Righteous Defenders of the Empire -
Empire Characters
Anselm Eichelberger -
the people’s prophet
Anselm is a Warrior Priest of Sigmar
Special Rules
The Righteous Sermon - Anselm's powerful oratory causes the ordinary people to rise in righteous fury. All Free comany units within 6" of Anselm gain the rules for Frenzy. Units who lose their frenzy and move back within range regain their frenzy.
The righteous host -
If Anselm is the general of the army, flagellants, free company, archers and crossbows are the only core available. at least 50% of the core section points of anselm's army must be spent on free company, archers and crossbows in the core section. Flagellants can only comprise 50% or less of the righteous host
equipment
Hammers of judgment - Anselm gains +1 attack (Extra hand weapon). additionally For each hit anselm makes upon a model, that model must take a Tough test or take one automatic Wound, with no armour save allowed. If the test is passed, roll to wound and save as normal.
Armour of the silver anvil - Heavy armour. The Armour of the Silver Anvil bestows a 5+ Ward Save.
the people’s prophet
Anselm is a Warrior Priest of Sigmar
Special Rules
The Righteous Sermon - Anselm's powerful oratory causes the ordinary people to rise in righteous fury. All Free comany units within 6" of Anselm gain the rules for Frenzy. Units who lose their frenzy and move back within range regain their frenzy.
The righteous host -
If Anselm is the general of the army, flagellants, free company, archers and crossbows are the only core available. at least 50% of the core section points of anselm's army must be spent on free company, archers and crossbows in the core section. Flagellants can only comprise 50% or less of the righteous host
equipment
Hammers of judgment - Anselm gains +1 attack (Extra hand weapon). additionally For each hit anselm makes upon a model, that model must take a Tough test or take one automatic Wound, with no armour save allowed. If the test is passed, roll to wound and save as normal.
Armour of the silver anvil - Heavy armour. The Armour of the Silver Anvil bestows a 5+ Ward Save.
darius Van Eschenbach -
Harbinger of morr
Darius is a empire battle wizard, using the Lore of Death
Special Rules
fanatic of morr - Darius' extreme actions make him a despised figure in the homeland he desperately seeks to save. he cannot use the Empire general's Leadership, nor reroll using the battle standard.
Additionally, empire units must take a special animosity test when within 6" at the start of the empire turn. on a D6 roll of 1 they suffer animosity, and will charge darius and any unit he is with. if they cannot charge, they will shoot at his unit. if they can do neither, they cannot move this turn as their sergeants attempt to restore order.
Equipment
the unsterblichen shroud - the shroud allows darius to deny souls their Passage to morr's garden, in other words preventing them from dying. the cursed object will Also drag any soul from the realm of the dead and restore them to life, even if their mortal remains are no longer capable to bearing them.
any model or unit (Including Darius himself)that is within 6" of darius has the Regeneration (3+) Special rule, which applies even to Flaming attacks.
The curse of immortality: should Darius enter a graveyard or place of burial, the shroud will tear the dead from the underworld and cast them back into their mortal shells. at the end of the magic phase, if darius is within an area designated as a graveyard, then 3D6 skeletons form into a unit around him. In normal terrain, d6 skeletons appear in the same manner. skeletons appearing in this way are armed with hand weapon and shield.
Should darius be slain, mark the position on the battlefield. The shroud will continue to project its power, summoning the dead and blessing nearby models until the end of the game. skeletons summoned in this manner are subject to stupidity, as are any that Remain after darius' death.
Sent as part of the force that assaulted avondorf, darius fled with Captain kruetzmann and the other survivors of the battle, into the frostwood. it was not long however, that the scars of that day became evident. darius was ejected from kreutzmann's company within days of the battle, as he raved and railed and screamed about using the power of morr to defeat the invader.
Harbinger of morr
Darius is a empire battle wizard, using the Lore of Death
Special Rules
fanatic of morr - Darius' extreme actions make him a despised figure in the homeland he desperately seeks to save. he cannot use the Empire general's Leadership, nor reroll using the battle standard.
Additionally, empire units must take a special animosity test when within 6" at the start of the empire turn. on a D6 roll of 1 they suffer animosity, and will charge darius and any unit he is with. if they cannot charge, they will shoot at his unit. if they can do neither, they cannot move this turn as their sergeants attempt to restore order.
