RED ELF
ERRANTRY WAR

The following troops count as characters, Core, Special or Rare units in the Errantry War army list:

LORDS Bretonnian Lord
HEROES Damsels
Paladins
CORE UNITS 1+ Knights Errant
Knights of the Realm
Men-at-arms
Peasant Bowmen
SPECIAL UNITS Questing Knights
Mounted Yeomen
0-1 Pegasus Knights
RARE UNITS 0-1 Trebuchet
Battle Pilgrims
SPECIAL RULES

Errantry War: Unsurprisingly, an Errantry War army consists mainly of young Knights Errant. Knights Errant are the only unit that counts for the minimum number of Core units in the army – ie, in a 2,000 points army, the army must include a minimum of three units of Knights Errant. Grail Knights will often join the ranks of the young Knights Errant to give them some inspirational leadership – an ideal for them to aim for. Instead of taking a normal unit Champion, Knights Errant may take a Grail Knight as their Champion for +22 points.

Errantry Fervour: All Knights Errant units must take a Standard Bearer. All these Standard Bearers count as having the Errantry Banner (and so may not choose a different magic banner).

Glory or Death! Knights Errant are rather enthusiastic at the best of times, but during an Errantry War they take their rashness to a whole new level in their attempt to earn themselves honour and distinction.

Knights Errant suffer the following modifiers to any Impetuous test they take (this is cumulative with the -2 modifier due to the Errantry Banner itself).

-1 if there is one or more fear-causing enemies within charge range.

-1 if there is one or more terror-causing enemies within charge range.

-1 if there is one or more dragons within charge range (including undead Zombie Dragons).

-1 if there is one or more Damsels within 6" (they like to show off in front of the ladies).

-1 if there is one or more enemy unit within charge range that has a higher Unit Strength than the Knights Errant unit.

In addition, Knights Errant must always pursue. They roll an extra D6 in pursuit, and choose the highest three dice.