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The Unofficial BRETONNIAN Army Book Version 1.

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The Unofficial BRETONNIAN Army Book Version 1.1 Page 2(39)

CONTENTS
CHAPTER PAGE
Introduction ...................................................3
The Army of Bretonnia.................................5
The Knights ...............................................5
The Lady's Blessing...................................5
Nobles and Honour ...................................6
Reckless Knights .......................................6
Expert Lancers ..........................................6
The Lance Formation................................7
The Knightly Virtues .................................8
The Commoners ........................................9
Dog Handlers............................................9
The Arrowhead Formation......................10
War Machines .........................................11
The Wizards.............................................12
Fey Magic ...............................................13
Enchantments ..........................................13
Bestiary ...................................................14
Bretonnian Treasures..................................15
Magic Weapons.......................................15
Magic Armour .........................................15
Talismans ................................................16
Arcane Items ...........................................16
Enchanted Items......................................17
Magic Banners ........................................17
Bretonnian Army List .................................18
How to Use the Army List .......................18
Choosing an Army...................................18
Army Composition...................................18
Dogs of War ............................................18
Lords .......................................................19
Heroes .....................................................20
Core Units ...............................................21
Special Units ...........................................23
Rare Units ...............................................25
Painting Bretonnians...................................27
Finding the Models .................................27
Step by Step Painting ..............................27
Themed Armies........................................28
Bretonnian Tactics ......................................29
Heroes of Bretonnia.....................................31
Edouard de Bracy ...................................31
Luis the Lion............................................31
Marcus de Malplaquet ............................32
Melcharion the Arch Mage .....................32
Sir Gaunt of the Mountain ......................32
Abbot Turpin ...........................................33
Appendices ...................................................34
The Hunter’s Moon Campaign ...............34
Alternate Armies .....................................36
Siege Armies............................................36
Peasant Horde Armies ............................36
Errantry War Armies ..............................36
Crusading Armies ...................................36
Reference.................................................38
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INTRODUCTION
This is the Unofficial Bretonnian Army Book, or UBAB
for short. It was created by dedicated Warhammer players CREDITS FOR THE UBAB PROJECT
to enable Bretonnian generals to field armies on a par Involved in the UBAB project were: Sabrina Akins-
with those armies that have already gotten their army Becker, Frank Behrens, Ondrej Benda, Bob Cooper,
books for 6 th edition Warhammer released. The UBAB is Mattias Elfström, Tom E. Green, Thomas Isopp,
not in any way endorsed by or connected to Games Nicholas Kellett, Svante Lovén Aleksis Palmberg, Pawel
Workshop. Tarnowski, Sander Tijssen and Stefano Zanini.

It has been our intention to create a balanced army book The models and photos were provided by: Anders
that will be playable under the 6th edition Warhammer Andersson, Mattias Elfström, Thomas Isopp and Stefano
rules. Please check with your opponent before using these Zanini.
rules in a game, as they might be offensive to some and
are certainly nothing more than exhaustive house rules. Bretonnian map by Tom E. Green.

Questions and suggestions on the rules in this book can The UBAB was published on the internet in April 2001
be posted on the internet site "Earl Cadfael's Bretonnian and updated to version 1.1 in May 2001.
Army" at: http://bretonnia.hinet.nu

The background for the fair realm of Bretonnia can be


found in the 5th edition Warhammer Army Book for COPYRIGHT INFORMATION
Bretonnia and that is a highly recommended purchase. Both Warhammer and Bretonnia are trademarks owned
by Games Workshop. The Unofficial Bretonnian Army
ABOUT VERSION 1.1 Book is in no way intended to challenge these
This is an updated version of the first UBAB. Like most trademarks. It was made by hobbyists to promote the
things published the first version of the UBAB had a few Warhammer hobby. The Unofficial Bretonnian Army
errors and oversights that needed correction. This version Book cannot be sold or used in any commercial context,
clarifies and corrects the errors spotted. It also balances it can only be given away for free. The copyright for the
the list even further. To make life a little easier for the Unofficial Bretonnian Army Book belongs to the people
Bretonnian General, all changes have been highlighted involved in the project.
with a black bar in the margin. Please be sure to visit the
site mentioned above for access to the latest errata for the
UBAB.

This book contains the following sections:

THE ARMY OF BRETONNIA


Wherein the different troops available to Bretonnian
Generals are described.

BRETONNIAN TREASURES
The magic items that can be brought to battle by the
Lords, Heroes and Wizards of Bretonnia.

BRETONNIAN ARMY LIST


The point values and rules for composing Bretonnian
armies for games of Warhammer.

PAINTING BRETONNIANS
How to paint your Bretonnian host and how to find the
models to represent the new troop types introduced in this
book.

BRETONNIAN TACTICS
Suggestions on how to use the Bretonnian army in battle.

HEROES OF BRETONNIA
Rules and background for new special characters.

APPENDICES
Descriptions of alternate army lists.
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THE KINGDOM OF BRETONNIA


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THE ARMY OF BRETONNIA


Bretonnia is a feudal kingdom situated on the coast
between the Empire and Estalia. The eastern Bretonnian
border is guarded by the great Grey Mountains and the KNIGHTS
southern by the River Brienne. The land is littered with M WS BS S T W I A Ld
great castles and strongholds and you can find both large Baron 4 6 3 4 4 3 6 4 9
forests and open plains within the country. Paladin 4 5 3 4 4 2 5 3 8
Knight Errant 4 3 3 3 3 1 3 1 7
The complete historical and geographical background for Knight of the Realm 4 4 3 3 3 1 3 1 8
the land of Bretonnia can be found in the 5 th edition Army Foot Knight 4 4 3 3 3 1 3 1 8
Book available from Games Workshop. Questing Knight 4 4 3 4 3 1 4 1 8
Grail Knight 4 5 3 4 3 1 4 1 9
THE KNIGHTS Special Rules: All Bretonnian Knights can receive the
Bretonnia is a land of chivalry. The Knights of Bretonnia Lady’s Blessing, may use the Lance Formation if mounted,
are the best soldiers available to any human lord and are Expert Lancers and have one or more Knightly Virtues.
come in several different varieties; Knights Errant, Knights Errant are Reckless.
Knights of the Realm, Questing Knights, Grail Knights,
Foot Knights, Paladins and Barons. All Knights are
sworn to justice and chivalry and have honed their
martial skill all their life. They are equally adept at
fighting from horseback or on foot. The preferred
weapons of the Knights are the sword and the lance, but THE LADY'S
they are also proficient with great weapons, flails,
morning stars, warhammers and axes. Knights are trained BLESSING
to fight effectively in heavy armour. They scorn the use Bretonnian Knights can receive the protection of the
of all manners of missile weapons, since they carry the Blessing of the Lady of the Lake. Before any battle starts
conviction that true fighting men face their enemies man all Knights may fall to their knees and pray to the Lady of
to man. the Lake in order to be granted the Blessing. If the
Bretonnian player chooses to do this, his or her opponent
Being a Knight of Bretonnia also means that you are will be allowed to choose whether to go first or last in lieu
sworn to uphold the law of the land and protect the weak. of making the ordinary dice roll. The Blessing gives all
This does certainly not mean that Bretonnian Knights Bretonnian Knights (including Barons and Paladins) a 4+
abhor war and bloodshed, quite the contrary is true; ward save against all missiles and war machine fire,
Knights love to fight for a cause and never pass up a magical or otherwise (arrows, bolts, javelins, boulders,
chance to partake in battle. Most Knights also pursue cannon balls, Warpfire Throwers and Hail of Doom
martial sports like tournaments and mock battles to Arrows) but not against missile-like magical spells
further their glory and refine their skills. (Fireball, Lightning Strike, Foot of Gork, etc). Note that a
model can only ever use one ward save.
All Knights are pious believers in the Lady of the Lake.
This goddess and protector of Bretonnia bestows a If two Bretonnian armies fight each other, both may benefit
special blessing on all righteous Knights of Bretonnia that from the Blessing and the turn order is decided with a dice
protects them from harm in battle. roll.

Bretonnian Knights are born and bred in the saddles of The Blessing will not be granted to Bretonnian armies that
their mighty warhorses and are therefore able to perform take to the field with mercenaries (Dogs of War), armed
actions other heavy cavalry cannot. They may use the with black powder weapons or war machines. It will not be
special Lance Formation (see page 7) and are Expert granted to Bretonnian siege armies (see page 37) either.
Lancers (as described on page 6).

Young Knights are noted for their recklessness and their


eagerness to show themselves in battle. Knights Errant
KNIGHTS ERRANT
The Knights Errant are young noblemen eager to prove
are therefore very likely to charge ahead and attack the
their worth in battle. All Knights Errant are protected by
nearest enemy unit no matter what plans the Bretonnian
General may have laid. the Lady’s Blessing, may use the Lance Formation, are
Expert Lancers, Reckless (see page 6) and have the
Being faithful followers of the Lady of the Lake and Knight’s Virtue.
impeccable examples of chivalry, all Bretonnian Knights
have virtues that give them special abilities and
KNIGHTS OF THE REALM
The Knights of the Realm are the backbone of the
immunities. The epitome of chivalry, the Bretonnian
fighting class of Bretonnia, they are seasoned veterans
Barons and Paladins are even more virtuous and have
and proven fighting men. All Knights of the Realm are
further abilities (see page 8).
protected by the Lady’s Blessing, may use the Lance
Formation, are Expert Lancers, and have the Knight’s
Virtue.
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QUESTING KNIGHTS and innocent, but part of the honour is much more
The Questing Knights are sworn to the Grail Quest. All obscure in nature. While one noble might consider it
Questing Knights are protected by the Lady’s Blessing, noble to see to it that his subjects are always well fed,
may use the Lance Formation, are Expert Lancers, and another might consider the peasants ignorant and selfish
have the Questing Virtue. and quite below his responsibility. What this means is
that all Knights are bound by honour, but in some cases
GRAIL KNIGHTS what that honour encompasses is not totally obvious.
The Grail Knights are the epitome of chivalry, have Matters of honour often lead to deadly combat and
achieved the Grail Quest and drunk from the Grail. All sometimes to war between feuding noblemen or even
Grail Knights are protected by the Lady’s Blessing, may families.
use the Lance Formation, are Expert Lancers, and have
the Grail Virtue. More on nobles, honour and the Code of Chivalry can be
found on page 36 of the 5th edition Bretonnian Army
FOOT KNIGHTS Book.
The Foot Knights are Knights of the Realm who have
chosen to fight without their mounts. As the Knights of
the Realm they are seasoned veterans and proven fighting
men. All Foot Knights are protected by the Lady’s
Blessing and have the Knight’s Virtue.

PALADINS
Paladins are individual Knights of even greater prowess
than the ordinary Knights. They can be on an errantry, in
the household of a Baron, on a quest of their own or even
of such great stature as to have already achieved the
greatest quest of them all and drunk from the Grail.

BARONS RECKLESS KNIGHTS


Bretonnian Barons are great nobles who govern their own Knights Errant are always Reckless. During the start of
fiefs and support many other Knights. The Barons often every turn, all units of Knights Errant must take a
lead their armies in the field, but are no strangers to discipline test. Roll a D6, and on a 2-6, they behave
riding in the first wave themselves. normally. On a 1 (1-2 if accompanied by an Impetuous
Knight (see page 8)), however, the following rules apply.

Knights Errant failing the discipline test must charge an


enemy unit, if legally able to do so. The Knight Errant unit
need not test for Fear/Terror if required to charge a
Fear/Terror causing unit by this rule. Their bravery and
enthusiasm temporarily overcomes their good sense. This
immunity only applies to a forced charge, not to a normal,
declared charge. If not able to charge, the Knights Errant
must make at least a half-move (4") straight forward. They
may make a full move, or even a march, if desired. This
move is taken during the Compulsory Movement Phase,
and constitutes the unit's movement for that turn.

EXPERT LANCERS
Normally each unit must choose which weapon to fight
with at the start of the first turn of combat and then stick to
NOBLES AND that weapon throughout the combat (see page 88 of the
Warhammer rulebook). Bretonnian Knights are however
HONOUR trained to charge the enemy with their lances and then draw
swords (or other hand weapons) in subsequent rounds.
All Bretonnian Knights are nobles, some of them great, Before swords are drawn, what remains of the lances are
others lesser. To become a noble you either need to be discarded, not to be used again, but it is assumed that
born into a noble family or get knighted by someone who Bretonnian Knights carry several lances or have them
is already a noble. Bretonnian nobles often knight brave replenished before they charge a second time. As such, a
warriors or trusted servants and thereby make them Bretonnian Knight (including Paladins and Barons) armed
noble, but sometimes their reasons for bestowing with a hand weapon or other secondary weapon (including
knighthood are more arbitrary. All nobles are expected to hand weapons for regular Knights, and magical weapons
uphold their personal honour. Honour and standing is for Paladins and Barons) may make use of it in subsequent
extremely important to the ruling class of Bretonnia. Part rounds of combat after using the Lance on the charge.
of this honour is upheld by abiding by the law of the land
and by upholding the chivalric duties to defend the weak
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Number of enemy models that can fight back


THE LANCE Widest rank Width of enemy bases (mm)
of Knights 20 25 40 50
FORMATION 2
3
3
4
3
4
2
2
2
2
Bretonnian Knights are trained to fight in the unique 4 6 5 3 3
Lance Formation. In this formation the Knights line up in 5 7 6 4 3
a wedge and charge their enemies at full gallop. The
result is a terrible attack that will break almost any Spear armed infantry doubles the models allowed to fight
defence. back (unless they are High Elves, in which case they
would triple it). If the enemy unit in close combat
DEPLOYMENT contains different models (such as characters) the
Units of mounted Bretonnian Knights (and any Paladins, Bretonnian player may choose which models to attack,
Barons or Wizards joining them) may use the Lance but a maximum of two Knights may attack each enemy
Formation (but are not required to). When deployed in model (three if that enemy model is on a monster base).
Lance Formation the Knights are placed in a wedge with
one model in the first rank, two in the second, three in the If charged by an enemy unit the Knights on the edge of
third and so on. Incomplete ranks are always filled from the Lance are able to fight back on the first and
the outside and in. If a Lance contains a Paladin, Baron or subsequent rounds and the enemy can fight as described
Wizard, then that character is placed as close to the above. If charged in the flank the enemy models are lined
"point" of the formation as possible, but behind any up diagonally against the side of the Lance and only those
Standard Bearer or Musician. If there is more than one Knights in actual base contact may fight back.
character present, then the Lance is filled from the point
backward (and outside and in, so that the characters are If already in close combat and subsequently charged in
always on the edges of the Lance) in the following order: the side or rear, there are no further penalties to Knights
Standard Bearer, Musician, Barons, Paladins, Wizards, beyond the normal rules for units charged in the side or
Unit Champion and finally regular Knights. rear.
LINE OF SIGHT If in normal formation Knights get rank bonus for each
The line of sight of the Lance Formation is the same as additional rank of four models as usual.
the 90 degree visual arc of the last full rank. The front,
side and rear arcs of the Lance are considered to be the
same as those of the widest rank (see page 46 of the
Warhammer rulebook).

