Tuesday, March 27, 2012

Bretonnians - We are on a quest for the Holy Grail


This one I changed around a bit
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Bretonnian Crusaders Warband List
As proposed by Richard Buckner III


            From the Land of Chivalry, Bretonnian Knights have ridden forth for centuries on mighty Campaigns and Errantry Wars, across all of the Old World, to Araby and even across the ocean to Lustria.  Many Questing Knights lead these Campaigns against the forces of Chaos, and other evils, hoping that they will be found worthy of the Lady of the Lake, and that she may let him sup from the Grail and become one of the legendary Grail Knights, warriors of unsurpassed skill who are incapable of malice or impure thought.  When on Crusade, they are often times accompanied by armies of Knights and peasants alike.  Though sometimes the Crusades are smaller in scale, they are no less important to the Lady of the Lake.  For wherever evil lurks, it must be cleansed in honour of the Lady.  Some say this is an impossible task, but many a Knight gives up all their lands and other worldly possessions, some bringing along only small retinues of men, to join them on sacred missions known only to themselves and the Lady.  It should come as no surprise that some Knights lead Crusades into Mordheim in the hopes of cleansing it of the evil that infests it, thus being found worthy of the Lady and the Grail


CHOICE OF WARRIORS
The Bretonnian warband must include at least 3 models.  You have 500 gold crowns with which to form your warband.  The maximum number of warriors in the warband is 15.



HEROES

Questing Knight: Your warband must include 1 Questing Knight.  No more, no less.

Knight Errant: Your warband may include up to 3 Knights Errant.



HENCHMEN

Men-at-Arms: Your warband may include any number of Men-at-Arms.

Peasant Bowmen: Your warband may include any number of Peasant Bowmen.

Yeoman: Your warband may include and number of Yeomen.


STARTING EXPERIENCE

A Questing Knight starts with 20 experience.

Knight Errant start with 8 experience.

Henchmen start with 0 experience.

BRETONNIAN SKILL TABLE

Bretonnian Skill Table


Combat
Shooting
Academic
Strength
Speed
Special
Questing
X


X
X
X
Errant
X


X

X


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BRETONNIAN EQUIPMENT LISTS

The following lists are used by Bretonnian warband to pick their equipment.


KNIGHTS EQUIPMENT LIST

Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Mace………………………………            5 gc
Hammer…………………………..  5 gc
Axe………………………………..            5 gc
Short Sword………………………..            5 gc
Sword……………………………..            10 gc
Morning Star………………………            15 gc
Flail………………………………..            15 gc
Double-handed Weapon…………..            15 gc
Lance………………………………            15 gc

Missile Weapons


None

Armour


Light Armour……………………...            10 gc
Heavy Armour…………………….            30 gc
Shield……………………………...            5 gc
Helmet…....……………………….            5 gc

Miscellaneous


Bretonnian Warhorse*…..…………            60 gc

MEN-AT-ARMS EQUIPMENT LIST


Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Mace………………………………            5 gc
Hammer…………………………..  5 gc
Axe………………………………..            5 gc
Short Sword………………………..            5 gc
Sword……………………………..            10 gc
Spear………………………………            10 gc
Halberd……………………………            10 gc
Double-handed Weapon…………..            15 gc

Missile Weapons


None

Armour


Light Armour……………………...            10 gc
Shield……………………………...            5 gc
Helmet…....……………………….            5 gc

PEASANT BOWMEN EQUIPMENT LIST


Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Club……………………………….            3 gc
Axe………………………………..            5 gc
Short Sword………………………..            5 gc
Sword……………………………..            10 gc

Missile Weapons


Bow………………………………..            10 gc
Longbow…………………………...            15 gc
Fire Arrows*…………………….…            15 gc

Armour


Light Armour……………………...            10 gc
Helmet…....……………………….            5 gc

*These items may only be purchased at these prices when initially hiring warriors.  Additional equipment purchases must be made using normal prices and rules.

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Bretonnian Warhorse                                                                                    Rare 8*/100 gc.
The Bretonni have always been renowned horsemen and their warhorses are still believed to be the best in all the Old World.  These magnificent animals are still bread from the same bloodlines of ages past and are trained to carry a fully armoured Bretonnian Knight into battle.

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5

SPECIAL RULES
Purebreed Warhorses: A Bretonnian Warhorse does not have movement penalties for Heavy Armour and Barding.  Furthermore Bretonnian Warhorses always have barding.
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BRETONNIAN SPECIAL RULES

Bretonnians are subject to the following rules.


The Questing Vow


‘…I set down my lace, symbol of duty.  I spurn those whom I love. I relinquish all, and take up the tools of my quest.

No obstacle shall stand before me. No plea for help will find me wanting.  No moon shall look upon me twice lest I be judged idle.

I give my body heart and soul to the Lady whom I seek…’

Models with the Questing Vow are immune to Panic and do not need to make all alone tests, may re-roll all failed psychology tests (not Rout Checks), and may never use any form of lance.

