WARHAMMER ARMIES -
BRETIONNIA

REGIMENTS:

KNIGHTS:

0-1 Unit of Grail Knights ..................... 45 points each

You may inclued one unit of Grail Knights. Grail Knights are Knights that have fulfiled their quest and drunk from the grail. This makes them special above and beyond ordinary men. Grail Knights bear the lazon of the grail upon their shields and are sworn to defend all that is good in the Old World.

ProfileMWSBSSTWIALD
Grail Knight453431419
Brett. Warhorse830331315

Equipment: Grail Knights wear Heavy Armour and carry shilds. They are armed with a Handweapon and a lance, and ride a barded Bretonnian warhorse.

Save: 2+

Options: May carry a magic standard.

Special Rules:

Grail Virtue: Grail Knights have Grail Virtue which makes them immune to psycology.

Lance Formation: Grail Knights may use the Lance Formation.

Questing Knights ..................... 41 points each

You may have any number of units of Questing Knights.

ProfileMWSBSSTWIALD
Questing Knights443431418
Brett. Warhorse830331315

Equipment: Questing Knights wear Heavy Armour and carry shilds. They are armed with a Handweapon and a lance, and ride a barded Bretonnian warhorse.

Save: 2+

Options: Questing Knights may carry a magic standard.

Special Rules:

Questing Virtue: Questing Knights have the Questing Virtue. They ignor panic.

Lance Formation: Questing Knights may use the Lance Formation.

Knights of the Realm ..................... 39 points each

You may have any number of units of Knights of the Realm.

ProfileMWSBSSTWIALD
Knight of the Realm433331417
Brett. Warhorse830331315

Equipment: Knights of the Realm wear Heavy Armour and carry shilds. They are armed with a Handweapon and a lance, and ride a barded Bretonnian warhorse.

Save: 2+

Options: Knights of the Realm may carry a magic standard.

Special Rules:

Knightly Virtue: Knights of the Realm have the Knightly Virtue. They ignor panic cauysed by fleeing commoners and Allies.

Lance Formation: Knights of the Realm may use the Lance Formation.

Knights Errant ..................... 32 points each

Your army may any number of Knight Errant units. These are young Knights who must prove themselves worthy to inherit their ancestral domains by brave deeds on the field of battle, and other tasks requiring great valour and steadfastness.

ProfileMWSBSSTWIALD
Knight Errant433331317
Brett. Warhorse830331315

Equipment: Knights errants wear Heavy Armour and carry shilds. They are armed with a Handweapon and a lance, and ride a barded Bretonnian warhorse.

Save: 2+

Options: One unit of Knight Errant may carry a magic standard.

Special Rules:

Knightly Virtue: Errant Knights have the Knightly Virtue. They ignor panic cauysed by fleeing commoners and Allies.

Lance Formation: Errant Knights may use the Lance Formation.

Foot Knights ........... 12 points each

ProfileMWSBSSTWIALD
Foot Knight433331417

Equipment: Foot Knights are armed with hand weapons and shilds, and wear heavy armour.

Save: 4+

Options: None

Special Rules:

Knightly Virtue: Foot Knights have the Knightly Virtue. They ignor panic cauysed by fleeing commoners and Allies.

COMMONERS:

Mounted Squires ............................... 10 points each

Profile M WS BS S T W I A LD
Squires 4 3 3 3 3 1 3 1 7
Horse 8 0 0 3 3 1 3 0 5
Weapons/Armour: Mounted Squires ride horses, and are armed with swords.
Save: 6+
Options: Any unit may have spears (+2 points per model), bows (+4 points), shields (+2 points) and/or light armour (+4 points).
Special Rules:
Skirmish: Mounted Squires may skirmish.

Squires ............................... 5 points each

Profile M WS BS S T W I A LD
Squires 4 3 3 3 3 1 3 1 7

Equipment: Squires are armed with swords.

Save: None

Options: Squires may carry spears (+1 point) or longbows (+3 point).

Special Rules:

Skirmish: Squires may Skirmish

Men at Arms ............................... 5 points each

Profile M WS BS S T W I A LD
Men at Arms 4 3 3 3 3 1 3 1 7

Equipment: Men at Arms are armed with handweapons.

Save: None

Options: Men at Arms may carry spears (+1 point) or halberds (+2 points). They may also carry shilds (+1 point) and/or may wear light armour (+2 points).

Bowmen ............................... 8 points each

Profile M WS BS S T W I A LD
Bowmen 4 3 3 3 3 1 3 1 7

Equipment: Bowmen are armed with handweapons and longbows.

Save: None

Options: Bowmen may wear light armour (+2 points).

Special Rules:

Arrowhead Formation: Bowmen may use the arrow head formation.

0-1 Units of Damoiselles du Grail ... 30 points points per model

Damoiselles du Grail are women who have devoted themselves to the Lady of the Lake. Their main work is to heal the wounded knights from battles or jousts. Sometimes they join the knights in battle, praying for the Lady of the Lake to help the knights defend the weak. During the battle they dance around, singing praise to the Lady of the Lake, praying that she comes to their aid. In times of peace they spend their time looking after the Grail Chapels and tending to the needs of the peasants, Common work for them is the blessing of tools and the banishing of imps from villages.