Equipment
the unsterblichen shroud - the shroud allows darius to deny souls their Passage to morr's garden, in other words preventing them from dying. the cursed object will Also drag any soul from the realm of the dead and restore them to life, even if their mortal remains are no longer capable to bearing them.
any model or unit (Including Darius himself)that is within 6" of darius has the Regeneration (3+) Special rule, which applies even to Flaming attacks.
The curse of immortality: should Darius enter a graveyard or place of burial, the shroud will tear the dead from the underworld and cast them back into their mortal shells. at the end of the magic phase, if darius is within an area designated as a graveyard, then 3D6 skeletons form into a unit around him. In normal terrain, d6 skeletons appear in the same manner. skeletons appearing in this way are armed with hand weapon and shield.
Should darius be slain, mark the position on the battlefield. The shroud will continue to project its power, summoning the dead and blessing nearby models until the end of the game. skeletons summoned in this manner are subject to stupidity, as are any that Remain after darius' death.
Sent as part of the force that assaulted avondorf, darius fled with Captain kruetzmann and the other survivors of the battle, into the frostwood. it was not long however, that the scars of that day became evident. darius was ejected from kreutzmann's company within days of the battle, as he raved and railed and screamed about using the power of morr to defeat the invader.
The Flame, Brother Berengar Lamented, Told The Story Of A Man’s Life. Burning Bright, The Fire Of Youth Cared Not For What It Touched, What It Burnt, And What Cinders It Left In Its Wake. It Danced From Kindling To Kindling, Borne Light On The Wind, Uncaring And Free. Later, It Settled, As A Man Settles, Filling A Hearth And Heart, Driving Away The Isolation And Dark Of The World, And Bathing A Man And His Family In Its Warm And Sheltering Light. Finally, It Flickered And Lingered As A Candle Of Prayer In Some Forgotten Church, One Tiny Light Amid Thousands Until It Guttered And Died Unlooked For And Unnoticed. As He Wound His Way Down The Circular Stair That Led To The Inner Chambers Of The Monastery, Berengar Felt His Tiny Light Burning Low, And Suspected That It Might Not Penetrate The Dark Depths Of This, His Chosen Dwelling Place, For Much Longer.
Berengar Had Served The Brotherhood Of Raban For Much Of His Long Life, And Felt A Certain Kinship With The Crumbling Stones And Moulding Lintels Of The Monastery. Like The Aging Gargoyles That Hunched In The Glowering Eaves Of The Dark Stone Building, He Felt Battered And Weathered By The Passing Of Time. Slowly Shuffling From Chamber Into Darkened Chamber, He Felt The Tendrils Of Light From His Tiny Flame Creeping Into Myriad Recessed Alcoves That Lined The Winding Catacombs, Playing Over Lichen Coated Statues Of Forgotten Brothers, And Imbuing Them With A Leaping Animation Of Shadow And Silhouette. The Time-Worn Faces Of The Statues Scowled Him From Under Stony Brows And Crudely Carved Hoods, As If Silently Rebuking Him For Interrupting Their Slumber With His Unwelcome Light.
Passing Deeper, Berengar Wondered If Some Day He Too Might Find A Place Here, Cast In Stone To Silently Watch The Ancient Passages As He Had Done In Life. He Smiled Grimly. As Old As He Was, He Knew That Day Would Likely Never Arrive. Not Whilst The Monastery Kept Its Secrets.
Entering The Oldest Part Of The Catacomb, He Felt Chill Air Swirl Up Around Him And Knew From Times Uncounted Walking This Very Tunnel That He Was Passing Beneath The Monastery’s Crumbling Façade And Plunging Below The Still Lake That Lay Before It. Here Water Dripped Idly Through Fissures In The Tunnel’s Roof, As If Seeking A Way To Extinguish The Unwelcome Flame From The Tallow Candle Gripped In His Gnarled And Twisted Hands. Pausing, He Inspected The Stonework. More Of The Lake Was Finding Its Way Into These Most Secluded Chambers Every Year, And Berengar Suspected It Would Not Be Long Before Their Secrets Would Be Held In A Prison Of Icy, Wine-Dark Water, Drowned And Hidden Forever.
