| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Lady Élisse Duchaard | - | 4 | 3 | 3 | 4 | 5 | 3 | 2 | 8 | 225 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sir Cecil Gastonne | 4 | 7 | 3 | 4 | 4 | 3 | 5 | 4 | 9 | 165 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| The Green Knight | - | 7 | 3 | 4 | 4 | 4 | 6 | 4 | 9 | 275 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Baron | 4 | 6 | 3 | 4 | 4 | 3 | 5 | 4 | 9 | 100 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Damsel | 4 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 7 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Duke | 4 | 7 | 3 | 5 | 4 | 4 | 5 | 5 | 9 | 175 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Paladin | 4 | 6 | 3 | 4 | 4 | 2 | 4 | 3 | 8 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Prophetess | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 8 | 135 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sargent-At-Arms | 4 | 4 | 2 | 4 | 3 | 2 | 4 | 2 | 7 | 45 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Knight Errant | - | 3 | 2 | 3 | 3 | 1 | 3 | 1 | 7 | 19 |
| Bretonnian Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Gallant | - | 3 | 2 | 3 | 3 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Knight of the Realm | 4 | 4 | 2 | 3 | 3 | 1 | 3 | 1 | 8 | 11 |
| First Knight (On foot) | 4 | 4 | 2 | 3 | 3 | 1 | 3 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Man-at-Arms | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 5 | 4 |
| Yeoman | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 2 | 6 | - |
| Grail Monk | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Mounted Knight of the Realm | - | 4 | 2 | 3 | 3 | 1 | 3 | 1 | 8 | 24 |
| Bretonnian Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| First Knight (Mounted) | - | 4 | 2 | 3 | 3 | 1 | 3 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Peasant Bowman | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5 |
| Villein | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Battle Pilgrim | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 8 | 6 |
| Grail Reliquae | 4 | 2 | 2 | 3 | 3 | 6 | 3 | 6 | 8 | 65 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Mounted Yeomen | - | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 13 |
| Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Warden | - | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Pegasus Knight | - | 4 | 2 | 4 | 4 | 2 | 3 | 1 | 8 | 59 |
| Barded Pegasus | 7 | 3 | - | 4 | - | - | 4 | 2 | - | - |
| First Knight | - | 4 | 2 | 4 | 4 | 2 | 3 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Questing Knight | - | 5 | 2 | 4 | 3 | 1 | 4 | 1 | 8 | 26 |
| Bretonnian Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Paragon | - | 5 | 2 | 4 | 3 | 1 | 4 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Squire | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 7 |
| Esquire | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Field Trebuchet | - | - | - | - | 7 | 3 | - | - | - | 100 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Grail Knight | - | 6 | 2 | 4 | 4 | 1 | 5 | 2 | 9 | 38 |
| Bretonnian Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Grail Guardian | - | 6 | 2 | 4 | 4 | 1 | 5 | 3 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Barded Pegasus | 7 | 3 | - | 4 | - | - | 4 | 2 | - | +30 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bretonnian Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | +16 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Hippogryph | 7 | 5 | - | 5 | (+1) | (+3) | 5 | 4 | - | +120 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Royal Pegasus | 8 | 4 | - | 5 | (+1) | (+1) | 5 | 3 | - | +70 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Unicorn | 10 | 4 | - | 4 | - | (+1) | 5 | 2 | - | +35 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | +12 |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | - | Magical Attacks |
Any enemy model that suffers one or more unsaved wounds from the Foebreaker must immediately make a Toughness test. If the test is failed, the wounded model suffers a -1 modifier to its Weapon Skill and Attacks characteristics (to a minimum of 1) until the end of the next Combat phase.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+3 | -3 | Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | +1 | -1 | [Magical Attacks |
Any magic weapon carried by an enemy model that suffer one or more unsaved wounds from the Morning Star of Fracasse is destroyed and cannot be used for the reminder of the game.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Armour Bane (1), Immune to Psychology, Magical Attacks, Requires Two Hands |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Magical Attacks, Monster Slayer |
When making a roll To Wound for a hit caused with the Sword of Heroes, a roll of 5+ is always a success, regardless of the target’s Toughness.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks, Strike First |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Magical Attacks, Multiple Wounds (2), Requires Two Hands, Strike Last |
No description available.
