SPECIAL CHARECTERS:
King of Brettionia, Louen Leoncoeur, the Lionhearted ..................... 110 points
+15 points The Crown of Bretonnia
+75 points Armour of Brilliance
+30 points The Lion Lance
+75 points The Tabard of Kings
+15 points The Grail Virtue
+40 points The Virtue of the Lionheart
+145 pints Hippogriff
Your army may be led by Louen Leoncoeur, the reigning King of Bretonnia. If you decide to do this, Louen replaces the General in the main army list.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Louen | 4 | 6 | 6 | 4 | 4 | 3 | 6 | 4 | 10 |
Hippogriff | 8 | 5 | 0 | 6 | 5 | 5 | 6 | 3 | 8 |
Weapons/Armour: Louen Leoncoeur is armed with a sword, the Lion Lance and the Armour of Brilliance.
Ride: Louen Leoncoeur rides a Hippogriff
Magic Items: Louen Leoncoeur carries the following magic items:
The Crown of Bretonnia ........ 15 points
The charecter who wears the Crown of Bretonnia may add +1 to any one charectistic before the battle begins. This bonus applies for the entire game. The player chooses the charecteristic and rolls a D6. If he scores 5+ that chareceristic is increases. If he fails choose another chareceristic and roll again needing a 4+ to get his secound, 3+ his fourth and 2+ his fifth.
The Armour of Brilliance ...... 75 points
Foes attacking the King suffer a -2 to hit in close combat, there is no penalty for shooting. The armour also gives a 3+ saving throw.
The Lion Lance ................ 30 points
The lance confers a +2 Strenght bonus when charging. Any model hit by the lance and not killed suffers a further hit with a strenght of 6. It can only be used when charging.
The Tabard of Kings ........... 75 points
If a spell that may harm the King is not dispelled, the caster of the spell automatically suffers D3 wounds. There is no save possible from armour, wards, special saves or any other source. If this kills the spell caster the spell does not work and the King is unharmed.
Virtues: Louen Leoncoeur has the following virtues:
Grail Virtue: Immune to Psycology
Virtue of the Lionheart: Roll D3 at the beginning of each combat phase and add score to Louen's strength for that turn.
Repanse de Lyonesse .............. 160 points
+100 points The Fleur de Lys Banner
+50 points Sword of Lyonesse
Your army may be led by Repanse de Lyonesse. If you decide to do this she replaces the General in the main list and also the Battle Standard Bearer since she fulfils both roles.
Profile | M | WS | BS | S | T | W | I | A | LD |
---|---|---|---|---|---|---|---|---|---|
Repanse | 4 | 6 | 6 | 4 | 4 | 3 | 6 | 4 | 9 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Repanse de Lyonesse is armed with the Sword of Lyonesse, heavy armour and a shield.
Ride: Repanse de Lyonesse rides a barded Bretonnian Warhorse.
Magic Items: Repanse de Lyonesse carries the following magic items:
The Fleur de Lys Banner ........ 100 points
The standard is army battle standard and all usual rules apply. In addition, in each magic phase the Bretionnan player may remove one random winds of magic card from his opponents hand. This card is then discarded. If the card is Total Power or a powercard then the Brtonnian player adds +1 to all combat results of all combats fought in the following combat phase. If the card is Drain Magic the magic phase ends immediantly.
Sword of Lyonesse ...... 50 points
The magic items of any enermy in base contact with the wielder will not work, unless they are magic weapons.
Virtues: Repanse de Lyonesse has the following virtues:
Knightly Virtue: Immune to Panic caused by Commeners and Allies.
Virtue of Devotion:
Special Rules:
The Halo of Maidenly Wrath: Repanse causes fear.
Baron Odo d'Outremer avec Suliman Le Saracen..... 110 points
Your army may include Baron Odo of Outremer as Champion of a unit of Knights of the Realm or Knights Errant. You may only choose Odo if your army includes a unit of these Knights for him to lead.
Profile M WS BS S T W I A LD
Odo 4 4 4 4 3 1 4 2 8
Suliman 4 4 4 4 3 1 4 2 7
Suliman's Horse 8 0 0 3 3 1 3 0 5
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5
Weapons/Armour: Odo has the Morning Star of Fracasse, heavy armour and shield.
Rides: Odo rides a barded Bretonnian Warhorse.
