An Empire army may include Geraldo Gesegne, Grandmaster of the Order of the Panther. If you include Geraldo Gesegne, you must include a regiment of Knights Panther. Geraldo Gesegne may also be used as the general of the army if you wish, but he does not have to be the general.
Geraldo is the Grandmaster of one of the most a powerful orders of knights in all of the Old World, and one of the most influential Grandmasters in countries outside the Empire. During the years as a Crusading Order, the Knights Panther developed relationships with powerful merchant families throughout the old world.
They have used their influence to establish and fund manors throughout most of the world from which they run hospitals for pilgrims and travelers. For many years, rumors have circulated that the manors are but a front for an international network of spies and possibly even political assassins, but none of the rumors have been publicly proven.
The knights swear fealty to the Graf of Middenland Province in which they maintain their primary manors, and publicly pay homage to the Cult of Ulric, but rumours continue to surface about a secret Cult of the Panther revolving around animal worship and strange initiation rites in foreign tongues. Some say the current Lord of Middenland and his family are Adepts in the secret Cult which explains their influence over the Order.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Grandmaster | 4 | 6 | 5 | 5 | 4 | 3 | 6 | 3 | 9 |
Weapons / Armour: Geraldo wears a suit of heavy armour. He is armed with a lance, a shield and a sword.
May Ride: Geraldo rides a barded warhorse.
Magic Items: The Grandmaster of the Order may carry two magic items. These will always be the two Relics of the Order: the Helm of Araby and the Sword of Damascus.
Special Rules:
Sword of Damascus : The sword was captured from a great Lord of Araby during one of the crusades of the Order to that foreign land. The item has strange runes set upon it that has some power over animals. Each time the wielder scores a wound against a monster, the creature must pass a panic test or else flee before the power of the sword. All hits scored on a monster automatically wound, but normal armor saving throws apply as normal, for example, due to scaly skin.
Helm of Araby : This exotic helm was captured from a Desert Prince by one of the early grandmasters of the order. Before battle, spies observed a panther being ritually sacrificed and its blood poured into the helm. The Prince and his warriors were annointed with the enchanted blood and seemed possessed of extraordinary powers of speed and initiative during the battle.
The Helm Wearer can call upon the Power of the Helm to magically leap with his mount when charged. When a charge is declared against the wearer or a unit of Knights Panther he is leading, announce the use of the helm. Nominate a direction, roll 2D6 and then move the wearer and all Knights Panther models he is leading as a unit in a straight line. It is assumed all Knights Panthers and their mounts in the unit have been annointed with blood from the helm. Non-Knights Panther models with the unit are left behind.
If the wearer or any Knights Panther models in the unit come into base contact with an enemy unit due to the leap, then it counts as a successful charge. Reposition the models along the enemy's rank according to the normal charge rules. During the turn of combat immediately following the use of the helm, the affected models get first strike initiative regardless of the weapon they are wielding. If any enemy model also has first strike due to natural or magical ability, then resolve combat according to Initiative values.