As If To Illustrate This Point, A Stray Drip Landed Square Upon The Old Monk’s Candle, And With A Hiss The Tiny Flame Was Extinguished. Darkness Enveloped Berengar, As The Candle Before His Eyes Unexpected Went Out. He Blinked As The Bright Burn On His Eyes Vanished, Yet As They Adjusted, He Realised The Darkness Was Not Total: A Sickly Yellow Light Crept Down The Passage Ahead! Berengar Paused, Breath Misting In The Cold Damp Air. For Years Unnumbered He Had Been The Sole Guardian Of These Narrow Halls, And No Living Soul Had He Told Of Their Existence.
Yes, Without Doubt, A Candle’s Flame Now Burned Where He Had Not Set One. Fumbling In His Coarsely Woven Robe, He Felt For The Tiny Serpentine Dagger He Concealed In Its Threadbare Sleeve. The Blade, Chilled By The Freezing Air, Shivered In His Hand, As Berengar Stood Immobile, More Like The Stone Statues Than He Would Have Cared To Know In His Pale Grey Robe. Moments Crawled By. Berengar Stood Immobile, Hearing The Blood Pulse In His Ears As More Drips Spattered Stealthily Into The Mossy Pools Between The Stone Flags At His Feet, And Considered What To Do Next. The Unwelcome Thought Of The Weight Of The Dark Lake Above His Head Pressed Upon Him, And His Breath Clouded Before Him In The Dim Light.
Even As He Resolved That He Must Move Forward, A Shadow Crept Across The Stone Floor, And Berengar Realised That Whoever Had Set The Candle Was Now Moving Back Down The Passage Towards Him. With Agonizing Slowness, The Shadow Resolved Into A Gaunt, Robed Figure, Shuffling Forward, Cast Into Silhouette By The Candlelight Behind It. A Tall Staff, Bent And Gnarled Like The Hand That Bore It Scraped The Pitted Stones, As The Figured Bent Its Weight Upon It. In Its Other Hand, And Long Ragged Cloth Trailed In The Moss And Slime Of The Damp Stone Tunnel.
His Blade Shaking, Brother Berengar Made To Challenge The Figure, But The Words Caught In His Dry Throat, And All That Emerged Was A Faint Screech Of Air. This However, Was Enough. The Hunched Shape Froze, And A Withered Hand Swiftly Unhooded A Pale Bald Head Wrapped In A Leather Skull Cap. With A Scraping Creak Like The Opening Of A Seldom-Used Sepulchre Door, The Shape Turned The Staff In Its Hand, And A Long, Wickedly Curved And Pitted Head Seemed To Flow From The Staff’s Top. A Dull Sheen Began To Play Along The Scythe’s Blade, And Two Narrow Eyes Glinted Unnaturally From The Drawn, Hard-Boned Face Beneath It.
“It Is Time, Old One,” A Voice Rasped, “Your Watch Has Ended.”
Berengar Had Served The Brotherhood Of Raban For Much Of His Long Life, And Felt A Certain Kinship With The Crumbling Stones And Moulding Lintels Of The Monastery. Like The Aging Gargoyles That Hunched In The Glowering Eaves Of The Dark Stone Building, He Felt Battered And Weathered By The Passing Of Time. Slowly Shuffling From Chamber Into Darkened Chamber, He Felt The Tendrils Of Light From His Tiny Flame Creeping Into Myriad Recessed Alcoves That Lined The Winding Catacombs, Playing Over Lichen Coated Statues Of Forgotten Brothers, And Imbuing Them With A Leaping Animation Of Shadow And Silhouette. The Time-Worn Faces Of The Statues Scowled Him From Under Stony Brows And Crudely Carved Hoods, As If Silently Rebuking Him For Interrupting Their Slumber With His Unwelcome Light.
Passing Deeper, Berengar Wondered If Some Day He Too Might Find A Place Here, Cast In Stone To Silently Watch The Ancient Passages As He Had Done In Life. He Smiled Grimly. As Old As He Was, He Knew That Day Would Likely Never Arrive. Not Whilst The Monastery Kept Its Secrets.
Entering The Oldest Part Of The Catacomb, He Felt Chill Air Swirl Up Around Him And Knew From Times Uncounted Walking This Very Tunnel That He Was Passing Beneath The Monastery’s Crumbling Façade And Plunging Below The Still Lake That Lay Before It. Here Water Dripped Idly Through Fissures In The Tunnel’s Roof, As If Seeking A Way To Extinguish The Unwelcome Flame From The Tallow Candle Gripped In His Gnarled And Twisted Hands. Pausing, He Inspected The Stonework. More Of The Lake Was Finding Its Way Into These Most Secluded Chambers Every Year, And Berengar Suspected It Would Not Be Long Before Their Secrets Would Be Held In A Prison Of Icy, Wine-Dark Water, Drowned And Hidden Forever.
