, especially if you have the Quarg Horn (a treasure item).

64

Burn the Witch!  
Your Templar comes upon a crowd of angry villagers piling wood at the base of a stake to burn a terrified young woman.  They claim she is a witch, but turn to your guidance as a representative of the Temple.  Roll a D6+Initiative and consult this table

5

She is a witch, but you fail to notice. The momentary distraction allows her to escape, but not before cursing the entire settlement. All Warriors (and the town) are cursed for –1 Toughness until they can get to a temple and pay for it to be removed at D6x50 gold in cost. The villagers hurl the Templar out bodily and he cannot return to that settlement.

6-8       

The woman is a witch and you oversee her burning, she dies horrifically in green fire, and you have nasty dreams about her… but everyone seems happier.

9+

The woman is in fact not a witch, and you prove it with impassioned speeches and great honor. The woman is so grateful she gives you a family heirloom, a treasure card. The villagers all feel awful and donate money to the temple.

65

Uneventful Day.

66

Accident.  
Assisting an old woman across the street, you are run down by a careless beer wagon.  The old woman peels you off the street and put you in the care of a friend, and you spend D6 days recovering in which you cannot visit any locations, but have no expenses nor events triggered.

TRAINING

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.

Miracles

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

SKILL TABLE

-3

Light of Holiness
Glorious golden light shines, no shadows remain as the glory of pure holiness fills the tile.  This light does 1D6 for each Battle Level the Knight Templar has attained to every undead and chaos creature in the tile.  This miracle requires a roll of 7+

-2

Lay on Hands
The Knight Templar may place his hands on an adjacent warrior and heal D6 wounds, this may not be used on himself to heal his own wounds.  This miracle requires a roll of 5+

-1

Bless
The Templar is able to, once per adventure, bless the weapons of as many warriors as he chooses.  This blessing grants the same bonus against undead and chaos that the Knight Templar has for his battle-level, and lasts for one full adventure.

0

Sunlight
A shining beam of sunlight glows from the Knight Templar, engulfing the target.  This beam causes D6+ wounds equal to the Knight’s battle-level to any undead target, with no modifiers whatsoever.  This miracle requires a roll of 6+

1

Blessing of Holiness
Whenever the Knight Templar kills a creature of chaos or undead, without any assistance from other warriors, he regains an amount of wounds equal to his battle-level.

2

Corruption's End
Holiness flows from the Knight Templar, canceling one spell of necromantic or chaos magic.  This miracle succeeds on a roll of 5+

3

Blodd Fury
Once per adventure, the Knight Templar may call on hidden reserves and gain wounds equal to his battle-level.  These wounds may exceed his normal maximum, and last for one combat.  Once the combat is over, the Knight Templar loses an amount of wounds equal to his battle-level, as the fury fades.  This miracle requires a roll of 6+

4

Terror of Holiness
Creatures of chaos and the dead fear the Knight Templar, even as they might cause fear in other creatures.  This fear increases as the Knight Templar does in battle levels, and affects only Chaos and Undead

Squire              6+
Knight              6+
Templar            5+
Templar Lord     4+

5

Resist Evil
Holiness protects the Knight Templar, preventing some of Necromantic and Chaos magic from taking effect on him.  This protection increases with the Knight Templar’s training.

Squire              6+
Knight              6+
Templar            5+
Templar Lord     4+

With a successful roll, the Knight Templar is not affected by the spell in question.

6

Steadfast
Once per adventure, the Knight Templar may choose to remain Steadfast in battle.  This means that the Knight keeps fighting, even at 0 wounds.  Instead of falling dead, he continues to fight, even if he sustains more damage.  This continues until the creature he is fighting is dead, the rest the Warriors all leave, or all die.  Once the combat ends or no other Warriors are present, the Knight Templar succumbs to whatever wounds he may have received, collapsing if he is at 0.

7

Pushback
The Templar may push a foe back one square with this skill.  He rolls a D6 and adds his strength, and the monster does the same, D6+STR.  If the Knight Templar succeeds, he pushes the monster back one square away from him in any direction.  If there is no empty square to be pushed into, there is no effect.  This can only be attempted once per turn, and only before the Knight has moved.

8

Deflect
The Knight Templar swings his blade in broad arcs, batting aside arrows with contempt for their cowardly nature.  All missile attacks are at –1 to hit the Knight Templar.

9

Endure
The Knight Templar may ignore any one single blow that would otherwise kill him, once per adventure.

10

Call of Valor
On a roll of 8 or better on D6+the Knight Templar’s Willpower, he gives a rousing oratory display that fills the other Warriors with courage.  Each other Warrior on the board gains the same boldness bonus to fear rolls that the Knight Templar does for his battle-level.

11

Alert
Long hours of training and battle experience have taught the Knight Templar much of tactics and situations.  All ambush rolls are reduced by 1 against the Warriors while the Knight Templar is present (Ambush A becomes Ambush 5+, Ambush 5 becomes Ambush 4, and so forth).

12

Mighty Blow
Concentrating all his training and fury into a single blow, the Knight Templar strikes with terrifying power.  For each attack sacrificed before the roll to hit, the Knight adds 1D6 to his damage done in a single attack.

13

Precision
Sacrificing power for accuracy, the Knight Templar makes a single, precise strike.  Each attack, before the roll to hit, the Knight Templar may sacrifice 1D6 to add +1 to his roll to hit.

14

Reaction Strike
No sooner than a monster looms from the darkness then the Knight Templar attacks with dazzling suddenness.  This skill allows the Knight Templar to make one immediate attack on a single monster placed adjacent to his model.  This attack is in addition to any others which your warrior may make this turn, and is not subject to any psychological effects, nor does it cause deathblows.

15

Cry of Vengeance
With a bloodcurdling cry, the Knight Templar smashes a monster down in a crushing blow.  One turn per adventure, every attack that hits causes triple damage, but any miss gives the monster an immediate reaction strike, as detailed in the skill above.

16

Righteous Focus
If the Templar focuses all his attacks against a single creature, he gains one extra attack that can only be used against that one creature.

17      

Weapon Lord
The Knight Templar may attempt to use this skill once per turn by choosing any one of the following benefits:
+1 Attacks this turn
+1 to all hit rolls this turn
+1 Strength dice for resolving damage this turn

The Knight Templar does not automatically get the benefit, he must make a successful dice roll first:

Squire

6+

Knight             

5+

Templar

4+

Templar Lord         

3+

BATTLE-LEVEL TABLE

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+