The Knight’s Vow


‘…When the clarion call is sounded, I will ride out in the name of liege and Lady.

Whilst I draw breath the lands bequeathed unto me will remain untainted by evil.

Honour is all.  Chivalry is all…’

Models with the Knight’s Vow are immune to Panic and do not need to make all alone tests.




The Peasant’s Duty


‘…Thou shalt give unto thine glorious liege the taxes that he requires.
Thou shalt labour all but feast days,
And no more than a tenth-share shall you keep for kith and kin.
Rejoice! For a knight of Bretonnia provides your shield…’

Models with the Peasant’s Duty may use the Leadership of any non-fleeing Knight within 6” of them (not just the Leader’s).  Any model with the Peasant’s Duty that rolls “lad’s got talent” becomes a Yeoman Warden and may take equipment from either the Men-at-Arms or Peasant Bowmen equipment list, and may not choose Special as one of their skill tables (only Knights may take Virtues).  If no Bretonnian Knights are on the table the warband will automatically rout at the beginning of their next turn.

Blessing of the Lady:  Before heading into battle Bretonnian Knights kneel and pray to the Lady of the Lake, avowing to fight to the death for honor and justice.  The Bretonnian player may choose to pray, allowing all opponents to take their first turns before them.

The Blessing of the Lady takes the form of a protective aura that surrounds all Bretonnian Knights.  The Blessing affects all Models with the Knight’s Vow or Questing Vow and any mounts they are riding.  The Blessing confers a 6+ magical save against all wounding hits (this works in exactly the same way as Step Aside) from both Ranged or Hand-to-Hand.  Against attacks of Strength 5 or higher this save is increased to a 5+.  Though this save does not combine with Step Aside or Dodge it can be taken in addition to those saves.

The Lady does not reward cowardess.  The Blessing of the Lady will be lost by models that flee for any reason (including breaking from combat).  Once lost the Blessing of the Lady cannot be regained during that Battle.

Social Order: The ascendance of one rank of Knighthood to another is of the utmost importance to Knights of Bretonnia.  As such a Questing Knight would never take from an Errant Knight, and no Knight would ever be led by a mere peasant.  If the Questing Knight dies he may not be re-hired, the Errant Knight with the most experience (not Leadership as Knights attain status by accomplishing great deeds) must take up the Quest to cleanse Mordheim.  He immediately kneels, sets aside his lance and recites the Questing Vow.  He now counts as a Questing Knight and becomes the Leader.  You must wait at least one battle before you can replace the Knight Errant that took the Questing Vow.

Oath of Purity: Bretonnian Knights have sworn an oath to remain Pure of body as well as spirit.  Bretonnians may not use Poison or Drugs.

Vanquishers of Evil: Bretonnians may not ally with warriors of evil nature, Skaven, Orcs, Undead, Chaos, Dark Elves, etc.

Sacred Quest: The Questing Knight is on a sacred Quest and will not sully it by paying someone to join them.  Bretonnians may not have any Hired Swords.

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BRETONNIAN RACIAL MAXIMUMS


 

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Human
4
6
6
4
4
3
6
4
9
All members of the Bretonnians warband are Human


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Heroes


1 Questing Knight


110 gold crowns to hire
            Since the days of Sir Gilles the Uniter, The Grail has been the ultimate symbol of Bretonnian chivalry, and the ultimate goal of any true Knight.  When a Knight takes on the sacred quest for the Grail they lay aside their lance and relinquishes all their worldly possessions and ties to his domain.  Driven by Visions of the Lady of the Lake a Knight may travel countless leagues, for the search for the Grail knows no boundaries.  He strives to prove himself worthy of the Lady by performing good deeds, slaying foul beasts, or defeating great adversaries in combat.  Many act as Generals in battle during Crusades or Errantry Wars.  It is no wonder then that for some, the Quest leads them to Mordheim.

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8
           
            Starting Armour: The Questing Knight Starts with Heavy Armour, which he must always wear.  He may only change this if he is upgrading to Ithilmar or Gromril.  If he somehow loses his armour, he must either retire in shame or save gold crowns until he can purchase Heavy Armour, which he must do if able.

Weapons and armour: The Questing Knight may be equipped from the Knight equipment list (but obviously cannot wear light armour)

SPECIAL RULES

Leader: The Questing Knight is the Warband’s Leader and follows all the rules for Leaders.

Questing Vow:  The Questing Knight has the Questing Vow (see Bretonnian Special Rules).

Skilled Veteran: The Questing Knight may choose one skill from those on his table.






