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Subject: Bretonnian Chapel Guard Mon 23 May 2011 - 15:15
(Wrote this with master years ago for the Athel Loren campaign, I think. I'm a bit proud, mostly because it switches the obnoxious "lady's prayer" with something a little more keeping with the other warbands [lucky charms and spells], and reworked role of Knights errant and squires.)
BRETONNIAN CHAPELGUARD WARBAND On the outskirts of the Bretonnian kingdom are numerous chapals- holy sites, marking the burial place of a canonized knight. These places mystically draw in devout Bretonnian souls, whether they realize it or not from. The noble Questing knights to the feverish battle pilgrims, they will come seeking something that eludes them. If the Damsel in attendance to the shrine senses trouble on the horizon, she may ask the visitors to stay a while longer, forming an impromptu battalion. Only the most profane or ignoble knights would even refuse, and so they stay together, ready their horses, and stay until the last opponent has been robbed of his life.
Special Rules: Chivalry No Knight may ever use any missile weapon at all, with the exception of Holy Water. Likewise, they will never use any drug or poison, nor learn any spells (prayers are allowed).
Lord’s Boon: Every Knight, either at warband formation or upon later recruitment, is likely to start with some sort of boon from the baron, marquis, or similar lord he serves. Each Knight may, upon purchase, start with ONE of the following items, which is bought at half cost: a Warhorse, Light Armor, OR Heavy Armor. This item may not be traded, given to another warrior, or sold. The warrior may set it aside and choose not to use it, but no Bretonnian warrior would dare use a boon item from another lord, even after the warrior’s death.
Virtue of Purity: No Knight will ever break from a combat while they are able. They are immune to All Alone Tests. However, they may not voluntarily break from combat, unless he is knocked down.
A Bretonnian ChapelGuard Warband must include a minimum of three models. You start with 500gc to buy your initial warband. The maximum number of warriors in your warband may never exceed 15.
Hired Swords: Bretonnian Chapel Guards may hire the following Hired Swords: Arabyan Merchant, Bard, Beast Hunter, Dwarf Pathfinder, Dwarf Treasure Hunter, Elf Mage, Elf Ranger, Freelancer, Halfling Scout, Human Scout, Kislev Ranger, Mule Skinner, Nomad Scout, Ogre Bodyguard, Pathfinder, Road Warden, Runesmith Journeyman, Wood Elf Alter, and Wood Elf Hunter,
EXP The Questing Knight starts with 20 exp. A Damsel starts with 12 exp. Knight Errants start with 8 exp. All Henchmen start with 0 Experience
SKILLS Questing Knight: Combat, Academic, Strength, Speed, Special Damsel: Academic, Speed Knight Errant: Combat, Strength, Speed, Special
HEROES 1 Questing Knight - 75gc M WS BS S T W I A Ld 4 4 3 4 3 1 4 1 8 Special Rules: Leader Knights Virtue / Chivalry / Lord’s Boon Ride: A Questing Knight starts with the skill 'Ride Warhorse'. Skills: Combat, Strength, Acad, Speed, Special Questing Knight: May not take a Lance.
0-1 Damsel – 35gc M WS BS S T W I A Ld 4 3 3 3 3 1 4 1 7 Special Rules: Prayercaster. The Damsel starts with one spell from the ‘Prayers to the Lady’ Prayer list, and may learn spells from it as detailed in the Magic Section.
0-3 Knights Errant- 35gc M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 Special Rules: Knights Virtue / Chivalry / Lord’s Boon Vain: The Knight may not wear a helmet, as it
Impetuous: Whenever a Knight Errant charges, he is Immune to Fear. Also, if a Knight Errant is within charge range of an unengaged opponent that is not knocked down or stunned, he must pass a Leadership test or he will involuntarily charge the opposing model. If several unengaged opponents are within range, you may choose which he charges.
