Beset from all sides by enemies both mundane and unearthly, the Empire stands
due to its strong martial traditions. One of the oldest traditions is that of the
warrior band. Warriors of all caste and social status band together with their fellows
for greater strength of arms. Just as untrained scum form Outlaw bands and gangs,
townsmen form Militia and trained former soldiers form Mercenary Companies, the
lesser Nobles of the Empire form Knightly Orders. Armored and equipped as their
status and wealth permits, they ride to battle upon trained warsteeds armed with
weapons honed to a razors edged and made of the finest materials. These warriors
are called Knights and are accorded pride of place amongst the warrior breed.
There are many Orders of Knighthood scattered across the Empire. Some have but a
handfull of members, others number in the dozens and still others have roll call
pages long. Some are Crusading Orders, others Questing, some are Hospitalars and
others Beneficient. All have their own requirements for membership, Rites of Entry,
Codes of Conduct, Heraldry, and Fighting Style. Each has their own history and traditions.
However, despite their variety most orders have a similar structure. The following
list is designed to permit a wide range of Orders to be represented in the dark
streets of the Damned City. Whether Questing, trying to wipe out evil, or seeking
profit the following should allow a player to field an interesting and formidible
force.
This document provides guideline for creating a Knightly Order personalized as
you like, with your own panoply, crest, and whatnot. Also provided are four specific
Orders dedicated to various dieties: Sigmar, Ulric, Myrmydia, and Solkan. Also,
Knightly Orders can be either unmounted as normal, or if the optional Mounted rules
are in use the entire band can be mounted; additionally Knightly Orders also get
access to a new set of Riding Skills, allowing
them to be especially good at being Mounted.
Starting Funds
The warband starts with 600 gc to spend as it wishes following
unit numbers and weapons restrictions.
Choice of Warriors
A Knightly Orders band must include a minimum of 3 models, and can have a maximum
of 12 models including 5 Heros and 1 leader. A starting warband must be lead by
a Preceptor, but should he be killed they may not acquire another; a new leader
will step forth from amongst the members of the band.
Special Rules
Mounted:
|
If one band member is mounted, then the entire band must be mounted.
|
Squires:
|
Each Hero Knight must be accompanied by a Squire. In other words, there must
be one Squire per Hero Knight.
|
Exploration:
|
Knights wouldnt lower themselves to digging thru the ruins; instead they have
Squires do that for them. Therefore, rather than rolling a number of dice equal
to the number of Heros that did not go Out of Action during the battle, instead
roll a number of dice equal to the number of Squires that did not go Out of Action.
All Exploration events are applied to a Squire rather than a Knight, such as the
Well. Any special Equipment found is given to one of the Knights and is therefore
only usable by a Hero in the normal fashion.
|
Hirelings & Dramatis Personae
The following Hired Swords will work for the Knightly Orders:
If Band is Mounted
|
|
If Band is not Mounted
As above plus:
|
Of the Dramatis Personae listed in the Mordheim rulebook and on this site, the
following will work for a Knightly Orders band:
Player created and future supplemental Personae will have to be adjudicated on
a case by case basis as appropriate to their background.
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Heroes
Preceptor
|
The Warband must be lead by a Preceptor when starting
|
Knights
|
The Warband may include up to 4 Knights
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Henchmen
Fledgeling Knights
|
The Warband may include up to 5 Fledgeling Knights
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Squires
|
The Warband may include up to 10 Squires
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Equipment
Knightly Orders Equipment List
|
Item
|
Cost
|
Hand to hand weapons
|
Dagger (first free)
|
2
|
Mace (Hammer, Club, etc)
|
3
|
Battleaxe
|
5
|
Sword
|
10
|
Spear
|
10
|
Falchion (+1 Strength, -1 Initiative)
|
12
|
Morning Star
|
15
|
Double Handed Weapon
|
15
|
Missile Weapons
|
Short Bow
|
5
|
Javelin (Sx3 Range, User S damage, Thrown)
|
10
|
Armor
|
Shield
|
5
|
Helmet
|
10
|
Light Armor
|
20
|
Heavy Armor
|
50
|
Mounted
|
Warhorse
|
40 upon hire/
80 after hire
|
Horse
|
20 upon hire/
40 after hire
|
Barding
|
40 upon hire/
80 after hire
|
Lance
|
20 upon hire/
40 after hire
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Starting Experience
Experience and Skills
|
Hero
|
Skill Categories
|
Starting XP
|
Preceptor
|
Academic, Combat, Strength, Riding
|
20
|
Knights
|
Combat, Strength, Riding
|
8
|
Special Skills
The Knightly Order Heroes have access to the
Riding Skill list.