As If To Illustrate This Point, A Stray Drip Landed Square Upon The Old Monk’s Candle, And With A Hiss The Tiny Flame Was Extinguished. Darkness Enveloped Berengar, As The Candle Before His Eyes Unexpected Went Out. He Blinked As The Bright Burn On His Eyes Vanished, Yet As They Adjusted, He Realised The Darkness Was Not Total: A Sickly Yellow Light Crept Down The Passage Ahead! Berengar Paused, Breath Misting In The Cold Damp Air. For Years Unnumbered He Had Been The Sole Guardian Of These Narrow Halls, And No Living Soul Had He Told Of Their Existence.
Yes, Without Doubt, A Candle’s Flame Now Burned Where He Had Not Set One. Fumbling In His Coarsely Woven Robe, He Felt For The Tiny Serpentine Dagger He Concealed In Its Threadbare Sleeve. The Blade, Chilled By The Freezing Air, Shivered In His Hand, As Berengar Stood Immobile, More Like The Stone Statues Than He Would Have Cared To Know In His Pale Grey Robe. Moments Crawled By. Berengar Stood Immobile, Hearing The Blood Pulse In His Ears As More Drips Spattered Stealthily Into The Mossy Pools Between The Stone Flags At His Feet, And Considered What To Do Next. The Unwelcome Thought Of The Weight Of The Dark Lake Above His Head Pressed Upon Him, And His Breath Clouded Before Him In The Dim Light.
Even As He Resolved That He Must Move Forward, A Shadow Crept Across The Stone Floor, And Berengar Realised That Whoever Had Set The Candle Was Now Moving Back Down The Passage Towards Him. With Agonizing Slowness, The Shadow Resolved Into A Gaunt, Robed Figure, Shuffling Forward, Cast Into Silhouette By The Candlelight Behind It. A Tall Staff, Bent And Gnarled Like The Hand That Bore It Scraped The Pitted Stones, As The Figured Bent Its Weight Upon It. In Its Other Hand, And Long Ragged Cloth Trailed In The Moss And Slime Of The Damp Stone Tunnel.
His Blade Shaking, Brother Berengar Made To Challenge The Figure, But The Words Caught In His Dry Throat, And All That Emerged Was A Faint Screech Of Air. This However, Was Enough. The Hunched Shape Froze, And A Withered Hand Swiftly Unhooded A Pale Bald Head Wrapped In A Leather Skull Cap. With A Scraping Creak Like The Opening Of A Seldom-Used Sepulchre Door, The Shape Turned The Staff In Its Hand, And A Long, Wickedly Curved And Pitted Head Seemed To Flow From The Staff’s Top. A Dull Sheen Began To Play Along The Scythe’s Blade, And Two Narrow Eyes Glinted Unnaturally From The Drawn, Hard-Boned Face Beneath It.
“It Is Time, Old One,” A Voice Rasped, “Your Watch Has Ended.”
captain 'black' Steffan ravenschwartz
Black Steffan is an Empire Captain
Equipment
Black Steffan wears Full Plate Armour, and bears the enchanted laurel, giving him a 5+ Ward save
The name steffan ravenschartz has become a byword for cowardice in some regions of the empire. famously fleeing the battle of raven's nest when he led his contingent of knights from the field.
pursued and brought to heel by the warrior priest frederic haal, 'black' steffan as he has become known again fled the field when his erstwhile captor was slain at a small watchtower on the road sotuh of the raven's nest. fleeing before the advancing chaos host, steffan was last seen stealing a horse from the gutted lamb inn, and his Whereabouts are currently unknown.
