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Murray145
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PostSubject: Errantry Tour   Wed 29 Jun 2011 - 1:03

When a young (male) Bretonnian noble reaches his late teens, he is sent on his Errantry Tour. During his tour he is expected to seek out perilous situations and then, by the grace of The Lady, somehow over come them. It is not uncommon for these young nobles to band together, along with their retainers and a few of their father's men, and head off in search of glory!

Choice of Warriors:

A Errantry Tour must consist of atleast 3 models. You have 500 gold crowns to recruit your warband. The maximum number in your warband may never exceed 15.

Cavalier: Each Errantry Tour must have one Cavalier: no more, no less.
Knight Errant: Your warband may include up to three Knight Errant.
Damsel: Your warband may include up to one Damsel.
Yeomen: Your warband may include up to five Yeomen.
Men at Arms: Your warband may include any number of Men at Arms.
Bowmen: Your warband may include up to seven Bowmen.

Special Rules:

Glory or Death!:
Knight Errants are rather enthusiastic at the best of times, but during a Errantry Tour they take their rashness to a whole new level in attempts to earn themselves honor and distinction. If at any time there is a model with the special rule 'Large Target' insight of a Knight Errant or Cavalier, that model must attempt to engage the target in close combat. This does not apply if the model is locked in close combat or is knocked down or stunned. Any Knight Errant or Cavalier who takes a model with 'Large Target' or 'Leader' special rule Out of Action will gain an additional 1 experience.

Bravado:
Being young nobles, they are always looking for a way to impress a pretty face. At any time a Cavalier or Knight Errant is within 6" of a Damsel, that model may reroll a single failed Leadership test per game.

Gentry Birth:
The Nobles and Peasants of Bretonnian are like Oil and Water; Yeomen, Men at Arms, or Bowmen may never become heroes. If a Yeoman gains the "Lads got talent" you must reroll the dice and apply the result. Men at Arms and Bowmen who roll "Lads got Talent" have become freemen and thus count as a Yeomen in terms of equipment.

Born of Privilege:
Knight Errants are usually equipped with the best armor and weapons their families can afford, to represent this the Cavalier and Knight Errants may purchase Heavy or Light Armor at half-price, armor acquired this way may only be worn by that Knight.

Honor Bound
Knights of Bretonnia despise unhonorable combat, therefore Cavaliers and Knight Errants may never use any range weapon of any kind.

Hired Swords
The Errantry Tour warband may not hire Hired Swords that are evil or use poisons.

Starting Experience:

Cavalier start out with 20 experience.
Knight Errant start out with 8 experience.
Damsel starts out with 12 experience.
Henchmen start out with 0 experience.

Errantry Tour Skill Table
The Cavalier may choose skills from the Combat, Strength, Speed, Riding, or Special skills.
Knight Errants may choose skills from the Combat, Strength, Riding, or Special skills.
The Damsel may choose skills from the Academic skill list or they may randomly determine a new spell from the Lady's Prayers spell list.

Errantry Tour Equipment List:

Knight Equipment List:
Hand to Hand Weapons:
Dagger 1st free/ 2 gc
Mace/Hammer 3 gc
Sword 1st 5 gc/ 10 gc
Axe 5 gc
Flail 15 gc
Double Handed Weapon 15 gc
Birth Sword 15 gc
Lance 20 gc

Missile Weapons:
None

Armor:
Light Armor 20 gc
Heavy Armor 50 gc
Shield 5 gc
Helmet 10 gc
Warhorse 80 gc
Barding 30 gc

*New Equipment* Birth Swords
Birth Swords are heirloom weapons passed down generation to generation, a Knight with a Birth Sword may reroll a single failed to-hit roll every round of combat, in addition the sword grants +1 to the users strength during the first round of combat. Due to the rarity of Birth Swords, each model may only have one Birth Sword. In addition Birth Swords may only be used by the Cavalier, Knights Errant, and Damsel never by Henchmen.

Yeomen Equipment List:
Hand to Hand Weapons:
Dagger 1st free/ 2 gc
Mace/Hammer 3 gc
Axe 5 gc
Sword 10 gc
Spear 10 gc
Halberd 10 gc
Double Handed Weapons 15 gc

Missile Weapons:
Bow 10 gc
Long Bow 15 gc

Armor:
Light Armor 20 gc
Shield 5 gc
Helmet 10 gc
Horse 40 gc

Peasant Equipment List:
Hand to Hand Weapons:
Dagger 1st free/ 2gc
Club/Mace 3 gc
Sword 10 gc
Halberd 10 gc

Missile Weapons:
Bows 10 gc
Long Bows (*) 15 gc

Armor:
Light Armor 20 gc
Shield (**) 5 gc
Helmet 10 gc

(*) - Usable only by Bowmen
(**) - Usable only by Men at Arms.

