BRETONNIAN CHAPEL GUARD WARBAND
Special Rules: Chivalry
No Knight may ever use any missile weapon at all, with the exception of Holy Water. Likewise, they will never use any drug or poison.
Lord’s Boon: Every Knight, either at warband formation or upon later recruitment, is likely to start with some sort of boon from the baron, marquis, or similar lord he serves. Each Knight may, upon purchase, start with ONE of the following items, which is bought at half cost: a Warhorse, Light Armor, OR Heavy Armor. This item may not be traded, given to another warrior, or sold. The warrior may set it aside and choose not to use it, but no Bretonnian warrior would dare use a boon item from another lord, even after the warrior’s death. At the warband's start up, only 1 Warhorse may be purchased by the warband.
Virtue of Purity: No Knight will ever break from a combat while they are able. They are immune to All Alone Tests. However, they may not voluntarily break from combat, unless he is knocked down.
A Bretonnian Chapel Guard Warband must include a minimum of three models. You start with 500gc to buy your initial warband. The maximum number of warriors in your warband may never exceed 15.
Hired Swords: Bretonnian Warbands may hire the following Hired Swords: Arabyan Merchant, Bard, Beast Hunter, Dwarf Pathfinder, Dwarf Treasure Hunter, Elf Mage, Elf Ranger, Freelancer, Halfling Scout, Human Scout, Kislev Ranger, Mule Skinner, Nomad Scout, Ogre Bodyguard, Pathfinder, Road Warden, Runesmith Journeyman, Wood Elf Alter, and Wood Elf Hunter,
STARTING EXPERIENCE
A Questing Knight starts with 20 exp.
A Damsel starts with 12 exp.
Knight Errants start with 8 exp.
All Henchmen start with 0 exp.
KNIGHTS EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Broadsword . . . . . . . . . . . . . . . . . . 15 gc*
Double-handed weapon . . . . . . . . . 15 gc
Morning Star . . . . . . . . . . . . . . . . . . 15 gc
Flail . . . . . . . . . . . . . . . . . . 15 gc
Lance . . . . . . . . . . . . . . . . . . . . . . . . 20 gc (Not Questing Knight)
Armor
Light armor . . . . . . . . . . . . . . . . . . 20 gc
Heavy armor . . . . . . . . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Kite Shield . . . . . . . . . . . . . . . . . . . . 10 gc*
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc (Not Knights Errant)
Warhorse . . . . . . . . . . . . . . . . . . . . . 80 gc
Barding . . . . . . . . . . . . . . . . . . . . . . 30 gc
Miscellaneous Equipment
Lucky Charms . . . . . . . . . . . . . . . . .10 gc
BATTLE PILGRIMS LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Short Sword . . . . . . . . . . . . . . . . . . 5 gc*
Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . 10 gc (Squires Only)
Double-Handed Weapon . . . . . . . . . . 10 gc
Missile Weapons
None
Armor
Light armor . . . . . . . . . . . . . . . . . . 20 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Buckler. . . . . . . . . . . . . . . . . . . . . . 10 gc
Shield . . . . . . . . . . . . . . . . . . . . . . 10 gc
Horse. . . . . . . . . . . . . . . . . . . . . 40 gc (Squire Only)
* See Special Equipment
BOWMEN EQUIPMENT LIST
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Short Sword . . . . . . . . . . . . . . . . . . 5 gc*
Missile Weapons (Bowmen & Squires only)
Bow. . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Longbow. . . . . . . . . . . . . . . . . . . . . . .15 gc
Armor (Bowmen & Squires only)
Light armor . . . . . . . . . . . . . . . . . . 20 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
SKILLS
Questing Knight: Combat, Academic, Strength, Speed, Special
Damsel: Academic, Speed
Knight Errant: Combat, Strength, Speed, Special
HEROES
1 Questing Knight - 75gc
M WS BS S T W I A Ld
4 4 3 4 3 1 4 1 8
Weapons/Armor: A Questing Knight may be equipped with weapons and armor chosen from the Knights Equipment list.