Black Steffan is an Empire Captain
Equipment
Black Steffan wears Full Plate Armour, and bears the enchanted laurel, giving him a 5+ Ward save
The name steffan ravenschartz has become a byword for cowardice in some regions of the empire. famously fleeing the battle of raven's nest when he led his contingent of knights from the field.
pursued and brought to heel by the warrior priest frederic haal, 'black' steffan as he has become known again fled the field when his erstwhile captor was slain at a small watchtower on the road sotuh of the raven's nest. fleeing before the advancing chaos host, steffan was last seen stealing a horse from the gutted lamb inn, and his Whereabouts are currently unknown.
captain karl kreutzmann -
the Sword in the dark
captain kreutzmann is an empire captain
Special Rules
captain without a command - the sword's command was all but destroyed at the fall of avondorf, yet he has nonetheless found a new brethren, gathering the rag tag groups of survivors from avondorf and other engagements in and around the raven's nest.
commanding this ragged group of warriors has restored their pride and much of his honour: in any skirmish level game where kreutzmann is present, all models on the empire side can use his leadership. in full size games, kreutzmann's leadership can be used by any empire unit within 6" (just like the army general.
equipment
Kreutzmann wears full plate armour, carries a shield and bears his family heirloom, starlight.
starlight - Kreutzmann bears his family's heirloom. Starlight was bestowed on karl's great Uncle ranulf kreutzmann following his involvement at the battle of elf's tor. honed to a magically keen edge, Armour saves may not be taken against wounds caused by starlight, unless the armour itself is magical, in which case they count as armour piercing. Starlight's attacks are magical attacks.
the Sword in the dark
captain kreutzmann is an empire captain
Special Rules
captain without a command - the sword's command was all but destroyed at the fall of avondorf, yet he has nonetheless found a new brethren, gathering the rag tag groups of survivors from avondorf and other engagements in and around the raven's nest.
commanding this ragged group of warriors has restored their pride and much of his honour: in any skirmish level game where kreutzmann is present, all models on the empire side can use his leadership. in full size games, kreutzmann's leadership can be used by any empire unit within 6" (just like the army general.
equipment
Kreutzmann wears full plate armour, carries a shield and bears his family heirloom, starlight.
starlight - Kreutzmann bears his family's heirloom. Starlight was bestowed on karl's great Uncle ranulf kreutzmann following his involvement at the battle of elf's tor. honed to a magically keen edge, Armour saves may not be taken against wounds caused by starlight, unless the armour itself is magical, in which case they count as armour piercing. Starlight's attacks are magical attacks.
Karl Fangsteiger
Master of the Priory
Karl Fangsteiger rose to be master of The Priory following the untimely death of the previous Master repelling a Skaven assault on the city of Kemperbad. Charged with rebuilding the ‘Panthers after the battle, Fangsteiger travelled the length of the Empire, visiting the other Knightly Orders and gathering household knights. He then forged these warriors in a crusade through Araby and into Khemri, defeating the skeletal host of Amon-Ahtep casting his war galleys into the sea.
Fangsteiger was known for his devotion to his men and to the cause of the Knights Panther, and riding to battle with his two Warcats by his side. It was in this idiom that his last heroic charge occurred in the Battle of Morrstadt, where he was slain by The Alluress of Slaanesh. His sacrifice however was not in vain, and the town was saved by the timely arrival of Fangsteiger and his column.
Karl Fangsteiger is an Empire Grand Master. All rules applying to an empire grand Master apply to Karl
Special Rules
Warcats - Fangsteiger is accompanied to battle by two warcats who fight at his side.
In combat, the two cats make a single attack each against a model in base contact with Fangsteiger. Should either of these attacks score a hit, then the hit model will have the Always Strikes Last special rule for this round of combat only, and Fangsteiger will be at +1 to hit that model. When attacking a unit with warcats, a model in base contact with a warcat counts as being in contact with fangsteiger himself. Models may therefore direct their attack, Fangsteiger, the Warcat, or a Model directly behind the warcat.
The Crusader's pelt - The pelt was returned from Araby after the first Crusade of the knights panther. It is said that the pelt came from a two-headed panther that the master of the knights Panther reiner riddich personally hunted and slew. During the battle of suleiman's gap, the grand master was struck by the fire mages of araby multiple times, but the pelt would not burn. it has been worn by all masters of the priory since that day, and its power has never faded.
The crusader's Pelt grants fangsteiger a 4+ ward save, which becomes 2+ from all flaming attacks.
the fangsword - an ancient dwarf-forged blade, the fangsword allows no armour saves to be taken against it.
Master of the Priory
Karl Fangsteiger rose to be master of The Priory following the untimely death of the previous Master repelling a Skaven assault on the city of Kemperbad. Charged with rebuilding the ‘Panthers after the battle, Fangsteiger travelled the length of the Empire, visiting the other Knightly Orders and gathering household knights. He then forged these warriors in a crusade through Araby and into Khemri, defeating the skeletal host of Amon-Ahtep casting his war galleys into the sea.
