Kingdom of Bretonnia - Bretonnian Exiles

Named Characters
Characters
Core
Special
Rare
Mercenaries

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

Named Characters

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

Outcast Wizard

MWSBSSTWIALdPoints
Outcast Wizard43333231745
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm
Unit Size
1

Command

Lores of Magic [pick 1, required]

Mount

Wizard Level [pick 1, required]

Default Equipment

Special Rules

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

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

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

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

Yeomen Guard

MWSBSSTWIALdPoints
Yeoman Guard4333313165
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Weapons [pick 1, required]

Command

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

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

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

Border Princes Bombard

MWSBSSTWIALdPoints
Bombard----73---100
Bombard Crew4333333370
Troop Type
War Machine
Base Size
50 x 50 mm
Unit Size
1

Default Equipment

Special Rules

Border Princes Brigands

MWSBSSTWIALdPoints
Brigand4333313164
Desperado433331327-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Command [pick 0-1]

Equipment [pick 0-1]

Ranged Weapons [pick 0-1]

Formation [pick 1, required]

Default Equipment

Special Rules

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

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

Mercenaries

Empire Archers

MWSBSSTWIALdPoints
Archer4333313177
Marksman434331317-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Options

Command

Detachment

Default Equipment

Special Rules

Free Company Militia

MWSBSSTWIALdPoints
Militia Fighter4333313166
Militia Leader433331327-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Command

Detatchment

Default Equipment

Special Rules


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.

Frontier Axe (30 pts)

RangeStrengthAPSpecial Rules
CombatS+2-3Magical Attacks, Multiple Wounds (2), Requires Two Hands

The Frontier Axe may only be taken by a model in a Bretonnian Exiles Army of Infamy.

Hammer of Righteousness (50 pts)

RangeStrengthAPSpecial Rules
CombatS+2-2Magical Attacks, Requires Two Hands, Strike Last

Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal.

Heartwood Lance (50 pts)

RangeStrengthAPSpecial Rules
CombatS+3-3Magical Attacks

No description available.

Mace of Helsturm (65 pts)

RangeStrengthAPSpecial Rules
CombatS-Magical Attacks

No description available.

Mace of Helsturm (65 pts)

RangeStrengthAPSpecial Rules
Combat10-5Magical Attacks, Multiple Wounds (D6), Requires Two Hands

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.

Pearl Daggers (35 pts)

RangeStrengthAPSpecial Rules
CombatS-1Extra Attacks (D3), Magical Attacks, Requires Two Hands

The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the combat phase.

Runefang (100 pts)

RangeStrengthAPSpecial Rules
CombatS-2Magical Attacks, Strike First

When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.

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 Justice (50 pts)

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1), Magical Attacks, Multiple Wounds (2)

The wielder of the Sword of Justice may re-roll any failed rolls To Wound.

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

Armour of Fortune (45 pts)

The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the [Killing Blow] special rule. If the wearer is struck a [Killing Blow], they are permitted armour and [Regeneration] saves as normal. If the wound is unsaved, they lose a single Wound.

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.

Ironspike Shield (20 pts)

The Ironspike Shield may only be taken by a model in a Bretonnian Exiles Army of Infamy. The Ironspike Shield is a shield. Whenever an opponent rolls a natural 1 To Hit or To Wound the wielder of the Ironspike Shield in combat, they immediately suffer a Strength 3 hit with an AP of -1.

Twice-Blessed Armour (25 pts)

The Twice-Blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic (see page 320 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.

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.

The Banner of the Zealous Knight may only be taken by a model in a Bretonnian Exiles Army of Infamy. A unit carrying the Banner of the Zealous Knight gains the Vanguard special rule.

Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Chalons.

A unit carrying the Banner of Duty may re-roll any failed Rally test.

Griffon Standard (50 pts)

When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.

Icon of Morr (25 pts)

A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.

Imperial Banner (60 pts)

All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a [Fear], Panic or [Terror] test and discard the highest result.

Tapestry of Sigmar's Triumph (40 pts)

A unit carrying the Tapestry of Sigmar's Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.

The Gleaming Pennant (15 pts)

Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test. Note that a Break test is not a Leadership test.

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.

Laurels of Victory (40 pts)

When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory (but not their mount) is worth 2 combat result points, rather than the usual 1.

Ring of Fortune (20 pts)

Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.

Ring of Taal (20 pts)

Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.

Shroud of Iron (10 pts)

The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.

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.

The Silver Horn (15 pts)

Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.

Wyrmbreath Vial (20 pts)

A Wyrmbreath Vial may only be taken by a model in a Bretonnian Exiles Army of Infamy. Single Use. The Wyrmbreath Vial is a breath weapon with the following profile: ||||| |:--|:--|:--|:--| |R|S|AP|Special Rules| |N/A|4|-1|Breath Weapon, Flaming Attacks, Magical Attacks|

Arcane Items

Book of Ashur (85 pts)

The bearer of the Book of Ashur increases their Dispel rangeby 3" and, unless they roll any natural double, may apply a +1modifier to any of their Casting or Dispel rolls. However, ifthe bearer rolls any natural double when making a Casting orDispel roll, the book has proven to be a poor reproduction,full of glaring errors, and the +1 modifier cannot be applied tothat roll.

Crystal Ball (20 pts)

Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.

Flamestrike Wand (15 pts)

The Flamestrike Wand may only be taken by a model in a Bretonnian Exiles Army of Infamy. Single Use. The bearer of the Flamestrike Wand may cast the Fireball spell from the Lore of Battle Magic as a Bound spell with a Power Level of 3.

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.

Tome of Midnight (30 pts)

The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic, or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.

Twin-Tailed Wand (40 pts)

Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).

Wizard's Familiar (35 pts)

0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls.

Wizard's Staff (20 pts)

The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.

Talismans

Jade Amulet (25 pts)

The bearer is immune to the [Killing Blow] special rule. If the bearer is struck a [Killing Blow], they are permitted armour and [Regeneration] saves as normal. If the wound is unsaved, they lose a single Wound.

Lucky Heirloom (25 pts)

A Lucky Heirloom may only be taken by a model in a Bretonnian Exiles Army of Infamy. Once per round, the bearer of the Lucky Heirloom can re-roll a single failed roll To Hit or To Wound, or re-roll a failed Armour Save or Ward Save roll.

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.

Slayer's Hourglass (10 pts)

Enemy models whose troop type is 'monster' suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer's Hourglass

The White Cloak (30 pts)

The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the [Flaming Attacks] special rule.

Witch Hunter's Ward (20 pts)

A model that bears a Witch Hunter's Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter's Ward can re-roll a single failed Armour Save roll.

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

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)