Special Rules:
Leader
Knights Virtue / Chivalry / Lord’s Boon
Ride: A Questing Knight automatically has the skill 'Ride Warhorse'.
Skills: Combat, Strength, Acad, Speed, Special
0-1 Damsel – 35gc
M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 7
Weapons/Armor: A Damsel may be equipped with hand to hand weapons chosen from the Bowmen Equipment list. She may not wear armor.
Special Rules: Prayercaster. The Damsel starts with one spell from the ‘Prayers to the Lady’ Prayer list, and may learn prayers from it as detailed in the Magic Section.
0-3 Knights Errant- 35gc
M WS BS S T W I A Ld
4 3 3 3 3 1 4 1 7
Weapons/Armor: Knights Errant may be equipped with weapons and armor chosen from the Knights Equipment list.
Special Rules:
Knights Virtue / Chivalry / Lord’s Boon
Impetuous: Whenever a Knight Errant charges, he is Immune to Fear. Also, if a Knight Errant is within charge range of an unengaged opponent that is not knocked down or stunned, he must pass a Leadership test or he will involuntarily charge the opposing model. If several unengaged opponents are within range, you may choose which he charges.
HENCHMEN
0-5 Squires 25 gold crowns to hire
Knights are served by their Squires, commoners who ride to the hunt with their master, and who accompany him to war. They are chosen from the fittest and youngest of a Knight’s retinue, and they are trained and schooled by the knight himself. If a squire performs some great deed or service to his master he may even be raised to the ranks of knighthood!
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armor: Squires may be equipped with weapons and armor chosen from the Battle Pilgrims AND from the Bowmen Equipment lists. A Squire may not ride a horse unless the Questing Knight and any Knight Errant in the warband are riding warhorses.
SPECIAL RULES: Knighthood – When a Squire receives ‘TLGT’, you may choose one of two options: to have him remain a Squire, or to have him become a Knight. If you choose to keep him a Squire, he may choose two skill lists from Combat, Academic, Strength, or Speed, and retains the normal equipment tables. If you choose to make him a Knight, he immediately gains the rules/bonuses ‘Chivalry’ and ‘Virtue of Purity’, instead of rolling for an immediate advancement. The new knight may learn Special Skills, in addition to two other skill sets, but must immediate switch to new Knight Equipment list. The new knight must forsake all missile weapons, and cannot use them.
0-5 Battle Pilgrims - 35 gc each
Battle Pilgrims are zealous peasants that will guard the remains of a dead Grail Knight, and keep vigil over any chapel that houses it. If the chapel is secured by a heavy watch, small numbers of the pilgrims will allow themselves to follow a Questing Knight in his journeys, as he secures the forests and glen around the gravesite.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 8
Equipment: May use any items from the Battle Pilgrims Equipment list.
Special Rules:
Low Caste: Battle Pilgrims are peasants, and while they are not stupid, there is a glass ceiling to what they can attain in Bretonnian society. Low Caste henchmen learn experience and advance as normal, but reroll any results of ‘That Lad’s Got Talent’, and may never become heroes.
Hatred: Battle Pilgrims suffer Hatred against all of their enemies, seeing them as enemies and heretics to the true Lady’s cause.
Stubborn: Battle Pilgrims reroll all failed Leadership rolls once.
0-7 Bowmen - 20 gc
M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 6
Equipment: May use any items from the Bowmen Equipment list.
Special Rules: Low Caste
Bowmen are peasants, and while they are not stupid, there is a glass ceiling to what they can attain in Bretonnian society. Low Caste henchmen learn experience and advance as normal, but reroll any results of ‘That Lad’s Got Talent’, and may never become heroes.
SPECIAL EQUIPMENT
Broadsword - 15gc, Common
Range: Combat, Strength: User +1S
Special Rules: Difficult to Use, Strike Last
Difficult to use: A model with a broad sword may not use a second weapon or buckler in his other hand because it requires all his skill to wield it. He may carry a shield or a kite shield as normal though.
