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Warhammer Quest: The Knight Panther
by T. Jordan "Greywolf" Peacock
25 June 95
The following is a home-made profession for Warhammer Quest created by
myself, to provide a "knightly" Warrior character. This is of
course not official by any means, and I have not had the opportunity to
fully playtest it through all possible situations, though it has seen
enough action to convince me that this is as "balanced" as any
of the other Warrior types.
To summarize the Knight Panther, he is a basic warrior type with no
special abilities per se initially, though he is fully equipped with some
impressive armor, giving him a Toughness of 8. His special skills at
higher levels further his role as protector, focusing more on defense than
offense in general.
The Knights Panther is one of the oldest and most respected of the
Knightly Orders of the Empire, tracing its origins back to the times of
the Crusades against Araby. Knights Panther are easily identified by the
exotic furs draped about their shining armor, and the panther motif
emblazoned upon their shields.
While the Knights Panther are best known for their service in the armies
of the Empire, riding barded warhorses into battle against invading armies
of Chaos, they are not content to grow restful between wars. Knights
Panther often go out on solitary quests, even venturing into dark dungeons
to put an end to various hideous monsters that lurk therein.
This Warrior is one such questing Knight Panther who has seen fit to
join forces with fellow heroes. Knights Panther are particularly upright
and noble, steadfastly following the code of chivalry. They give no
quarter to the forces of evil and ask for none in return, but never fail
to champion the helpless and downtrodden.
| Name |
M |
WS |
BS |
S |
T |
I |
A |
Damage Dice |
Wounds |
| Knight Panther |
4 (3) |
3 |
5+ |
4 |
3 (8) |
3 |
1 |
1 |
1D6+7 |
Equipment: None.
Weapon: Sword, causing 1D6+4 wounds.
Armour: Heavy Armour, giving +3 Toughness, -1 Movement; Shield, giving
+1 Toughness; Helm, giving +1 Toughness.
Pinning: Breaks from pinning on a roll of 6+.
Special Rules: The Knight Panther has no special abilities, as his
primary benefit is from his superior armour. The Knight Panther will not
utilize missile weapons, with the exception of thrown weapons. He may not
abandon comrades.
| Enemies WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| To Hit Roll |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Advanced Rules
| Battle-Level |
Willpower |
WS |
BS |
S |
T |
I |
A |
Luck |
Pinning |
Skills |
Damage Dice |
Wounds |
| 1 |
2 |
3 |
5+ |
4 |
3 |
3 |
1 |
0 |
6+ |
0 |
1 |
1D6+7 |
| 2 |
2 |
3 |
5+ |
4 |
3 |
3 |
1 |
1 |
6+ |
1 |
1 |
2D6+7 |
| 3 |
3 |
4 |
4+ |
4 |
4 |
4 |
2 |
2 |
6+ |
1 |
1 |
2D6+7 |
| 4 |
3 |
4 |
4+ |
4 |
4 |
4 |
3 |
2 |
6+ |
2 |
1 |
3D6+7 |
| 5 |
4 |
5 |
4+ |
4 |
4 |
4 |
3 |
2 |
5+ |
2 |
2 |
3D6+7 |
| 6 |
4 |
5 |
3+ |
4 |
4 |
5 |
3 |
3 |
5+ |
3 |
2 |
4D6+7 |
| 7 |
4 |
5 |
3+ |
4 |
4 |
5 |
3 |
3 |
5+ |
4 |
2 |
4D6+7 |
| 8 |
4 |
6 |
3+ |
3 |
4 |
5 |
4 |
3 |
5+ |
4 |
2 |
5D6+7 |
| 9 |
4 |
6 |
2+ |
3 |
4 |
6 |
4 |
3 |
5+ |
4 |
3 |
5D6+7 |
| 10 |
4 |
6 |
2+ |
3 |
4 |
6 |
4 |
4 |
5+ |
5 |
3 |
6D6+7 |
| Enemies WS |
Battle-Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| To Hit Roll |
1 |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
|
2 |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
|
3 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
|
4 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
|
5 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
|
6 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
|
7 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
|
8 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
|
9 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
|
10 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Skills
The Knight Panther has the following skills available to him as he goes
up his Battle-Levels. To determine which specific skill he learns when
given the opportunity roll 2D6.