Knightly Virtues: Odo is a Questing Knight Champion so has the Questing Virtue.
Suliman le Saracen: If you choose to include Odo d'Outremer in your army then Suliman will also come to the battle as Odo's retainer. Odo and Suliman always move and fight together as a team and may join a regiment if you wish. Suliman is faithful to Odo all the time so always test against Odo's Leadership unless he is slain.
Suliman is armed with a massive double-handed scimitar which he is able to wield on horseback. He wears light armour and carries a round shield. He rides a swift Arabian stallion instead of a warhorse.
Suliman has a blood-curdling war cry, unique to the tribe of Araby from which he comes. Any opponent in hand-to-hand combat with Suliman must test against his Leadership. If he fails, it means that Suliman's war cry has shaken him to the core allowing Suliman to strike first with his scimitar, regardless of relative Initiative values, who charges, or magic weapons.
Magic Items: Odo has one magic item, the Morning Star of Fracasse.
The Morning Star of Fracasse: The bearer strikes with a +2 Strength bonus in the first turn of any combat.
In addition, should the bearer score 1 or more wounds upon an enemy armed with a magic weapon, then the Morning Star will entwine itself around the enemy's weapon and pull it from his grasp on the D6 roll of a 4 or more. A weapon ripped away by the Morning Star is lost for the remainder of the battle.
Roland le Marechal..... 78 points
Your army may include Roland le Marechal as a Champion of a unit of Knights Errant or Knights of the Realm.
Profile M WS BS S T W I A LD
Roland 4 4 4 4 3 1 4 2 7
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5
Weapons/Armour: Roland has a sword, lance, heavy armour, and a shield.
Rides: Roland rides a barded Bretonnian Warhorse.
Knightly Virtues: Roland has the Knight's Virtue.
Magic Items: Roland has a single magic item, Roland's Warhorn.
Roland's Warhorn: Roland can use his once in his magic phase. No power is required to cast the spell, the warhorn itself provides all the power needed.
Once the spell is cast all enemy flying creatures within 18" immediately take to the air and 'fly high'. The enemy flyers must remain flying high until they pass a Leadership test taken at the start of each of their subsequent turns. Whilst flying high they cannot make any attacks against Bretonnian flyers who are flying high, although they themselves may be attacked by glancing blows in the normal way.
Tancred, Duc de Quenelles..... 265 points
Your army may include Tancred, Duc de Quenelles. He can be either an independent character or the army's General. If chosen as the General he replaces the General in the main army list.
Profile M WS BS S T W I A LD
Tancred 4 6 6 4 4 3 6 4 10
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5
Weapons/Armour: The Duke has the Blade of Couronne, lance, heavy armour, and the Grail Shield.
Rides: The Duke may ride a barded Bretonnian Warhorse (+3 points) or a monster.
Knightly Virtues: The Duke has the Grail Virtue and the Virtue of Purity.
Magic Items: Tancred is a Knightly Lord and carries three magic items: the Blade of Couronne, the Grail Shield and the Blessed Draught.
The Blade of Couronne: Any Undead creature within 3" of the bearer at the end of a Bretonnian movement phase immediately suffers 1 wound. No armour saves are allowed. In addition, the bearer and any unit he is leading are immune to fear and terror caused by the Undead.
Blessed Draught: Tancred may drink the potion at the beginning of any Bretonnian turn. For the duration of that turn, the potion increases Tancred's Strength by D6. One use only.
The Grail Shield: Like an ordinary shield, the Grail Shield confers a D6 saving throw of 6 upon its bearer. All Undead models within 3" of Tancred reduce their Attacks characteristic by -1 and Undead creatures with only 1 Attack cannot strike at all.
The Knight of the Perilous Lance..... 121 points
Your army may include the Knight of the Perilous Lance as an independent character model.
Profile M WS BS S T W I A LD
Knight of the Perilous Lance 4 5 5 4 4 2 5 3 8
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5
Weapons/Armour: The Knight of the Perilous Lance has a lance, heavy armour, and a shield.
Rides: The Knight of the Perilous Lance rides a barded Bretonnian Warhorse.
Knightly Virtues: The Knight of the Perilous Lance has the Knight's Virtue and the Virtue of the Joust.
Magic Items: The Knight of the Perilous Lance does not have magic weapons. Instead, he has two unique battle skills which are known as the Perilous Lance and the Parrying Shield.
