More than one character can have the same Virtue, but to represent the rarity of this, any character that takes a virtue another character already has must pay double the points listed below. If a third character takes the same Virtue they must pay triple, and so on.
The Knight has the Heroic Killing Blow special rule.
For each attack that the Knight hits and wounds with on the charge (before saves etc.), he may make an additional attack. Extra attacks are not generated if these additional attacks also hit and wound. A character with this Virtue may not use magic weapons.
The Knight is Stubborn, though he may never join any friendly units. He may not take any magic items, nor may he ride a Hippogryph or a Royal Pegasus.
The Knight (and any unit he has joined) may re-roll failed Break tests.
The Knight gains the following bonuses to his profile: +2 Weapon Skill, +1 Initiative, +1 Attack. He may not be the army’s General (even if he has the highest Leadership) and any friendly unit (including other Knightly characters, or units using a Knight’s Leadership) taking any form of Leadership test within 6″ of this model suffers a -1 penalty to their Leadership.
The Knight, and any mounted unit he is with, adds +D6" for the first charge that they declare (roll after declaring the charge). If the charge is failed the unit will not add the extra D6" to their failed charge movement.
Against enemies with a higher Strength than himself (before modifications from weapons etc.), the Knight may re-roll any failed rolls To Hit and To Wound.
One per army. May not be taken by the General. For as long as the General is alive, the model with this Virtue adds +1 to the combat resolution of any fight of which he is part.
The Knight must always issue challenges and will always accept them if possible. In challenges, the Knight may re-roll all failed rolls To Hit and To Wound.
The Knight may re-roll failed rolls to hit when charging and using a lance (including magical lances).
The Knight hates all enemies using missile weapons including war machine crews. In addition, any unit the Knight has joined never takes Panic tests caused by suffering 25% casualties (e.g., shooting, magic, etc.).
The Knight will always start the game with The Blessing of the Lady, even if the army did not pray. In addition, the Ward save which the Knight gains from the Blessing will always be 5+, regardless of the Strength of the attack.
The Knight may be fielded on foot. In addition, if he is not the army’s General, Peasant units within 12" of him may use his Leadership, rather than the normal distance of 6".