- Don't be daft.
- Inspire Fear:
As you stride into the chamber, the beady eyes of the
Goblins show fear as they recognize the crest which identifies you as a
Champion of the Order of Knights Panther.
A roll must be made for any group of opposing monsters (except for
the Undead) as if the Warrior caused Fear. A single roll is made for
each type of monster present, adding their Fear rating to the roll, if
any. Terror-causing monsters or those otherwise immune to fear or
psychology are immune. The Warrior's Fear rating is equal to his
Battle Level. If a monster group fails this roll, they are affected by
Fear as described on page 81 of the Roleplay book. Their to-hit rolls
against the Knight are at -1. For monster spellcasters, if spell
targets are randomly determined, the Knight will not be considered a
possible target. For those affecting the whole group, the Knight
player has the option of forcing the spell result to be re-rolled once
per turn.
- Quest:
As you draw your sword, you recognize the foul Minotaur as
the object of your chosen quest. At all costs, you must be the one to
end its miserable existence.
Once per dungeon, as a group of Monsters are placed you may declare
that one of these Monsters is the object of your special quest. As
long as that Monster still lives, your Warrior gets +1 on all of his
to hit rolls. He will always attack the "quest" Monster if
possible (breaking from pinning when he can, etc.) and getting double
the Gold Value if he succeeds in killing it himself.
- Protect:
Seeing that your wounded comrade would surely be killed by the
incoming blow, you bravely intervene, using your body as a human
shield.
Once per turn, your Warrior may take damage from a single successful
attack that would have hit another Warrior adjacent to him. This may
be declared before or after the damage is actually rolled, and may be
used to defend against "Gang Up" attacks as if they
comprised a single attack.
- Parry:
With a practiced manoeuvre, you hook your sword around your
enemy's weapon and twist it down and to one side.
This skill allows your Warrior to parry an incoming blow. When your
Warrior is attacked in hand-to-hand combat, roll 1D6. On a score of 6,
he turns the blow, and it does no damage.
- Disarm:
You outfox your opponent, sending the monster's blade flying.
Your Warrior is counted as having +1 to his Battle-Level when
attempting to Disarm an opponent as described on page 161 of the
Roleplay Book.
- Stalwart:
As you face the hideous monster before you, you calm yourself,
confident that you are prepared to meet victory or death in a heroic
manner, whichever may come.
Your Warrior gains +2 on all rolls to avoid Fear or Terror.
- Delay
The odds are too slim, so you bravely hold off the teeming
hordes while your allies beat a hasty retreat.
Once per turn, your Warrior may allow another Warrior adjacent to
him to be able to break free without having to make a Pinning test.
However, your Warrior must give up 1 Attack while using this skill,
and may not making any Pinning rolls on his own.
- Hero of the People:
You are recognized as a hero, and the townsfolk immediately
throw an impromptu party in your honor.
Your Warrior need not pay Living Expenses while in Settlements, and
once per visit to a Settlement, he may make any one purchase at half
cost (round up) as the people show their gratitude for such a glorious
hero.
- Warhorse:
As you emerge from the dungeon, you find your faithful steed
awaiting you.
Your Warrior obtains a faithful Warhorse which will not be stolen
during a stay at a Settlement. You may add +2 to any combat rolls for
Hazards (rather than the normal +1 for a Warhorse) as your Warrior is
well trained in the use of a lance.
- Mighty Blow:
Putting all your strength behind your blow, you bring your
weapon crashing down on your opponent's body.
Your Warrior may forgo extra Attacks in order to inflict more damage
on a single blow. Once per turn, you may declare use of this skill
before rolling the to hit dice. For each Attack your Warrior gives up,
he may add an extra 1D6 Wounds on one of his remaining Attacks.