Fangsteiger was known for his devotion to his men and to the cause of the Knights Panther, and riding to battle with his two Warcats by his side. It was in this idiom that his last heroic charge occurred in the Battle of Morrstadt, where he was slain by The Alluress of Slaanesh. His sacrifice however was not in vain, and the town was saved by the timely arrival of Fangsteiger and his column.
Karl Fangsteiger is an Empire Grand Master. All rules applying to an empire grand Master apply to Karl
Special Rules
Warcats - Fangsteiger is accompanied to battle by two warcats who fight at his side.
In combat, the two cats make a single attack each against a model in base contact with Fangsteiger. Should either of these attacks score a hit, then the hit model will have the Always Strikes Last special rule for this round of combat only, and Fangsteiger will be at +1 to hit that model. When attacking a unit with warcats, a model in base contact with a warcat counts as being in contact with fangsteiger himself. Models may therefore direct their attack, Fangsteiger, the Warcat, or a Model directly behind the warcat.
The Crusader's pelt - The pelt was returned from Araby after the first Crusade of the knights panther. It is said that the pelt came from a two-headed panther that the master of the knights Panther reiner riddich personally hunted and slew. During the battle of suleiman's gap, the grand master was struck by the fire mages of araby multiple times, but the pelt would not burn. it has been worn by all masters of the priory since that day, and its power has never faded.
The crusader's Pelt grants fangsteiger a 4+ ward save, which becomes 2+ from all flaming attacks.
the fangsword - an ancient dwarf-forged blade, the fangsword allows no armour saves to be taken against it.
Leopold Weiss
Leopold weiss is a witch hunter, and follows all rules for witch hunters, with the exception that leopold may join units
Equipment
Leopold Wears heavy armour, and bears a pistol and shield. He rides a barded warhorse.
sword of banishment - all hits made by the sword of banishment will automatically wound any daemons or undead models
shield of Sigmar - the shield of sigmer is bestowed on leopold throught he collection of totems he always carries with him. The shield grants leopold a 5+ ward save.
Abercrombie the wood golem - the cursed wood golem was constructed by leopold to entrap a horde of sprites that swept from the faerie forest in his home of pakulstadt.
The wood golem is not unlike th dryads of athel loren, and Leopold uses it to identify and neutralise the unholy spirits of chaos.
When in combat with a chaos marked or undead model, Abercrombie grants leopold 2 extra strength 4 attacks that have the Poison and magical attacks Special rules.
abercrombie and Leopold form a single model on a 50mm base. Abercrombie grants leopold an Extra wound on his profile.
Commander Leopold Weiss
representing Leopold after the bitter experience of battle and campaign
Commander Leopold Weiss has the same profile as a General of the empire, but is still subject to the rules for a witch hunter. He is armed the same as above, with his shield of sigmar conferring a 4+ ward Save. Additionally, Commander Leopold Weiss is immune to fear and terror, and confers these rules to any unit he joins.
Leopold weiss is a witch hunter, and follows all rules for witch hunters, with the exception that leopold may join units
Equipment
Leopold Wears heavy armour, and bears a pistol and shield. He rides a barded warhorse.
sword of banishment - all hits made by the sword of banishment will automatically wound any daemons or undead models
shield of Sigmar - the shield of sigmer is bestowed on leopold throught he collection of totems he always carries with him. The shield grants leopold a 5+ ward save.
Abercrombie the wood golem - the cursed wood golem was constructed by leopold to entrap a horde of sprites that swept from the faerie forest in his home of pakulstadt.
The wood golem is not unlike th dryads of athel loren, and Leopold uses it to identify and neutralise the unholy spirits of chaos.
When in combat with a chaos marked or undead model, Abercrombie grants leopold 2 extra strength 4 attacks that have the Poison and magical attacks Special rules.
abercrombie and Leopold form a single model on a 50mm base. Abercrombie grants leopold an Extra wound on his profile.
Commander Leopold Weiss
representing Leopold after the bitter experience of battle and campaign
Commander Leopold Weiss has the same profile as a General of the empire, but is still subject to the rules for a witch hunter. He is armed the same as above, with his shield of sigmar conferring a 4+ ward Save. Additionally, Commander Leopold Weiss is immune to fear and terror, and confers these rules to any unit he joins.