Heroes:

1 Cavalier; 60 gold to hire.

Sometimes a Knight Errant does not feel that his deed was not courageous enough, so he heads out again in search of glory. They call these young knights Cavaliers, and with a few years of touring under their belt they are ideal leaders for a Errantry Tour. It is not uncommon that Lords may give a Cavalier a tithe to take their sons on their Errantry Tour.

M 4; Ws 4; Bs 3; S 3; T 3; W 1; I 4; A 1; Ld 8
Weapons/Armor: Cavaliers may choose weapons and armor from the Knight Equipment List.

Special Rules:
- Leader: Any warrior within 6” of the Cavalier may use his leadership value when taking Leadership tests.
- Knight's Virtue: A Cavalier, like all Knights of Bretonnia may choose up to two Knightly Virtues.
- Equestrian: The Cavalier starts the game with the Ride skill.

0-3 Knight Errant; 35 gold to hire.

M 4; Ws 3; Bs 3; S 3; T 3; W 1; I 3; A 1; Ld 7
Weapons/Armor: Knight Errants may choose weapons and armor from the Knight Equipment List.

Special Rule:
-Knight's Viture: Knight Errant, like all Knights of Bretonnia may choose a single Knightly Virtue
-Equestrian: The Knight Errant starts the game with the Ride skill.

0-1 Damsel; 35 gold to hire.

M 4; WS 3; BS 3; S 3; T 3; W 1; I 4; A 1; Ld 7
Weapons/Armor: Damsel may choose weapons and armor from the Knight Equipment List.

Special Rules:
Wizard: The Master is a wizard and uses Lady's Prayers. See the Magic section below for details.

Henchmen:

0-5 Yeomen; 25 gold to hire.

M 4; Ws 3; Bs 3; S 3; T 3; W 1; I 3; A 1; Ld 5
Weapons/Armor: Yeomen may choose weapons and armor from the Yeoman Equipment List.

0+ Men at Arms; 20 gold to hire.

M 4; Ws 2; Bs 2; S 3; T 3; W 1; I 3; A 1; Ld 5
Weapons/Armor: Men at Arms may choose weapons and armor from the Peasant Equipment List.

Special Rules:
Peasant's Duty: Aslong as there is a Cavalier or Knight Errant within 6" of the Men at Arms he may reroll a single failed Leadership test.

0-7 Bowmen; 25 gold to hire.

M 4; Ws 2; Bs 3; S 3; T 3; W 1; I 3; A 1; Ld 6
Weapons/Armor: Bowmen may choose weapons and armor from the Peasant Equipment List.

Special Rules:
Peasant's Duty: Aslong as there is a Cavalier or Knight Errant within 6" of the Bowmen he may reroll a single failed Leadership test.


Knightly Virtues:

Virtue of Purity: Any spell cast against the Knight will be dispelled on the D6 roll of a 4+.
Virtue of Valor: The Knight may re-roll any missed to hit rolls against an enemy with a higher strength.
Virtue of Discipline: Once per game, if the Knight is not Out Of Action, Stunned or Knocked Down, you may re-roll a failed Rout Test.
Virtue of Noble Disdain: The Knight is subject to Hatred of all enemies armed with shooting weapons.
Virtue of the Impetuous: The Knight gains an additional +D3" to his move when charging. Roll the dice each time you wish to charge and before moving the model.

Special Skills:

Coup De Grace: The Knight swings his sword with great might in attempts to deal a killing blow. A Knight with this skill gives up all his attacks (this includes any attacks gained from Knightly Virtues or Charging) to dish a single Critical Hit.

Reckless Youth: Knight Errants are notorious for their reckless ways, they are willing to charge against any foe in order to gain glory or favor. On a charge Knight Errants are immune to all types of psychology.

Riposite: When a Knight makes a successful parry with a Sword or Birth Sword, he delivers a single hit using his strength to the attacker.

Balanced Stance: The Knight treats Knocked Down as Stunned on the injury chart.

For King and Glory! (Cavalier only): Oncer per game aslong as the Cavalier is not taken Out of Action, the warband may reroll one failed route test per game.

Blessing of the Lake (Damsel only): The Damsel is blessed with a magical aura that surrounds her. The Damsel has a 5+ Save that is not modified by strength of the hit.


Lady's Prayers

1 – Lady’s Favors – Diff: Auto
All of your heroes count as having Lucky Charms for this battle, and ignore the first hit against them on a D6 roll of 4+. If they already own Lucky Charms, they ignore the first hit on a D6 roll of 2+.

2 - Blessed Protection Difficulty 8
The Damsel and any Bretonnians within 6" of her gain a ward save of 4+ against the effects of spells or prayers. Test each shooting phase: on a roll of 1 or 2, the spell dissipates.

