RED ELF
Templar Grand Master

When the Knights of an Order pick up arms to start a Crusade it will almost certainly be lead by their Grand Master.

 

TEMPLAR GRAND MASTER
Profile M WS BS S T W I A Ld Points
Grand Master
4
6
3
4
4
3
6
4
9
160
Warhorse
8
3
0
3
3
1
3
1
5
-

Weapons: Hand weapon, lance, full plate armour & shield.

Mount: A Grand Master always rides a barded warhorse.

(The cost of the Grand Master's equipment is included in the points cost).

Options:

  • A Grand Master of the Order of the White Wolf must replace his lance and shield with a cavalry hammer (+6 pts) unless he is buying a magic weapon.
  • May choose magic items chosen from the Common or Empire magic items lists with a maximum total value of 100 pts. If he buys a magic weapon then this replaces his hand weapon and lance, and if he buys magic armour or a magic shield then these replace his normal armour or shield respectively. The points for any equipment replaced are lost.
Special Rules

The Grand Master. You can field a Grand Master only if your army contains a unit of Knights of the same Order. For example, if you have a unit of Knights Panther, you can include their Grand Master in your army. If you field a unit of Reiksguard Knights, you can include the Reiksmarshall, who follows the same rules of the other Grand Masters.

Templar Grand Masters fight on their own or with a unit of Knights, they never join other units.

Templar Grand Masters are veterans of battles and strong in their faith, so they are Immune to Psychology. In addition, as long as a Templar Grand Master is with a unit of Knights of his Order, the Knights are inspired by the presence of their Master, and so are Immune to Psychology as well.