Models with the Grail Vow whose troop type is ‘infantry’ or ‘cavalry’ only. The Anointed Armour is a suit of heavy armour. In addition, as long as the wearer has the Blessing of the Lady, they are immune to the Killing Blow and Multiple Wounds (X) special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound. Should the wearer ever lose the Blessing of the Lady, this effect is lost.
The Gilded Cuirass is a suit of heavy armour. In addition, its wearer has the [Regeneration (5+)] special rule.
May be worn with other armour. The wearer of the Gromil Great Helm improves their armour value by 1 (to a maximum of 2+). In addition, the wearer may re-roll any roll of a natural 1 made when making an Armour Save roll.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Chalons.
Any enemy standard captured by a unit carrying the Conqueror's tapestry is worth 100 Victory points as a trophy of war.
All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule.
A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.
If the wearer of the Antlers of the Great Hunt is mounted on a Barded Warhorse or a Warhorse, they and any unit they join gains the [Move Through Cover] special rule.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Falcon-horn of Fredemund may attempt to use it by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the [Fly] special rule.
Challenges issued by the bearer of the Gauntlet of the Duel cannot be refused.
When the bearer of the Seal of Parravon makes a roll To Hit, a roll of a 3+ is always a success, regardless of the target’s Weapon Skill.
The bearer of the Heart of the Wilds may apply a +1 modifier to any of their Casting rolls whilst within any ‘natural’ terrain feature. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain. It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
The bearer of the Prayer Icon of Quenelles increases their Dispel range by 3". Additionally, when attempting to dispel a Hex spell, the bearer of the Prayer Icon of Quenelles gains a +1 modifier to their Dispel roll.
Single use. The bearer of the Sacrament of the Lady may use it before making a Casting roll. If they do, they may apply a +2 modifier to that Casting roll. Note that this is a modifier to the result of a roll - it does not negate a roll of a natural double 1.
Single use. The bearer of the Silver Mirror may use it when attempting a Wizardly dispel. If they do so, roll and extra D6 when making the Dispel roll and discard the lowest result. Id a double 1 is rolled on any two of the dice rolled, the bearer is outclassed in the art and the dispel attempt fails. If the dispel attempt is successful, the spell is dispelled and the casting Wizard suffers a Strength 4 hit with an AP of -2.
Models with the Grail Vow only. Single use. When the wearer of the Grail Pendant loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost.
The bearer is immune to the [Poisoned Attacks] special rule. If the bearer is wounded by an attack with this special rule, the attacker must roll To Wound as normal.
Models whose troop type is 'infantry' or 'cavalry' only. The bearer is immune to the [Multiple Wounds] special rule. If the bearer is wounded by an attack with this special rule, they suffer a single wound.
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame. The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Sorrow’s End This enchanted axe has brought about the end of all manner of monsters, both man and beast alike. R S AP Special Rules Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer,Multiple Wounds (2).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Armour Bane (1), Magical Attacks, Multiple Wounds (2) |
The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (D6), Magical Attacks |
The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12" | 3 | -1 | Multiple Shots (D3), Volley Fire |
A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 48" | 8 | -3 | Armour Bane (2), Cannon Fire, Cumbersome, Move or Shoot, Multiple Wounds (D3+1) |
This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. This weapon uses the Bombard Misfire table. Bombard Misfire Table ||| |:--|:--| |D6|Result| |1|Destroyed: The weapon explodes with a thunderous noise, leaving a hole in the ground and a cloud of black smoke hanging in the air. The model is destroyed and immediately removed from play.| |2-3|Malfunction: The charge misfires, terminally inconveniencing one of the crew and knocking the war machine over. It can be righted, but it will take time. The crew immediately loses one Wound and the model fails to shoot this turn.| |4-5|Pffft: The fuse has gone out. As far as mishaps go, it is not very serious, but one of the crew will be feeling rather foolish! The model fails to shoot this turn.| |6|Boom!:The bombard discharges with an ear-splitting boom, the powerful report knocking the gun from its carriage. This weapon shoots this turn, as if a ‘2’ had been rolled on the Artillery dice, rather than a ‘Misfire’. However, it will take some time to right the toppled gun. This weapon cannot shoot during the next round.|
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-72" S5(10) AP-1(-4) | 5 (10) | -1 (-4) | Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Requires Two Hands |
A polearm has two profiles. You must choose which the unit will use when its combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase. A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Fight in Extra Rank |
A polearm has two profiles. You must choose which the unit will use when its combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase. A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks, Monster Slayer, Multiple Wounds (2) |
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies. Lady Élisse may apply a+1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray. When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1). Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
Any unit this character has joined gains the Magical Attacks special rule.
