Bretonnian Knights

By Tom Merrigan,
as appeared in Town Cryer 8
& Annual 2002 Errata. Updated by Us

To the Bretonnian Knights, Mordheim is a vile place where virtue and order have been discarded. Where a once proud city stood, now nightmarish fiends wonder the streets and mix with men in dens of corruption.  It is then considered extremely virtuous for a Paladin, and his entourage of aspiring knights known as Knight Errants, to embark on a spiritual quest to Mordheim to seek to achieve honor in battle and have their courage put to the most rigorous of test. Perhaps once this noble goals are achieved they may earn the favor of the Lady of the Lake herself!

Choice of Warriors:

A Bretonnian warband must consist of at least 2 models as a knight and his trusty squire have been known to venture forth to seek adventure and glory.  You have 500 gold crowns to recruit your warband. The maximum number of warriors in your warband may never exceed 12.

Special Rules:

Royal Stables: The Bretonnian Knights have access to some of the finest breeding stables in the realm and may purchase a warhorse as a common item. 

Divine Mandate: The Bretonnian Knights have a very strict code of rank.  When determining a new warband leader the Knight with the highest leadership shall become the new leader, if there are no Knights in the warband then the Squire with the highest leadership takes the role, if there are no Squires then a promoted Henchman may take the roll.  If at any time a new unit is purchased with a higher rank than the current leader that warrior will become the new warband leader and the old leader will lose the leadership trait.   

Starting Experience:

Bretonnian Knights' Skill Tables

Bretonnian Knights' Equipment ListEquipment List

Knights Squires
Hand to Hand Weapons Hand to Hand Weapons
Dagger 1st free/ 2 gc Dagger 1st free/ 2 gc
Mace/Hammer 3 gc Mace/Hammer 3 gc
Sword 10 gc Sword 10 gc
Axe 5 gc Axe 5 gc
Double Handed Weapon 15 gc Spear 10 gc
Morning Star 15 gc
Lance 40 gc
   
Missile Weapons Missile Weapons 
None Bow 10 gc
  Longbow 15 gc
   
Armor Armor
Light Armor 20 gc Light Armor 20 gc
Heavy Armor 50 gc Shield 5 gc
       
Shield 5 gc Helmet 10 gc
Helmet 10 gc Buckler 5 gc
Warhorse 80 gc    
     
Men-at-Arms Bowmen
Hand to Hand Weapons Hand to Hand Weapons
Dagger 1st free/ 2 gc Dagger 1st free/ 2 gc
Hammer 3 gc Sword 10 gc
Sword 10 gc Axe 5 gc
Axe 5 gc    
Spear 10 gc
Halberd 10 gc
Double Handed Weapon 15 gc
   
Missile Weapons Missile Weapons 
None Bow 10 gc
  Longbow 15 gc
   
Armor Armor
Light Armor 20 gc Light Armor 20 gc
Shield 5 gc Helmet 10 gc
Helmet 10 gc  

Heroes

1 Paladin:  70 gold crowns to hire

The Paladins are revered as living saints, and their exploits recounted across Bretonnia. They carry great power as they have been touched by the hand of the Lady of the Lake.

M

WS

BS

S

T

W

I

A

Ld

4 4 0 4 3 1 4 1 8
Weapons/Armor: A Paladin may be equipped with weapons and armor chosen from the Knights equipment list.

Special Rules:

0-2 Knight Errants:  95 gold crowns to hire

Knight Errants are the sons of nobles, eager to prove their mettle by feats of arms, and earn their place among the Knights of the Realm of Bretonnia. To do this they must perform valorous deed, so they will often accompany a Paladin on his spiritual journey in the hope of adventure and honor.

M

WS

BS

S

T

W

I

A

Ld

4

3 0 3 3 1 3 1 7
Weapons/Armor: Knight Errants may be equipped with weapons and armor chosen from the Knights equipment list.

