OTHER BRETONNIAN INFORMATION


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ARMY SELECTION
Characters0 to 75%Up to three quarters of the points value of the army may be spent on characters. This includes the cost of monsters ridden by characters.
Knights25%+At least a quarter of the points value of the army must be spent on Knights. This does not include the cost of Champions who are paid for out of the Characters allowance.
Commoners0 to 50%Up to half of the army's points value may be spent on regiments of Commoners. This does not include the cost of Champions who are paid for out of the Characters allowance.
War MachinesNoneA Bretonnian army cannot include war machines - the code of chivalry forbids it.
Monsters0 to 25%Up to a quarter of the points value of the army may be spent on monsters. This does not include the cost of monsters ridden by charactes, which must be paid for from the Characters allowance.
Allies0 to 25%Up to a quarter of the points value of the army may be spent on allies chosen from any one or more of the following lists: Wood Elf, Empire, Dwarf, High Elf.



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 weaponFree
A lance for a mounted Knight2
Double-handed sword or axe2
Shield1
Light Armour2
Heavy Armour3
Barding for Warhorse4
Warhorse3
Commoners
A single sword, mace, axe or other hand weaponFree
Spear1
Halberd2
Long Bow3
Bow2
Shield1
Light Armour2



Knightly 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 are 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.


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 weaopns, 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.


Lance and Arrowhead Formations

The Lance

The Lance is a formation of Bretonnian Knights, consisting of a single valiant Knight in the front, with two Knights behind him, thre behind them, and so on forming a pointed wedge.

Forming a Lance: A unit of Knights can deploy in a Lance formation at the start of the game. Alternatively, a unit of Knights can adopt a Lance formation during their movement phase by reforming. The Knights' leader remains where he is and the unit is rearranged behind him. Knights in a Lance formation can adopt a normal formation in the same way, the unit reforming around the leader model. A reforming manoeuvre takes a unit its entire movement plase - so a unit which forms into or out of a Lance formation cannot move further that turn.

When arranging the Lance formation the unit's leader is always placed in the front. If the unit is led by a character then he must take the front position. The unit's standard, musician, and any other characters are placed as near to the front as possible. The rearmost row may be lacking sufficient Knights to fill it. In this case place models to either edge first, and leave any gaps inthe middle of the rank.

Manoeuvre and Moving: A Lance can manoeuvre by wheeling; it cannot turn. When wheeling measure from the widest rank. Otherwise, when moving the unit make all measurements from the front model in the formation.

When the Lance charges, the model at the front must be able to see the taret - it does not matter whether other models can see or not as they simply follow their leader.

Close Combat: In combat the Lance formation is positioned against the enemy unit with the leading model in contact and the wedge arrayed behind him. This represents the moment of contact.

All the models at the edge of the Lance can fight if there are enmy directly in fromt of them. All enemy models directly in front of the wedge can fight back. All fighting models are considered to be 'touching' the enemy where such a distinction is called for.

Rank Bonus: In a Lance formation the Knights get +1 combat bonus for each full rank behind the first, up to a maximum of 3 extra ranks (+3 bonus). A rank which is not full does not count.

Flanks: A Lance formation has no flanks as such - the long sides fo the wedge are counted as its front. An enemy is not permitted to overlap onto the sides of the formation.

An enemy charging the sides of the Lance does not count as charging the flank of the unit. No bonuses are earned on combat results, and no Panic test is required for a flank charge.

If a Lance is already engage in combat and it is charged from the side, the enemy is aliged against the side of the Lance formation. In this case enemy models aligned against the side are allowed to fight and models directly in front of the Lance can fight as normal. The Knight models facing both enemy units can fight either the original unit to their front or the unit to the side, and they can divide their attacks if you prefer.

Casualties: Casualties are removed from the rearmost rank in the usual manner. When removing casualties leave models at the edge of the formation so that they can continue to fight.

If a character is slain his position can be taken by anotehr Knight once the combat is over.