The Perilous Lance: The Knight must be charging in order to use this special skill. The Knight has the uncanny ability to aim his lance at his opponent's weakest point and dodge his opponent's shield at the moment of impact. Hand-to-hand opponents therefore will always suffer a -1 penalty to their save against the Knight's lance!
The Parrying Shield: The Knight is exceptionally good at parrying his opponent's weapon in hand-to-hand combat and so may re-roll any roll to save in hand-to-hand combat.
Tristan le Troubadour avec Jules le Jongleur..... 205 points
Your army may include Tristan le Troubadour as an indpendent character.
Profile M WS BS S T W I A LD
Tristan 4 5 5 4 4 2 5 3 8
Jules 4 3 3 3 3 1 4 1 7
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5
Weapons/Armour: Tristan has a sword, lance, heavy armour, and shield. Jules is unarmoured and armed only with a slapstick counting as a hand weapon.
Rides: Tristan rides a barded Bretonnian Warhorse. Jules is on foot riding a hobby horse.
Knightly Virtues: Tristan has the Questing Virtue and the Virtue of Noble Disdain.
Magic Items: Tristan does not carry any magic items. Instead he has a repetoire of heroic songs of noble valour equal in their potency to many magic items.
Jules le Jongleur: Jules always accompanies Tristan and although he is on foot he manages to keep pace by his amazing acrobatic somersaulting. This makes Jules extremely difficult to hit with missiles or weapons and he is only hit on a score of 6. Jules is thus always moved alongside Tristan or anywhere in the regiment which accompanies Tristan.
Jules' Cutting Wit: Jules helps Tristan when he is in hand-to-hand combat by distracting Tristan's opponent with jeers and wry comments which can lash the pride of even the most terrible of foes. Jules is an excellent mimic of bestial noises and so can do this to any creature in the known world. This has the effect of robbing Tristan's opponent of his first attack.
The target of Jules' with is always Tristan's opponent, who loses his first attack if he fails a Leadership test on hearing Jules' jibes and japes. If Jules is slain or leaves the battlefield Tristan is overcome with grief and will not sing for the remainder of the battle.
Songs of Nobel Valour: Tristan has a repetoire of heroic ballads of Bretonnia, known as chansons. If a unit includes Tristan you may declare that he is singing one of the following Songs of Noble Valour at the start of the turn. The chanson lasts until the start of your next turn. Tristan can then decide to change his tune or carry on singing more verses of the same tune to maintain its effects. Naturally if Tristan is slain or is victim of a spell which stops him singing, the effect of the song is instantly ended.
Chanson de Bataille
This ballad tells of great Bretonnian victories of the past and inspires all who hear it to match or even surpass the courage and determination of their forefathers. Any unit accompanying Tristan when he signs this chanson counts an additional +1 to its combat resolution score.
Chanson de Grail
This ballad tells of the Lady of the Lake and her sacred grail. It inspires those who hear it with confidence and faith. This chanson dispels any spell cast against Tristan or the unit he is with on a score of 3+. This is a natural dispel.
Chanson de Gilles
This ballad tells the story of Gilles le Breton. This inspires any who hear it with pride and honour. Any unit accompanying Tristan when he sings this chanson will count as having a Leadership of 10.
Reynard le Chasseur avec Groffe et Griffe, Chiens de Guerre..... 90 points
Your army may include Reynard as a Champion of a unit of Knights Errant, Knights of the Realm or Mounted Squires.
Profile M WS BS S T W I A LD
Reynard 4 4 4 4 3 1 4 3 7
Groffe & Griffe 8 4 0 4 3 1 4 1 6
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5
Weapons/Armour: Reynard has a sword, his boar spear, heavy armour and shield.
Rides: Reynard rides a barded Bretonnian Warhorse.
Knightly Virtues: Reynard has the Knight's Virtue.
Magic Items: Reynard does not have a magic item. Instead he has goes into battle with his special boar spear and his fierce hunting hounds.
Reynard's Boar Spear: Reynard's boar spear is a huge weapon as big as a lance, but it does not confer the +2 Strength bonus when he charges, only the usual +1 bonus for a spear.
If Reynard's opponent is wounded by the spear, he loses D6 Attacks that turn.