MOVEMENT
The Lance Formation moves like all other units, but
cannot turn. When wheeling, one of the models on the
outside of the widest rank turns in place, while the rest of
the formation wheels around him. Wheeling distance is
measured by how far the outermost model in the widest
rank has moved.

CLOSE COMBAT
A unit in Lance Formation gets rank bonus for ranks of
three or more models. When it charges an enemy unit, all
models on the edges of the Lance may fight, provided
they have enemy models directly in front of them and
even if they are not in actual base contact with an enemy
model (note that this can be an exception to the rules
about characters in rear ranks on page 95 of the
Warhammer rulebook). This represents the Lance
penetrating the enemy formation. The models on the
edges of the Lance continue to be allowed to fight, even
on subsequent turns following the charge. The enemy =Model allowed to fight
unit may fight back with a number of models
corresponding to how many of them would have been
able to fight, had they been attacked by a unit of mounted
Knights in a normal formation as wide as the widest rank
of the Lance (minus any losses suffered before they get to
attack of course), up to a maximum of one model per
column (for an exception to this see the following
paragraph). This is summarised on the table below:
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Virtue of Devotion (+35/+50 pts): The Knight is


THE KNIGHTLY completely immune to hostile magic spells.

VIRTUES Virtue of Legendary Renown (+10/+15 pts): A Knight


with this virtue has a huge reputation gained from many
Bretonnian Virtues are divided into three categories:
Basic Knightly Virtues, Heroic Virtues and Leader single combats and challenges. Any challenge issued by
this Knight will be refused by an enemy who fails a Ld
Virtues. All Bretonnian Knights have one Basic Knightly
test (unless that enemy is immune to Psychology or has
Virtue. Bretonnian Barons and Paladins have one Basic
no unit to hide in) as he cowers behind his troops. If the
Knightly Virtue that can be enhanced by spending further
challenge is accepted, the Knight may re-roll any missed
points. In addition to that they may also have either a
attacks in that challenge.
Heroic Virtue or a Leader Virtue. The cost of a Heroic
Virtue varies depending on whether it is given to a Baron LEADER VIRTUES
or a Paladin, while that of a Leader Virtue remains the
These virtues affect both the Knight that has them and the
same no matter who it is given to.
unit he is with. The cost of a Leader Virtue is included in
the magic item total, so that a Baron can have a Leader
The Virtues have the following game effects:
Virtue and magic items worth 100 points in total, while a
BASIC KNIGHTLY VIRTUES Paladin can have a Leader Virtue and magic items worth
All Knights have one of these virtues. Where two 50 points in total. Point cost is the same whether given to
a Baron or a Paladin. All these virtues are exclusive so
different point costs are given the first one refers to
that a unit accompanied by several Barons and/or
Paladins and the second one to Barons. The cost of Basic
Paladins with different Leader Virtues will benefit from
Knightly Virtues is never included in the magic item total
of characters. only one of them (the controlling player chooses which
virtue will apply as soon as the unit is joined by a second
character with a leader virtue).
Knight's Virtue: A Knight with this virtue ignores
fleeing commoners. All Foot Knights, Knights Errant,
Virtue of Discipline (+20 pts): Knight and any unit he is
Knights of the Realm, Paladins and Barons come with
with may re-roll a failed Ld test.
this virtue for free. For Paladins and Barons it may be
substituted with one of the following two virtues by
spending further points. Virtue of the Impetuous Knight (+25 pts): Knight and
any unit he is with may add +1D6" to their charge move.
Questing Virtue (+5/+10 pts): Questing Knights come A Knight with this virtue also has to accept any challenge
with this virtue for free. A Knight with this virtue is issued. If several Knights have the same virtue and a
challenge is issued, only one of them (owner's choice)
immune to panic.
needs accept it. If accompanying a unit of Knights Errant,
they will fail their Reckless discipline test on a 1 or 2
Grail Virtue (+15/+20 pts): Grail Knights come with
this virtue for free. A Knight with this virtue is immune instead of the normal 1.
to psychology. Paladins with this virtue also increase
their Ld to 9. Virtue of the Huntsmen (+25 pts): The Knight is an
expert huntsman and so is experienced at chasing down a
HEROIC VIRTUES fleeing quarry. Therefore he and his unit may add +1" to
These virtues only affect the single Knight who has them. their pursuit distance.
The cost of a Heroic Virtue is included in the magic item
total, so that a Baron can have a Heroic Virtue and magic Virtue of Noble Disdain (+25 pts): Knight and any unit
items worth 100 points in total, while a Paladin can have he is with Hate all enemies armed with missile weapons
a Heroic Virtue and magic items worth 50 points in total. and/or war machines.
Where two different point costs are given the first one
refers to Paladins and the second one to Barons. Virtue of Knightly Ardour (+30 pts): The Knight or the
unit he is with may counter-charge any enemy unit that is
Virtue of the Joust (+13/+20 pts): All attacks charging them in their front arc as a charge reaction. The
automatically hit on lance charge. Knight and/or the unit he is with is moved 1D6" towards
the charging enemy, before their charge move is made.
Virtue of Justice (+18/+25 pts): If the Knight fights an Both units count as charging in the upcoming close
opponent wielding a magic weapon of greater points combat and the highest initiative will determine who
value than his own (or any points value if he has no strikes first (or the higher D6 roll if initiatives are equal).
magic weapon), the weapon of the enemy counts as a If the counter-charge move makes the Bretonnian unit hit
normal weapon of its type for that combat. the unit that declared the charge, that unit does not move
at all, but both units are still considered as charging.
Virtue of Valour (+10/+15 pts): May re-roll failed to hit
rolls if fighting enemy with higher S. Virtue of Purity (+40 pts): Any spell cast against the
Knight or the unit he is with is dispelled with +2 dispel
Virtue of Knightly Temper (+18/+25 pts): The Knight dice.
adds +1A.
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THE COMMONERS COMMONERS


The commoners of Bretonnia are often recruited to form M WS BS S T W I A Ld
standing armies of Bretonnian lords. Some of them are Longbowman 4 3 3 3 3 1 3 1 7
Squires and personal helpers of their masters and might Spearman 4 3 3 3 3 1 3 1 7
one day become Knights themselves. Halberdier 4 3 3 3 3 1 3 1 7
Swordsman 4 3 3 3 3 1 3 1 7
SQUIRES Peasant 4 2 2 3 3 1 3 1 6
Squires are the personal helpers of Knights. They ride or Crossbowman 4 3 3 3 3 1 3 1 7
run to the battlefield, always prepared to bring a new Squire 4 3 3 3 3 1 3 1 7
horse or replacement lance to their lord and master. When Mounted Squire 4 3 3 3 3 1 3 1 7
battle commences the Squires form their own units to Dog Handler 4 3 3 3 3 1 3 1 7
fight the common foe. The Squires are expert horsemen Dog 6 3 0 3 3 1 3 1 5
and skirmishers and are proficient with both longbow, Ranger 4 3 4 3 3 1 3 1 7
bow, spear and sword.
Special Rules: Longbowmen may use the Arrowhead
Formation. Peasants Skirmish, Fear all enemy except other
Peasants or comparable enemy (like Empire Militia,
Halflings, Snotlings, Goblins, Skavenslaves, Skinks and
Ungor), do not cause Panic tests for nearby non-Peasant
units, cannot use the General's Ld and may not be joined by
characters. Squires Skirmish. Mounted Squires are Fast
Cavalry. Dog Handlers and Dogs have special rules
described below. Rangers Skirmish and are Scouts.

DOG HANDLERS
The pack and the Handlers always deploy in Skirmish
DOG HANDLERS Formation. As long as the Dogs stay with the Handlers,
Hunting is almost as important to a Bretonnian Knight as they move only with their movement (4" or 6" if the
combat, honour, and service to the Lady of the Lake. Handlers are mounted), which represents the fact, that the
Hunting prepares a Knight for the rigours of campaigns Handlers control the Dogs with a line or through their
and provides excitement, exercise, and of course tasty own authority. The whole unit uses the Ld of the Dog
venison. For this reason, each Bretonnian castle contains Handlers. The Dog Handlers can declare a charge as
a kennel where the fiercest, fastest Bretonnian hunting normal. The charge move of the Dogs is 12". The
mastiffs are kept. Just as a Knight would not consider Handlers can either join the Dogs fighting (they count as
going to war without his favourite steed, many would not charging) or stay behind their Dogs, but must always stay
consider leaving their hounds behind either. Therefore, a within 12" of the Dogs.
hunting pack of Dogs is often found on the flanks of a
Bretonnian host, led by several Squires and ready to CLOSE COMBAT
pursue fleeing foes to the ground. When in close combat, the Dogs get so enraged by the
smell of blood, that they become unbreakable. If the
LONGBOWMEN handlers join close combat the Dogs are no longer
Bretonnian Longbowmen are specialists that use the unbreakable.
longbow. The longbow was apparently invented by Elves
in Athel Loren and soon found widespread favour with SHOOTING AT THE PACK
the Bretons. The Bretonnian King Louis the Rash decreed When a missile hits the unit, use appropriate proportion
that that all Bretonnian Peasants should be armed with to determine, if the Handlers or the Dogs were hit.
longbows and that continual practice with the longbow on
Sundays and holidays was compulsory. The longbow is HANDLER KILLED
most often made from yew, but also witch-hazel, ash or If the Handler is killed and there is no other Handler in
elm can be used. The longbow measures about six feet in the pack, the Dogs go wild moving in a random direction
length and has a pull of between 80 and 150 lbs. Arrows 2D6" and attacking any unit they come into contact with.
are made of ash or birch, are three feet long and have If there are two Handlers in a pack, the remaining
goose-feather flights. The longbow has a great maximum Handler can just about handle all the Dogs.
range, but actual "killing" range is only about half of that.
Rate of fire is high and at close range the arrows can
penetrate any armour. CROSSBOWMEN
The crossbow was probably invented in the far off east
RANGERS and brought to Bretonnia at the time of Gilles le Breton.
Most Bretonnian nobles enjoy the hunt and keep forests In those days it was mainly used as a large Ballista war
for the sole purpose of raising game. These forests are machine. Hand held crossbows appeared later and were
guarded and nurtured by elite woodsmen called Rangers. soon widespread. Early crossbows had wooden bows and
The Rangers are expert users of the longbow and are also were never as powerful as the longbow. Later
often used as scouts for Bretonnian armies in the field. constructions used composite materials or metal and had
The Unofficial BRETONNIAN Army Book Version 1.1 Page 10(39)

to have some kind of spanning aid. Used both in combat


and for hunting, the crossbow has now found some THE ARROWHEAD
favour with Bretonnian soldiery, though not as much as
the classic Bretonnian longbow. The bow of the crossbow
is about three feet in length and fires one to one and a
FORMATION
Bretonnian Longbowmen (only) may use the Arrowhead
half feet long bolts with leather, wood or metal flights. Formation (but are not required to).
Most composite or metal bow crossbows have a good
range and can be fired on a flat trajectory or as falling fire DEPLOYMENT
to penetrate helmets and shoulder armour. At short range When deployed in Arrowhead Formation the
the bolts are unstoppable. Rate of fire is lower than the Longbowmen are placed in a wedge with one model in
longbow. the first rank, two in the second, three in the third and so
on. Incomplete ranks are always filled from the outside
and in, like the Lance Formation. If an Arrowhead is
joined by a Paladin, Baron or Wizard, then that character
is placed as close to the "point" of the formation as
possible, but behind any Standard Bearer or Musician. If
there is more than one character present, then the
Arrowhead is filled from the point backward (and outside
and in) in the following order: Standard Bearer,
Musician, Barons, Paladins, Wizards, Unit Champion and
finally regular Longbowmen.

LINE OF SIGHT
The line of sight of the Arrowhead Formation is the 90
degree visual arc of the last full rank. The front, side and
rear arcs of the Arrowhead are considered to be the same
as those of the widest rank.
MEN-AT-ARMS
Men-at-Arms are professional soldiers in the employ of a MOVEMENT
lord. They are charged with guarding the lord’s domains Units in Arrowhead Formation cannot charge and may
and castles and to take to the field beside him in case of not use march moves, nor may they pursue or turn. When
war. Men-at-Arms are armed with spears, halberds or wheeling, one of the models on the outside of the widest
swords. rank turns in place, while the rest of the formation wheels
around him. Wheeling distance is measured by how far
PEASANT RABBLE the outermost model in the widest rank has moved.
Although some Bretonnian commoners have had formal
military training most have not and are happy to let the SHOOTING
Knights of their realm protect them from any danger. Only models on the edges of the Arrowhead Formation
However there are times when they are forced to band may normally shoot, but if an Arrowhead is deployed on
together to protect their homes, wielding what few a hillside, all models may shoot. If a unit in Arrowhead
weapons they can find. In a crisis all Bretonnian Formation is moved for any reason the normal -1 to hit
noblemen can call upon the Peasants of their domain to modifier will apply.
do service in the field. The Peasants bring what weapons
and provisions they have and gather in rag tag units. CLOSE COMBAT
In close combat all models at the edge of the Arrowhead
can fight if they have enemy models directly in front of
them. The front, side and rear arcs of the Arrowhead are
considered to be the same as those of the widest rank. If
charged in the flank normal penalties apply and the
enemies are lined up diagonally on the side of the
Arrowhead. In this case only those Longbowmen in
actual base contact with enemy models can fight.

Complete ranks of four or more Longbowmen count rank


bonus as normal. Therefore a ten man Arrowhead will get
+1 rank bonus (for the last full rank), and a fifteen man
arrowhead will get +2 rank bonus (for the last two ranks).

Longbowmen in normal formation count rank bonus


normally.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 11(39)

WAR MACHINES WAR MACHINES


Bretonnian Generals are known for their dislike of M WS BS S T W I A Ld
missile weapons and war machines. They are however Trebuchet - - - - 7 3 - - -
also quite aware that to combat enemy defences, forts and Ballista - - - - 7 3 - - -
war machines extreme measures must be taken. Crewman 4 3 3 3 3 1 3 1 7

A Bretonnian army may include Trebuchets and Ballistae Special Rules: War machines can only be used to target
as Rare choices. This usually means that fewer Knights enemy fortifications, units behind defended obstacles or in
can be used. In all cases where these machines are used, buildings and war machines and their crews, not other
the Lady's Blessing will not apply. Also the Bretonnian units, characters or monsters. If used, the Lady's Blessing
war machines cannot be used to target anything else than will not be granted. In all other respects the Trebuchet is
enemy fortifications (in sieges), units behind defended treated as a stone thrower (see page 120 of the Warhammer
obstacles or in buildings and war machines and their rulebook) and the Ballista as a bolt thrower (see page 124
crews, not other units, characters or monsters. If other of the Warhammer rulebook).
targets should somehow be harmed due to scatter or
mistaken ranges, no victory points will be awarded the
Bretonnian side for these.

