BRETONNIANS
To the west of the Empire is the proud land of Bretonnia. It is ruled
with honour by its noble king and his valiant knights.
ARMY COMPOSITION
The Bretonnian army uses the following restrictions for army selection
instead of the ones at the start of this book.
Army Value
|
Characters
|
Lords
|
Core
|
Special
|
Rare
|
2,000
|
0-3
|
0
|
2+
|
0-3
|
0-1
|
2,000-2,999
|
0-5
|
up to 1
|
3+
|
0-4
|
0-2
|
3,000-3,999
|
0-7
|
up to 2
|
4+
|
0-5
|
0-3
|
+1,000
|
+0-2
|
+1 max
|
+1
|
+1
|
+1
|
CHAMPIONS, MUSICIANS & STANDARD BEARERS
Any unit of foot troops in the army (except skirmishers) may upgrade
a model to a Champion, musician or standard bearer for +10 points each.
Any unit of cavalry may upgrade a model to a Champion, musician or standard
bearer for +15 points each. A Champion will have +1BS if the unit he
is with is equipped with bows or longbows, otherwise he will have +1A.
A standard bearer from the following units may carry a magic banner
worth up to 50 points: Knights Errant, Knights of the Realm, Questing
Knights, Grail Knights.
SPECIAL RULES
The following special rules apply to the Bretonnian army.
- Bretonnian
knights never get rank bonus.
- Bretonnian warhorses do not suffer -1 Movement for barding.
- Bretonnian Knights (Knights Errant, Knights of the Realm, Questing
Knights and Grail Knights - not mounted Squires) always use a special
formation called a lance. This has 1 model in the first rank, 2 in
the second, 3 in the third, and so on. When it charges it stops as
soon as the first model contacts the enemy, and all the models in
the charging unit fight (as long as they have an enemy model directly
in front of them). Individual knights fight as if they were in base-to-base
contact with the enemy model(s) directly in front of them (even if
there is another knight between them and the enemy). Enemy models
may fight back against any knight that could attack them. The enemy
may fight with any models that are physically touching the knights,
plus one more for each two knights who are fighting, but not actually
in base contact. If your opponent survives the first round of combat
and does not break, you lose the formation and reform like skirmishers
into "normal ranks". In this formation only models in base contact
fight. Remember that Bretonnian knights never get rank bonus.
- The arc of sight, as well as the front, flank and rear arcs of the
lance as a whole, are considered to be the same as those of the models
in the widest complete rank. If the Knights are charged they form
into normal ranks and files facing the enemy that just charged them.
This is done in the same way as forming up a unit of Skirmishers.
The enemy will get the normal +1 or +2 for flank or rear charges.
You must reform (as per the normal rules) in order to readopt lance
formation in the first turn the unit is free to do so.
Characters who have joined a lance fight according to the above rules.
Characters are always placed on the outside edge of the lance, as
close to the front as possible.
If the Bretonnian army would move first in the battle they may choose
to sacrifice this opportunity and pray instead. This means that their
opponent gets the first turn, but also gives the Bretonnians some
protection from missiles. Each time the enemy wishes to fire a war
machine they must roll a 4+ on 1D6. If they fail it does nothing.
Each individual trooper with a missile weapon must also roll a 4+
each time he wishes to shoot. Note that if the Bretonnians would move
second anyway they may not pray
- Bretonnian wizards may use the Beasts, Fire, Metal, Life, Heavens
and Light lores of magic from the Warhammer rulebook.
LORDSGENERAL, WIZARD LORD
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
General
|
4
|
6
|
3
|
4
|
4
|
3
|
6
|
4
|
9
|
100
|
Wizard Lord
|
4
|
3
|
3
|
3
|
4
|
3
|
3
|
1
|
8
|
175
|
Warhorse
|
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
+15
|
Hippogriff
|
6
|
5
|
0
|
5
|
5
|
4
|
5
|
4
|
7
|
+200
|
Pegasus
|
8
|
3
|
0
|
4
|
4
|
3
|
4
|
2
|
6
|
+50
|
Unicorn
|
9
|
5
|
0
|
4
|
4
|
1
|
6
|
2
|
10
|
+55
|
Equipment: Hand weapon. A Wizard Lord may not have other equipment
except barding for his steed. A Bretonnian General may have a Great
weapon ( + 6 pts). He may wear heavy armour (+6 pts), and may carry
a shield (+3 pts).
A Bretonnian General may ride a Hippogriff (+200) or a Pegasus (+50
pts). One female Wizard Lord may ride a Unicorn (+55 pts). A Bretonnian
General or Wizard Lord may ride a warhorse (+15 pts) which may be barded
(+6 pts). If the General is mounted he may have a lance (+6 pts).
Special Rules: A Wizard Lord is a level 3 wizard. This may be
increased to level 4 at a cost of +35 points. A Bretonnian General is
immune to psychology.
A Hippogriff or Pegasus can fly. A Hippogriff is a large target and
causes terror. A Unicorn gets +2S on the turn it charges. A Unicorn
also gives its rider +2 Dispel dice to dispel each spell that affects
them and the unit they are with.