HENCHMEN 0-5 Squires 25 gold crowns to hire Knights are served by their Squires, who are often poor relations to their richer master. They are chosen from the fittest and youngest of a Knight’s retinue, and they are trained and schooled by the knight himself. If a squire performs some great deed or service to his master he may even be raised to the ranks of knighthood! M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 Weapons/Armor: Squires may be equipped with weapons and armor chosen from the Men At Arms AND the Bowmen section of the Bretonnian Equipment list. A Squire may not ride a horse unless the Questing Knight and any Knight Errant in the warband are riding warhorses. SPECIAL RULES: Knighthood – When a Squire receives ‘TLGT’, you may choose one of two options when he is promoted to a hero: to have him remain a Squire, or to have him become a Knight. If you choose to keep him a Squire, he may choose two skill lists from Combat, Academic, Strength, or Speed, and retains his normal Squire equipment tables. If you choose to make him a Knight, he immediately gains the rules/bonuses ‘Chivalry’ and ‘Virtue of Purity’, instead of rolling for an immediate advancement. The new knight may learn Special Skills, in addition to two other skill sets, but must immediate switch to new Knight Equipment list. The new knight may not use missile weapons.
0-5 Battle Pilgrims - 35 gc each Battle Pilgrims are zealous peasants that will guard the remains of a dead Grail Knight, and keep vigil over any chapel that houses it. If the chapel is secured by a heavy watch, small numbers of the pilgrims will allow themselves to follow a Questing Knight in his journeys, as he secures the forests and glen around the gravesite. M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 8 Equipment: May use any items from the Pilgrims Equipment list. Special Rules: Low Caste: Battle Pilgrims are peasants, and while they are not stupid, there is a glass ceiling to what they can attain in Bretonnian society. Low Caste henchmen learn experience and advance as normal, but reroll any results of ‘That Lad’s Got Talent’, and may never become heroes. Hatred: Battle Pilgrims suffer Hatred against all of their enemies, seeing them as enemies and heretics to the true Lady’s cause. Stubborn: Battle Pilgrims reroll all failed Leadership rolls once.
0-7 Bowmen - 15 gc M WS BS S T W I A Ld 4 2 3 3 3 1 3 1 4 Equipment: May use any items from the Bowmen Equipment list. Special Rules: Low Caste: Bowmen are peasants, and while they are not stupid, there is a glass ceiling to what they can attain in Bretonnian society. Low Caste henchmen learn experience and advance as normal, but reroll any results of ‘That Lad’s Got Talent’, and may never become heroes.
SPECIAL EQUIPMENT Broadsword - 15gc, Common Range: Combat, Strength: As User +1S Special Rules: Difficult to Use, Strike Last SPECIAL RULES Difficult to use: A model with a broad sword may not use a second weapon or buckler in his other hand because it requires all his skill to wield it. He may carry a shield or a kite shield as normal though. Strike last: Broadswords weapons are so heavy that the model using them always strikes last, even when charging. Just like a Double-Handed weapon, learning the skill 'Strongman' negates 'Strike Last'. Note: Even though 'sword' is in the name, a broadsword CANNOT parry. It does count as a sword for the ‘Expert Swordsman’ skill.
Short Sword- 7gc, Common Range: Close Combat; Strength: As user; Special Rule: Parry, +1 Enemy armor save SPECIAL RULES Parry: Short Swords offer an excellent balance of defense and offence. A model armed with a sword may parry blows. When his opponent rolls to hit, the model armed with a sword may roll a D6. If the score is greater than the highest to hit score of his opponent, the model has parried the blow, and that attack is discarded. A model may not parry attacks made with double or more its own Strength – they are simply too powerful to be stopped. +1 Enemy armor save: Short Swords are not the best weapons to use for penetrating an enemy model’s armor. An enemy wounded by a short sword gains a +1 bonus to his armor save, and a 6+ armor save if he has none normally. NOTE: A Short Sword counts as a sword for the ‘Expert Swordsman’ Skill.