TREBUCHET
The techniques required to manufacture a Trebuchet have
been known in Bretonnia since the founding of the
kingdom. The Trebuchet is a war machine that hurls large
stones with tremendous power over great distances. It
uses a heavy counter-weight to power its gigantic sling
and is crewed by three men. The Trebuchet is treated as a
stone thrower (see page 120 of the Warhammer rulebook)

BALLISTA
The Ballista is a smaller piece of machinery than the
Trebuchet and relies on torsion power provided by a bow
or by tightly strung ropes to propel its spear like missile.
It is crewed by two men. The Ballista is treated as a bolt
thrower (see page 124 of the Warhammer rulebook).
The Unofficial BRETONNIAN Army Book Version 1.1 Page 12(39)

THE WIZARDS WIZARDS


Elaine was bored. It had been two months now since she M WS BS S T W I A Ld
Fey Enchantress/Wizard Lord 4 3 3 3 4 3 3 1 8
returned from the school of magic in Altdorf back to
Enchantress/Battle Wizard 4 3 3 3 3 2 3 1 7
Languedoc. But after spending three years in the bustling
Empire capital full of shops, markets, universities and
handsome young men, she felt that Languedoc was Special Rules: One female Fey Enchantress in an army
nothing more than just a village. may ride a Unicorn.
A Fey Enchantress may choose to use the Fey Magic or
"If it was at least cooler here", thought Elaine to herself Bretonnian Enchantments lores. A Wizard Lord may
as she lay on her bed of massive wood watching flies choose one of the following magic lores: Beasts, Fire,
make circles in the still summer air. Metal, Life, Heavens or Light.
An Enchantress may use the Bretonnian Enchantments
Suddenly Elaine got an idea. "Would it be possible to lore. A Battle Wizard may choose one of the following
transform that fly in to something different? - Perhaps a magic lores: Beasts, Fire, Metal, Life, Heavens or Light.
butterfly... no, something bigger, a bird... or perhaps even If a mounted Wizard of any kind joins a unit of Knights she
something even better, bigger..." Her eyes glinted with or he may use the Lance Formation.
flashes of memories as she thought about Marco - a
young student she met one night back in Altdorf. "Yes...
that’s it, that’s what I will try to do", she thought.

Elaine started to concentrate for the feat. She knew that


transformations are by no means easy spells to cast. Her
mind had to be fully concentrated on her target,
otherwise, the spell would not work. However, she felt
confident about her magic skills. This would not be the
first time she would have cast it. Altdorf’s streets had
become home to several once-were-men toads who made
the mistake of drinking one too many pints of ale, and
strengthened by the alcohol made proposals to the
Bretonnian Enchantress.

The spell was about to be cast. Elaine felt the winds of


magic flow through the room and her concentrated mind
channelled their energy towards the mindless fly,
following her in flight past the wooden beam that
supported the ceiling of massive wood, past the oaken
table and arm chair in the middle of the room..." Just a
little further" thought Elaine and followed the fly’s flight
through the chamber past the big wooden cabinet and
past the mirror...

"EEEEEEE, sire, sire, there is a monster in the room of


your daughter, lady Elaine! Help, help!" old Anne
shouted through the entire castle. She had been Elaine’s
nanny since the time Elaine was but a small girl. Anne
was just passing by when she heard a strange noise
coming from Elaine’s room and saw a flash of light as
bright as the sun shining under the oaken door. Quickly
Beasts, Heavens, Light or Life. The magic users of the
she entered to see if her girl was all right, but what she
land get their magic powers from meeting and
saw sitting on the bed where Elaine had sat just a
communicating with the different kinds of faeries, that
moment ago, was most terrible to behold - a monster
are found throughout Bretonnia, and from their worship
resembling a fly, with big black composite eyes, wings
of the Lady of the Lake. They are known as Fey
and six hairy legs, but as big as a human...
Enchantresses or Enchantresses and use the Fey Magic or
Enchantments lores.
Magic is commonly used throughout the land of
Bretonnia. Most Bretonnian spellcasters are female. In
Fey Enchantresses and Enchantresses are always female.
some families almost all female members have some
The Fey Enchantresses may choose to use the Fey Magic
magical powers. Yet there are always men who try the
or the Enchantments lores, while Enchantresses may only
studium arcanum and head to one of the magic faculties
use the Enchantments lore.
in the towns of the Empire. There are two types of
Bretonnian magic users, those who have studied magic in
Fey Magic and Enchantments are used in exactly the
the universities of the Empire and those who have a
same way as the magic lores described in the rulebook,
natural affinity for the magic of the land. Those who have
but have different casting values and effects as described
studied in the Empire are known as Wizard Lords or
below.
Battle Wizards and use the magic lores of Fire, Metal,
The Unofficial BRETONNIAN Army Book Version 1.1 Page 13(39)

FEY MAGIC ENCHANTMENTS


Fey Magic is a unique magical lore, bestowed on Enchantments is a unique magical lore, bestowed on
Bretonnian Wizards by the Lady of the Lake. Bretonnian Bretonnian Wizards by the Lady of the Lake. Bretonnian
Fey Enchantresses may choose to use the Fey Magic or Fey Enchantresses may choose to, and Enchantresses use
Enchantments spell lists. To randomly choose a spell roll the Enchantments spell list. To randomly choose a spell
a D6 and consult the table below. If you roll duplicates roll a D6 and consult the table below. If you roll
for the same Wizard, roll again. duplicates for the same Wizard, roll again.
D6 Spell Casting Value D6 Spell Casting Value
1 Call Lightning ............................................. 7+ 1 Fleetness of Foot..........................................5+
2 Glamour....................................................... 7+ 2 Dance of Lights.................................... 6+
3 Blessed Warriors......................................... 9+ 3 The Lady’s Favourite .................................7+
4 Hallucinatory Terrain ................................ 9+ 4 Stir Emotions...............................................7+
5 Polymorph ................................................. 10+ 5 Summon Faeries..........................................7+
6 Healing Aura ............................................. 12+ 6 Incite Fear....................................................8+
CALL LIGHTNING FLEETNESS OF FOOT
Cast on 7+ Cast on 5+
The lightning strikes anywhere on the battlefield within Target unit increases its movement by D6" in its next
36" of the Wizard and hits its target with D6 Strength 4 movement phase. Note that several movement increasing
hits. effects are not cumulative, you have to choose which one
GLAMOUR to apply if several could affect the unit.
Cast on 7+ DANCE OF LIGHTS
Remains in play Cast on 6+
Cast on any enemy unit. Target unit is transfixed by an Remains in play
illusion of whatever the wizard fancies. The unit cannot Cast on any enemy unit. Target unit is transfixed by an
move, shoot, cast spells or strike blows until the spell is illusion of dancing lights. The unit has to pass a
dispelled, until the Wizard chooses to end it, attempts to leadership test. If it fails it stays where it is doing
cast another spell or is slain. The Glamour is also absolutely nothing. Repeat the process at the beginning of
immediately dispelled if the Bretonnian player attacks the each player turn. The spell lasts until the unit passes the
target unit in any way, be it with spells, missiles or in Ld test, until it is dispelled, until the Wizard chooses to
close combat. end it, attempts to cast another spell or is slain. The
Dance is also immediately dispelled if the Bretonnian
BLESSED WARRIORS player attacks the target unit in any way, be it with spells,
Cast on 9+
missiles or in close combat.
Lasts one turn
Cast on a friendly unit within 24" and line of sight. That THE LADY’S FAVOURITE
unit may re-roll all failed to hit attacks during this round Cast on 7+
of close combat. Remains in play
May be cast on a single friendly knightly character, not a
HALLUCINATORY TERRAIN Wizard. Until the Wizard chooses to end the spell,
Cast on 9+
attempts to cast another spell or is slain, target may re-
Remains in play
roll any and all dice rolls once.
The target enemy unit finds itself on a very strange
battlefield where all open ground is considered difficult STIR EMOTIONS
ground for movement purposes until the spell is Cast on 7+
dispelled, until the Wizard chooses to end it, attempts to Target unit is subject to Hatred of all enemies. Note that
cast another spell or is slain. this spell cannot be dispelled after it has taken effect.
POLYMORPH Also note that it will not affect a unit that is immune to
Cast on 10+ Psychology.
Lasts until dispelled
A single model, that is not a large target, in the Wizard’s
SUMMON FAERIES
Cast on 7+
line of sight and within 12" is turned into a harmless
A large swarm of diminutive faeries appears and attacks a
object or creature of the Wizard's choice (preferences
target unit within 24" of the Wizard. The faeries cause
vary, but frogs and small birds are quite common). The
2D6 Strength 3 hits.
effects of the spell last until they are dispelled. Unless the
spell is dispelled before the game ends, the target counts INCITE FEAR
as destroyed.
Cast on 8+
HEALING AURA Remains in play
Cast on 12+ Target unit within 24" of the Wizard will Fear all
Lasts one turn Bretonnian Knights and knightly units until the spell is
Target creature or unit gets the ability of self-healing. dispelled, until the Wizard chooses to end it, attempts to
While the spell lasts, any wounds the unit suffers are cast another spell or is slain. This spell will not affect
immediately healed on the D6 roll of 4+. Note that this units normally immune to Fear, Terror or psychology in
spell has no effect if the unit is attacked with a magic general.
spell or magic weapon.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 14(39)

Hippogriff.............................. 200 points per model


BESTIARY Hippogriff
M WS BS S
6 5 0 5
T W I
5 4 5
A Ld
4 7
In rare cases Bretonnian nobles and Enchantresses are
known to keep monsters as mounts. They are bound in Special Rules: A Hippogriff is a large target, can Fly and
service of their master through domestication, magic causes Terror.
spells or by agreement.
Pegasus .................................... 50 points per model
HIPPOGRIFF M WS BS S T W I A Ld
Hippogriffs are giant monsters that resemble a cross
Pegasus 8 3 0 4 4 3 4 2 6
between an eagle, a tiger and a horse. They can
sometimes be domesticated by use of force and magic if
Special Rules: A Pegasus can Fly.
captured as infants or before they are hatched.

PEGASUS Unicorn .................................... 55 points per model


Pegasi are large horse like creatures with wings. They are M WS BS S T W I A Ld
known to be willing mounts for exceptionally virtuous Unicorn 9 5 0 4 4 1 6 2 10
Knights.
Special Rules: A Unicorn gets +2S on the turn it charges
UNICORN and gives its rider +2 dispel dice to dispel each spell that
A Unicorn is a mythical being that can sometimes be affects them and the unit they are with. It can only be
befriended and ridden by maiden Fey Enchantresses. ridden by one Fey Enchantress in the army.

BRETONNIAN WARHORSE Bretonnian warhorse.......................... variable cost


Bretonnian warhorses are a strong breed. They do not M WS BS S T W I A Ld
suffer movement penalties for barding. Also see the 5th Bretonnian warhorse 8 3 0 3 3 1 3 1 5
edition Army Book, page 45.
Special Rules: A Bretonnian warhorse suffers no
movement penalties for barding.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 15(39)

BRETONNIAN TREASURES
You may choose magic items for your characters and normal attacks the Warhammer of Parravon counts as a
units from the following list, the common magic items in magical weapon, but confers no bonuses.
the rulebook and/or the list in Ravening Hordes. Lord
level characters may choose magic items with a SWORD OF RESILIENCE: 50 pts
maximum total value of 100 pts while Hero level This is a beautiful blade of unknown origin that makes its
characters may choose magic items with a maximum total bearer extremely resilient.
value of 50 pts. Also note that some virtue selections will Bearer gets +1T.
be included in these maximum selections (see page 8).
SWORD OF SMITING: 50 pts
Found in the dusty chambers of the castle of Couronne
MAGIC WEAPONS this blade, made by Elves from the far Isle of Ulthuan,
was forged from the finest Elven iron. The magic
THE FLAMBERGE SWORD: 100 pts conferred by several runes engraved on the blade makes
This beautiful sword is said to make its user unbeatable this sword cut through armour as easy as it cuts through
in combat as long as the sword is used for chivalric flesh.
purposes. Negates armour saves. The victim is not allowed to take
Bearer always strikes first and always hits. If bearer armour saves if attacked and wounded by this weapon.
refuses a challenge or flees for any reason his WS and I Ward saves apply as usual.
are both immediately reduced to 1 for the remainder of
the battle and the Flamberge Sword loses its properties SWORD OF INHUMAN STRENGTH:
and becomes a normal sword. 40 pts
The hilt of this sword is graced with the living claw of a
SWORD OF COURONNE: 100 pts Hippogriff and when held by an honourable Knight the
Forged during the time of the Undead raids of the Tomb
magical energy fills him with its strength.
King Settra, this weapon is a very potent anti-undead Bearer gets +2S.
relic.
All Undead within 3" of bearer suffer one S4 hit at the BANISHER SWORD: 35 pts
start of each Bretonnian magic phase, any of these hits During the Great Crusade, Godfroy de Vivanches
resulting in wounds cannot be saved by normal armour. recovered this blade from the hot sands of the desert. It
slays the evil spirits of the Undead with great ease.
BLESSED SWORD OF THE LADY: 75 When fighting Undead this sword does D3 wounds and
pts allows no armour saves.
Having been blessed by the Lady of the Lake this sword
grants immense skill to its bearer. SWIFT SWORD: 25 pts
Bearer gets WS10. This Elven sword bestows lightning speed on its wielder.
Bearer gets +3I.
RELIC SWORD: 65 pts
Forged long ago in a fire fuelled with fluer de lys, and GOBLIN BANE: 20 pts
quenched in a holy lake, the Relic Sword has great This sword is feared by all goblinkind.
powers against the enemies of valour and justice. All types of Goblins Fear the bearer of the Goblin Bane.
If the enemy army contains either gunpowder weapons or
evil troops (Beastmen, Chaos Warriors, Dark Elves, Orcs,
Goblins, Skaven or Undead), the bearer is justly outraged MAGIC ARMOUR
and gains +1A and +2I for the duration of the battle.
THE SHIELD OF THE HOLY GRAIL:
THE VIRTUOUS LANCE: 65 pts 35 pts
Mounted models only Carried by Sir Rongaul at the battle of the Swamp, this
Impressive as it is in size this lance is miraculously light shield parries attacks from Undead with ease.
and very strong. It is rumoured to have been made of Counts as a normal shield (6+ armour save) and can be
Wythel wood before those great trees were lost from the combined with normal armour. All Undead within 3" lose
world. 1 attack.
Bearer gets +4S and inflicts D3 wounds per wounding
when charging large monsters. Note that this item only ARMOUR OF THE RECKLESS
works when the bearer is charging, and thus does not KNIGHT: 25 pts
function beyond the first round of any given combat. Paladins with the Virtue of the Impetuous Knight only
Once worn by the greatest of all Knights Errant, Sir Lac
WARHAMMER OF PARRAVON: 65 the Reckless, this enchanted armour bestows
pts invulnerabilty on the reckless.
This great hammer was wrought by Dwarven smiths a Counts as normal armour (5+ armour save) and can be
thousand years ago and is said to be the bane of all combined with a shield. On a round in which bearer
fortresses. charges he has a 3+ Ward Save against non-magical
Bearer can forfeit all his normal attacks and instead make weapons.
one single attack at S10 and with D6 wounds. If used for
The Unofficial BRETONNIAN Army Book Version 1.1 Page 16(39)