HEROESPALADIN, WIZARD
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Paladin
|
4
|
5
|
3
|
4
|
4
|
2
|
5
|
3
|
8
|
70
|
Wizard
|
4
|
3
|
3
|
3
|
3
|
2
|
3
|
1
|
7
|
60
|
Warhorse
|
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
+10
|
Pegasus
|
8
|
3
|
0
|
4
|
4
|
3
|
4
|
2
|
7
|
+50
|
Equipment: Hand weapon. A Wizard may not have other equipment
except barding for her steed. A Paladin may have a Great weapon (+4
pts). He may wear heavy armour (+4 pts) and may carry a shield (+2 pts).
A Paladin may ride a Pegasus (+50 pts). A Paladin or Wizard may ride
a warhorse (+10 pts) which may be barded (+4 pts). If a Paladin is mounted
he may have a lance (+4 pts).
One Paladin may be upgraded to a Battle Standard Bearer for +25 points.
He may carry any magic banner (no points limit), but if he does so he
may take no other magic items. He may not be given any extra equipment
except light or heavy armour and barding for his horse. A Battle Standard
Bearer may not be your army General, nor may he ride a flying creature.
Special rules: A Bretonnian Wizard is a level 1 wizard. This
may be increased to level 2 at a cost of +35 points. A Paladin is immune
to panic. A Pegasus can fly.
CORE UNITS
KNIGHT ERRANT, KNIGHT OF REALM
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Knight Errant
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
25
|
Knight of Realm
|
4
|
4
|
3
|
3
|
3
|
1
|
3
|
1
|
8
|
27
|
Warhorse
|
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
n\a
|
Unit Size: 5 +
Equipment: Hand weapon, lance, heavy armour and shield. All
Knights ride barded warhorses.
Special Rules: Ignore panic caused by breaking or fleeing units
that are not Knights.
MEN-AT-ARMS, BOWMEN
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Man-at-arms
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
3
|
Bowman
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
8
|
Unit Size: 10+
Equipment: Hand weapon. Bowmen also have a longbow. Men-at-arms
may have spear (+2 pts) or halberd (+2 pts). Men-ar-arms may have light
armour (+1 pt) and shield (+1 pt).
SPECIAL UNITS
SQUIRES
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Squire
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
4
|
Warhorse
|
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
+7
|
Unit Size: 10+
Equipment: Hand weapon. Squires may be mounted on warhorses
(+7 pts). If on foot, Squires may have either spear (+2 pt) or longbow
(+5 pts). If mounted, Squires may have spear (+1 pt), bow (+4 pts) and/or
shield (+2 pts).
Special rules: If Squires are on foot they are skirmishers,
if mounted they are fast cavalry.
RARE UNITS
QUESTING KNIGHTS,
0-1 UNITS OF GRAIL KNIGHTS
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Point
|
Quest. Knight
|
4
|
4
|
3
|
4
|
3
|
1
|
4
|
1
|
8
|
31
|
Grail Knight
|
4
|
5
|
3
|
4
|
3
|
1
|
3
|
1
|
9
|
36
|
Warhorse
|
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
n\a
|
Unit Size: 5+
Equipment: Hand weapon, lance, heavy armour and shield. All
Knights ride barded warhorses.
Special Rules: Questing Knights are immune to panic. Grail Knights
are immune to psychology.
MAGIC ITEMS
You may choose magic items for your characters and units from the following
list and/or the common magic items in the rulebook.
Sword of Heroes (magic weapon):
Against opponents with T5 or above the bearer gets +2S and does D3 wounds
per wounding hit.
50 pts.
Tress of Isoulde (magic weapon):
Bearer hits single foe in base contact on an unmodified 2+ , wounds
on an unmodified 2+ . Saves are modified by the Strength of the user
One use only.
50 pts.
Morning Star of Fracasse (magic weapon):
+2S in the first round of combat. For each hit on a close combat
opponent roll a D6. On a 4+ the opponent's magic weapon is destroyed.
50 pts.
Armour of Brilliance (magic armour):
Counts as wearing armour and carrying a shield (3+ armour save).
Opponents are at -1 to hit the wearer with both close combat and shooting
attacks.
100 pts.
Armour of Fortune (magic armour):
Counts as wearing armour (5+ armour save). Also gives the wearer
a 5+ ward save.
40 pts.
Dragon's Claw (talisman):
5+ ward save and immunity to Dragon breath (for wearer and mount).
35 pts.
Potion Sacre (enchanted item):
Drink before making a dice roll. Add +1 or -1 to the result. One use
only.
15 pts.
Chalice of Malfleur (arcane item):
Roll 1D6 at the start of each player's Magic phase. On a 1 the bearer
takes 1 wound with no save possible. On a 2-6 add 1 extra dice to the
pool for casting and dispelling.
50 pts.
Banner of the Lady of the Lake (magic banner):
Enemy unit in contact gets no combat bonus for ranks.
100 pts.
Valorous Standard (magic banner):
Unit rolls 3D6 for psychology tests and discards the highest.
35 pts.
|