3 – Floodgates of Courage – Difficulty 7
Any allied warriors within 8” of the Damsel (as well as the Damsel herself) may reroll any failed Leadership tests once. If the Leader is within 8” range, the Rout Check may be rerolled, if the first roll was a failure. Any dice rerolled in this matter may not be rerolled a second time. This spell lasts until the start of your next Shooting Phase.

4 – Lady’s Scorn – Difficulty 5
Anyone attempting to shoot at the Damsel must first pass a Leadership test, or else they are unable to fire this turn. This includes Silver Arrows, Crossbow Pistols, Hand-to-Hand Pistols, and Template shot weapons that she is within the path of (like Blunderbusses.) This spell lasts until the end of the game.

5 – Elixir of Life – Difficulty 6
Any one model within 4” of the Damsel (including herself) may be healed. The warrior is restored to his full quota of Wounds. In addition, if any friendly models within 4” are stunned or knocked down, they immediately come to their senses, stand up, and continue fighting as normal.

6 – Guiding Vision – Dif 6
With the aide of the Damsel, the Lady guides one of her warriors with a Blessed Vision of what’s to come. He may use this rare knowledge to destroy his foe, or save his own hide. For the duration of the turn, one hero or henchman may re-roll 1D3 dice rolls and +1 or -1 to the result.





This list was written using parts of StyrofoamKing's Bretonnian Chapel Guard list (at his permission) which can be found here.
http://boringmordheimforum.forumieren.com/t5327-bretonnian-chapel-guard , as well as the Bretonnian Knights warband found of Mordheimer.com.


Last edited by Murray145 on Thu 30 Jun 2011 - 13:18; edited 4 times in total
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PostSubject: Re: Errantry Tour   Wed 29 Jun 2011 - 3:20

Gentry Birth - At the moment, you don't have any that can become heroes.

Birth Sword - an awesome idea. I suggest you make them "can only use with a shield"... not only is it Bretonnian, but the idea of someone double wielding two birth swords is just wrong. You should clarify whether or not it can parry.

Helmet - Knights errant don't wear helmets, they're too vain!
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Murray145
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PostSubject: Re: Errantry Tour   Wed 29 Jun 2011 - 7:33

Yes, sadly this warband does not get any new heroes, but thats a major weakness that must be delt with in game. The reason I made it so they couldn't get Henchmen heroes is because this Tour is about the Knights gaining honour, no one else counts!

I was going to add the Vanity rule, but I decided just to let them keep their helmets so they don't have that much trouble with DUAL WIELDING GROMRIL HAMMER DWARFS!
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PostSubject: Re: Errantry Tour   Wed 29 Jun 2011 - 8:08

No new heroes: Um, that's more than a minor setback. That will be a HUGE drawback. These aren't super powered ogres or chaos warriors- they're guys with base human stats. Limiting them to 5 seems like a bad idea.

If you do decide to go ahead, Two things to help balance it out:
*Death of the Cavalier - If the cavalier dies, you may not hire a replacement. However, you may purchase one more Knight Errant (allowing you to have 0-4 knights errant instead of 0-3). [Why? So you don't get stuck at a measly 4 heroes!)
*Second Sight - Damsel only. If she lasts the game without being taken out of action, she provides not one but TWO exploration dice in the post game phase.

ALTERNATIVELY, you could have a Fame system. At the end of each game, roll 2D6: on a roll of 11-12, a new knight errant has heard about your tour and wishes to join. You may hire an additional Knight Errant, ignoring the normal limit on Knights Errant (although you may not exceed 6 heroes.) If you won the last game or are the warband with the lowest rating in the campaign, you find a new errant on 10+ instead. (If that's too high, you find one of 12 / 11 instead.)


DUAL WIELDING GROMRIL HAMMER DWARFS! : Hmm. I suspect these have given you grief in the past. Call it a hunch.


EDIT: Crunched numbers
Three henchman in individual groups (and let's say they don't die, by some miracle) each have a 1/6 chance of becoming a hero each time they advance. They advance on game 2, 5, 9, and 15. If there are 3, that means that after each of those 4 advances, you have a 50% chance of getting a new hero. Divided evenly between 15 games, that means in any given game, you have an average of a 13% chance of getting a hero.

So, odds of rolling something on 2D6:
12 - 1/36 = 2.8%
11+ - 1/12 = 8.3%
10+ - 1/6 = 16%

It's physically impossible, but if you could roll 10.5 (halfway between 8.3 and 16%) you'd get 12.5%... pretty close to the number TLGT average of 13%.

Thus, making a new Knight Errant appear on a roll of something between 10+ and 11+ in each game is pretty fair. Make 11+ the default, but give make it 10+ for games they win (to reward their victory and keep with fluff), and for times when they're the lowest warband in the campaign (to have pity on the working man... er, gamer.) Just a thought.
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PostSubject: Re: Errantry Tour   Today at 1:12

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