DEVOTED SHIELD: 20 pts The staff fires a bolt of lightning at a target within line of
The Devoted Shield is decorated with pictures of the Lady sight and 24" of bearer. The target suffers D3 S6 hits with
of the Lake. no armour saves allowed.
Counts as a normal shield (6+ armour save) and can be
combined with normal armour. +1 dispel dice against
WAND OF SKULLS: 50 pts
spells which are aimed at the bearer or the unit he is with. Enchantresses or Fey Enchantresses only
Rightly stolen from the Necromancer Greckler after Duc
CHARMED SHIELD: 15 pts de Quenelles expelled the Undead in 2491, this wand
The Charmed Shield offers additional magic protection to allows the wielder to attain some of the magic powers a
a brave Knight. Necromancer wields - at the cost of losing her life should
Counts as a normal shield (6+ armour save) and can be she fail to control the powers the wand confers.
combined with normal armour. Gives the bearer a 6+ The bearer may attempt to cast each of her spells twice in
ward save. each of her magic phases. Check against the Enchantress'
base Ld each time she chooses to use the wand. If the roll
ITHILMAR HELMET: 15 pts is failed the Enchantress takes one unsavable wound.
This helmet is made from the finest ithilmar, obtained
from the High Elves of Ulthuan. CHALICE OF ARCANE POWERS: 50
The helmet gives 6+ armour save which can be combined pts
with shield and other armour as normal. This is a fancy golden chalice, worthy of the greatest
king, set with diamonds and rubies.
DRAGONHELM: 10 pts In each of her magic phases the bearer may steal a single
Made of dragonscales from fire breathing wyrms this spell from an enemy Wizard in base contact. Which spell
helmet protects its wearer from all hot fires. is stolen is randomly determined. The bearer may then
Ward save of 3+ against all fire attacks. use this spell as if it was her own. Any number of spells
can be stolen over the course of the game and stored
HELM OF THE SLAYER: 10 pts within this item.
Once worn by a great Bretonnian Dragonslayer, the
Helm of the Slayer defies all monstrous opponents. CRYSTAL OF MALFLEUR: 50 pts
When fighting large monsters, they lose D3 attacks each Looking deep into the crystal, the Enchantress is able to
round. detect the magic of her enemy, his thoughts and ideas,
making her able to counter his moves.
TALISMANS Every time the enemy rolls dice to dispel a spell, subtract
-1 from the final result.
CLOAK OF THE MOORS: 50 pts TIARA OF THE ENCHANTRESS: 50
This finely crafted cloak of magical fabric protects its
wearer from evil magics. pts
Wearer is immune to Shadow, Death, Dark, Necromancy, Enchantresses or Fey Enchantresses only
Skaven and all types of Chaos magic, even if cast with Made by faery artificers and worn by the beautiful
Irresistible Force. Note that no spell is actually dispelled Enchantress of Artois this tiara grants exceptional magic
so it can still affect others. abilities.
Wearer has one additional random spell from the chosen
GIRDLE OF PLATINUM: 50 pts lore. This does not increase her magic level.
The Girdle of Platinum is enchanted with great protective
charms. STAFF OF MERLYON: 45 pts
Bearer gets 4+ ward save. Once used by the great Arch Druid himself, this staff has
the power to store magical energies.
GIRDLE OF PROTECTION: 25 pts This item can store up to three unused power dice from
The Girdle of Protection offers a magical force field that turn to turn. At the beginning of each magic phase (in
surrounds its wearer and acts like an armour. both player turns) roll a D6 and if the result is greater
Bearer gets 5+ armour save that cannot be combined with than the number of dice stored in the staff then the dice
shield or armour. are usable in that turn both for spell casting and
dispelling. If the number rolled is equal to or less than the
GRAIL RELIC: 20 pts number of dice stored, then the dice are lost.
This Relic has been immersed in water from the Holy
Grail and now enhances the magic resistance of its
bearer.
ENCHANTED ITEMS
Adds one extra dice to dispel any spell targeted at bearer
or the unit he is with.
ARNOLET THE FAERY HORSE: 60
pts
ARCANE ITEMS This magical warhorse was raised by faeries in the deep
Bretonnian forest of Arden. Arnolet is a huge destrier
with mane and tail of pure silver. Only a truly chivalric
STAFF OF LIGHTNING: 75 pts Knight can ever ride it.
Bound Spell Power Level 5 Arnolet grants two extra dispel dice against any spell
The Staff of Lightning looks like an ordinary wooden targeted at its rider or the unit he is with. Due to the great
staff, but is capable of discharging lightning bolts. strength of this destrier any lance charge made while
riding it has an additional +1S. Arnolet has all the
The Unofficial BRETONNIAN Army Book Version 1.1 Page 17(39)

characteristics of a Bretonnian warhorse plus the BANNER OF RIGHTEOUS


following statistics:
M WS BS S T W I A Ld RETRIBUTION: 75 pts
Arnolet 9 4 0 4 3 1 4 2 5 This banner protects the unit that carries it to battle from
A character riding Arnolet is considered a cavalry model enemy missiles.
for all purposes. The unit carrying this banner is immune to missile fire.
For each missile that hits the unit roll a die. On a 3+ (4+
THE CROWN OF BATTLE FURY: 50 if at long range) the missile is deflected and hits the firing
unit instead, otherwise the missiles bounce harmlessly
pts away.
This crown is said to have been crafted by the great Fey
Enchantress Bernardette de Montalia to protect her BANNER OF COURAGE: 50 pts
favourite Knight, Luis de Bragelonne, during the war in This banner was carried high by the commander Charles
Tilea. de Loucre during the great Chaos Incursion in the
For each unsaved wound inflicted on the bearer of the beginning of the second millenium. Together with
crown, he gets +1WS, +1S and +1I. The effect lasts until Repanse de Lyonesse, Charles managed to lead
the end of the battle, or the death of the bearer, whichever Bretonnia to victory and smite the Chaos forces. Ever
happens first. since the banner has had the power to harness the
courage of any unit going to battle.
RING OF CHALONS: 50 pts This banner negates Fear, it makes the unit immune to
Bound Spell Power Level 5 Fear and Terror only causes Fear. Note that the banner
The ring of Chalons is a plain metal ring with strange does not give immunity to Psychology - only negates
glyphs covering its outer surface. It has the power to Fear.
destroy magic items.
When this ring is used the bearer may attempt to destroy BANNER OF HONOUR: 50 pts
one known magic item within 12". Roll 2D6 and multiply The Knights, carried onward by their charge, strike
the result by ten. If this is greater than the point cost of relentlessly on their numerous foes, knowing that the
the targeted magic item, it is destroyed and removed from Lady helps them to defeat their enemies
the game. The unit gets +1 to their hit rolls if fighting a unit with
higher Unit Strength.
RING OF THE FAERIES: 50 pts
Bound Spell Power Level variable BANNER OF ARCANE
Forged by magical faeries before the dawn of history this
beautiful ring of green metal has strange magic powers. PROTECTION: 40 pts
This item contains one random spell from the Bretonnian This banner protects against hostile magics.
Enchantments list (see page 13). Determine which spell Add two dispel dice to dispel any spell directed at unit
by rolling a D6. The spell can be cast once in each of the carrying this banner.
bearer’s magic phases, at a power level equal to the
casting cost of the spell. The ring can be used 1D3 times
BANNER OF ENCHANTMENTS: 35
(determined before the battle starts) before it is removed pts
from the game. The Banner of Enchantments stores magical energies to
be used by Bretonnian Wizards.
BLESSED POTION: 15 pts Banner stores D6 power dice which may be used in any
One use only magic phase by friendly Wizards within 12". Each power
Said to contain the sap of the Tree of Life this potion acts dice may only be used once and is thereafter removed
to increase the strength of whoever drinks it. from the game.
+D3S for current player turn.
CRUSADER'S BANNER: 35 pts
WHETSTONE OF WALTHUD: 15 pts Carried into battle first against Settra's raiders, and then
One use only under the burning sun of the Land of the Dead, this
This legendary item is used to sharpen any non-magical banner inspires a Crusader's zeal in the hearts of its
sword before a battle. bearers and renders them immune to even the most
The whetstone is assumed to be used on the hand weapon ghoulish foes.
of the bearer before the battle. The first wound (only) Unit ignores Fear or Terror caused by Undead.
inflicted with that weapon does D3 wounds. If the wound
is saved the Whetstone has no effect. STANDARD OF SHIELDING: 35 pts
This banner bestows protection for all who fight under it.
MAGIC BANNERS Unit has +1 on all armour saves, but a roll of 1 is still a
failure.

THE BANNER OF FLEUR DE LYS: 90 ERRANTRY BANNER: 10 pts


pts Knights Errant Only
The Banner of Fleur de Lys channels magical powers Carried valiantly into the fore front of every errantry
from the enemies of Bretonnia. war, the Errantry Banner inspires dread into those who
In each magic phase the Bretonnian player removes one would bring craven missile weapons to bear on
dice from his opponents dice pool and adds it to his own. courageous young Knights
Enemy cannot shoot when charged by unit carrying this
banner.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 18(39)

BRETONNIAN ARMY LIST


Dogs of War are troops of other races who are prepared
HOW TO USE THE to fight under your flag in return for money, food, or
some other suitable reward. A selection of such regiments
ARMY LIST are available as part of the Dogs of War range of models.
The option to include Dogs of War units is included in
This army list can be used to create a Bretonnian army of the army list as part of the Rare Units section.
a set points value. The army will be well balanced for a
game of 6th edition Warhammer against any other army The Lady's Blessing will never be granted to armies that
with its own army book. Remember that these rules are include Dogs of War.
unofficial and that you will need the consent of your
opponent before using them. Some players prefer to play without Dogs of War-
choosing to field armies of pure and noble purpose
CHOOSING AN unsullied by grubby financial transactions. This is
particularly true of Bretonnian players, who are bound by
ARMY an oath of chivalry. If both players prefer to field armies
without Dogs of War, they are free to agree beforehand
To choose an army from this list you need to agree on a not to employ untrustworthy sell-swords. Conversely, if
scenario from the Warhammer rulebook to be played. players wish to add more colour and variety to their
You also need to decide on a points limit (say 2000 armies then they may wish to employ more of these
points for example). It might not be possible to construct spectacular units. If both players agree beforehand, Dogs
an army that nets exactly 2000 points, but any army that of War units can be included as Special Unit choices.
costs up to and including the set limit will be acceptable
and will be treated as an army of that value on the UNIT SELECTIONS
following table. For example: You and your opponent Bretonnian Barons are bound by their honour, and a code
agree to play a 2000 point battle. Your army ends up of chivalry, to avoid the use of mercenaries under normal
costing 1998 points. Since this is a 2000 point battle you circumstances. Because of this Bretonnian armies are
will nevertheless be allowed to field up to five characters restricted to the following Dogs of War units to hire as
(see below). Rare Unit choices:
• Ricco's Republican Guard (or other generic pikemen
ARMY •
unit)
The Marksmen of Miragliano (or other generic
COMPOSITION •
crossbowmen unit)
Tilean Duellists, or a hireling Wizard (as a Hero
The Bretonnian army uses the following restrictions for choice) of the following lores: Beasts, Fire, Metal,
army selection instead of the standard ones. Life, Heavens or Light.

Army Characters Lords Core Special Rare DOGS OF WAR IN SIEGES


Value In the event that a Bretonnian castle is under siege the
<2000 1-3 0 2+ 0-3 0-1 defending general may opt to play the "Send for Help"
2000-2999 1-5 up to 1 3+ 0-4 0-2 scenario to call up the Dogs of War to aid him in his hour
3000-3999 1-7 up to 2 4+ 0-5 0-3
of need. If he is successful in getting his messenger out
4000-4999 1-9 up to 3 5+ 0-6 0-4
+1000 +0-2 +1 max +1 +1 +1 then he can play the "Reinforcements" scenario including
Dogs of War as Special Unit choices instead of Rare. If
This means you always have to include at least one the reinforcements break through the besiegers, then the
character and a number of Core Units depending on the Bretonnian general may use mercenaries in any further
size of the battle. Special and Rare Units may be included scenarios played for the remainder of the siege.
in the numbers shown on the table.

Note that the number of Lords you choose are part of


your character allowance so that in a 2000 point army
you can have one Lord and four other characters, for a
total of five characters.

One of your characters should be designated your


General and symbolises the one individual in charge of
leading your army.

DOGS OF WAR
Some Bretonnian lords are noted for their dependence on
mercenaries. You may include Dogs of War units in your
Bretonnian army as rare choices.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 19(39)

BARON.................................... 85 points per model


LORDS Baron
M WS BS S
4 6 3 4
T W I
4 3 6
A Ld
4 9
Lords (Barons, Fey Enchantresses and Bretonnian Warhorse 8 3 0 3 3 1 3 1 5
Wizard Lords) are the most powerful
characters available to Bretonnian players Weapons: Hand weapon.
and make good army Generals. Lords are Options:
expensive and limited in number. • May have great weapon (+6 pts), flail (+6 pts), morning star (+6 pts)
and lance (+6 pts) if mounted.
• May wear heavy armour (+6 pts) and may carry shield (+3 pts).
• May ride a warhorse (+15 pts) that may be barded (+6 pts) or may
ride a Hippogriff (+200 pts) or Pegasus (+50 pts).
• May choose magic items from the common, Ravening Hordes or
Bretonnian magic item list with a maximum total value of 100 pts.
Special Rules: Bretonnian Barons have the Knight's Virtue. This may be
upgraded to Questing Virtue (+10 pts) or Grail Virtue (+20 pts). They
may also have a second virtue at the cost indicated on page 8. They are
protected by the Lady’s Blessing and are Expert Lancers. If they join a
unit of Knights they may use the Lance Formation.

FEY ENCHANTRESS ......... 175 points per model


WIZARD LORD................... 175 points per model
M WS BS S T W I A Ld
Fey Enchantress/Wizard Lord
4 3 3 3 4 3 3 1 8
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5

Weapons: Hand weapon.


Magic: A Fey Enchantress may choose to use the Fey Magic or
Enchantments lores described on page 13. A Wizard Lord may choose
one of the following magic lores: Beasts, Fire, Metal, Life, Heavens or
Light from the Warhammer rulebook.
Options:
• A Fey Enchantress or Wizard Lord is a level 3 Wizard. This may be
increased to level 4 (+35 pts).
• May ride a warhorse (+15 pts) that may be barded (+6 pts)
• One female Fey Enchantress in an army may ride a Unicorn (+55
pts).
• May choose magic items from the common, Ravening Hordes or
Bretonnian magic item list with a maximum total value of 100 pts.
Special Rules: If a mounted Fey Enchantress or Wizard Lord joins a unit
of Knights she or he may use the Lance Formation.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 20(39)

PALADIN* .............................. 65 points per model


HEROES M WS BS S T W I A Ld
Bretonnian Heroes (Paladins, Enchantresses Paladin 4 5 3 4 4 2 5 3 8
and Battle Wizards) are great individuals that Bretonnian Warhorse 8 3 0 3 3 1 3 1 5
lend power to your army.
Weapons: Hand weapon.
*BATTLE STANDARD Options:
BEARER • May have great weapon (+4 pts), flail (+4 pts), morning star (+4
pts) and lance (+4 pts) if mounted.
One Paladin in the army may be upgraded to a
• May wear heavy armour (+4 pts) and may carry shield (+2 pts).
Battle Standard Bearer (+25 pts). The Battle
• May ride a warhorse (+10 pts) that may be barded (+4 pts) or may
Standard Bearer cannot be the army’s General
ride a Pegasus (+50 pts).
even if he has the highest Leadership value in
• May choose magic items from the common, Ravening Hordes or
the army. He cannot choose any non-magical
Bretonnian magic item list with a maximum total value of 50 pts.
equipment except for heavy armour, shield
Special Rules: Bretonnian Paladins have the Knight's Virtue. This may
and/or barding for his steed. He may not ride a
be upgraded to Questing Virtue (+5 pts) or Grail Virtue (+15 pts).
flying monster. The Battle Standard Bearer
Upgrading to Grail Virtue also gives the Paladin a 9 Ld. They may also
may carry any magic banner at the indicated
have a second virtue at the cost indicated on page 8. They are protected
cost (no points limit), but if so may take no
by the Lady’s Blessing and are Expert Lancers. If they join a unit of
other magic items or virtues.
Knights they may use the Lance Formation.

