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