Standard Knightly Order
Heroes
Type
|
Number
|
Cost
|
Preceptor
|
1
|
75
|
The Preceptor is the noble leader of the band. He is highly respected by his
men and often holds a higher social station. Master of the knightly graces, he leads
his men to battle.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
5
|
4
|
4
|
3
|
1
|
5
|
1
|
8
|
As Armor
|
Weapons and Armor: the Preceptor may be equipped as desired
from Knightly Orders Equipment List
|
Special Ability: Leader. All warriors
in the band within 6" of the Preceptor may use his Leadership value for Leadership
tests.
|
Special Requirement: Armored. Must
have Heavy Armor.
|
Type
|
Number
|
Cost
|
Knights
|
0-4
|
45
|
Experienced campaigners who have won their spurs many times over with heroic
deed piled upon heroic deed, these are the cornerstone of the band.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
4
|
3
|
4
|
3
|
1
|
4
|
1
|
7
|
As Armor
|
Weapons and Armor: Knights may be equipped as desired from Knightly
Orders Equipment List
|
Special Requirement: Armored. Must
have Heavy Armor.
|
Henchmen
Type
|
Number
|
Cost
|
Fledgeling Knights
|
0-5
|
25
|
Fledgeling Knights are young to their status and seeking to make a name for themselves.
With luck and skill they will one day be fully fledged Knights leading their fellows
into battle.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
As Armor
|
Weapons and Armor: Fledgeling Knights may be equipped as desired
from Knightly Orders Equipment List
|
Special Requirement: Armored. Must
have either Heavy or Light Armor.
|
Type
|
Number
|
Cost
|
Squires
|
0-10
|
15
|
Squires are men of common birth pledged to the service of a Knight. Following
their masters into danger, their service continues both before, during, and long
after the battles cease. They prepare all aspects of their masters kit, food, and
armament.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
2
|
2
|
3
|
3
|
1
|
3
|
1
|
7
|
As Armor
|
Weapons and Armor: Squires may be equipped as desired from the
Knightly Orders Equipment List, but may not wear Heavy Armor or
use a Lance.
|
Mounts: If the warband is mounted, Squires may not ride warhorses;
they must be mounted on horses.
|
Special Rule: Scut Work. The Squires
do all the scut work of the band including Exploration. If more than 6 dice rolled,
treat 7 or more matches as 6 matches.
|
Type
|
Number
|
Cost
|
Veteran Squires
|
0-3
|
30
|
Squires are men of common birth pledged to the service of a Knight. Following
their masters into danger, their service continues both before, during, and long
after the battles cease. They prepare all aspects of their masters kit, food, and
armament. Some survive to be quite capable and since the Squires service might
pass from father to son, it sometimes happens that a young Knight's Squire is a
more capable fighter than he is.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
3
|
3
|
3
|
1
|
4
|
1
|
7
|
As Armor
|
Weapons and Armor: Squires may be equipped as desired from the
Knightly Orders Equipment List, but may not wear Heavy Armor or
use a Lance.
|
Mounts: Though not technically warhorses, some Veteran Squires
steeds have become canny by virtue of survival. If the warband is mounted, Veteran
Squires may be mounted on warhorses at warband creation. Thereafter they must be
mounted on horses.
|
Special Ability: Crusty Veteran. If
put Out of Action, the Crusty Veteran leaves the band on a 1 instead of a 1-2.
|
Special Rule: Scut Work. The Squires
do all the scut work of the band including Exploration. If more than 6 dice rolled,
treat 7 or more matches as 6 matches.
|
Special Limitation: Only hirable when warband formed.
Veteran Squires are just that, Squires who have seen years of service and have come
with their masters from their homelands. Thus they may only be hired at warband
creation.
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Templaric Orders
Some Orders of Knights are dedicated to the service of a god. The following are
variations on the above rules for a Knightly order. All rules from the above apply
except where explicitly stated otherwise.
Sigmarite Templars
Knights dedicated to the service of Sigmar.
As Knightly Order list above with the following alterations:
Added Equipment:
Blessed Swords: Parry, +1 Strength, +1 to Wound Undead and Daemons Cost: 25 gc,
Rare: 7 (Sigmarite Templars only)
Modified Unit List
Replace Preceptor with:
Type
|
Number
|
Cost
|
Sigmarite Templar
|
1
|
75
|
Some great warriors dedicate themselves to the service of a god. The Sigmarite
Templar is an example of such a warrior, and some of them have either come or been
sent to the Damned city. Templars may be found assisting either Sisters of Sigmar
or Witch Hunters on occasion but also might be found leading a hand picked group
of their fellow Knights into do grim battle with the forces of evil and decaying
darkness.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
5
|
4
|
4
|
3
|
1
|
5
|
1
|
8
|
As Armor
|
Weapons and Armor: the Templar may be equipped as desired from
Knightly Orders Equipment List
|
Special Ability: Leader. All warriors
in the band within 6" of the Templar may use his Leadership value for Leadership
tests.