ENCHANTRESS ................... 60 points per model


BATTLE WIZARD ............... 60 points per model
M WS BS S T W I A Ld
Enchantress/Battle Wizard
4 3 3 3 3 2 3 1 7
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5

Weapons: Hand weapon.


Magic: An Enchantress may use the Bretonnian Enchantments lore
described on page 13. A Battle Wizard may choose one of the
following magic lores: Beasts, Fire, Metal, Life, Heavens or Light
from the Warhammer rulebook.
Options:
• An Enchantress or Battle Wizard is a level 1 Wizard. This may be
increased to level 2 (+35 pts).
• May ride a warhorse (+10 pts) that may be barded (+4 pts).
• May choose magic items from the common, Ravening Hordes or
Bretonnian magic item list with a maximum total value of 50 pts.
Special Rules: If a mounted Enchantress or Battle Wizard joins a unit
of Knights she or he may use the Lance Formation.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 21(39)

KNIGHTS ERRANT.............. 21 points per model


CORE UNITS Knight Errant
M WS BS
4 3 3
S
3
T W I
3 1 3
A Ld
1 7
The Core Units of a Bretonnian army represent Champion 4 3 3 3 3 1 3 2 7
the troops that are most available to a Bretonnian warhorse 8 3 0 3 3 1 3 1 5
Bretonnian General.
Unit Size: 5+
Weapons and Armour: Lance, hand weapon, heavy armour and
shield.
Mounts: Barded Bretonnian warhorse.
Options:
• Upgrade one Knight Errant into a Musician for +8 pts.
• Upgrade one Knight Errant into a Standard Bearer for +16 pts.
• A Standard Bearer may carry a Magic Standard worth up to 50
pts.
• Promote one Knight Errant to a Champion for +16 pts.
Special Rules: Knights Errant are protected by the Lady’s Blessing,
are Expert Lancers, Reckless, have the Knight's Virtue and may use the
Lance Formation.

KNIGHTS OF THE REALM 25 points per model


M WS BS S T W I A Ld
Knight of the Realm 4 4 3 3 3 1 3 1 8
Champion 4 4 3 3 3 1 3 2 8
Bretonnian warhorse 8 3 0 3 3 1 3 1 5

Unit Size: 5+
Weapons and Armour: Lance, hand weapon, heavy armour and
shield.
Mounts: Barded Bretonnian warhorse.
Options:
• Upgrade one Knight of the Realm into a Musician for +8 pts.
• Upgrade one Knight of the Realm into a Standard Bearer for +16
pts.
• A Standard Bearer may carry a Magic Standard worth up to 50
pts.
• Promote one Knight of the Realm to a Champion for +16 pts.
Special Rules: Knights of the Realm are protected by the Lady’s
Blessing, are Expert Lancers, have the Knight's Virtue and may use the
Lance Formation.

LONGBOWMEN ..................... 8 points per model


M WS BS S T W I A Ld
Longbowman 4 3 3 3 3 1 3 1 7
Marksman 4 3 4 3 3 1 3 1 7

Unit Size: 10+


Weapons and Armour: Longbows and hand weapons.
Options:
• Upgrade one Longbowman into a Musician for +5 pts.
• Upgrade one Longbowman into a Standard Bearer for +10 pts.
• Promote one Longbowman to a Marksman for +5 pts.
Special Rules: Longbowmen may use the Arrowhead Formation.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 22(39)

SPEARMEN.............................. 6 points per model


CORE UNITS Spearman
M WS BS S
4 3 3 3
T W I
3 1 3
A Ld
1 7
Sergeant 4 3 3 3 3 1 3 2 7

Unit Size: 10+


Weapons and Armour: Hand weapon, spear and light armour.
Options:
• Any unit may be equipped with shields for +1 pts/model.
• Upgrade one Spearman into a Musician for +5 pts.
• Upgrade one Spearman into a Standard Bearer for +10 pts.
• Promote one Spearman to a Sergeant for +10 pts.

HALBERDIERS ....................... 6 points per model


M WS BS S T W I A Ld
Halberdier 4 3 3 3 3 1 3 1 7
Sergeant 4 3 3 3 3 1 3 2 7

Unit Size: 10+


Weapons and Armour: Hand weapon, halberd and light armour.
Options:
• Any unit may be equipped with shields for +1 pts/model.
• Upgrade one Halberdier into a Musician for +5 pts.
• Upgrade one Halberdier into a Standard Bearer for +10 pts.
• Promote one Halberdier to a Sergeant for +10 pts.

SWORDSMEN.......................... 6 points per model


M WS BS S T W I A Ld
Swordsman 4 3 3 3 3 1 3 1 7
Sergeant 4 3 3 3 3 1 3 2 7

Unit Size: 10+


Weapons and Armour: Sword (hand weapon), light armour and
shield.
Options:
• Upgrade one Swordsman into a Musician for +5 pts.
• Upgrade one Swordsman into a Standard Bearer for +10 pts.
• Promote one Swordsman to a Sergeant for +10 pts.

PEASANT RABBLE ................ 2 points per model


M WS BS S T W I A Ld
Peasant 4 2 2 3 3 1 3 1 6

Unit Size: 15+


Weapons and Armour: Hand weapon.
Options:
• Any unit may be equipped with longbows (+5 pts per model) or
shields (+1 pt per model).
Special Rules: Peasant Rabble always Skirmish. They Fear all enemy
except other Peasant Rabble or comparable enemy (like Empire Militia,
Halflings, Snotlings, Goblins, Skavenslaves, Skinks and Ungor).
Destroyed/fleeing Peasants do not cause Panic tests for nearby non-
Peasant units. Peasants can never use the General's Leadership and
consequently take all Ld and Break tests on their inherent Ld of 6. No
characters may join Peasant Rabble units.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 23(39)

CROSSBOWMEN.................... 8 points per model


SPECIAL UNITS M WS BS S T W I A Ld
Special Units are more rare than the Core Crossbowman 4 3 3 3 3 1 3 1 7
Units. You are limited as to the number of Marksman 4 3 4 3 3 1 3 1 7
Special Units you may include in your army.
Unit Size: 10+
You cannot have more than one unit of Dog Weapons and Armour: Crossbows and hand weapons.
Handlers in your army. Options:
• Upgrade one Crossbowman into a Musician for +5 pts.
• Upgrade one Crossbowman into a Standard Bearer for +10 pts.
• Promote one Crossbowman to a Marksman for +5 pts.

SQUIRES................................... 9 points per model


M WS BS S T W I A Ld
Squire 4 3 3 3 3 1 3 1 7
Marksman 4 3 4 3 3 1 3 1 7

Unit Size: 10+


Weapons and Armour: Longbows and hand weapons.
Options:
• Promote one Squire to a Marksman for +5 pts.
Special Rules: Skirmishers.

MOUNTED SQUIRES........... 11 points per model


M WS BS S T W I A Ld
Mounted Squire 4 3 3 3 3 1 3 1 7
Sergeant 4 3 3 3 3 1 3 2 7
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5

Unit Size: 5+
Weapons and Armour: Hand weapons.
Mounts: Warhorse
Options:
• Any unit may have spears (+2 pts per model), bows (+4 pts per
model) and/or shields (+2 pts per model).
• Upgrade one Mounted Squire into a Musician for +6 pts.
• Upgrade one Mounted Squire into a Standard Bearer for +12 pts.
• Promote one Mounted Squire to a Sergeant for +12 pts.
Special Rules: Fast Cavalry.

0-1 Units of DOG HANDLERS5 points per model


DOGS......................................... 8 points per model
M WS BS S T W I A Ld
Dog Handler 4 3 3 3 3 1 3 1 7
Dog 6 3 0 3 3 1 3 1 5
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5

Unit Size: 1-2 Handlers, 5-10 Dogs


Weapons and Armour: The Handlers have hand weapons.
Options:
• May have spears (+2 pts per model) and/or wear light armour (+2
pts per model).
• The Handlers may be mounted on warhorses (+7 pts per model).
Special Rules: See page 9.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 24(39)

FOOT KNIGHTS ................... 10 points per model


SPECIAL UNITS M WS BS S T W I A Ld
Foot Knight 4 4 3 3 3 1 3 1 8
Champion 4 4 3 3 3 1 3 2 8

Unit Size: 5+
Weapons and Armour: Hand weapon (sword), heavy armour and
shield.
Options:
• Any unit may be equipped with great weapons (+3 pts per model),
flails (+3 pts per model), morning stars (+3 pts per model) or
spears (+2 pts per model).
• Upgrade one Foot Knight into a Musician for +5 pts.
• Upgrade one Foot Knight into a Standard Bearer for +10 pts.
• A Standard Bearer may carry a Magic Standard worth up to 50
pts.
• Promote one Foot Knight to a Champion for +10 pts.
Special Rules: Foot Knights are protected by the Lady’s Blessing and
have the Knight's Virtue.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 25(39)

QUESTING KNIGHTS ......... 27 points per model


RARE UNITS Questing Knight
M WS BS
4 4 3
S
4
T W I
3 1 4
A Ld
1 8
Rare Units are even more rare than the Special Champion 4 4 3 4 3 1 4 2 8
Units. You are severely limited as to the Bretonnian warhorse 8 3 0 3 3 1 3 1 5
number of Rare Units you may include in your
army. Unit Size: 5+
Weapons and Armour: Lance, hand weapon, heavy armour and
You cannot have more than one unit of Grail shield.
Knights and one unit of Rangers in your army. Mounts: Barded Bretonnian warhorse.
Options:
• Upgrade one Questing Knight into a Musician for +8 pts.
• Upgrade one Questing Knight into a Standard Bearer for +16 pts.
• A Standard Bearer may carry a Magic Standard worth up to 50
pts.
• Promote one Questing Knight to a Champion for +16 pts.
Special Rules: Questing Knights are protected by the Lady’s Blessing,
are Expert Lancers, have the Questing Virtue and may use the Lance
Formation.

0-1 Units of GRAIL KNIGHTS31 points per model


M WS BS S T W I A Ld
Grail Knight 4 5 3 4 3 1 4 1 9
Champion 4 5 3 4 3 1 4 2 9
Bretonnian warhorse 8 3 0 3 3 1 3 1 5

Unit Size: 5+
Weapons and Armour: Lance, hand weapon, heavy armour and
shield.
Mounts: Barded Bretonnian warhorse.
Options:
• Upgrade one Grail Knight into a Musician for +8 pts.
• Upgrade one Grail Knight into a Standard Bearer for +16 pts.
• A Standard Bearer may carry a Magic Standard worth up to 50
pts.
• Promote one Grail Knight to a Champion for +16 pts.
Special Rules: Grail Knights are protected by the Lady’s Blessing, are
Expert Lancers, have the Grail Virtue and may use the Lance
Formation.

0-1 Units of RANGERS.......... 12 points per model


M WS BS S T W I A Ld
Ranger 4 3 4 3 3 1 3 1 7
Marksman 4 3 5 3 3 1 3 1 7

Unit Size: 5-10


Weapons and Armour: Longbows and hand weapons.
Options:
• Promote one Bowman to a Marksman for +6 pts.
Special Rules: Skirmishers and Scouts.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 26(39)

TREBUCHET ......................... 70 points per model


RARE UNITS M WS BS S T W I A Ld
Trebuchet - - - - 7 3 - - -
Crewman 4 3 3 3 3 1 3 1 7

Unit Size: One Trebuchet with three crewmen counts as a single Rare
choice.
Weapons and Armour: The crewmen have hand weapons.
Options:
• The crew may be equipped with light armour (+1 pt per model).
Special Rules: Can only be used to target enemy fortifications, units
behind defended obstacles or in buildings and war machines and their
crews, not other units, characters or monsters. If used, the Lady's
Blessing will not be granted. In all other respects the Trebuchet is
treated as a stone thrower (see page 120 of the Warhammer rulebook).

BALLISTA .............................. 35 points per model


M WS BS S T W I A Ld
Ballista - - - - 7 3 - - -
Crewman 4 3 3 3 3 1 3 1 7

Unit Size: Two Ballistae with two crewmen each count as a single
Rare choice.
Weapons and Armour: The crewmen have hand weapons.
Options:
• The crew may be equipped with light armour (+1 pt per model).
Special Rules: Can only be used to target enemy fortifications, units
behind defended obstacles or in buildings and war machines and their
crews, not other units, characters or monsters. If used, the Lady's
Blessing will not be granted. In all other respects the Ballista is treated
as a bolt thrower (see page 124 of the Warhammer rulebook).

DOGS OF WAR.................................. variable cost

You may include units of Dogs of War in your army as Rare choices. If
you do, the Lady's Blessing will not be granted.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 27(39)

PAINTING BRETONNIANS
FINDING THE having painted several of them you will also notice that
your skills increase. Detailed descriptions of the heraldry
MODELS of Bretonnian Knights are to be found in the 5th edition
Bretonnian Army Book.
Several new units are presented in this army list. Since
this is an unofficial list there are no official models to PREPARING THE MODELS
represent those units. You will have to come up with your All metal models should be assembled with superglue
own conversions to make the models needed for any units and plastic ones with polysterene glue after being
you choose to include in your army. Here follows a few trimmed with clippers and files. Some parts, like shields,
suggestions that might be helpful. riders and bases for horses, should be left off to ease
painting. When assembled all models should be base
coated with Skull White Citadel spray paint to give them
the right surface.

PAINTING, STEP 1
When dry, models should be lined up in units of about
ten. Painting ten models at a time makes the process a
little faster. Some Knights with complex heraldry should
first be marked in pencil. All models are then painted in
their basic colours.