Groffe & Griffe, Chiens de Guerre: Reynard's two wolf-hounds, Groffe and Griffe always stay by their masters side in battle and defend him in hand-to-hand combat. Reynard and his hounds always move and fight together. If Reynard accompanies a regiment, the hounds do also. The hounds test on their master's Leadership.
If Reynard is slain, the hounds will turn savage and run amok over the battlefield. They will move together as a pair using the Scatter dice. They will attack any enemy model they contact.
If both his beloved hounds are slain, Reynard immediately becomes subject to hatred of the enemy!
Reynard's Hawk: Reynard has a hunting hawk perched on his wrist. The hawk always attack anyone who engages Reynard in close combat. This gives Reynard one extra hand-to-hand attack which is taken into account in his profile.
Champion of a Unit of Mounted Squires: Reynard often chooses to lead his Mounted Squires in battle rather than join the other Knights. If leading a unit of Mounted Squires, the unit will follow Reynard's example and become subject to the Knight's Virtue.
Armand D'Aquitaine..... 235 points
Your army may include Armand d'Aquitaine as the Battle Standard Bearer of your army. If so he replaces the Battle Standard Bearer in the main list.
Profile M WS BS S T W I A LD
Armand 4 5 4 4 3 1 4 2 9
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5
Weapons/Armour: Armand has a sword, heavy armour and shield.
Rides: Armand rides a barded Bretonnian Warhorse.
Knightly Virtues: Armand has the Grail Virtue and the Virtue of Knightly Ardour.
Magic Items: Armand has one magic item, the Banner of the Lady of the Lake.
Banner of the Lady of the Lake: The banner inspires such dread in the enemy that those fighting the unit carrying the banner lose the combat bonus they would otherwise derive from their rear ranks. If the banner is carried by the army's Battle Standard Bearer any Knights who fail a Break test can re-roll the result, no matter where they are on the battlefield.
Jasperre le Beau, Dragonslayer..... 234 points
Your army may include Jasperre le Beau as an independent character.
Profile M WS BS S T W I A LD
Jasperre 4 5 5 4 4 2 5 3 8
Pegasus 8 3 0 4 4 3 4 2 5
Weapons/Armour: Jasperre has a sword, the Virtuous Lance, heavy armour and shield.
Rides: Jasperre rides a Pegasus.
Knightly Virtues: Jasperre has the Questing Virtue and the Virtue of Valour.
Magic Items: Jasperre has three magic items, the Virtuous Lance, the Helm of the Dragonslayer, and the Claw of Malgrimace.
Helm of the Dragonslayer: While wearing this helm, Jasperre is immune to the effects of breath from any kind of Dragon. This protection only applies to dragon breath, not to any other kind of similar attack, such as Hydras' breath.
Claw of Malgrimace: The claw works against any monster. At the start of the close combat phase the Bretonnian player rolls a D6 and this score is deducted from the number of Attacks the monster can make against Jasperre. If Jasperre is unfortunate enough to be fighting two or more monster he can spread the penalty over his opponents as he wishes.
The Virtuous Lance: The magic of the lance works only when Jasperre charges any large monster. Against other targets it counts as a normal lance. The lances adds +4 to Jasperre's Strength. Each wound inflicted causes a D3 wounds. Roll for any saves the model is permitted before multiplying up the wounds caused. Once you have established how many wounds have been inflicted roll a D6 and add the number of wounds caused to the score. If the total is 6 or more the Virtuous Lance has pierced the monster's heart and slain it!
Bohemond 'Beastslayer', Duke of Bastonne..... 200 points
Your army may include Bohemond de Bastonne as an independent character.
Profile M WS BS S T W I A LD
Bohemond 4 5 5 4 4 3 5 3 9
Bretonnian Warhorse 8 3 0 3 3 1 3 1 5
Weapons/Armour: Bohemond has the Beast Mace of Bastonne, heavy armour and Bohemond's Shield.
Rides: Bohemond rides a barded Bretonnian Warhorse.
Knightly Virtues: Reynard has the Grail Virtue and the Virtue of the Impetuos Knight.
Magic Items: Bohemond has two magic items, the Beast Mace of Bastonne and Bohemond's Shield.
The Beast Mace of Bastonne: The Beast Mace adds +2 to Bohemond's Strength and each wound inflicted inflicts a D3 wounds. Roll for any saves the enemy model is permitted before multiplying up the wounds causes.
