WARHAMMER ARMIES -
BRETIONNIA

THE BRETIONNIAN ARMY
0-75% Charecters
25%+ Knights
0-50% Commoners
0-25% Monsters
0-25% Allies

Allies: Border Princes, Empire, High Elves, Wood Elves, Dwarfs, Esatlia, Tilea and Albion.

Characters Equipment List

The following chart gives all the ordinary weapons and armour that can be given to a Bretonnian character. The list is divided into two parts: Knightly characters (which includes wizards), and Commoners. Champions are always armed in the same manner as their regiment. Models must carry the weapons ascribed to them.

EQUIPMENT LIST

Knightly Characters
A single sword, mace, axe or other hand weapon (Free)
A lance for a mounted Knight (2 pts)
Double-handed sword or axe (2 pts)
Shield (1 pts)
Light Armour (2 pts)
Heavy Armour (3 pts)
Barding for Warhorse (4 pts)
Warhorse (3 pts)

Commoners
A single sword, mace, axe or other hand weapon (Free)
Spear (1 pts)
Halberd (2 pts)
Long Bow (3 pts)
Bow (2 pts)
Shield (1 pts)
Light Armour (2 pts)

SPECIAL RULES:

The Lady's Blessing

The Bretonnians revere the Lady of the Lake as the embodiment of chivalry and knightly virtue. She is the very spirit of Bretonnia, who rewards the brave and destroys the craven.

Before a battle the Bretonnian Knights kneel and pray to the Lady of the Lake, avowing to fight to the death for honour and justice. The Bretonnian player may petition a blessing of the Lady before the battle begins. If he chooses to do so then his enemy automatically takes the first turn of the game, as the whole Bretonnian army must kneel to pray before they begin to fight. The Lady's blessing is automatically granted so long as the army remains true to the Bretonnian laws of chivalry.

The Lady will not bless the army if it includes allies who bring war machines of any kind. Nor will she favour the army if allies are armed with any type of gunpowder weapons, such as handguns, for these ar not weaopns of honour but ignoble and craven devices.

The Lady's blessing takes the form of a powerful curse upon the enemies of chivalry and those who make use of weapons of mass destruction.

Consequently, before the enemy can shoot with a war machine, whether a stone thrower, bolt thrower, cannon, or machinery of any kind, he must roll a 4+ on a D6 to overcome the curse. He must roll each time each war machine wishes to shoot, and if he fails the test he may not fire with the war machine that turn.

Other shooters, such as bowmen or crossbows, do not need to test unless they dare to raise their weapons against the Knights of Bretonnia. If the foe wishes to shoot at a unit of Bretonnian Knights, then each shooter msut first roll 4+ on a D6 to overcome the curse. Roll for each model, and proceed to work out shots from only those models that successfully overcame the curse.

The Bretonnian Warhorse:

For generations, the Bretonnian Warhorse has been bred to bear the weight of a fully armourned Bretonnian Knight. Because their horses are so strong, Bretonnian Knights do not suffer the movement penalty for wearing armour and warhorse barding. They may move and charge at their full movement allowance.

The Lance:

The Lance formation consists of a single valiant Knight at the front, with two Knights behind him, three behind them, and so on forming a pointed wedge. At full charge the Lanmce can burst an enermy formation apart.

Forming a Lance:
A Unit of Knights can deploy in Lance formation at the start of the game. Aternativly they can adopt the formation during the game by reforming in the movement phase. When in Lance formation they acn also reform to normal formation. Reforming takes the enitre movement phase.

When in Lance formation the leader is always at the front. The standrad and musican and any other charecters are placed as far folward as possible.

Manoevre and Moving:
A unit in Lance formation can wheel but cannot turn. When wheeling measure from the widest rank. Otherwise all measurements are made from the front model. When chargeing the front model must be able to see the target.

Close Combat:
In combat the Lance formation is positioned against the enermy unit with the leading model in contact and the wedge arrayed behind him. All models at the edge of the lance can fight if there are enermy directly in front of them . All fighting models are considered "touching".

Rank Bonus:
In a Lance formation the Knights get +1 combat bonus for each full rank behind the first upto a maximum of +3.

Flanks:
A Lance formation has no flanks. The Longsides of the wedge count as the front. An enermy is not permited to overlap onto the side of the formation. An enermy charging the side of the Lance has no bonuses on cvombat results and no panic tests are taken.

Casualties:
Casualties are removed from the rear of the regiment. If charecteres are killed the formation is reoraginsed at the end of combat.

Combat Results:
After a round of combat the Knights can maintain the Lance or adopt a regular formation. Knights cannot lap round when in lance formation. They can adopt normal formation and then lap round in the same turn.

If the Lance breaks the enermy unit then the Knights can hold or purses in either formation.

The Arrowhead:

The Arrowhead is a formation of Bretonnian Bowmen, consiting of a single Bowman in the front , with two Bowmen behind him and so on, forming a wedge shape like the Lance. The Arrowhead allows as many Bowmen to fire as possible. It is designed as a defensive formation to withstand an enermy assault.

Forming the Arrowhead:
A Unit of Bowmen can deploy in Arrowhead formation at the start of the game. Aternativly they can adopt the formation during the game by reforming in the movement phase. When in Arrowhead formation they can also reform to normal formation. Reforming takes the enitre movement phase.

When in Arrowhead formation the leader is always at the front. The standrad and musican and any other charecters are placed as far forlward as possible.

Manoevre and Moving:
A unit in Arrowhead formation can wheel, but cannot turn. When wheeling measure from the widest rank. Otherwise all measurements are made from the front model.

The Arrowhead formation cannot charge or march move. In order to charge or march they must adopt normal formation.

Shooting:
When in an Arrowhead formation the leader and all models along the edge of the formation can shoot normally. If the Arrowhead remains stationary in that turn, remaining models in the formation can also shoot. If standing and shooting against a charging enermy then all Bowmen can shoot.

Close Combat:
All models at the edge of the Arrowhead can fight if there are enermy directly in front of them. All fighting models are considered "touching".

Rank Bonus:
In a Arrowhead formation the Bowmen get +1 combat bonus for each full rank behind the first upto a maximum of +3.

Flanks:
A Arrowhead formation has no flanks. The longsides of the wedge count as the front. An enermy is not permited to overlap onto the side of the formation. An enermy charging the side of the Arrowhead has no bonuses on cvombat results and no panic tests are taken.

Casualties:
Casualties are removed from the rear of the regiment. If charecteres are killed the formation is reoraginsed at the end of combat.

Combat Results:
After a round of combat the Bowmen can maintain the Arrowhead or adopt a regular formation. Bowmen cannot lap round when in arrowhaed formation. They can adopt normal formation and then lap round in the same turn.

If the Arrowhead breaks the enermy unit then the Bowmen will purses in normal formation. If they hold they can choose which formation to adopt.

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