Special Rules

0-2 Squires: 15 gold crowns to hire

Knights are served by their Squires, commoners who ride to the hunt with their master, and who accompany him to war. They are chosen from the fittest and youngest of a Knight's retinue, and they are trained and schooled by the knight himself. If a Squire performs some great deed or service to his master he may even be raised to the ranks of knighthood!of knighthood!

M

WS

BS

S

T

W

I

A

Ld

4

2 2 3 3 1 3 1 6
Weapons/Armor: A Squire may be equipped with weapons and armor chosen from the Squires equipment list.


Henchmen

(In groups of 1-5)
0-8 Men-at-Arms: 25 gold crowns to hire

Men-at-Arms are the soldiery of Bretonnia. Every Knight maintains a retinue when he is a lord of a domain, and upon embarking on a quest, this retinue may join him on his journey. Men-at-Arms are determined warriors, ready to fight for honor and justice as much as the lord they follow.

M

WS

BS

S

T

W

I

A

Ld

4

3 3 3 3 1 3 1 7
Weapons/Armor: Men-at-Arms may be equipped with weapons and armor chosen from the Men-at-Arms equipment list.

0+ Peasant Bowmen: 20 gold crowns to hire

Bowmen are common folk who regularly practice archery at the village butts so as to be ready to repel raiders from their humble cottages, fields and vineyards. When a Knight sets off on a quest it is not uncommon for a handful of Bowmen to be inspired to bravery and join the Knight in his journey.n his journey.

M

WS

BS

S

T

W

I

A

Ld

4

2 3 3 3 1 3 1 6
Weapons/Armor: Bowmen may be equipped with weapons and armor chosen from the Bowmen equipment list.

Special Rules

 


Hired Swords

The Bretonnian warband may not hire Hired Swords that are evil, uses magic or uses poison.


 

Blessings of the Lady

The Lady of the Lake will grant her blessings upon her chosen Champions.  These Blessings work just like the Prayers of Sigmar and may be cast while wearing armour.  
  1. Grail Vow: The Paladin places a Vow upon the Holy Grail itself.  This Vow empowers the Paladin with holy might.  He gains +2 to Strength in hand-to-hand combat.  The Paladin must test each shooting phase to keep the power of the Vow going.  Difficulty: 7
     
  2. Living Saint: The Paladin calls upon the blessed soul's of the Saints.  These Saint's channel their holy power through the Paladin making him a Living Saint.  Any allied warriors within 8" of the warrior become immune to Fear and All Alone tests. In addition, the whole warband gains +1 to any Rout tests they have to make. The effects of this spell last until the Paladin is knocked down, stunned or put out of action. If cast again the effects are not cumulative, ie, the maximum bonus to Rout tests remains +1. Difficulty: 8
     
  3. Vision of the Lady: The Paladin summons an overwhelming vision of the Lady of the Lake which overpowers the motals beholding it.  This spell has a range of 6" and must be cast on the closest enemy model. If the Paladin is in hand-to-hand combat, he must choose his target from those in base contact with him. The affected model is immediately stunned. If the model cannot be stunned it is knocked down instead.. Difficulty: 10
     
  4. Sacrement of the Lady: The Paladin calls upon the Lady of the Lake to cover him with her mantle and protect him from the wicked.  The Paladin is immune to all spells. Roll at the beginning of each turn in the recovery phase. On a roll of 1 or 2 the shield disappears.. Difficulty: 6
     
  5. Curse of the Lady: The Lady of the Lake lays a curse upon the vile enemies of her chosen champion. Until the Paladin's next recovery phase any attempt to shoot at the Bretonnian warband must first make a check against the curse. Roll a d6, on a 1-3 the curse has foiled the shot and it automatically misses, on a 4-6 the shot may proceed as normal. Difficulty: 10
     
  6. Grail Shield: The Paladin feels the blessed touch of the Holy Grail.  This energy shines down over him protectively and the glowing image of the Grail can be seen above his head.  The Paladin has an armour save of 2+ which replaces his normal armour save. In addition, he causes fear in his enemies and is therefore immune to fear himself. The power of the Grail Shield lasts until the beginning of the Paladin’s next Shooting phase.. Difficulty: 9