|
Special Requirement: Armored. Must
have Heavy Armor.
|
Skill Groups: Sigmarite (as Sisters
of Sigmar), Combat, Strength, Riding
|
Modify Knights with:
Type
|
Number
|
Cost
|
Knights
|
0-3
|
45
|
Skill Groups: Sigmarite (as Sisters
of Sigmar), Combat, Strength, Riding
|
Added Hero:
Type
|
Number
|
Cost
|
Priest of Sigmar
|
0-1
|
40
|
Sigmar Heldenhammer was the founder of the Empire and its greatest Emperor. His
people loved him so much that upon death he became a minor diety rather than pass
the mortal coil. Seen as the patron defender of the Empire, his followers are very
active politically, religiously, and martially. His priests are fanatic men willing
to face any danger to bring the word of Sigmar and to smite the brow of those with
evil thougts with their Blessed Swords.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
8
|
-
|
Weapons and Armor: May be equipped as desired from Knightly
Orders Equipment List
|
Special Ability: Prayers of Sigmar.
The priest starts with 1 of the Prayers or Sigmar (Mordheim rulebook page
57, roll randomly). Should the priest gain a skill raise, he may choose to randomly
generate a new prayer from the prayer list instead.
|
Knights of the White Wolf
Knights based in Middenheim and dedicated to the service of the god Ulric.
As Knightly Order list above with the following alterations:
Equipment Restrictions
May not use Helmets, Shields, or Missile Weapons.
The Preceptor, Knights, and Fledgling Knights must all wield 2 Handed Hammers.
Modified Unit List
Modify Knights with:
Type
|
Number
|
Cost
|
Knights
|
0-3
|
45
|
Added Hero:
Type
|
Number
|
Cost
|
Priest of Ulric
|
0-1
|
60
|
Ulric is the name given to the God of the Winter and the North, and his priests
are representatives of a greater power just as are Warrior Priests and Matriarchs
of Sigmar. The priests of Ulric are concerned with the ascendency of their god and
are very politically active. their power is greatest in the city of Middenheim,
but is also strong in the northern lands of the Empire and in the lands of the Norscans.
Within the Empire, the priests compete with the church of Sigmar and rivalry is
fierce. They see the cataclysm that destroyed Mordheim as a blow of retribution
from their god on the heretical Sigmarites, and believe that the various mutants
and possesed left in its wake were not caused but rather revealed by the event.
They do not call the comet the Hammer of Sigmar;
they refer to it as Ulric's Retribution instead. Several priests have traveled with
Middenheimer Mercenary bands and others have come south in the company of Norscan
Reavers. They think that the time of Sigmar is over and that this is their opportunity
to wipe out a great powerbase for the Sigmarites once and for all. The priests of
Ulric are able to call upon the favor of their god in the form of prayers like the
Sigmarite priests and priestesses. their abilities do not count as magic, and any
protections against magic do not apply versus them.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
4
|
2
|
4
|
3
|
1
|
4
|
1
|
8
|
-
|
Weapons and Armor: May be equipped as desired from Knightly
Orders Equipment List
|
Special Ability: Prayers of Ulric.
The priest starts with 1 of the Prayers of Ulric
(roll randomly). Should the priest gain a skill raise, he may choose to randomly
generate a new Prayer of Ulric instead.
|
Knights of the Blazing Sun
Knights dedicated to the service of the goddess Myrmydia.
As Knightly Order list above with the following alterations:
Modified Unit List
Modify Knights with:
Type
|
Number
|
Cost
|
Knights
|
0-3
|
45
|
Added Hero:
Type
|
Number
|
Cost
|
Priest of Myrmydia
|
0-1
|
60
|
Myrmydia is the goddess of War, daughter of Morr the God of Death and Verena
the Goddess of Wisdom, sister to Shallya the Goddess of Healing. She stands for
the Art of War, the study of War as a Science. Strategy and planning, intelligence
and logistics are her baliwick. Her symbol is the Shield over Spear, worn proudly
by her followers. Most popular in the southern regions of the Old World, her worship
extends across the Empire as well. Her priests are also warriors and they are morally
required to excel in the martial disciplines.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
4
|
3
|
3
|
3
|
1
|
4
|
1
|
8
|
-
|
Weapons and Armor: May be equipped as desired from Knightly
Orders Equipment List
|
Special Ability: Prayers of Myrmydia.
The priest starts with 1 of the Prayers of Myrmydia
below. Should the priest gain a skill raise, he may choose to randomly generate
a new Prayer of Myrmydia instead.
|
Swords of Solkan
Knights dedicated to the service of the god of Law and Revenge, Solkan. They
are determined to seek out and destroy Chaos in all its forms.