Enemy models must make a Leadership test before making any rolls To Hit against the model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
The Green Knight has a 5+ Ward save against any wounds suffered.
A unit that contains a model equipped with a Blessed Triptych gains the Stubborn special rule.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady. The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask! Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
The longbows of a unit equipped with burning braziers gain the Flaming Attacks special rule.
This gilded relic draws power away from those who would harm the servants of the Lady. Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
A unit with this special rule increases its maximum possible charge range by 1" and, when it makes a Charge roll, may apply a +1 modifier to the result. In addition, a unit with this special rule gains the Impetuous special rule.
When a unit equipped with defensive stakes is deployed, the stakes are placed in base contact with its front arc and will remain there for the duration of the game, unless the unit moves – should the unit move for any reason (including reforming), the stakes are lost and are removed from play. All measurement to and from the unit is done from the unit itself – ignore the stakes.
Enemy units can charge the front of a unit equipped with defensive stakes as normal but do not have to physically cross the stakes to do so. Instead, the front rank of a charging unit moves into base contact with the stakes, making a disordered charge and becoming Disrupted. A model whose troop type is ‘cavalry’ or ‘chariot’ must make a Dangerous Terrain test if it ends its charge move in base contact with the stakes.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain. ‘It does not include magical vortexes, open ground or hills, or any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
Once a Field Trebuchet has been placed on the battlefield during deployment, it cannot be moved by its crew during the Remaining moves sub-phase.
Note that a Field Trebuchet can still pivot freely at any time during its turn, and may make a follow up move as normal.
A unit consisting of models with this special rule may adopt a Lance formation.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
A Wizard with the 'Lore of the Lady' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or a spell from the 'Lore of the Lady'.
This character and any unit they have joined may choose to Give ground rather than Fail Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
The Crusader’s Vow is a Chivalrous Vow. A model with this Chivalrous Vow has the Veteran special rule. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character with the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
The Exile’s Vow is a Chivalrous Vow. A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
Many models in the Kingdom of Bretonnia army list have one of the following Chivalrous Vows listed among their special rules. Of those that do, some have the option to replace it with another Chivalrous Vow:
A model with this Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with a Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements. If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
Many Outcast Wizards are poorly schooled in the arcane arts. Thus, when their spellcasting falters, great calamity can befall them. When required to roll on the Miscast table, a Wizard with this special rule must roll an extra D6 and discard the highest result.
A model with this Virtue may re-roll any failed rolls To Hit made against an enemy model with a higher Weapon Skill characteristic than it.
A model with this Virtue always issue and accept challenges (if possible). During a challenge, this model may re-roll any failed rolls To Hit.
A model with this Virtue (and its unit) can march whilst within 8" of an enemy unit without first having to make a Leadership test.
Duke, Baron or Paladin only. Unless the General of their army has been removed from play as a casualty, when calculating its combat result, this character may claim a bonus of +1 combat result point. This character cannot be your army General or join a friendly unit.
Duke, Baron or Paladin only. A character with this Virtue join a unit with the Peasantry special rule.
Unless using a magic weapon, a model with this Virtue gains the Killing Blow and Monster Slayer special rules.
During a turn in which it charged, a model with this Virtue gains the Extra Attacks (+D3) and Hatred (all enemies) special rule.
A model with this Virtue may re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
A model with this Virtue always benefits from the Blessings of the Lady special rule and always has a +5 Ward save, even if this model´s army did not pray at the start of the game.
A model with this Virtue (and its unit) may re-roll the 2D6 when making a Break test.
Duke, Baron or Paladin only. A character with this Virtue has a +1 modifier to its Weapon Skill, Initiative, Attacks and Leadership characteristic. However, this character cannot be your army´s General or join a friendly unit.
A model with this Virtue gains the Impetuous special rule. In addition, this model (and its unit) increases ots maximum possible charge range by 3". Finaly, when this model (and its unit) makes a Charge roll, you may apply a +D3 modifier to the result.
A model with this Virtue may re-roll any failed rolls To Wound made when using a lance.
Duke, Baron or Paladin only. A character with this Virtue gains the Unbreakable special rule. However, this character cannot join a friendly unit.