Strike last: Broadswords weapons are so heavy that the model using them always strikes last, even when charging. Just like a Double-Handed weapon, learning the skill 'Strongman' negates 'Strike Last'.
Note: Even though 'sword' is in the name, a broadsword CANNOT parry. It does count as a sword for the ‘Expert Swordsman’ skill.
Short Sword- 5gc, Common
Range: Close Combat; Strength: As user; Special Rule: Parry, +1 Enemy armor save
SPECIAL RULE
Parry: Short Swords offer an excellent balance of defense and offence. A model armed with a sword may parry blows. When his opponent rolls to hit, the model armed with a sword may roll a D6. If the score is greater than the highest to hit score of his opponent, the model has parried the blow, and that attack is discarded. A model may not parry attacks made with double or more its own Strength – they are simply too powerful to be stopped.
+1 Enemy armor save: Short Swords are not the best weapons to use for penetrating an enemy model’s armor. An enemy wounded by a short sword gains a +1 bonus to his armor save, and a 6+ armor save if he has none normally.
NOTE: A Short Sword counts as a sword for the ‘Expert Swordsman’ Skill.
Kite Shield- 10gc, Common (Bretonnians only)
ARMOR SAVING THROW
Save: A model with a kite shield has a basic save of 5+ on a D6 while on foot, and 6+ while mounted (or, if the model is already wearing armor, as +2 on foot, and +1 save while mounted). This cannot bring a save over 1+.
KNIGHTLY SKILLS
Only Knights may take ‘Knightly Skills’.
Reknowned Virtue– The Knight may learn one Virtue from the original Bretonnian virtue list. ‘Reknowned Virtue' may only be taken once.
Shield Bash – Each turn, the Knight may make an additional attack with a shield or kite shield. Treat the shield attack as a club.
Bulging Muscles- Gains the +1 Strength from Flails and Morning Stars after the first round of combat.
Untiring - The Knight ignores movement penalties for wearing armor while on foot. In addition, strength, axes, critical hits, and similar modifiers cannot reduce the saving throw lower than 5+, nor will it be ignored by any non-magical means.
LADY’S PRAYERS
1 – The Good Lady’s Favor – Diff: Auto
All of your heroes count as having Lucky Charms for this battle, and ignore the first hit against them on a D6 roll of 4+. If they already own Lucky Charms, they ignore the first hit on a D6 roll of 2+.
2 - Blessed Protection Difficulty 8
The Damsel and any Bretonnians within 6" of her gain a ward save of 4+ against the effects of spells or prayers. Test each shooting phase: on a roll of 1 or 2, the spell dissipates.
3 – Floodgates of Courage – Difficulty 7
Any allied warriors within 8†of the Damsel (as well as the Damsel herself) may reroll any failed Leadership tests once. If the Leader is within 8†range, the Rout Check may be rerolled, if the first roll was a failure. This spell lasts until the start of your next Shooting Phase.
4 – Lady’s Scorn – Difficulty 5
Anyone attempting to shoot at the Damsel must first pass a Leadership test, or else they are unable to fire this turn. This includes Silver Arrows, Crossbow Pistols, Hand-to-Hand Pistols, and Template shot weapons that she is within the path of (like Blunderbusses.) This spell lasts until the end of the game.
5 – Elixir of Life – Difficulty 6
Any one model within 4†of the Damsel (including herself) may be healed. The warrior is restored to his full quota of Wounds. In addition, if any friendly models within 4†are stunned or knocked down, they immediately come to their senses, stand up, and continue fighting as normal.
6 – Guiding Vision – Dif 6
With the aide of the Damsel, the Lady guides one of her warriors with a Blessed Vision of what’s to come. He may use this rare knowledge to destroy his foe, or save his own hide. For the duration of the turn, one hero or henchman may re-roll 1D3 dice rolls and +1 or -1 to the result.