- Sheild Wall:
You barely manage to turn the blow as it slams toward you,
glancing it off your shield with a flick of your wrist.
This skill allows your Warrior to catch the impact of a single blow
on his shield, deflecting all the damage that may have been caused. If
your Warrior does not have a shield, he may not use the Shield Wall
skill. This skill may be used once per dungeon.
Additional Rules
When or if your Warrior should visit the Alehouse, roll 2D6 to determine
the results of that visit.
The armor that your Warrior starts with are specially fashioned, and not
mere equipment to be traded or sold away. The Knight Panther may never
sell this equipment- It simply ends up stored away somewhere in a place of
honor should he acquire other armor or weaponry along the way.
Representing Your Warrior
Unfortunately, at this writing there is no official Citadel miniature to
represent a Knight Panther on foot. There are a number of options,
however, for the player who desires to play a Knight Panther, or a member
of one of the other Knightly orders.
The most expensive option would be to obtain a model of one of the
Knights Panther and convert it to a standing model. A slightly less
expensive option might be to obtain one of the Reiksguard models and to
convert it to represent a Knight Panther by using some epoxy putty,
milliput or other modelling compound to make a "panther skin"
draped over his shoulders, and perhaps to use one of the embossed Empire
shields that shows a panther's head on it.
My personal tactic was to kitbash a Knight Panther by building the body
and furs from epoxy putty, but to use some plastic and metal pieces (a
shield, an extra Space Marine arm/shoulder-pad, a helm from a Battle
Masters knight, and a right sword-arm from some unidentified model) to
construct my own.
Of course, one might look to off-brand miniatures to find some other
knightly type, or settle for just playing a member of the Reiksguard
Knights or some other order who has gone off adventuring.
Roleplaying Tips
I originally wrote up this character in order to present a Warrior type
who might be more appropriate for playing a more noble, heroic sort of
character. Of course, how he is role-playing ultimately depends upon the
player, but I would strongly recommend that players who are not capable of
following the code of chivalry without grumbling should not be given this
part, lest it become a joke. In light of the high incidence of Warrior
death in Warhammer Quest in my experience, this is the sort of character
who could face it bravely, confident that a heroic death is a good death-
though he is not quite so suicidal as the Slayer.
A Knight shouldn't be the sort to go rummaging through corpses (and
especially not the sort to be pilfering fallen comrades' bodies, if your
GM allows that sort of thing). He would also be highly unlikely to fight
unarmed foes (with the exception of mere beasts such as Giant Rats, Giant
Bats or Giant Spiders, of course). The Warriors are supposed to be heroes
to some degree, but the Knight should be even more so -- He should have a
high sense of honor.
This does not necessarily mean that the Knight need be a total "goodie-two-
shoes". There is plenty of room for diversity of personality. Perhaps
the Knight is truly pious and respectful. Perhaps he is more interested in
the glory of attempting to save the innocent than actually caring whether
he succeeds in bringing them out in one piece or not. Perhaps he is a bit
snooty and pompous, looking down upon his fellow Warriors. He might even
have some sort of dark secret in his past, or a rival that may show up at
an unexpected time to challenge him. By no means does this need to be a
cardboard cut-out of a character!
Disclaimers and such
Warhammer Quest is a trademark of Games Workshop, and its use
here does not constitute a legal challenge to that status. This article
may be considered copyrighted by T. Jordan "Greywolf" Peacock
(me =) ), though it may be freely distributed so long as no alterations
are made and no fees are charged for its use.
I have an illustrated statistic card in the same format as the cards
that come with the set that I've made up in PageMaker 5.0 format. If there
is any interest, I may see if Britt Klein might think it worthwhile to
have some of these PM5 files uploaded to the wais.com ftp site. Sorry, but
I can't be expected to send out photocopies to everyone who asks, as the
postage does add up after a while.
If you'd like to contact me for whatever reason, you can write to me at:
Jordan Peacock,
1610 Parker,
Cedar Falls,
IA 50613
Happy Questing!
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