Eirik Fangsteiger – The Panther Cub
Borne aloft on a bier of cracked lances, and draped in the mighty pelt that bestrode the old man’s shoulders in battle, the Master of the Priory made his final journey on the shoulders of the battle weary knights he had led so ably in war. Honoured by warrior and peasant alike, hundreds of Morrstadt’s citizens had paused their celebrations of victory to honour a man who had come from afar to their aid.
Tradition demanded that all Masters of the Priory be laid in the vaults beneath the ancient tower of the Knight Panther, and secretly many of the Pride were glad to be taking the fallen master from this place where the dead were not permitted to rest.
As the procession passed through the gates of Morrstadt and onto the road north, a mud-stained rider galloped into view. His charger was pure white, and the Pride did not need the Panther and Dunes device on his banner to recognize this warrior. Abandoning his horse, the towering figure abandoned both helm and gauntlet as he approached the halted procession. The honour guard parted before him.
“Panthers! Warriors! My brothers!” the man cried, voice strained with emotion and rage. “Name the foe who has slain my father!” The man drew a monstrous scimitar from his shoulder, its blade gleaming in the rays of the morning sun, and pointed it at the bier. “Name them! I command you! For their doom is here!” With this he drew the scimitar theatrically across his palm. Blood flowed freely, and he walked steadily forward and rested the scarlet stained hand upon the Master’s breast.
“You will not lie unavenged, father,” he said so that all heard. He turned, palm raised. “The right of vendetta is mine. And thus the command. Let all know that the Priory has its new master!” The words rang and echoed in the morning air, and died unheralded. Wearily, most of the collected Knights nodded assent, but not all, for the figure was already marching back to his steed. Reining the beast flamboyantly, Eirik Fangstieger, the Panther Cub, took a place at the head of the procession, a broad smirk across his face. The show over, the Knights marched once again, glancing darkly at the figure now preening at their head.
Son of Karl Fangsteiger and an unknown princess of Araby that the Priory Master claimed in his second crusade, Eirik Fangsteiger has stood in his father’s shadow throughout his life. Arrogant and mercurial, The Cub, as all refer to him when he is not present, was not present at the Battle of Morrstadt, but was instead enjoying less honourable pursuits among with the daughters of one of Wissenland’s less notable ruling families.
The untimely death of his father has done nothing for Eirik’s changeable temper. Riding to meet the Panthers at Bernhof, The Cub has assumed the command of the Pride by right of vendetta. But the command does not sit well with all the Knights in blue and gold, and only through swift victory will his worth be proven.
For all his faults, The Cub is nonetheless a potent and formidable warrior. Born to saddle, and trained in the Arabic way of warfare, the Cub’s favoured battle strategy is lightning charges and rapid withdrawals. In single combat The Cub is both fluid and deadly, wielding the enchanted Arabian blade that was his mother’s dowry, as he weaves a path of destruction through the foe with his warcat at his side.
Eirik Fangsteiger has the same profile and equipment as an Empire Grand Master (see Empire Rulebook pg43), except with 4 wounds and an initiative of 7. He and his Warcat are mounted together on a 50x50 base, and follow the rules for Cavalry.
Equipment
Sword Of The Dunes – The Sword Of The Dunes Grants Fangsteiger +2 Attacks, Which Have The Magical Attacks And Armour Piercing Special Rules.
Special Rules
Warcat - Fangsteiger Is Accompanied To Battle by his Warcat. In Combat, The Warcat Makes A Single Attack Each Against A Model In Base Contact With Fangsteiger. Should This Attacks Score A Hit, Then The Hit Model Will Have The Always Strikes Last Special Rule For This Round Of Combat Only, And Fangsteiger Will Be At +1 To Hit That Model.
Warrior of the Sands – The Cub’s fighting style is a dance of cloak and blade that distracts and deflects enemy attacks. To represent this, Fangsteiger has a 4+ Ward save against attacks from any model with a lower Initiative than himself.
Vendetta – Eirik has the rules for Hatred against any model with the Mark of Slaanesh.
Unproved Commander – Despite being the Army General, The Cub cannot use his Inspiring Presence rule until he has slain an enemy in combat. Once he has done this, he has proved himself worthy in the eyes of his men for this battle, and may use the rule as normal. However, should he flee for any reason his Inspiring Presence as lost for the remainder of the game.