Bohemond's Shield: The shield confers an armour saving throw of a 6, just like anormal shield. In addition, should an enemy strike Bohemond with a magic weapon roll a D6 for each hit, one at a time. On a roll of 6 the enemy weapon is snapped in two, parried be the shield, and destroyed. Resolve enemy hits that are not parried by the shield in this way, but once the weapon is broken all further hits from that weapon are ignored.
The Green Knight..... 170 points
Your army may include the Green Knight as a character model. If you decide to use the Green Knight he may not join a unit, and is always bound to guard a terrain feature which he cannot leave.
Profile M WS BS S T W I A LD
The Green Knight 4 6 3 5 5 1 6 1 10
Green Knight's Warhorse 8 4 0 4 4 1 4 1 5
Weapons/Armour: The Green Knight has the Dolorous Blade, heavy armour, and shield.
Rides: The Green Knight rides a barded Bretonnian Warhorse. This beast, however, is much fiercer than those ridden by mortal Knights.
Save: 2+
Causes Fear: The Green Knight's awesome and other-wordly appearance, issuing his challenge in a deep, resonant voice that seems to echo from the depths of time, instills dread in his adversaries. The Green Knight therefore causes fear.
Hermit Knight: The Green Knight shuns the company of any ohter Knights and lives as a hermit guarding the sacred places of the Lady of the Lake.
The Green Knight can be deployed as normal or he can be placed anywhere on the battlefield outside the enemy deployment zone. If so he must begin the battle within 6" of a terrain feature which is believed to be sacred to the Lady of the Lake. Such a feature might be a ruined grail chapel, a stone circle, a dolmen, a wood representing a sacred grove, a hill, a strem, a pond or even a lake! This is the place where the Green Knight magically appears before the battle starts and the place he is guarding. When the battle begins he may move about the battlefield as you wish.
Regeneration: Although the Green Knight has only 1 wound on his profile he has uncanny powers of regernation. A mortal blow that would surely slay any ordinary Knight will often only stun the Green Knight. Within moments he is restored whole and raedy to exact retribution. He has even been known to pick up his own severed head and replace it on his shoulders!
If the Green Knight is wounded, instead of removing him as a casualty straight away, roll a dice at the end of the close combat phase. On any score except a 1, the wound is regenerated. If the Green Knight does not regerenate, instead of being removed as a casualty he flees as if broken in hand-to-hand combat and cannot be rallied. He flees directly back to the terrain feature he is guarding and disappears. Any troops in the way part or shift aside to let him through. His own side count him as fleeing for Panic tests.
Immune to Psychology: The Green Knight is immune to psychology.
Natural Dispel: The Green Knight has a natural dispel of 2+.
Magic Items: The Green Knight has a magic item, the Dolorous Blade.
The Dolorous Blade: The Green Knight has only 1 Attack, but so mighty is the Attack that no armour saves are allowed against the Dolorous Blade and each wound inflichted causes not 1 but a D6 wounds. Alternatively, the Green Knight can swing the Dolrours Blade about his head, defying all foes to approach. If he does this then he fights with D6 attacks, but saves apply as normal and each blow causes only 1 wounds as for a normal blade.
Morgiana Le Fay, Fay Enchantress of Bretonnia..... 429 points
Profile M WS BS S T W I A LD
Morgiana 4 3 3 3 3 3 6 1 9
Unicorn 9 5 0 4 4 3 4 2 9
Weapons/Armour: Sword.
Rides: The Fay rides a Unicorn and is one of the few Human characters who are able to do this.
Favours of the Fay: At the start of the battle, after both sides have deployed but before the first turn, any Knightly characters in the Bretonnian army may beg a favour from the Fay Enchantress. The Fay Enchantress reserves her favours for brave and worthy Knights, and is most likely to grant a favour to a young reckless Knight whose courage and devotion burns most fiercly.
Nominate the characters you wish to gain favours and roll a D6 for each in turn. A Knight Errant Champion will always be granted a favour, other Champions are granted a favour on a 4+, Heroes on a 5+, and a Lord on a 6. Special characters will not be granted favours.