PAINTING, STEP 2
The next step is to shade the models with inks. Generally
the following washes should be used:
• Flesh Ink for Bronzed Flesh
• Black Ink for Mithril Silver
• Red Ink for Blood Red
• Yellow Ink for Sunburst Yellow
• Blue Ink for Enchanted Blue
• Orc Flesh Ink for Emerald Green

PAINTING, STEP 3
After the shading the details are painted with a very fine
brush. Some important or large models should also be
highlighted by drybrushing them with lighter colours.
Finally the bases are painted Goblin Green and flocked
The Empire Militia plastic models make either good with PVA glue and GW flock.
Crossbowmen or good Peasant Rabble. The Dogs of War
models for the Marksmen of Miragliano or Braganza’s PAINTING, STEP 4
Besiegers could also be used as Crossbowmen (but most If you expect your models to be handled a lot you should
of their armour look a little out of place in a Bretonnian now spray them with matte varnish. Avoid using gloss
army). varnish as this will make your army look more like toy
soldiers. You can however apply gloss varnish with a
For war machines the Goblin Rock Lobber and Spear brush to those areas that should look shiny, like armour
Chukkas or Dwarven Spear and Stone Throwers can and weapons.
fairly easily be converted to Trebuchets and Ballistae
respectively. PAINTING HERALDRY
All Knight models need heraldry. Heraldry should be
Dog Handlers can be represented by Squires and Ral individual. Historically it was used to tell Knights apart
Partha makes some Dogs with Handlers (in chain mail). on the battlefield. This meant that the heraldry had to
GW Mordheim has some Warhounds (4 to a pack) or you identify the bearer at a distance and with minimal risk of
could try and convert some giant rats. being mistaken for someone else. Basic guidelines for
designing heraldry are to be found in the 5th edition
There is also the possibility of ordering out of production Bretonnian Army Book. Geometric designs should first
models from GW mail order. You will find a lot of be drawn directly on the base coated model with a fine
different Foot Knights, Crossbowmen and a nice Ballista pencil. Painting geometric designs is fairly easy, but if
in the older Bretonnian ranges. you want more sophisticated symbols you are well
advised to use the available transfers.
STEP BY STEP
PAINTING
Painting your Bretonnian army is great fun. Following
the techniques described in the basic game books will
take you far in getting your models to look great. After
The Unofficial BRETONNIAN Army Book Version 1.1 Page 28(39)

EXAMPLE
This model was base coated with white spray paint. It
was then painted with Dark Angels Green, Goblin Green,
Brozed Flesh, Snakebite Leather (hair and moustache)
and Mithril Silver (for the sword). When that was dry all
dark green areas were washed with Black Ink, face and
hands with Flesh Ink, hair with Brown Ink and the sword
with Black Ink. Then belts, pouches and the bow were all
painted Snakebite Leather. All feathers were painted
Chaos Black and then dry brushed Skull White or Blood
Red. Finally the eyes were painted Chaos Black and then
the whites were carefully painted Skull white.

THEMED ARMIES
An interesting approach to painting your army is to
invent a theme that runs through all of your units. The
Redeemer Knights below might act as an example on
how to do this.

REDEEMER KNIGHTS
The Knights of Bretonnia are renowned for their courage,
martial skill, and honour. However, there are occasions
when Bretonnian Knights fail to live up to the Rules of
Honour. Knights who willingly or unwillingly break the
Rules of Honour, or who are defeated but spared in a
Trial by Combat, become Redeemer Knights. These
Knights are shorn of their property, followers, and
heraldry. Garbed in simple grey and black, they are left
with nothing but their weapons, armour, and warhorse.
All other Bretonnians shun them until they can recover
their tarnished honour. There are three ways a Redeemer
Knight can do this: by setting off on the Grail quest; by
pledging himself in the service of a lady or a Knight of
superior rank until his patron considers that he is
redeemed; or by performing an act of unsurpassed
heroism. Those who decide to redeem themselves on the
battlefield often serve silently beside the other
Bretonnians. When several Redeemer Knights gather on
the same battlefield, they often form an additional unit,
fighting together in the hopes of gaining greater glory.
The sight of so many dishonoured Knights fighting
desperately is at once chilling and inspiring for the
Bretonnian army. No Grail Knight has ever become a
Redeemer Knight: it is inconceivable that someone who
has sipped from the Grail could ever betray his honour.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 29(39)

BRETONNIAN TACTICS
It was a cool and windy autumn evening when Sir just thirty Knights at hand. Of course we would have
Laroche Malque returned to his tent. Despite his age he brought our Squires with us and I do know the power of
was still one of the most important advisers of his lord, our mighty Knights. But for every ten killed Orcs we
Sir Guiliaume de Rocheforte, the maintainer of the Valley would have lost a Knight and there are many green ones.
of Dreams. These were no peaceful times with raids from Large Black Orcs on foot, grim Orcs riding boars and
green hordes and foul Undead all the time. swift Goblins on fearless wolves. No my son, the days of
such wonders are over. We all would have ended up dead
Laroche arrived at the entrance to his tent and was proud and Blacktooth would have laughed. There is no honour
that all had been arranged neatly and the banner of the in giving your life for a helpless cause. And let me say
flying horse was seen everywhere. With a last look at the something to you, young Gilbert; We have already sent
large numbers of pikemen who camped nearby he Sir Ivaneu to the West of Isenheim. With him are
decided it was time to have a bottle of the wonderful red hundreds of Longbowmen and experienced Swordsmen to
wine from the South. protect them. Tomorrow morning Blacktooth will be
surprised by a sky darkened by arrows and when he is
Inside the tent a cosy fire was burning and Gilbert, still waiting for the Knights to come, he will lose his
second son of his friend lady Karina Entremer, was temper and try to attack the bowmen. At this time we will
eagerly awaiting his commands. But Laroche was in a attack his flank. This will cause some panic and many of
good mood and helped himself to a glass of the excellent his faster troops might try to escape through the only way
Tokal. He could see that the twelve year old Gilbert was open for them, the valley we are camping in now, only to
nervous and desperately trying to say something. Laroche face a wall of shining pikes and the grinning faces of our
smiled when he heard the trembling voice of his new hired mercenaries from Mercadia. Desperate times call
personal servant. for desperate measures my son."

"My honourable Sir Malque, is it true that old Blacktooth With the introduction of 6th edition Warhammer the
the Orc warlord of the Black Woods has raided fantasy gaming world has changed a lot. Tactics and
Isenheim?" Laroche had expected something similar and accurate planning have taken the place of overpowered
was pleased that Gilbert had caught some news. characters. This army book gives you the knowledge of
one of the famous human races, the Bretonnians. With its
"You speak the truth, son of Karina. This is why we are rich history and medieval like background it is an army
here." full of flair and style.

"But it is still early in the evening and we are miles away This army book provides more troops and possibilities for
from the raided town. Sir Guiliaume, Sir Gangrae and a Bretonnian General than ever. This is a much needed
you could have reached the town and the Knights could equivalent to the other armies and the new troops, Dog
have beaten the green monsters to hell!" Gilbert gasped Handlers and Foot Knights, just fit the scheme.
for some air and his face blushed in the same red colour
as the background of Malque’s banner after he realised Having heard what old Malque had to say we are already
what he had said. But again Laroche gave him a warm aware that times have changed. One last word before I go
smile and replied: into more detail; every player has his own style so do not
blame me if you think these tactics lead nowhere. Do not
"Ah, the same words I have heard just an hour ago from try to copy them a 100%. I will not give a unit by unit
Sir Gangrae. I know that many Knights feel the same, description but rather give you some ideas and maybe
they even seem to be ashamed to sit back and wait for our something to think about.
reinforcements to arrive. But let me tell you something
my fearless little Knight. The days of Sir Lancelot and his In a 2000 pt game the new army composition requires at
kindred are over. A hundred years ago lady Kristell least a General and three Core Units while it limits us in
would have turned Blacktooth’s warband into a couple of the Special and Rare choices. This is a good thing as it
nice and harmless frogs but nowadays such might does leads to a more balanced game. Let us start with army
not exist any longer. Of course our Enchantresses can composition and unit choice.
send magic fire through the ranks of our foes while the
Knights of the King advance like a storm from hell, but WHAT TROOPS ARE WE TO
we have lost our Heroes. An unknown noble from CHOOSE?
Parravon has introduced crossbows in his army and we While it is mainly a question of taste you should start
have heard from Dwarfs who can walk and shoot their with a little bit of background here. Not every Bretonnian
damned blackpowder weapons and are even able to hit army consists of Knights, Knights and more Knights. Not
something. Where are the times when I was a young every unknown lord has a large company of Knights
Knight and we fought side by side with Karim around him while on a crusade. You might find all
Ironbreaker and his Dwarfs against an invasion of Dark different types of Knights in one place. But a word of
Elves? We had a good laugh when we saw the handguns warning: It is very uncommon to see all types of Knights
exploding or Dwarfs trying to reload their strange on the same battlefield. While it is technically not
weapons till the end of battle. Let me tell you what would impossible to field them all in a rather small 2000 pt
have happened if I had supported Gangrae’s wish for army this definitely violates background. At least if it
early revenge. Blacktooth might be a barbarian creature happens all the time.
but he is not dumb. Isenheim is just a trap and we have
The Unofficial BRETONNIAN Army Book Version 1.1 Page 30(39)

Some Bretonnian Armies might field just their General STRENGTH AND WEAKNESSES
and a unit of ten Knights and the rest consists of Men-at- Bretonnia normally do not use war machines. This might
Arms, Swordsmen, Longbowmen and so on. Having said lead to a situation that your opponent shoots at you while
that, Knights of the Realm are the most common type of you have to try and get in range first. But we have the
Knights, so every army should start at least with one unit Blessing of the Lady, if you face a shooty army use it.
of them.
Normally the Knights are our match winners. So do not
To provide some firepower take a unit or two of risk them at all cost. Remember a story of the old Empire
Longbowmen and some Halberdiers to protect them and book about some Knights who attacked a "strange
you have a good and solid centre for your army. Troop Empire war machine" (a hellfire gun) and got shredded to
strength is of greater importance in 6th edition than it was pieces. It might be very Bretonnian like to ignore all
before. Take strong and large infantry units as ten threats, but it starts getting boring after some games.
Swordsmen might not be able to do anything. Instead try to field supporting units. Knights are
vulnerable to flank attacks due to the fact that their speed
In the UBAB there are several troop types that add some might bring them in the very heart of the enemy line. So
flair and are not useless either. Dog Handlers for example try to have another unit of Knights at the side of your
are wonderful flanking forces or can be used to protect main regiment or use Mounted Squires.
your General if he or she is dismounted.
Bretonnia is a land full of magic. Do not hesitate to
Rangers are a Rare choice but they are good and you can choose a General and make the rest of the characters
avoid taking Grail Knights every time you design a 1500 Wizards of some kind.
pt army. Rangers are ideal troops to get rid of war
machines or get your hands fast on a table quarter. SOME TACTICS THAT HAVE
Bretonnians may now use some war machines. Take
PROVEN THEIR WORTH
them if you play a siege. Crossbows are now the second All examples are for 1500-2000 pt armies:
choice of long range weapons. You might even fancy
them and just use crossbows. They are sometimes the The trap: This tactic uses an army that is near to a
better choice, especially against T4 armies. But always shooty version of troop choice. Take Rangers, many
keep in mind that this might mean that you ignore the Crossbowmen, at least two units of Longbowmen, Dog
special abilities of Bretonnian Longbowmen. Their Handlers and just two units of Knights (preferably
Arrowhead Formation allows them to deploy in small Knights of the Realm). Deployment is important here,
areas which might lead to some tactical advantages. crossbows in the centre, longbows at each side with
Knights on each flank. Dog Handlers function as a kind
SOME IDEAS ABOUT THEMES of reserve while the Rangers have to hunt the opponent's
I have already mentioned that Bretonnia has a rich mages and war machines. Take just one Hero and two
background, so try and create a story behind your army – level two Enchantresses. The idea behind this is to force
most players enjoy getting familiar with their troops the opponent to approach you. Hold back the Knights
instead of having anonymous units – it also helps you to until they can charge. Annoy with magic. If the opponent
decide what troops to choose. chooses to attack your centre the Knights move to the
flanks. If he smells the trap and concentrates on one flank
Let’s have a look at some possibilities: try to wheel the centre around, even avoid combat with
your Knights (or better make it seem so). This worked
The shooty army: An all shooty army is possible and quite nice against High Elves, Orcs and Skaven. Don’t try
with the introduction of crossbows might also lead to to shoot it out against Wood Elves or Empire though.
some victories.
Rolling Thunder: this tactic relies heavily on Knights.
The all Knights army: Interesting idea if you fancy a Take Knights and mainly Longbowmen. Try to advance
kind of fast raiding force. Make it half Knights and half steadily. Don’t spread your line. Your opponent might
Mounted Squires and characters. make a bad move when he sees thirty Knights attacking
his flank. Use units of 10-15 Longbowmen and move
The all infantry army: The very opposite of the above them into firing position.
mentioned. Make it a defensive army or perhaps create a
very charismatic character who is followed by lots of
Peasants and some regular infantry units.

The tourney army: In every competition you normally


do not know what enemies you face. This type of army is
very well balanced and uses a wide range of troops. But
give it a central theme. There seems to be no use to “try
out” every available unit. Take a strong General to lead
your Knights and perhaps a Battle Standard Bearer to
secure your infantry. Take a Wizard to be either
defensive or take two and use them for offence.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 31(39)

HEROES OF BRETONNIA
Bretonnia is a land of Heroes. Its history is replete with crusades, but recently, a tradesman who travelled through
stories of great kings, dragonslayers, enchanters and Araby for many years and now was trying to sell his
others. In the 5th edition army book several of them are merchandise, testified, that he had seen the sword being
mentioned, such as: Louen Leonceur, Repanse de carried by one of the nomad chieftains.
Lyonesse, Baron Odo d’Outremer, Bertrand the Brigand,
Tristran le Troubadour, Jasparre le Beau, the Green Luis set out on the journey without hesitation, but on the
Knight and Morgiana the Fey Enchantress. way across the sea, his Tilean ship crashed on the shores
of Araby. Luis was the only one to survive. Walking on
The following special characters can be used without the the beach he came upon a rocky place with deep ravines
permission of your opponent (assuming that you have and many caves. In one of these ravines, he found a lion
already agreed to use this unofficial army list), but must fighting with a dragon. It was obvious that the lion stood
be used exactly as presented and cannot be given any no chance against the beast and Luis' honour bade him to
equipment or magic items beyond what is presented here. help the weaker of the two opponents. He drew his sword
and joined the fight and after a long and tiring battle
EDOUARD DE BRACY defeated the dragon. When the lion saw that Luis had
Your army may include Edouard de Bracy as a Paladin. helped him, he joined the good Knight on his journeys.
He may only be chosen to lead a unit of Men-at-Arms or
Foot Knights. No matter where Luis went, the lion was always
following him and was as tame as a cat, but when Luis
Edouard de Bracy hails from the south of the Duchy of fought in a battle, the lion fought by his side with all his
Carcassone, near the Skaven lairs. He is famously tough, strength.
seemingly immune to the many plagues and illnesses that
sweep that area. Edouard de Bracy is renowned for his Soon, his renown in Araby was great, for Arabs feared
huge size, his thick black beard, and the skill with which lions, who are known as the rulers of the desert lands.
he wields his two-handed sword, Perdition. In battle he Why, with the lions help, Luis even managed to get the
fights on foot surrounded by his followers. sword back from the nomads and when he returned back
to Bretonnia, his faithful lion came with him.
You may include Edouard de Bracy in your army, but he
counts as two Hero choices. You may include Luis the Lion in your army, but he
counts as two Hero choices.
Edouard de Bracy ................................... 125 points
M WS BS S T W I A Ld Luis the Lion ............................................155 points
Edouard de Bracy 4 5 3 4 4 2 5 3 8 M WS BS S T W I A Ld
Luis 4 5 3 4 4 2 5 3 8
Equipment: De Bracy is armed with Perdition (Great Bretonnian warhorse 8 3 0 3 3 1 3 1 5
Weapon) and heavy armour and always fights on foot. Lion 8 4 0 5 4 2 5 3 8

Special Rules: De Bracy has the Knight’s Virtue and the Equipment: Luis uses a hand weapon. May use great
Virtue of Knightly Temper. weapon (+4 pts) and lance (+4 pts). May wear heavy
armour (+4 pts) and/or shield (+2 pts).
Fortitude: Edouard de Bracy is incredibly tough;
seemingly immune to disease and wounds alike. In battle, May ride warhorse (+10 pts) that may be barded (+4 pts).
he is able to shrug off cuts and slashes that would cripple
a lesser man. The first time de Bracy suffers a wound in Special Rules: Luis has not pledged to seek the Grail, but
battle roll a D6. If the result is equal to or lower than his instead took over the rule from his father. Therefore, he
Toughness, disregard the wound as if it never occurred. If has the Knight's Virtue.
the roll is higher then he is wounded as normal. In either
case he suffers all subsequent wounds as usual. Fear: Lions are big and dangerous animals. The nomads
of Arabian deserts rightly fear them. Luis' lion therefore
Perdition: This is the two-handed sword passed down causes Fear as described in the rulebook.
through the de Bracy family for generations. In the hands
of a de Bracy it becomes a peerless weapon, striking Lion pet: The lion always fights with Luis. If Luis is
down even the fiercest enemies in a blur of steel. killed, the lion will remain on the spot to defend the body
Perdition adds +1 to de Bracy’s Initiative. of its master. It will stay in the spot, where his master has
fallen and will attack any enemy unit, coming within 5".
Edouard de Bracy is a Knight and is therefore protected If the lion is killed, Luis will become subject to Hatred
by the Lady’s Blessing. towards all enemies.