As Knightly Order list above with the following alterations:
Special Skill list
Gifts of Solkan
|
Revenger: The Champion gains +1 Attack vs any model that had
previously attacked him in HtH. This attack must be taken on the model who has attacked
him. If fighting more than 1 opponent who has attacked him previously, then he may
take a free attack on each of them.
|
Seeker: The Champion sences the presence of Chaos and may declare
charges on Possessed, Beastmen, Skaven, and other Chaos spawned servants of darkness
even if he cannot see them. He also triples his base movement to charge these foul
servants.
|
Adjudicater: The Champion may find the Chaos taint where ever
it may lay, for it taints the souls of many without fully dominating them. If engaged
in HtH with an enemy and they have previously exchanged blows, the Champion may
roll a die at the begining of the phase to determine if he detects any Chaos taint
and therefore apply all of his benefits versus Chaos against them. Some people are
less likely to be tainted by Chaos, therefore the following chart is used:
Sisters of Sigmar, Dwarves, High Elves, Wood Elves, other Solkanites: 6+
Witch Hunters, Halflings: 5+
Humans that are not servants to Chaos, Orcs & Goblins: 4+
Ogres, Magic Users, Trolls: 3+
Khainites, Undead: 2+
This roll may be made each turn against all opponents in HtH that have previously
exchanged blows with the Solkanite. Once an enemy has been Judged no further rolls
need be made for them; the Solkanite may apply the full breadth of his power and
all benefits and bonuses against these foes.
|
Chaos Bane: One of the Solkanites Swords becomes invested with
Holy power. Sword: (Parry as normal), +2 Str vs servants and spawn of Chaos
(Possessed, Beastmen, Skaven, Aspiring Champion)
|
Lawbringer: One of the Solkanites Swords becomes invested with
Holy power. Sword (Parry as normal), If not used to attack, automatically parrys
one attack of any servant or spawn of Chaos (Possessed, Beastmen, Skaven, Aspiring
Champion) even if it is normally unparryable
|
Girding of the Law: The Solkanites Armor is blessed with the
power of Solkan. The blessed armor provides the Solkanite with a 5+ U save vs all
attacks and a 3+ save vs any attack made by a servant or spawn of Chaos (including
magic)
|
Modified Unit List
Replace Preceptor with:
Type
|
Number
|
Cost
|
Lawbringer of Solkan
|
1
|
85
|
Solkan is the God of Law whose perview is Vengeance, and whose goal is the destruction
of Chaos in all its forms. The men who dedicate their existence to this mission
are driven indeed, and seek out the spawn of Chaos where ever they may find it,
and spare no personal concerns in the destruction of it whatever the cost. Quite
naturally, many have found their way to Mordheim. Many go it alone, but some lead
bands of fellow dedicated Knights.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
5
|
4
|
4
|
3
|
1
|
5
|
1
|
8
|
As Armor
|
Weapons and Armor: the Lawbringer may be equipped as desired
from Knightly Orders Equipment List
|
Special Ability: Leader. All warriors
in the band within 6" of the Lawbringer may use his Leadership value for Leadership
tests.
|
Special Ability: Holy Avenger. Immune
to Psychology (must still make Rout checks).
|
Special Requirement: Armored. Must
have Heavy Armor.
|
Skill Groups: Gifts of Solkan, Combat, Strength, Speed
|
Gifts of Solkan: The Solkanite may choose skills from the above
list when he gains skill raises.
|
Modify Knights with:
Type
|
Number
|
Cost
|
Swords of Solkan
|
0-4
|
45
|
Skill Groups: Solkanite (above), Combat,
Strength, Riding
|
Modify Fledgling Knights with:
Type
|
Number
|
Cost
|
Fists of Solkan
|
0-5
|
25
|
Playing a Knightly Orders Force
A Knightly Orders band provides an opportunity to have a very flavorful group
of knightly warriors for those tired of playing Mercenary scum. They have excellent
playability and allow the fielding of a human band with a different feel.
Pros of the Knightly Orders Force
-
Excellent range of equipment choices.
-
May be Mounted from their Equipment list
-
Potentially high monetary gains thanx to the Squire Exploration rule
-
Decent range of Hired Swords available
-
Various Templaric Orders stretches the options out to fit several differently
flavored bands
Cons of the Knightly Orders Force
-
Few in number
-
Limited number of unit types
-
Equipment restrictions
-
Extremely expensive due to requirements regarding armor and needing a Squire
for each Hero Knight
-
Very poor ranged capability
The Method behind the Madness
I think the Knightly and Templaric Orders open up a wide range of modeling and playing
options. There are several excellent Empire Knight models that might be used to
represent the bands. A lot of potential for variety exists.
Special Thanx to Longspoon for the Riding Skills.
|