Knighlty Virtues:
The Knight's Virtue..... 5 points
The Knight's Virtue is what distinguishes a Knight from a mere commoner, it is the knowledge that he is a chivalrous warrior who is superior to ordinary troopers and, for that matter, to allies as well!
The unit will ignore fleeing friends if they are not Bretonnian Knights. No Panic test is required because friends break from combat, or if they flee past, or if they are destroyed. No Panic tests are taken on account of such troops.
The Questing Virtue..... 10 points
Knights who have pledged themselves to the grail quest must face the most deadly foes without flinching. Every day they encounter dire perils and overcome hazards that would reduce an ordinary man to a whimpering heap of loose bowels and tears.
The unit never needs test for panic from any source whatsoever. The Knights are unaffected by the Panic rules.
The Grail Virtue..... 15 points
Knights who have sipped from the sacred grail are made steadfast against even the most fearsome of enemies. They can face the most horrific monsters and the most determined fores, secure in the knowledge that the Lady of the Lake is with them.
The unit never needs test for any of the psychology rules, whether panic, fear, terror, or whatever. The Knights are unaffected by any psychology.
Virtue of the Joust..... 15 points
Countless tournament victories and conflicts with scaly monsters have boned the Knight's aim so that he never misses his target.
When charging with a lance the Knight automatically hits his enemy. No dice are rolled - all attacks will hit.
Virtue of Purity..... 15 points
The Knight's sole thought is to serve the Lady of the Lake. His purity of heart and discipline of mind endow the Knight with the strength of will to resist the power of an enemy's magic.
A spell cast upon theKngiht or unit he is with is dispelled o nthe D6 roll of a 4+. This is a natural dispel on account of the Knight's extreme piety.
Virtue of Knightly Temper..... 25 points
The Knight attacks relentlessly, raining blow after blow down upon his enemy.
When the Knight is fighting he earns an additional attack for each of his original attacks that scores a hit. Roll to hit as normal, then roll one more attack for each hit already scored, after which proceed to work out wounds as normal. For example, a Knight with 3 attacks might hit twice, entitling him t oa further 2 attacks, which might score 1 more hit, making 3 in total.
If a Knight's original attacks hit automatically, if he has a magic weapon which automatically hits for example, them he must still roll to hit with any additional attacks from the Virtue of Knightly Temper. A Knight does not receive a further round of automatic hits.
Virtue of the Impetuous Knight..... 25 points
The Knight is eager to get to grips with the enemy. He charges so impetuously, and with such reckless enthusiasm, that he spurs his horse to gallop fast and furiously towards the foe. His eagerness infects any Knights he rides with!
The Knight and any unit he is with may add +D6" to its moev when charging. Roll this dice before moving the charging unit.
Virtue of Valor..... 25 points
The Knight has vowed to confront the bigest and strongest of foes. He has become skilled at fighting such opponents, the more awesome his enemy the mroe valourous mare his efforts.
If fighting an enemy with a higher Strength characteristic than himself, the Knight may r-roll any failed to hit rolls. he can only re-roll his failed attacks once, and may not re-roll a failed second chance, even if he has other magic items that entitle him to a re-roll.
Virtue of Discipline..... 10 points
The Knight has total faith in his chivalric vows: he maintains self-control inthe face of adversity, and displays complete confidence whatever the odds. His example serves as an inspiration to others, strengthening their faith and hardening their will.
The Knight or a unit he is with can re-roll any failed Leadership-based test. Note that only a single re-roll is allowed, a unit cannot re-roll a failed re-roll, even if it has a magic item or other circumstances that would normall permite a re-roll.
Virtue of Devotion..... 50 points
The Knight is so utterly devoted to the Lady of the Lake that he enjoys her special favour, protecting him from the magic of his foes.
The Knight is completely immune to hostile magic spells. A spell simply does not affect him. Note that the spell is not dispelled as such, and can affect other troops even though the Knight remains unharmed.
Virtue of Noble Disdain..... 15 points
The Knight has nothing but contempt for craven enemies who hide behind weapons of dishonour. How dare they bring such ignoble devices onto the field of chivalry! Such is his sense of outrage that the Knight hates all such foes!
The Knight hates all enemies armed with shooting weapons as well as all enemy war machines.
Virtue of Knightly Ardour..... 30 points
The Knight reacts to being charged by the enemy with indignation and rage! How dare the foe charge us first! He immediately levels his lance and spurs his Warhorse to meet the charge head on.
The Knight and unit he is with will respond to a charge by countercharging. The unit is moved 4" towards the enemy, and the enemy charges as normal. Both units count as charging in the first turn, and models with the highest Initiative will strike first. Note that it is only possible to countercharge against an enemy charging the unit's front. An enemy charging in the side or rear cannot be countercharged.