LUIS THE LION Luis the Lion is a Knight and is therefore protected by the
Luis was the oldest son of a Duke of Parravon. When he Lady’s Blessing, he is an Expert Lancer and may use the
was no more than 16 years old, he set out on his errant Lance Formation.
quest - to bring home an old relic sword that once
belonged to his great great grandfather. It was lost when
his predecessor died in one of the countless battle of the
The Unofficial BRETONNIAN Army Book Version 1.1 Page 32(39)

MARCUS DE MALPLAQUET Equipment: Melcharion is armed with a sword (hand


Your army may include Marcus de Malplaquet as a weapon).
Paladin. If you decide to use Marcus de Malplaquet he
may not join a unit. Special Rules: Melcharion is a 4th level wizard.

Marcus de Malplaquet is a Redeemer Knight, disgraced Master of magic: Melcharion is a master of magic and
by an act of dishonour and shunned by all other need not roll to see which spells he has access to. He can
Bretonnians. Out of spite, Marcus refused to go to the aid freely pick any spell from either the Fey Magic or
of a rival Knight he despised, under attack by an Orc Bretonnian Enchantments list, but cannot choose any
horde. The destruction of the Knight's castle and the sight other type of spells.
of the burning roused him to action, but far too late to
save his neighbours: stricken off the Lists of Honour by Immune to psychology: Melcharion is as old as the land
King Louen himself, Marcus lost his domain and his itself and has seen all there is to see. He is not afraid of
followers. He is a common sight on battlefields, shorn of anything and is therefore immune to Psychology.
his crest and all devices and clothed solely in black and
grey. He is not permitted to associate with the other
SIR GAUNT OF THE MOUNTAIN
Sir Gaunt is the son of the Duke of Couronne. As such he
Bretonnians, but rides into battle grim and silent, seeking
is the nephew of the King of Bretonnia and the heir to the
to complete his Task of Redemption by an act of
unsurpassed courage. throne of the Kingdom. He is an immaculate gentleman
and an expert warrior and dandy, always wearing the
You may include Marcus de Malplaquet in your army, latest in armour fashion.
but he counts as two Hero choices.
Being a restless soul Sir Gaunt is a Questing Knight,
always seeking to find the Grail. His journeys have taken
Marcus de Malplaquet............................ 120 points him all across the Old World and he has had many great
M WS BS S T W I A Ld
adventures often used in popular chansons. One such
Marcus de Malplaquet 4 5 3 4 4 2 5 3 8 adventure was the vanquishing of the dragon of
Bretonnian warhorse 8 3 0 3 3 1 3 1 5 Grondike. Although successful in the adventure Sir Gaunt
was cursed by the witch of Grondike with a powerful
Equipment: Marcus is armed with a lance, heavy
spell.
armour, and a shield.
You may include Sir Gaunt in your army, but he counts
Rides: Marcus rides a Bretonnian warhorse with barding.
as two Hero choices.
Knightly Virtues: Marcus has the Knight’s Virtue.
Sir Gaunt..................................................200 points
Special Rules: Tarnished Honour: Marcus may not lead M WS BS S T W I A Ld
or join any Bretonnian units. He always operates as an Sir Gaunt 4 5 3 * 4 2 5 3 8
Bretonnian warhorse 8 3 0 3 3 1 3 1 5
independent single character. If Marcus is killed or flees,
he does not force nearby Knights to test, although
Equipment: Sir Gaunt is armed with a lance, a sword
commoners test as normal.
(hand weapon), heavy armour, and a shield.
Stubborn: Marcus seeks to restore his honour by
displaying great courage on the field of battle, stubbornly Rides: Sir Gaunt rides a barded Bretonnian warhorse
called Gringolet.
refusing to flee even when he is heavily outmatched. The
Stubborn rules therefore apply to him.
Knightly Virtues: Sir Gaunt has the Questing Virtue and
the Virtue of Legendary Renown.
Marcus de Malplaquet is a Knight and is therefore
protected by the Lady’s Blessing and is an Expert Lancer.
Special Rules: Due to the curse of Grondike Sir Gaunt’s
MELCHARION THE ARCH MAGE strength grows and wanes throughout the day. When the
Melcharion was the Arch Mage of Bretonnia, but has game starts roll a D6 to determine his initial strength.
been missing since the appearance of Morgiana le Fey. Each player turn his strength is then increased by one,
Rumoured to be as old as the world itself, and only part until it reaches ten. On the following turn his strength
human, Melcharion was the greatest wizard of Bretonnia starts to decrease by one each player turn, until it reaches
in his time. He served as chief counsellor to several one. The turn after it again starts to increase, and so on.
Bretonnian Kings and is said to have had a hand in
making Gilles le Breton himself King of all Bretonnia. Knightly Gentleman: Being a great romantic Sir Gaunt
can never attack a female and enemy women will have to
You may include Melcharion in your army, but he counts roll an Ld test before being able to attack him or target
as both a Lord and a Hero choice. him with a spell. Failure of the test means that the Lady
cannot attack Sir Gaunt but is free to attack any other
target.
Melcharion the Arch Mage .................... 350 points
M WS BS S T W I A Ld
Melcharion the Arch Mage Sir Gaunt is a Knight and is therefore protected by the
4 3 3 3 4 3 3 1 8
Lady’s Blessing, is an Expert Lancer and may use the
Lance Formation.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 33(39)

ABBOT TURPIN
Abbot Turpin is the head of the large Grail chapel at
Roncevalles near Quenelles. Although not a Knight, he
often fights in defence of the chapel or the nearby
villages. He fights on foot, wielding a morning star and
bearing the Standard of Roncevalles. Abbot Turpin is a
hugely inspirational figure, leading his fellow
Bretonnians in prayers to the Lady of the Lake and filling
his followers with determination to win at all costs.

Your army may include Abbot Turpin as a Paladin.

Abbot Turpin........................................... 125 points


M WS BS S T W I A Ld
Abbot Turpin 4 5 3 4 4 2 5 3 8

Weapons/Armour: Abbot Turpin is armed with a


morning star.

Rides: Abbot Turpin always fights on foot.

Knightly Virtues: Although Abbot Turpin is not a


Knight, he has the Virtue of Purity.

Special Rules: Abbot Turpin is fearless in the service of


the Lady and is therefore Stubborn.

Inspirational: If Abbot Turpin leads a unit of


Longbowmen, Crossbowmen, Spearmen, Swordsmen, or
Halberdiers, his piety and leadership inspires them to
stand their ground in combat. They become Stubborn.

Standard of Roncevalles: The Standard of Roncevalles –


a golden Grail upon a green field with white stars - is the
banner of an ancient Grail Knight. Abbot Turpin carries it
into battle to stiffen the resolve of the Bretonnians. Abbot
Turpin counts as a Standard Bearer. Note that if the unit
Abbot Turpin is leading flees and is pursued, his standard
is not captured unless he is killed.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 34(39)

APPENDICES
1 unit of Knights Errant (7)
THE HUNTER’S 1 unit of Dog Handlers (5 Dogs, 2 Handlers)
1 unit of Spearmen (10)
MOON CAMPAIGN 1 unit of Mounted Squires (5 models, armed with spears
and bows)
The Hunter's Moon Campaign is a series of connected 1 unit of Squires (10 models, armed with longbows)
scenarios that can be played to get acquainted to the new
Bretonnian army list presented in this book. Orc & Goblin Advance Guard
Up to 750 points, 1 Hero-level character (the General), no
The Hunter’s Moon occurs at the end of the Harvest and Shamans.
its bright golden light is welcomed by Bretonnians, for it
not only marks the end of the crop-growing season but Any troop types, except: Black Orcs, Squig Herds,
allows them to hunt late into the night. In this battle its Chariots, Trolls, Giants, Night Goblin Fanatics or War
light was an omen of fortune; for it helped them repulse a Machines.
sudden Orc attack.
Battlefield: Much of the battlefield is forested. Generate
The young Knight Berengar de Valois and his household terrain using the Realms of Men terrain table located on
troops had ranged deep into the forested foothills of the page 222 of the rulebook. Re-roll results of 9, 10, and 12.
Grey Mountains on a hunting expedition. Settling down
for the night after a long day, their sentries were Deployment: Use the Deployment rules from Scenario 8:
suddenly attacked by the wolf riders of Warlord Shagrat, The Fall of Chaqua from the Warhammer rulebook (page
whose troops were descending from the mountains for a 211). Ignore the Special Rule that makes the defenders
slave-gathering raid. Desperately rallying, the immune to Panic.
Bretonnians fought hard to keep the Orcs at bay as
messengers raced back to the nearest villages to arrange Who goes first? The Orc & Goblin player goes first.
the defenses.
Length of game: Follow the rules for Scenario 8.
Although Berengar and his men fought well, they were
outmatched and outnumbered. Barely able to keep his Special Rules:
retreat from becoming a rout, Berengar and his survivors Dark Woods: The ranges of all missile weapons are
fell back on the twin villages of Plancenoit and La Haye, halved. Bretonnians shoot at an additional –1 to hit.
where the peasants were hastily gathering. Forming the
peasants into a skirmish line on the edges of the two Victory Conditions: Follow the Victory Condition
hamlets, he grouped his men in the centre and waited guidelines for Scenario 8: The Fall of Chaqua. For each
desperately for reinforcements to arrive. unit that the Orc & Goblin player manages to exit off the
table edge, he gains 200 victory points. If the Bretonnians
Warlord Shagrat wasted no time assaulting the hamlets. manage to win this battle they gain 600 victory points.
Several times the Orcs poured into the villages, only to be
repulsed by furious counterattacks from Berengar’s DESPERATE HOURS
Knights Errant. As the moon began to sink, fresh Overview: The surviving hunters have retreated to two
Bretonnian Knights and men-at-arms began to arrive on nearby hamlets, whose peasants have banded together
the field of battle. As dawn broke, the Orc band slunk and begun to barricade the streets. As the Orcs begin to
back into the woods empty-handed and the exhausted pour out of the forest, a troop of longbowmen from a
defenders gave thanks to the Lady that they had been nearby watchtower marches up – the last reinforcements
spared. The surviving Knights Errant won their spurs for what will seem an eternity.
that day, knighted by Berengar de Valois himself.
Armies: The Bretonnian army consists of all surviving
RUDE AWAKENING models from the first scenario, plus the following:
Overview: In this scenario, a hunting party of
Bretonnians is ambushed at night by the advance guard of 2 units of Peasants (20 models each, armed with
an Orc raiding band. Surprised and unable to see far in longbows)
the dark woods, the desperate Bretonnians must delay the 1 unit of Longbowmen (21 models)
Orcs for as long as possible to give the nearby villagers Valerie d’Hautbois (Enchantress, level 2, mounted on a
time to muster. Bretonnian warhorse)

Armies: The Bretonnian hunting party contains the The Orc & Goblin army consists of all surviving models
troops listed below. The Orc and Goblin player is free to from the first scenario, plus up to 400 additional points,
choose from his army list given some restrictions which with the following restrictions:
are listed below.
No Lord-level characters.
Bretonnian Hunting Party
Berengar de Valois (General) (Paladin, warhorse, heavy Any troop types, except: Black Orcs, Squig Herds,
armour, shield, lance, Knight’s Virtue, Virtue of Chariots, Trolls, Giants, Night Goblin Fanatics or war
Discipline) machines.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 35(39)