Combat Results: After combat is completed Knights can maintain their Lance formation or immediately adopt a regular formation of one or more ranks. To adopt a regular formation move the Knights forward, dividing the unit equally to the left and right of the leader.

Knights in a Lance formation cannot lap round an enemy's flanks as can a regular unit. However, if Knights adopt a regular formation they can lap round that turn, assuming, of course they won the combat and that their new formation extends to the enemy's flank.

If the Lance succeeds in breaking the enemy unit, the Knights can either maintain the Lance formation or adopt a regular formation as they either hold or pursue.


The Arrowhead

The Arrowhead is a formation of Bretonnian Bowmen consisting of a single Bowman in the front, with two Bowmen behind him, three behind them, and so on, forming a wedge shape exactly the same as the knightly Lance. The Arrowhead is designed to enable as many Bowmen as possible to fire upon the enemy.

The Arrowhead rules are broadly similar to those already described for the Lance formation.

Bowmen in Arrowhead formation cannot charge. Their formation is primarily defensive, and in order to charge they must first adopt a normal formation.

Bowmen in Arrowhead formation cannot march. Just as they are unable to charge because of their formation, so they are unable to mvoe at march rate unless they adopt a normal formation.

Shooting: Bowmen in an Arrowhead formation can concentrate their fire over a relatively narrow front. The lead model plus all the models along the edge of the formation shoot normally.

If the Arrowhead remains stationary in the turn, remaining models in the formation can also shoot over the heads of their fellows, even though they cannot see their target themselves. They simply add their arrows to the volley following the aim of their neighbors.

If standing and shooting against a charging enemy the Arrowhead can shoot with all of its bowmen, including those inside the formation.

Close Combat: The Arrowhead has no flanks as such, the front of the unit extends along either side. Enemy charging from the flank are positioned against the side of the formation in the same way as described for the Lance attacked i nthe side while fighting a combat.

All the models that are at the edge of the Arrowhead can fight if there are enemy directly in front of them in the same way as Knights in a Lance. All enemy models that are directly in front of the wedge can fight back.

Rank Bonus: In an Arrowhead formation the Bowmen get +1 cobmat bonus for each full rank behind the first, up to a maximun of 3 extra ranks (+3 bonus). A rank must be full to count.

Flanks: An Arrowhead formation has no flanks in exactly the same way as a Lance. The long sides of the wedge are counted as its front. An enemy is not permitted to overlap onto the sides of the formation.

An enemy charging the sides of the Arrowhead does not count as charging the flank of the unit. No bonuses are earned on combat results, and no Panic test is required for a flank charge.

If an Arrowhead is already engaged in combat and is charged from the side, the enemy will end up aligned against the side of the formation. In this case the enemy models aligned against the side can fight, and models directly in front of the Arrowhead can fight as normal. The Bowmen can fight either enemy unit, the orignal unit to their front or the unit to the side, and they can divide their attacks if you prefer.

Casualties: Casualties are removed from the rearmost rank in the usual manner. When removing casualties leave models at the edge of the formation so that they can continue to shoot or fight.

If a character is slain his position can be taken by another Bowmen once the combat is over.

Cobmat Results: After combat is complete, Bowmen can maintain their Arrowhead formation or immediately adopt a regular formation of one or more ranks. To adopt a regular formation move the Bowmen forward, dividing the unit equeally to the left and right of the leader.

Bowmen in Arrowhead formation cannot lap round an enemy's flank as can a regular unit. However, if Bowmen adopt a regular formation they can lap round that turn, assuming, of course, they won the combat and that their new formation extends to the enemey's flank.

If the enemy unit breaks and flees, Bowmen automatically adopt a regular formation if they pursue. Bowmen do not pursue whilst in an Arrowhead formation. If Bowmen hold they can adopt a regular formation or maintain their Arrowhead.


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.


All the information listed here about Warhammer Fantasy Battle is the property of Games Workshop and is not intended for anything other than general information and to instill the desire in others to play the game. If there are any problems with any of the contents on these pages, please e-mail me, I will do what I can to correct the problem. Thank you.