Knights Panther Army List
Note that this list is an addendum to the regular Empire Army List.
The Knights Panther were established following the wars against Araby almost a thousand years ago. The crusaders returned with many great treasures plundered from the palaces of Araby, including exotic animals the like of which had never been seen in the Old World before. When the victorious knights paraded through the cities of The Empire, many did so with the panthers of Araby padding alongside them, led by a golden chain. The Knights traditionally trim their clothes and crests with whatever appropriately exotically patterned fur they can find, and their shields bear the heraldic panther of Araby.
The order is dedicated to the preservation of the pure human form against the corruption of Chaos and is fanatically devoted to hunting down mutants and any other bearer of the mark of Chaos. Among the oaths taken by all Knights on their induction into the order is "Never to suffer any person or thing bearing the mark of Chaos to live..."
With the incursion of Chaos culminating in the Battle of Raven’s Nest, calls for aid spread far and wide. One of the first forces to respond were the Knights Panther at their southernmost fastness, The Priory, situated overlooking the bustling town of Kemperbad. As always, the primary concern of the Knights Panther is the eradication of Chaos, particularly mutants, in all their forms. The presence of Razzak El Venayesh, hated foe of the ‘Panthers sealed their involvement.
Under the command of Master Karl Fangsteiger, a Knights Panther company swiftly swept towards the ‘Nest, with their foremost regiments joining the defense. With the fall of the fortress, Fangsteiger regrouped his forces beyond the line of the River Staffel, awaiting the chance to blunt the advancing Chaos forces.
Core units
Knights Panther
See Empire Knights. One Knight Panther unit (either regular or Inner Circle) may buy the Banner of Purity for 50pts.
Banner of Purity – The Banner of Purity is usually hung in the grand hall of The Priory, amongst the captured banners of conquered foes. The fervor of the Knights Panther is bound into its fabric, and can undo the unclean powers of Chaos.
When in base to base contact with a Chaos marked unit, the unit bearing the banner and the Chaos marked unit each roll a D6 and add their unmodified leadership. Should the Empire player win the roll, or if the roll is a draw, then the Chaos mark is negated for as long as the Banner bearing unit remains in base contact.
Note that this may cause Khorne marked units to lose their Frenzy, as if defeated in combat.
0-1 Priory Guard
The Priory Guard serve at the pleasure of the Master of The Priory. They act as his personal house guard, and accompany him when he takes the field. The Priory Guard still wield the pikes that they used when the Guard were first instituted in the 2nd Crusade into Araby.
Priory Guard are Empire Halberdiers, with the additional special rules below. They cost 7 points per model. Command models cost +10 points each
House Guard – The Priory Guard’s only focus is the protection of the Master and his household. When within 8” of the Master or a unit the Master is leading, Priory Guard are Stubborn.
Pikes – When fighting a unit to the front, models in the pike armed unit may fight into their fourth rank. Additionally, when charged in the front by a cavalry unit, pike armed units may use a special Set Pikes charge reaction. A cavalry unit that charges a unit that has Set Pikes suffers 2D6 Strength 3 hits that count as having the Armour Piercing special rule, to represent the damage the impact of charging onto pikes has. Any unit that suffers wounds from charging the pike unit in this manner loses all charge bonuses.
Note that Pike bonuses only apply when fighting to the front arc. If a pike unit is engaged in the flank or rear, it loses all pike bonuses, even if subsequently charged in the front, or already engaged in the front.
Special units
Panther Foot Knights
Knights Panther Foot are the same a Knights Panther in all respects except that they are on foot. They are armed in Full Plate, and carry a Shield. They are also Stubborn.
Knights panther foot cost 11 points per model. Command models cost +14 points for a standard and unit champion and +7 points for a musician. One unit of Reiksguard Foot Knights may have a Magic Standard worth up to 50 points.
Rare units
The Panther’s Paw
The Paw is a treasured icon of the Knights Panther. First constructed in the siege of Al Arrak in the Second Crusade, the Paw is a siege trebuchet constructed of from the wreckage of the Temple of Sigmar Ascendant that was destroyed in the sack of Al Arrak ten years prior to the Crusade’s arrival.
When Al Arrak and its demon-possessed magister were defeated, the Paw was carried with reverence in the Crusading host, eventually finding its way back to The Priory. Armed with stones fashioned from fallen and defiled temples, the Paw is used to deliver Sigmar’s justice to the impure.
The Panther’s Paw is a Trebuchet (see Bretonnian army book). It costs 100 points, and has a crew of four Militia.