If the character is granted a favour he accepts a token of his promise to the Fay, which he ties to his lance or helm. The Knight makes his pledge of honour never to run from a fight - this is known as the ban. If a Knight breaks his ban this has dire consequences for both him and the Fay Enchantress. A Knight breaks his ban if he does not take up a challenge issued by an enemy, unless there is another Knight who is also under a ban to take it up instead. A Knight also breaks his ban if he flees.
Should a Knight break his ban he immediately suffers 1 wound and the Fay Enchantress suffers 1 wound too. No saves of any kinds are allowed against these wounds - they are a consequence of the Knight's broken promise.
Favours: The different favours are listed below. A Knight may only be granted one favour, and any single favour can only be granted once.
Deamon Slaying: If the Knight wounnds a Daemon in hand-to-hand combat then roll a D6. On the roll of a 2 or more the Daemon takes a further D6 wounds with no daemonic saves or armour saves allowed. On the roll of a 6 the Daemon is destroyed automatically.
Dragon Slaying: If the Knight wounds a Dragon in hand-to-hand combat then roll a D6. On the roll of a 2 or more the Dragon takes a further D6 wounds with no saving throw allowed for its scaly skin. On the roll of a 6 the Dragon is slain automatically.
Banishing: If the Knight wounds an Undead creature in hand-to-hand combat then roll a D6. On the roll of a 2 or more the enemy model takes a further D6 wounds with no saves of any kind allowed. On the roll of a 6 the creature is slain automatically.
Wizard Slaying: If the Knight wounds a Wizard in hand-to-hand combat then roll a D6. On the roll of a 2 or more the enemy model takes a further D6 wounds with no saves of any kind allowed. On the roll of a 6 the creature is slain automatically. A Wizard is any model with the ability to cast spells, including appropriate units of Chaos Daemons.
Fortune: When fighting hand-to-hand combat the Knight can re-roll any one dice roll to hit, to wound or save during each close combat phase.
Justice: If the Knight does not carry a magic weapon, any magic weapon wielded by an enemy who is fighting him counts as a normal weapon of its type. If the Knight carries a magic weapon of his own, a magic weapon of graeter points value counts as a normal weapon of its type - other magic weapons work as normal.
Bravery: A Knight with this favour must issue a challenge each turn in hand-to-hand combat. If his challenge is met then he adds +1 to all his dice rolls to hit that turn and +1 to his Strength.
Defenders of the Fay: If the Fay Enchantress joins aunit of Knights Errant, they will swear to defend her to the death. The unit cannot be broken in hand-to-hand combat while the Fay accompanies it. If the Fay is slain while accompanying the unit, any remaining Knights Errant become subject to hatred of the enemy.
Magic Items: The Fay Enchantress has four magic items, the Chalice of Potions, Morgiana's Mirror, a Toad Power Familiar, and the Girdle of Gold.
Chalice of Potions: The Fay Enchantress's Chalice of Potions holds a magical potion distilled from lilies gathered by her on the eve of the battle. The power of the chalice depends upon the lilies she selects and the spells she weaves over them. You may choose any one of the following colours of lily for the potion.
The chalice can be used by the Fay Enchantress at the start of any Bretonnian turn. When she pours the contents of the chalice onto the ground the potion vapourises into magical energy. The potion's magic takes effect immediately. At the start of each of his subsequent turns, the Bretonnian player must roll a D6. On the roll of a 1 the effect of the potion is exhausted. The chalice can only be used once per battle.
Red: The healing effects of the potion's vapours protect those around the Fay Enchantress. All Bretonnian models touching the Fay Enchantress, including the Fay herself, automatically discount the first wound they suffer in any one turn. Whilst the potion lasts each model may ignore 1 wound per turn this way.
Yellow: The potions vapours burn with a pure intensity that dazzles any enemy models touching the Fay Enchantress. Any enemy models touching the Fay Enchantress will require a D6 roll of a 6 to hit in hand-to-hand combat. Note that this applies regardless of who or what they attack so long as they are touching the Fay.
White: The chalice discharges an enveloping mist which completely surrounds the Fay Enchantress and any unit she is with. It is impossible to shoot missile weapons at the unit enveloped by the mist.
Violet: The chalice discharges a powerful violet coloured mist which coils around the Fay Enchantress like a serpent. Any enemy model touching the Fay Enchantress must roll a D6 at the start of the hand-to-hand combat phase. If the dice roll is greater than the enemy's Toughness then the foe has succumbed to the choking mist and is killed automatically.