0 – 3 Knight Errant


75 gold crowns to hire
            All noble sons are committed to the path of Knighthood from the moment they are born.  Though birth into nobility guarantees his place within the circles of Knighthood, a young noble is not honoured until he has proven his worth.  Some earn status through faithful service to their lords, others through powerful connections through family ties, or by testing themselves on the field of battle.  A brave few will sometimes even accompany a Questing Knight on his spiritual journey, hoping to gain insight and skill.  Many times they are rejected, as most Questing Knights live as hermits, others take on the young wards, gaining allies in their Campaigns, some of whom even take up the Quest if their mentor falls.

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4
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3
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1
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7
           
            Weapons and armour: Knight Errant may be equipped from the Knight equipment list.  A Knight Errant must purchase at least Light Armour when hired and must never be without it.  If he somehow looses it he must retire in shame or save gold crowns until he can purchase some, which he must do if able.

SPECIAL RULES

            Knight’s Vow: The Knight Errant has the Knight’s Vow (see Bretonnian Special Rules).

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Henchmen


Men-at-Arms

15 gold crowns to hire
Each midsummer, commoners flock to their lord’s castle to present their sons in the hope that they will be trained as Men-at-Arms.  It is considered a great honour to serve and the inductee is outfitted in the livery of their lord and given an extravagant bounty, though this too often vanishes as new recruits are expected to pay for their new uniform, equipment and even make a contribution to the temples of Shallya.  From then on they are indebted to their lord.  Some follow after their masters when they take up their Quests, though their presence is generally unhelpful and only lightly tolerated.

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4
2
2
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Weapons and armour: Men-at-Arms may have equipment from the Men-at-Arms equipment list.

SPECIAL RULES
Peasant’s Duty: Men-at-Arms have the Peasant’s Duty (see Bretonnian Special Rules).


Peasant Bowmen

20 gold crowns to hire
When the call to war comes, every peasant must serve, a willingness that is reinforced by the promise of a copper crown to those that survive the campaign.  Those skilled with a bow are lucky enough to be able to engage the enemy from a distance, thus increasing their chances of survival (and payment).  As such many peasants train their sons from birth to use the mighty longbow, which itself is usually a family heirloom passed down from generation to generation, for it is a wealthy family indeed that can afford more than a single bow.

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Weapons and armour: Peasant Bowmen may have equipment from the Peasant Bowmen equipment list.

SPECIAL RULES
Peasant’s Duty: Peasant Bowmen have the Peasant’s Duty (see Bretonnian Special Rules).



0-5 Yeomen

25 gold crowns to hire
Men-at-Arms and Bowmen alike accompany the Knights on their Quests in the hopes that they might accomplish some deed of note and be promoted to the rank of Yeoman.  Yeomen are the wealthiest and most respected of commoners, and indeed Yeoman Warden is the highest rank a commoner can realistically attain.  But many aspire to greatness, probably because of folk stories that tell of Yeomen being raised to Knighthood after performing a great service or some brave deed.  Though there is little truth to this, it is almost unheard of for a peasant to be elevated in this way, the nobility have no wish to sully their ranks with low born commoners.

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6

Weapons and armour: Yeomen may choose equipment from both the Men-at-Arms and Peasant Bowmen equipment list.

SPECIAL RULES
Peasant’s Duty: Yeomen have the Peasant’s Duty (see Bretonnian Special Rules).

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BRETONNIAN SPECIAL SKILLS

Many Bretonnian Knights aspire to emulate the virtuous deeds and skills of Sir Gilles and his Grail companions.  Virtues are Special skills that Bretonnian Knights may take when choosing a skill.  No Knight may have more than one Virtue and no two Knights may have the same Virtue.


            Virtue of Purity: Chaste, honourable and untainted, the Knight is one of the Lady’s most virtuous champions.  The Knight always starts with the Lady’s Blessing (even if the warband doesn’t pray), and the save is always a 5+ regardless of the strength of the attack.

            Virtue of the Joust: The Knight has prided himself on his skill in the Joust and almost never fails to unhorse his foe. The Knight may re-roll failed rolls to hit with a lance when charging.

            Virtue of Audacity: The Knight have vowed to confront the biggest and strongest foes. The more awesome his enemy, the more valorous are his efforts.  If fighting a model with a higher Strength than himself, the Knight may re-roll and failed rolls to wound.
           
            Virtue of Stoicism: Only the Questing Knight may have this skill.  If he is not knocked down, stunned, or out of action, he may re-roll the first failed Rout test.

            Virtue of Noble Distain: The Knight has nothing but contempt for enemies who hide behind weapons of dishonor.  The Knight has hatred of all enemies with shooting weapons.

            Virtue of Impetuous: The Knight is eager to prove himself in the grips of combat.  He charges headlong into combat with reckless enthusiasm.  The Knight may add +D3” to his total charge distance when charging.  Roll each time you declare a charge and before moving the model.  If the charge fails he is moved forward only his normal movement.

            Virtue of Empathy: The Knight is a champion of the common man, and is beloved by the peasants. Any models with the Peasant’s Duty may use this Knight’s Leadership value if they are within 12”, not 6” (even if he is not the warband’s Leader).

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