Most of the Damoiselles du Grail are the sisters of knights. As they aren’t male they can’t go on the Grail Quest to prove their devotion. Instead they become Damoiselles du Grail and spend most of their time in pray and service.

Damoiselles du Grail may be led into combat by Grail Damsels who run many of the larger Grail Abbeys. They spend most of their time supervising the Damoiselles du Grail and using their powers to heal wounded knights.

Profile M WS BS S T W I A Ld
Damoiselles du Grail 4 3 3 3 3 1 3 1 9

Weapons / Armour: The Damoiselles du Grail are armed with hand weapons

Save: 6+ (Special Save)

Special Rules

Purity: The Lady of the Lake has blessed the Damoiselles du Grail, giving them an unmodified saving throw of 6+ for everything including magic. This save counts as a ward.

Characters: The Damoiselles du Grail may only be led by a Grail Damsel or the Fay Enchantress. No other characters may join them.

Skirmish: The Damoiselles du Grail may skirmish.

Dances: Each turn the Damoiselles can dance to the Lady of the Lake hoping that she will look after the knights in the battle. Each dance lasts one turn and they may change the dance after one turn. The whole unit must do the same dance. The dances do not count as magic spells so they may not be dispelled or countered. Note: the Fay Enchantress is not counted when working out the range of the dances if she is leading the unit, however a Grail Damsel does count when working out the range.

Divine Intervention
Range: 2" per model in the unit to a maximum of 15".
Effect: One unit of knights within range may retake any failed saving throws once, during any phase.

Dance of Death
Range: the unit themselves.
Effect: Every member in the unit of Damoiselles du Grail may have an additional attack in the combat phase.

Dance of Banishment
Range: 1" per model in the unit up to 12".
Effect: Any undead or daemon unit within the range takes 2D6 S3 hits.

If the unit is led by a Grail Damsel they can also carry out the following dance:

Heal
Range: ½" per model up to 8".
Effect: Any model that is killed during the turn that the Damoiselles du Grail are dancing this dance, roll a dice for. On a roll of 4+ the model is not removed, the Lady of the Lake saves them at the last moment. On any other roll the model is removed as normal.

Grail Magic Items

The Book of La Maisontal 50 points
This book was kept in the Abbey of La Maisontal where the Damoiselles du Grail recorded their daily life. When Skaven and Undead attacked the Abbey the Damoiselles du Grail fought long and hard to keep its many treasures safe from the evil Skaven. To this end they danced many dances to the Lady of the Lake, these dances were recorded in the Book of La Maisontal when the Skaven and Undead where vanquished by the Duc de Quenelles and his Knights.

This book allows the Grail Damsel to lead her unit of Damoiselles du Grail in more dances. The unit, as long as the Grail Damsel is alive, may use the following dances

Dance of New Life
Range: 1" per model up to 12"
Effect: The Bretonnian player may place 2" diameter circle of trees any where within range. The trees may not be placed over a unit and they are placed in the starting phase.

Appearance
Range: 1" per model up to 15"
Effect: Any one unit within the range that is fleeing will automatically rally. This dance may be used during the combat phase on units that fail their break tests but haven’t been moved unit. If so then the unit will not run away and will remain in combat.

Ghostly Dance
Range: The unit themselves.
Effect: The unit of Damoiselles du Grail cause fear for the entire turn, they are also immune from fear and count terror as fear.

Dance of Sorrow
Range: The unit themselves.
Effect: The unit of Damoiselles du Grail become frenzied for the entire turn.

Dog Handlers ........ 8 points each
Hunting Dogs............... 18 points each

Your army can include any number of dog handlers.

When Bretonnian Knights go out hunting in the woods their squires take the castles' hunting dogs with them. Sometimes squires are given the job of taking the dogs into battle against the enemies of Bretonnia.

Profile M WS BS S T W I A Ld
Dog Handlers 4 3 3 3 3 1 3 1 7
Hunting Dogs 8 4 0 3 4 1 4 2 4

Weapons / Armour: Dog handlers are armed with a hand weapon, a spear and they wear light armour.

Save: Dog handlers have a save of 6+.

Options: None

Special Rules:

Dog Packs: Each dog handler can control 1 to 2 dogs. Several dog handlers may join their packs to form bigger units. Leadership tests are taken using the dog handlers Ld. Missile causalities are randomised between dogs and dog handlers.

0-1 Unit of Monks ..................... 6 points each

Profile M WS BS S T W I A LD
Monks 4 3 3 3 3 1 3 1 7

Weapons / Armour: Monks are armed with hand weapons.

Save: None

Options: None

Special Rules:

Standard of the Grail: If the Monks inclued a standard bearer he will carry the Standard of the Grail making any unit within 6" immune to fear.

Immune to Psycology: The Monks are immune to psycology as they are doing this in the name of the Lady of the Lake.

Skirmish: Monks may skirmish.

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