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 BirthThe Empire Knight knows how to live less expensively, and do 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 BirthThe Empire Knight may pick either the Armorer, Fletcher, Weaponsmith, Animal Trader, or the General Store and receive a 50% 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 BirthThe 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 armor 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. |
The Knightly orders are very competative, 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 MasteryThe Knight's new expertise with a variety of weapons gives him the ability to ignore To-Hit modifiers based on the type of the weapon.
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3 |
Mighty BlowAllows 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.
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4 |
MusicianThe Knight has served as the musician for his military unit and knows a variety of lively tunes for reorganizing units. 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.
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5 |
ArmorerThe Knight has learned the basics of maintenance and modification of armors such that he can modify his own armor to be less of a hinderance. A Knight with this skill ignores movement penalties associated with the Armor he wears.
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6 |
LeadershipThe Knight may use his Luck Points to affect the rolls of other Warriors.
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7 |
Extra trainingThe extra training improves your endurance. You may add +1 to you Wounds permanently. (A Knight may receive this Skill multiple times.)
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8 |
Shield WallThis skill allows the Knight to catch the impact of a single blow on his shield, deflecting all the damage that may have been caused.
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9 |
Fearless WarriorThe Knight does not know the meaning of fear, and receives +1 against Fear and Terror. (A Knight may receive this Skill multiple times and the effects are cumulative.)
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10 |
Shield Butt.When the Knight attempts to break from pinning he lunges with his shield to barge his way past the Monster. If he breaks pinning the Monster takes (1d6 + 2*Level) Wounds, modified for Toughness and Armor.
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11 |
Standard BearerThe Knight has served as the Standard Bearer for his military unit and carries a nifty War Banner which he can use to bolster the morale of his companions. All Warriors on the same board section as the Knight receive +1 against Fear and Terror in addition to any other bonuses they might receive.
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12 |
Death BlowOnce per Adventure the Knight may strike for +2d6 Wounds.
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