Knight Errant - Chapel Guard
85 gold crowns to hire
Knights Errant are brash, bold young knights, who are filled with more guts than healthy fear. They are often poorer nobles, wearing outdated second-hand armour, which was granted to them by a generous donor. They seek to prove their worth, in honour of their benefactors, their ladies fair, and their own egos.
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: A Knight Errant may be equipped with weapons and armour
SPECIAL RULES
Knight: The Knight Errant has the following rules from above apply to him; Chivalry, Lord’s Boon and Virtue of Purity.
Chivalry: No Knight may ever use any missile weapon at all, with the exception of Holy Water. Likewise, they will never use any drug or poison, nor learn any spells (prayers are allowed).
Lord’s Boon: Every Knight, either at warband formation or upon later recruitment, is likely to start with some sort of boon from the baron, marquis, or similar lord he serves. Each Knight may, upon purchase, start with ONE of the following items, which is bought at half cost: a Warhorse, Light Armor, OR Heavy Armor. This item may not be traded, given to another warrior, or sold. The warrior may set it aside and choose not to use it, but no Bretonnian warrior would dare use a boon item that belonged to another Knight, even after the warrior’s death. If the Knight dies, his “Lord’s Boon” item is removed from the warband, having been buried with him or returned to his benefactor.
Virtue of Purity: Knights with the Virtue of Purity may never voluntarily break from combat, unless he is knocked down. He is immune to All Alone and any other mundane effect that would cause him to leave combat. Magical spells and effects that would cause him to flee (ex. Dread of Aramar) affect him as normal.
Vain: The Knight may not wear a helmet, as it reduces their chances of being noticed by pretty ladies.
Impetuous: During each Movement Phase, after declaring charges, a Knight Errant that is not in combat and did not charge this turn must charge an opposing standing warrior (not knocked down or stunned) that is within range if they are able.
Likewise, a Knight Errant that declared a charge against a knocked down or stunned opponent will be compelled to charge a viable standing opponent instead. If you wish, you may choose to have the Knight take a leadership test (they may use their Leader's Leadership if they are within range if the test is passed, they may move as normal or charge their original target.
When making a compelled charge, the Knight Errant automatically passes all fear tests or any other psychology tests that would prevent them from charging.
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