The Knights Panther were established following the wars against Araby almost a thousand years ago. The crusaders returned with many great treasures plundered from the palaces of Araby, including exotic animals the like of which had never been seen in the Old World before. When the victorious knights paraded through the cities of The Empire, many did so with the panthers of Araby padding alongside them, led by a golden chain. The Knights traditionally trim their clothes and crests with whatever appropriately exotically patterned fur they can find, and their shields bear the heraldic panther of Araby.
The order is dedicated to the preservation of the pure human form against the corruption of Chaos and is fanatically devoted to hunting down mutants and any other bearer of the mark of Chaos. Among the oaths taken by all Knights on their induction into the order is "Never to suffer any person or thing bearing the mark of Chaos to live..."
With the incursion of Chaos culminating in the Battle of Raven’s Nest, calls for aid spread far and wide. One of the first forces to respond were the Knights Panther at their southernmost fastness, The Priory, situated overlooking the bustling town of Kemperbad. As always, the primary concern of the Knights Panther is the eradication of Chaos, particularly mutants, in all their forms. The presence of Razzak El Venayesh, hated foe of the ‘Panthers sealed their involvement.
Under the command of Master Karl Fangsteiger, a Knights Panther company swiftly swept towards the ‘Nest, with their foremost regiments joining the defense. With the fall of the fortress, Fangsteiger regrouped his forces beyond the line of the River Staffel, awaiting the chance to blunt the advancing Chaos forces.
Core units
Knights Panther
See Empire Knights. One Knight Panther unit (either regular or Inner Circle) may buy the Banner of Purity for 50pts.
Banner of Purity – The Banner of Purity is usually hung in the grand hall of The Priory, amongst the captured banners of conquered foes. The fervor of the Knights Panther is bound into its fabric, and can undo the unclean powers of Chaos.
When in base to base contact with a Chaos marked unit, the unit bearing the banner and the Chaos marked unit each roll a D6 and add their unmodified leadership. Should the Empire player win the roll, or if the roll is a draw, then the Chaos mark is negated for as long as the Banner bearing unit remains in base contact.
Note that this may cause Khorne marked units to lose their Frenzy, as if defeated in combat.
0-1 Priory Guard
The Priory Guard serve at the pleasure of the Master of The Priory. They act as his personal house guard, and accompany him when he takes the field. The Priory Guard still wield the pikes that they used when the Guard were first instituted in the 2nd Crusade into Araby.
Priory Guard are Empire Halberdiers, with the additional special rules below. They cost 7 points per model. Command models cost +10 points each
House Guard – The Priory Guard’s only focus is the protection of the Master and his household. When within 8” of the Master or a unit the Master is leading, Priory Guard are Stubborn.
Pikes – When fighting a unit to the front, models in the pike armed unit may fight into their fourth rank. Additionally, when charged in the front by a cavalry unit, pike armed units may use a special Set Pikes charge reaction. A cavalry unit that charges a unit that has Set Pikes suffers 2D6 Strength 3 hits that count as having the Armour Piercing special rule, to represent the damage the impact of charging onto pikes has. Any unit that suffers wounds from charging the pike unit in this manner loses all charge bonuses.
Note that Pike bonuses only apply when fighting to the front arc. If a pike unit is engaged in the flank or rear, it loses all pike bonuses, even if subsequently charged in the front, or already engaged in the front.
Special units
Panther Foot Knights
Knights Panther Foot are the same a Knights Panther in all respects except that they are on foot. They are armed in Full Plate, and carry a Shield. They are also Stubborn.
Knights panther foot cost 11 points per model. Command models cost +14 points for a standard and unit champion and +7 points for a musician. One unit of Reiksguard Foot Knights may have a Magic Standard worth up to 50 points.
Rare units
The Panther’s Paw
The Paw is a treasured icon of the Knights Panther. First constructed in the siege of Al Arrak in the Second Crusade, the Paw is a siege trebuchet constructed of from the wreckage of the Temple of Sigmar Ascendant that was destroyed in the sack of Al Arrak ten years prior to the Crusade’s arrival.
When Al Arrak and its demon-possessed magister were defeated, the Paw was carried with reverence in the Crusading host, eventually finding its way back to The Priory. Armed with stones fashioned from fallen and defiled temples, the Paw is used to deliver Sigmar’s justice to the impure.
The Panther’s Paw is a Trebuchet (see Bretonnian army book). It costs 100 points, and has a crew of four Militia.