Blue: The chalice discharges a blue cloud which drifts over the battlefield and settles over any one enemy war machine. The war machine cannot fire whilst it is under the cloud. Each time it attempt to fire it will misfire if it is a cannon, stone thrower, or other weapons with a suitable misfire chart, or it will simply fail to work.
Morgiana's Mirror: Morgiana can use the mirror once at the start of the game. The Bretonnian player nominates one enemy wizard, and his opponent must reveal all of that wizard's spells.
During the game Morgiana can use the mirror to enhance her ability to fight a Magic Duel. If she plays a Magic Duel counter card, or if a Magic Duel counter is played against a spell she has cast, then she may add a further +1 to her normal D6 dice roll to determine who wins the duel.
Power Familiar - a Toad: Thanks to the power of the Familiar the Fay Enchantress is permitted to draw 1 extra chard from the Winds of Magic each magic phase. The Familiar cannot be harmed, and if the Fay Enchantress is slain it will hop off and lost itself amongst the grass and bushes.
The Girdle of Gold: The Fay Enchantress has a special save of 4+ against each wound inflicted upon her. Note that this is a special saving throw similar to a save from a ward, it is not an armour save and it is not modified by the strength of the attack, nor is it negated by attacks that negate armour saves such as cannons for example. The Girdle of Gold cannot protect the Fay from wounds suffered as a result of broken bans as described in the section on Favours.
Spells: The Fay Enchantress is a level 4 wizard with four spells. These spells are unique to her and cannot be used by any other wizard of any kind, not even another Bretonnian wizard.
Spiteful Glance: It is unwise to annoy the Fay Enchanterss, for she may turn you into a frog! She can attempt to turn an enemy character who she can see into a frog. Note that only a character can be targeted. If a character riding a monster is turned into a frog, then the monster rolls on the Monster Reaction Table just as if the rider were slain. Line of sight is required for this spell.
The range at which an enemy character can be turned into a frog depends on how many power cards are used to cast the spell. The spell can be cast using just one power card. Each power card played adds D6" to the range at which a victim can be turned into a frog. So, for example, if you declare only one power card, the range will be D6". If you declare three cards, the range will be 3d6".
To avoid being turned into a frog, the opponent can attempt to counter the spell in the usual fashion. If he fails the victim is turned into a frog. Frogs can't do anything except croak and hop around a bit but on the plus side they can't be harmed (so don't need a profile). Frogs cannot cast spells or use counter magic, nor can they be victims of further spells. Frogs are assumed to hide in long grass or under a stone whil the battle rages on around them.
The Mist of Châlons: This spells needs 2 power cards to cast. White mist, like that which rises from the sacred places of the Lady of the Lake, gathers around any unit within 24" of the Fay Enchantress. The mist enshrouds the unit so that it can barely be seen. Missiles may not be shot at or from the models within the mist. The models in the mist may not march move, but otherwise they may move or charge as normal. The mist will follow and continue to shroud the unit. If the models in the mist engage in hand-to-hand combat, the mist surrounds them, but not the enemy, so hand-to-hand opponents suffer a -1 to hit penalty. The spell remains in play once cast.
The Doom of Dol: This spell requires 3 power cards to cast. The Fay pronounces the doom of a single character or monster on the opposing side. She also names a Bretonnian character on her side who will slay the 'doomed' enemy model. So, for example, in the midst of battle the Fay Enchantress may suddenly declare something like 'Sir Jehan Maldemar! The Dwarf king is doomed to perish by your sword!" Naturally that inspires the Knight to go all out to accomplish that very deed.
If the Bretonnian character she names engages in hand-to-hand combat with the 'doomed' enemy model, the Bretonnian will count S10 while fighting his 'doomed' adversary. The spell remains in pla yonce cast. If the Bretonnian character is slain by the 'doomed' opponent the spell is destroyed as if it had been destroyed by a Destroy Magic counter card.
The spell cannot be cast again while it is still in play.
The Beguilement of Blondel: This spell requires 1 power card to cast. I may be cast on any unit within 24:. The target unit is beguiled with visions of verdant meadows full of wild flowers and beautiful maidens, or whatever alternative paradise exists in their imagination! The unit will do absolutely nothing, will niether move, nor shoot nor fight in the following turn unless it passes a Leadership tests to snap out of the beguilement. The spall lasts one turn once cast.