Borne aloft on a bier of cracked lances, and draped in the mighty pelt that bestrode the old man’s shoulders in battle, the Master of the Priory made his final journey on the shoulders of the battle weary knights he had led so ably in war. Honoured by warrior and peasant alike, hundreds of Morrstadt’s citizens had paused their celebrations of victory to honour a man who had come from afar to their aid.
Tradition demanded that all Masters of the Priory be laid in the vaults beneath the ancient tower of the Knight Panther, and secretly many of the Pride were glad to be taking the fallen master from this place where the dead were not permitted to rest.
As the procession passed through the gates of Morrstadt and onto the road north, a mud-stained rider galloped into view. His charger was pure white, and the Pride did not need the Panther and Dunes device on his banner to recognize this warrior. Abandoning his horse, the towering figure abandoned both helm and gauntlet as he approached the halted procession. The honour guard parted before him.
“Panthers! Warriors! My brothers!” the man cried, voice strained with emotion and rage. “Name the foe who has slain my father!” The man drew a monstrous scimitar from his shoulder, its blade gleaming in the rays of the morning sun, and pointed it at the bier. “Name them! I command you! For their doom is here!” With this he drew the scimitar theatrically across his palm. Blood flowed freely, and he walked steadily forward and rested the scarlet stained hand upon the Master’s breast.
“You will not lie unavenged, father,” he said so that all heard. He turned, palm raised. “The right of vendetta is mine. And thus the command. Let all know that the Priory has its new master!” The words rang and echoed in the morning air, and died unheralded. Wearily, most of the collected Knights nodded assent, but not all, for the figure was already marching back to his steed. Reining the beast flamboyantly, Eirik Fangstieger, the Panther Cub, took a place at the head of the procession, a broad smirk across his face. The show over, the Knights marched once again, glancing darkly at the figure now preening at their head.
Son of Karl Fangsteiger and an unknown princess of Araby that the Priory Master claimed in his second crusade, Eirik Fangsteiger has stood in his father’s shadow throughout his life. Arrogant and mercurial, The Cub, as all refer to him when he is not present, was not present at the Battle of Morrstadt, but was instead enjoying less honourable pursuits among with the daughters of one of Wissenland’s less notable ruling families.
The untimely death of his father has done nothing for Eirik’s changeable temper. Riding to meet the Panthers at Bernhof, The Cub has assumed the command of the Pride by right of vendetta. But the command does not sit well with all the Knights in blue and gold, and only through swift victory will his worth be proven.
For all his faults, The Cub is nonetheless a potent and formidable warrior. Born to saddle, and trained in the Arabic way of warfare, the Cub’s favoured battle strategy is lightning charges and rapid withdrawals. In single combat The Cub is both fluid and deadly, wielding the enchanted Arabian blade that was his mother’s dowry, as he weaves a path of destruction through the foe with his warcat at his side.
Eirik Fangsteiger has the same profile and equipment as an Empire Grand Master (see Empire Rulebook pg43), except with 4 wounds and an initiative of 7. He and his Warcat are mounted together on a 50x50 base, and follow the rules for Cavalry.
Equipment
Sword Of The Dunes – The Sword Of The Dunes Grants Fangsteiger +2 Attacks, Which Have The Magical Attacks And Armour Piercing Special Rules.
Special Rules
Warcat - Fangsteiger Is Accompanied To Battle by his Warcat. In Combat, The Warcat Makes A Single Attack Each Against A Model In Base Contact With Fangsteiger. Should This Attacks Score A Hit, Then The Hit Model Will Have The Always Strikes Last Special Rule For This Round Of Combat Only, And Fangsteiger Will Be At +1 To Hit That Model.
Warrior of the Sands – The Cub’s fighting style is a dance of cloak and blade that distracts and deflects enemy attacks. To represent this, Fangsteiger has a 4+ Ward save against attacks from any model with a lower Initiative than himself.
Vendetta – Eirik has the rules for Hatred against any model with the Mark of Slaanesh.
Unproved Commander – Despite being the Army General, The Cub cannot use his Inspiring Presence rule until he has slain an enemy in combat. Once he has done this, he has proved himself worthy in the eyes of his men for this battle, and may use the rule as normal. However, should he flee for any reason his Inspiring Presence as lost for the remainder of the game.