Kingdom of Bretonnia

Named Characters
Characters
Core
Special
Rare
Models

Magic Weapons
Magic Armour
Magic Standards
Enchanted Items
Arcane Items
Talismans
Equipment

Special Rules

Named Characters

Lady Élisse Duchaard

MWSBSSTWIALdPoints
Lady Élisse Duchaard-43345328225
Troop Type
Monstrous cavalry (named character)
Base Size
40 x 60 mm
Unit Size
1

Command

Default Equipment

Special Rules

Sir Cecil Gastonne

MWSBSSTWIALdPoints
Sir Cecil Gastonne473443549165
Troop Type
Regular infantry (named character)
Base Size
25 x 25 mm
Unit Size
1

Command

Default Equipment

Special Rules

The Green Knight

MWSBSSTWIALdPoints
The Green Knight-73444649275
Troop Type
Heavy cavalry (named character)
Base Size
30 x 60 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Characters

Baron

MWSBSSTWIALdPoints
Baron463443549100
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Equipment [pick 0-1]

Mount [pick 0-1]

Vow [pick 1, required]

Other Options

Default Equipment

Special Rules

Restrictions

Damsel

MWSBSSTWIALdPoints
Damsel43333231760
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Duke

MWSBSSTWIALdPoints
Duke473544559175
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Equipment [pick 0-1]

Mount [pick 0-1]

Other Options

Default Equipment

Special Rules

Restrictions

Paladin

MWSBSSTWIALdPoints
Paladin46344243860
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Equipment [pick 0-1]

Mount [pick 0-1]

Vow [pick 1, required]

Other Options

Default Equipment

Special Rules

Prophetess

MWSBSSTWIALdPoints
Prophetess443333328135
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Restrictions

Sergeants-At-Arms

MWSBSSTWIALdPoints
Sargent-At-Arms44243242745
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command

Equipment [pick 0-1]

Mount [pick 0-1]

Other Options

Default Equipment

Special Rules

Core

Knights Errant

MWSBSSTWIALdPoints
Knight Errant-3233131719
Bretonnian Warhorse83-3--31--
Gallant-32331327-
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Vow [pick 1, required]

Command

Default Equipment

Special Rules

Knights of the Realm on Foot

MWSBSSTWIALdPoints
Knight of the Realm44233131811
First Knight (On foot)442331328-
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
5+

Equipment

Vow [pick 1, required]

Command

Default Equipment

Special Rules

Men-At-Arms

MWSBSSTWIALdPoints
Man-at-Arms4223313154
Yeoman422331326-
Grail Monk422331326-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Command

Default Equipment

Special Rules

Mounted Knights of the Realm

MWSBSSTWIALdPoints
Mounted Knight of the Realm-4233131824
Bretonnian Warhorse83-3--31--
First Knight (Mounted)-42331328-
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm
Unit Size
5+

Vow [pick 1, required]

Command

Default Equipment

Special Rules

Peasant Bowmen

MWSBSSTWIALdPoints
Peasant Bowman4233313175
Villein423331317-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Equipment

Command

Other Options

Default Equipment

Special Rules

Special

Battle Pilgrims & Grail Reliquae

MWSBSSTWIALdPoints
Battle Pilgrim4223313186
Grail Reliquae42233636865
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
5-30

Default Equipment

Special Rules

Restrictions

Mounted Yeomen

MWSBSSTWIALdPoints
Mounted Yeomen-3333131613
Warhorse83-3--31--
Warden-33331326-
Troop Type
Light Cavalry
Base Size
25 x 50 mm
Unit Size
5+

Equipment

Command

Other Options

Default Equipment

Special Rules

Pegasus Knights

MWSBSSTWIALdPoints
Pegasus Knight-4244231859
Barded Pegasus73-4--42--
First Knight-42442328-
Troop Type
Monstrous Cavalry
Base Size
40 x 60 mm
Unit Size
3+

Vow [pick 1, required]

Command

Default Equipment

Special Rules

Questing Knights

MWSBSSTWIALdPoints
Questing Knight-5243141826
Bretonnian Warhorse83-3--31--
Paragon-52431428-
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm
Unit Size
3+

Command

Default Equipment

Special Rules

Squires

MWSBSSTWIALdPoints
Squire4333313177
Esquire434331327-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Rare

Field Trebuchet

MWSBSSTWIALdPoints
Field Trebuchet----73---100
Troop Type
War Machine
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Grail Knights

MWSBSSTWIALdPoints
Grail Knight-6244152938
Bretonnian Warhorse83-3--31--
Grail Guardian-62441539-
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm
Unit Size
3+

Command

Default Equipment

Special Rules

Models

Barded Pegasus

MWSBSSTWIALdPoints
Barded Pegasus73-4--42-+30
Troop Type
Monstrous Cavalry
Base Size
40 x 60 mm

Default Equipment

Bretonnian Warhorse

MWSBSSTWIALdPoints
Bretonnian Warhorse83-3--31-+16
Base Size
30 x 60 mm

Default Equipment

Hippogryph

MWSBSSTWIALdPoints
Hippogryph75-5(+1)(+3)54-+120
Troop Type
Monstrous Creature
Base Size
50 x 50 mm

Other Options

Default Equipment

Special Rules

Royal Pegasus

MWSBSSTWIALdPoints
Royal Pegasus84-5(+1)(+1)53-+70
Troop Type
Monstrous Creature
Base Size
50 x 50 mm

Default Equipment

Special Rules

Unicorn

MWSBSSTWIALdPoints
Unicorn104-4-(+1)52-+35
Troop Type
Monstrous Cavalry
Base Size
40 x 60 mm

Default Equipment

Special Rules

Warhorse

MWSBSSTWIALdPoints
Warhorse83-3--31-+12
Base Size
25 x 50 mm

Default Equipment


Magic Items

Magic Weapons

Foebreaker (20 pts)

RangeStrengthAPSpecial Rules
CombatS+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.