Home Ground: The Bretonnians are desperate to protect


Battlefield: The battle takes place in and around two their villages from capture. All Bretonnian units are
small hamlets. Use the map on page 203 of the immune to Panic.
Warhammer book. Place a small village on each end of
the Bretonnian deployment zone. The Bretonnian player Battlefield Commander: If Berengar de Valois has
may place one 6” wall section (the barricade) within each survived, he remains the army general, even if Lord level
village’s boundary. Generate additional terrain as desired characters are now present.
using the Realms of Men terrain table located on page
222 of the rulebook. Re-roll results of 10, 11, and 12. Reinforcements: Bretonnian reinforcements are
constantly arriving throughout the battle. All
Deployment: Use the Deployment rules from Scenario 2: reinforcements begin on the Bretonnian player’s table
The Battle of the Necropolis from the Warhammer edge. The turn they arrive they can act normally; moving,
rulebook (page 201). charging, shooting, etc. At the beginning of the scenario
the Bretonnian player automatically receives 400 points
Who goes first? The Orc & Goblin player goes first. chosen from: Hero-level characters, Men-at-arms,
Longbowmen, Squires, Mounted Squires, Knights Errant,
Length of game: The game lasts six turns. and/or Knights of the Realm. At the beginning of each
Bretonnian movement phase, the Bretonnian player rolls
Special Rules: 1D6. On a 4 or 5, he receives 300 points of
The Hunter’s Moon: The light of the moon is such that all reinforcements that turn. On a 6, he receives 400 points.
missile ranges are now normal. Bretonnians no longer These reinforcements can be chosen from the Bretonnian
suffer the –1 to hit. army list, with no restrictions except the following: No
Grail Knights, up to 1 unit of Questing Knights total.
Home Ground: The Bretonnians are desperate to protect
their villages from capture. All Bretonnian units are Victory Conditions: A village is considered captured if
immune to Panic. at the end of any turn there is an Orc & Goblin unit of at
least five models and no Bretonnian models inside it. If
Victory Conditions: A village is considered captured if the Orcs & Goblins have captured both villages at the end
at the end of any turn there is an Orc & Goblin unit of at of any of their turns, they receive a bonus of 400 victory
least 5 models and no Bretonnian models inside it. If the points.
Orcs & Goblins have captured both villages at the end of
any of their turns, they win the campaign automatically. DETERMINING THE CAMPAIGN
VICTOR
DAWN OF HOPE This campaign is designed to provide an enjoyable
Overview: The defenders have barely managed to hold showcase of the new unofficial Bretonnian army list. It is
out against the first attacks. Now, Warlord Shagrat designed to be very difficult for the Bretonnian player at
himself musters his army for one final assault. first. Later on it becomes progressively more difficult for
Meanwhile, Bretonnian reinforcements have begun the Orc & Goblin player to win, as the Bretonnians
arriving. As Berengar de Valois thrusts his new troops become immune to Panic and their reinforcements start
into the line of battle, the Orcs raise a savage war chant arriving in large numbers. If the Orc & Goblin player can
and begin a furious final charge. capture both villages during the Desperate Hours
scenario, he wins the campaign outright, since his goal is
Armies: The Bretonnian army consists of all surviving to raze the villages and capture slaves and the bulk of the
models from the previous scenario, plus reinforcements Bretonnian army is too far away to stop this. Apart from
(see the special rule below). this instant win for the Orc player, the winner of the
campaign is the player with the greatest total victory
The Orc & Goblin army consists of all surviving models points from all three scenarios.
from the previous scenario, plus 600 additional points,
with the following restrictions: Hints: The Bretonnian has to delay the Orcs as long as
possible in the first scenario, without losing many troops.
Any troop types, except: Chariots, Giants or Snotling Since it is so difficult for the Bretonnians to shoot, it may
Pump Wagons. be tempting to close into hand-to-hand combat.
Remember though that you need as many survivors as
Battlefield: Exactly the same as in the previous scenario. possible to defend the villages later!
Deployment: The same as the previous scenario. The Orc & Goblin player has to hammer the Bretonnians
in the first scenario, and then take the villages quickly in
Who goes first? The Orc & Goblin player goes first. the second scenario in order to win the campaign
outright. If you do not succeed in doing this, your best
Length of game: The game lasts six turns. chance is in the first few turns of the final scenario, while
you still outnumber and outclass them before the
Special Rules: Bretonnian reinforcements arrive.
The Waning Moon: The moon is beginning to go down.
Missile ranges are still normal but the Bretonnians suffer
the –1 to hit while shooting.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 36(39)

CHARACTERS
ALTERNATE Barons and Paladins may be taken, without any sort of
virtue, at their listed base cost and are in this case
ARMIES considered commoner characters.
Some Bretonnian armies are composed for special CORE UNITS
purposes. The following army lists should be considered Squires, Mounted Squires, Longbowmen, Crossbowmen,
optional and only used if agreed on before the battle. Spearmen, Halberdiers, Swordsmen and Peasant Rabble.

SIEGE ARMIES SPECIAL UNITS


0-1 units of Dog Handlers, 0-1 units of Rangers,
Some Bretonnian Barons are known as expert besiegers. Trebuchet and Ballista.
Many of them are from Parravon and are equally adept at
constructing impenetrable castles or bringing down the RARE UNITS
walls of enemy fortifications. They travel from enemy Dogs of War.
fortress to enemy fortress laying siege to them and
breaking them wholesale. Such an army is never
accompanied by Grail Knights and pick its units from the ERRANTRY WAR
following list:

CORE UNITS
ARMIES
A minimum of one unit of Knights Errant must be taken
Foot Knights, Longbowmen, Crossbowmen, Spearmen, for each other unit of Knights. The Foot Knights
Halberdiers, Swordsmen and Peasant Rabble. represent Errant Foot Knights, who swore the oath of
Errantry, but did not own a horse. Squires are more rare
SPECIAL UNITS as it seems that during times of Errantry Wars, typically
Knights Errant, Knights of the Realm, Squires, Mounted
the first group of people to become Errants were the
Squires, Trebuchet and Ballista.
Squires.
RARE UNITS CORE UNITS
Questing Knights, 0-1 units of Rangers and Dogs of War. Knights Errant, Knights of the Realm, Foot Knights (with
THE LARGE WOODEN RABBIT -1 WS, -1 Ld and -1 point), Longbowmen, Spearmen,
Halberdiers, Swordsmen and Peasant Rabble.
The Large Wooden Rabbit is a siege engine that can be
purchased in a siege scenario for 150 points. It is a large SPECIAL UNITS
wooden rabbit that is hollow on the inside, with room for
Questing Knights and Crossbowmen.
ten Bretonnian foot soldiers.
RARE UNITS
The Large Wooden Rabbit is rolled up to an enemy's Squires, Mounted Squires and 0-1 units of Grail Knights.
castle gate (with the ten men inside, don't forget). The
enemy must pass a leadership test on the enemy General's
leadership value at -2. If the enemy fails the test, the CRUSADING ARMIES
Large Wooden Rabbit is taken inside as a trophy, and the Bretonnia is a land full of heroes who have sworn to
gates are closed. The troops inside can charge out from defend their country against any foe. However,
the Rabbit during their own charge turn. If the enemy sometimes they also go to war abroad. Either to trace a
makes the leadership test, the Large Wooden Rabbit is fleeing foe, bring back enslaved Bretonnians or simply to
rolled inside and quickly loaded onto a catapult. The help friendly nations or an aristocrat. Revenge is another
Rabbit is then fired at a unit of the Bretonnian army cause to call to arms and lead ones army to foreign
(enemy's choice). Damage and scatter dice are rolled as countries.
normal for a stone thrower. All riders inside the Rabbit
are automatically killed. Crusading armies have to deal with different
circumstances and that’s why we have created three
A second siege engine, "The Large Wooden Badger" may alternative army lists. But be aware; you won’t be able to
be constructed if the Wooden Rabbit fails. follow the honourable path if being abroad without the
help of fellow Knights!
PEASANT HORDE The following alternate army lists should be seen as what
ARMIES they are; alternate. But from time to time it might be fun
to try something different. Especially the Fast Expedition
It happens that Bretonnian settlements are attacked Force is not too unlikely to be seen while the Holy
surprisingly and without warning. Under such dire Crusade Army is very special.
circumstances there might not be time to gather a
Knightly host to counter the threat and the Peasants will GENERAL RULES FOR CRUSADING
have to deal with their enemies themselves. ARMIES
The Baron is the only Lord choice you can take as the
others are normally too occupied within Bretonnia. No
Grail Knights are allowed. Crusading armies do not
benefit from the Blessing of the Lady.
The Unofficial BRETONNIAN Army Book Version 1.1 Page 37(39)

HOLY CRUSADE ARMY


A Bretonnian noble might wish to bring his dogs with Sometimes it happens that a very charismatic person
him. If you do so the dogs operate as kind of body guard gathers all sorts of individuals around him or her in order
for their master and he or she functions as their dog to fulfil the will of god (or the will of the person). This
handler (he or she replaces the Dog Handlers of the list). sort of crusade can have strange outcomes and might
If the Bretonnian noble is mounted this slows him or her gather the most different people under one banner. To
down to the 6" movement of the dogs (even for attacking) represent the more chaotic style of this army apply the
and he or she cannot join any units. In this respect the following rules.
dogs do not occupy any army slot (they do not count as
unit of their own). Unaffected by army size you can not have more than two
character choices. One normally represents the
Dogs of war, if one likes it or not, are of more importance charismatic leader.
if you operate outside your mother country. Some
crusades have lasted for years and the loss of Bretonnian CORE UNITS
lives have had to be equalised with troops from other You have to take at least one unit of Peasant Rabble per
nations. Sometimes the leader of a crusade might find it a 1000 points, as townsfolk are more easily inspired than
good idea to use troops more familiar with the terrain he hardened warriors.
has to face. Therefore a Crusading Army is free to muster
Dogs of War as Special Units instead of Rare. However, For the rest of the army use the Knightly Crusading Army
Bretonnians will not hire any non-human mercenaries composition chart but you have to roll dice before the
(use the list from WD). You can also choose to take game to decide if each unit is willing to follow this
Empire and/or Dwarf Core Units as mercenaries (they are special call to arms. You cannot have more than one unit
treated as Rare choices). of a single troop type with the exception of Peasant
Rabble. Roll a D6for each troop type. On a 1-3 the leader
THE FAST EXPEDITION FORCE of the crusade has failed to convince them to join and on
Sometimes speed is more important than anything else! a 4-6 they are coming with him or her.
(Last words of Duke Mareshall de Chretien while
heading after some Goblin raiders)

CHARACTERS
The Fast Expedition Force must be lead by a mounted
Baron or Paladin and may include 0-1 mounted
Enchantresses or Battle Wizards.

CORE UNITS
Knights Errant and Knights of the Realm

SPECIAL UNITS
Mounted squires and any mounted Dogs of War

RARE UNITS
0-1 units of Questing Knights and 0-1 units of Empire
Knights (no inner circle)

KNIGHTLY CRUSADING ARMY


The ordinary Crusading Army can use more troops as
preparation time lasts normally longer, but remember the
general rules for such armies.

CORE UNITS
0-1 units of Knights of the Realm, Knights Errant,
Longbowmen, Spearmen, Swordsmen and Halberdiers

SPECIAL UNITS
Crossbowmen, Squires, Mounted Squires, 0-1 units of
Foot Knights, Dogs of War, 0-1 Ballistae (without the
special rules as Ballistae are carried with the Crusading
Army due to their lighter weight) and 0-1 Trebuchets
(can only be used in sieges as it is normally built where it
is needed).

RARE UNITS
0-1 units of Questing Knights, 0-1 units of Rangers and
Empire or Dwarven Core Units as stated under general
rules
The Unofficial BRETONNIAN Army Book Version 1.1 Page 38(39)

REFERENCE

BRETONNIAN UNITS
Lords M WS BS S T W I A Ld Special rules
Baron 4 6 3 4 4 3 6 4 9 Lady’s Blessing, Lance Formation, Expert Lancer, Virtues
Fey Enchantress/Wizard Lord 4 3 3 3 4 3 3 1 8 Fey Magic or Enchantments/Beasts, Fire, Metal, Life, Heavens or
Light lores.
Heroes M WS BS S T W I A Ld Special rules
Paladin 4 5 3 4 4 2 5 3 8 Lady’s Blessing, Lance Formation, Expert Lancer, Virtues
Enchantress/Battle Wizard 4 3 3 3 3 2 3 1 7 Enchantments/Beasts, Fire, Metal, Life, Heavens or Light lores.
Core units M WS BS S T W I A Ld Special rules
Knight Errant 4 3 3 3 3 1 3 1 7 Lady’s Blessing, Lance Formation, Expert Lancers, Knight's Virtue,
Reckless
Knight of the Realm 4 4 3 3 3 1 3 1 8 Lady’s Blessing, Lance Formation, Expert Lancers, Knight's Virtue
Longbowman 4 3 3 3 3 1 3 1 7 Arrowhead Formation
Spearman 4 3 3 3 3 1 3 1 7
Halberdier 4 3 3 3 3 1 3 1 7
Swordsman 4 3 3 3 3 1 3 1 7
Peasant 4 2 2 3 3 1 3 1 6 Skirmish, Fear all enemy except other Peasants, do not cause Panic
tests for non-Peasant units cannot use General's leadership.
Special units M WS BS S T W I A Ld Special rules
Crossbowman 4 3 3 3 3 1 3 1 7
Squire 4 3 3 3 3 1 3 1 7 Skirmish
Mounted Squire 4 3 3 3 3 1 3 1 7 Fast Cavalry
Dog Handler 4 3 3 3 3 1 3 1 7 See army list
Dog 6 3 0 3 3 1 3 1 5 Immune to all Psychology and break rules when in close combat
Foot Knight 4 4 3 3 3 1 3 1 8 Lady’s Blessing, Knight's Virtue
Rare units M WS BS S T W I A Ld Special rules
Questing Knight 4 4 3 4 3 1 4 1 8 Lady’s Blessing, Lance Formation, Expert Lancers, Questing Virtue
Grail Knight 4 5 3 4 3 1 4 1 9 Lady’s Blessing, Lance Formation, Expert Lancers, Grail Virtue
Ranger 4 3 4 3 3 1 3 1 7 Skirmish, Scout
Trebuchet - - - - 7 3 - - - See army list
Crewman 4 3 3 3 3 1 3 1 7
Ballista - - - - 7 3 - - - See army list
Crewman 4 3 3 3 3 1 3 1 7
Champions M WS BS S T W I A Ld Champion's unit
Champion 4 3 3 3 3 1 3 2 7 Knights Errant
Champion 4 4 3 3 3 1 3 2 8 Knights of the Realm, Foot Knights
Champion 4 4 3 4 3 1 4 2 8 Questing Knights
Champion 4 5 3 4 3 1 4 2 9 Grail Knights
Marksman 4 3 4 3 3 1 3 1 7 Longbowmen, Crossbowmen, Squires
Marksman 4 3 5 3 3 1 3 1 7 Rangers
Sergeant 4 3 3 3 3 1 3 2 7 Spearmen, Halberdiers, Swordsmen, Mounted Squires
Steeds M WS BS S T W I A Ld Special rules
Hippogriff 6 5 0 5 5 4 5 4 7 Large target, Fly, Terror
Pegasus 8 3 0 4 4 3 4 2 6 Fly
Unicorn 9 5 0 4 4 1 6 2 10 +2S on charge, +2 dispel dice to dispel
Bretonnian warhorse 8 3 0 3 3 1 3 1 5 No movement penalties for barding

FEY MAGIC ENCHANTMENTS


1 Call Lightning....................................................... 7+ 1 Fleetness of Foot................................................... 5+
Range 36". D6 Strength 4 hits. Increases movement by D6”. Lasts one turn.
2 Glamour ................................................................ 7+ 2 Dance of Lights .................................................... 6+
Transfix enemy unit. Remains in play. Transfix enemy unit unless Ld test. Remains in play.
3 Blessed Warriors .................................................. 9+ 3 The Lady’s Favourite .......................................... 7+
Range 24". Unit may re-roll failed to hit. Lasts one turn. Target may re-roll any and all dice rolls. Remains in
4 Hallucinatory Terrain.......................................... 9+ play.
One unit is in difficult terrain. Remains in play. 4 Stir Emotions........................................................ 7+
5 Polymorph........................................................... 10+ Target unit Hates all enemy.
Range 12". Target becomes harmless. Lasts until 5 Summon Faeries................................................... 7+
dispelled. Range 24". 2D6 Strength 3 hits.
6 Healing Aura....................................................... 12+ 6 Incite Fear............................................................. 8+
Heal any wound on 4+. Lasts one turn. Range 24". Target Fears all Bretonnian Knights. Remains
in play.

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