Heartwood Lance (50 pts)

RangeStrengthAPSpecial Rules
CombatS+3-3Magical Attacks

No description available.

Morning Star of Fracasse (40 pts)

RangeStrengthAPSpecial 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.

Sword Of The Stout Hearted (25 pts)

RangeStrengthAPSpecial Rules
CombatS+2-1Armour Bane (1), Immune to Psychology, Magical Attacks, Requires Two Hands

No description available.

Sword of Heroes (60 pts)

RangeStrengthAPSpecial Rules
CombatS-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.

Sword of the Quest (70 pts)

RangeStrengthAPSpecial Rules
CombatS+1-1Magical Attacks, Strike First

No description available.

Sword of the Quest (70 pts)

RangeStrengthAPSpecial Rules
CombatS+2-2Magical Attacks, Multiple Wounds (2), Requires Two Hands, Strike Last

No description available.

Magic Armour

Anointed Armour (45 pts)

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.

Gilded Cuirass (60 pts)

The Gilded Cuirass is a suit of heavy armour. In addition, its wearer has the [Regeneration (5+)] special rule.

Gromril Great Helm (40 pts)

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.

Magic Standards

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.

Conqueror's Tapestry (40 pts)

Any enemy standard captured by a unit carrying the Conqueror's tapestry is worth 100 Victory points as a trophy of war.

Errantry Banner (30 pts)

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.

Valorous Standard (60 pts)

A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.

Enchanted Items

Antlers of the Great Hunt (25 pts)

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.

Falcon-horn of Fredemund (40 pts)

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.

Gauntlet of the Duel (5 pts)

Challenges issued by the bearer of the Gauntlet of the Duel cannot be refused.

The Seal Of Parravon (35 pts)

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.

Arcane Items

Heart Of The Wilds (40 pts)

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.

Prayer Icon of Quenelles (25 pts)

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.

Sacrament of the Lady (30 pts)

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.

Silver Mirror (35 pts)

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.

Talismans

Grail Pendant (40 pts)

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.

Mantle of the Damsel Elena (25 pts)

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.

Sirienne's Locket (25 pts)

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.

Equipment

Armour

Dragonhide Cloak

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).

Magic Weapons

The Dolorous Blade (Deadly blows)

RangeStrengthAPSpecial Rules
CombatS+2-1Armour 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.

The Dolorous Blade (Rapid strikes)

RangeStrengthAPSpecial Rules
CombatS-1Extra 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.

Weapon

Blunderbuss

RangeStrengthAPSpecial Rules
12"3-1Multiple 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.

Bombard

RangeStrengthAPSpecial Rules
48"8-3Armour 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.|

Field Trebuchet

RangeStrengthAPSpecial Rules
12-72" S5(10) AP-1(-4)5 (10)-1 (-4)Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)

Polearm (Double-handed)

RangeStrengthAPSpecial Rules
CombatS+1-1Requires 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.

Polearm (Single handed)

RangeStrengthAPSpecial Rules
CombatS-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.

Sorrow’s End

RangeStrengthAPSpecial Rules
CombatS+1-1Magical Attacks, Monster Slayer, Multiple Wounds (2)

Special Rules

Arcane Backlash

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.

Aura of the Fay

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.

Aura of the Lady

Any unit this character has joined gains the Magical Attacks special rule.

Beguiling Aura

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.

Blessed Knight

The Green Knight has a 5+ Ward save against any wounds suffered.

Blessed Triptych

A unit that contains a model equipped with a Blessed Triptych gains the Stubborn special rule.

Blessings of the Lady

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.

Burning Braziers

The longbows of a unit equipped with burning braziers gain the Flaming Attacks special rule.

Chalice of Brionne

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).

Crusader's Zeal

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.

Defensive Stakes

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.

Dispersed Formation

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".

Finest Warhorses

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.

Grail Reliquae

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.

Guardian of the Sacred Sites

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.

Immovable Object

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.

Lance Formation

A unit consisting of models with this special rule may adopt a Lance formation.

Living Saints

Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.

Lore of the Lady

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'.

Peasant's Duty

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.

Peasantry

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.

Retinue of the Saints

Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.

Shield of the Lady

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

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

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.

The Grail Vow

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:

The Knight's 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.

The Questing Vow

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.

The Staff of the Elements

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.

The Wyrm Slayer

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.

Untutored Arcanist

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.

Virtue of Audacity

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.

Virtue of Confidence

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.

Virtue of Discipline

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.

Virtue of Duty

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.

Virtue of Empathy

Duke, Baron or Paladin only. A character with this Virtue join a unit with the Peasantry special rule.

Virtue of Heroism

Unless using a magic weapon, a model with this Virtue gains the Killing Blow and Monster Slayer special rules.

Virtue of Knightly Temper

During a turn in which it charged, a model with this Virtue gains the Extra Attacks (+D3) and Hatred (all enemies) special rule.

Virtue of Noble Disdain

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.

Virtue of Purity

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.

Virtue of Stoicism

A model with this Virtue (and its unit) may re-roll the 2D6 when making a Break test.

Virtue of the Ideal

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.

Virtue of the Impetuous Knight

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.

Virtue of the Joust

A model with this Virtue may re-roll any failed rolls To Wound made when using a lance.

Virtue of the Penitent

Duke, Baron or Paladin only. A character with this Virtue gains the Unbreakable special rule. However, this character cannot join a friendly unit.