Kite Shield- 10gc, Common (Bretonnian Knights only) ARMOR SAVING THROW Save: A model with a kite shield has a basic save of 5 on a D6 while on foot, and 6 while mounted (or, if the model is already wearing armor, as +2 on foot, and +1 save while mounted). This cannot bring a save over 1+.
KNIGHTLY SKILLS Only Knights may take ‘Knightly Skills’.
Renowned Virtue – The Knight may learn one Virtue from the original Bretonnian Warband list, written by Tom Merrigan. The ‘Renowned Virtue’ skill may only be taken once.
Shield Bash – Each turn, the Knight may make an additional attack with a shield or kite shield, but at -1 Strength. Treat the shield attack as a club.
Bulging Muscles- The Knight retains the Strength bonus from Flails and Morning Stars after the first round of combat.
Untiring - The Knight ignores movement penalties for wearing armor while on foot. In addition, strength, axes, critical hits, and similar modifiers cannot reduce the saving throw lower than 5+, nor will it be ignored by any non-magical means.
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.
Eliazar Etheral
Posts : 1987 Trading Reputation : 1 Join date : 2007-08-28 Age : 36 Location : Lund, Sweden
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Cool, I'm not too sure what you changed from the original list, but I really like this one and recall I didn't like the other one Once I get at least close to finishing my ongoing projects and the 4 or 5 warbands in the making I have, I'll definitely give this a shot.
StyrofoamKing Etheral
Posts : 1355 Trading Reputation : 0 Join date : 2008-02-16 Age : 40 Location : Chantilly, DC
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Prayer to lady is GONE. Replaced with spells (from the damsal) and lucky charms (favors from ladies.) Reasoning: It made no sense that the brets are the only models immune to missile fire from some unseen source. Witch Hunters don't have an auto-ward against chaos, they have a warrior priest to protect them. This moves religion from a divine, passive rule to a more secular, active role. You want protection, you gotta work for it.
Boon: Knights start with 1/2 off warhorse, light armor, or heavy armor (only one each). This overcomes the biggest problem with knights - that they feel like they're mercs without shooting skills. This gives them a chance to wear armor, like knights SHOULD.
Broadsword, Bulging Muscles, Kite Shield, Shield Bash Skill: To me, shield = knight. Thus, I've included several items and skills that encourage players to take shields, without putting them behind 2-handed players.
Squires: Squires are no longer heroes. I don't think that's the best place for them- they are lowly souls, who have yet to show their potential. However, they have the CHANCE of showing themselves (and thus, can become heroes.) Also, they have a choice - if they roll TLGT, they can become knights (with all the equip & limitations), or remain squires. Clarified that they may NOT have shooting skills.
Peasants: Squires were generally chosen from poor relations, which meant they had a chance of improvement. Peasants were born peasants and die peasants. Thus, squires are the only hench that can become heroes. For super cheap shooters, there's the cowardly bowmen, or the super brave / hateful pilgrims.
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BalrogTheBuff Venerable Ancient
Posts : 655 Trading Reputation : 0 Join date : 2010-11-16 Age : 40 Location : Santa Maria, CA
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well, it's supposed to be Ld 5 on the WFB bowmen, but compared to Goblins, the bowmen had two advantages: 1. no animosity 2. if they roll TLGT, they merely reroll, as opposed to a gobbo (which is killed).
The lower ld4 makes no doubt that they're worth 15gc, and given the many uses of the squires, I needed them to be more than 5gc lower, otherwise there's no point in taking them.
Eliazar Etheral
Posts : 1987 Trading Reputation : 1 Join date : 2007-08-28 Age : 36 Location : Lund, Sweden
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I'm going to come back to this list but at first glance I like it a lot. The LGT option for squires feels right as does the boon special rule. The special skills also look far more appropriate. Including a damsel and the battle pilgrims gives it more character than the other list, which felt a bit flat to me when I played with it.
StyrofoamKing Etheral
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Although, I will say (and forgot to stick in there), if your group plays with shields grantings +2 AS in combat, remove the kite shield from the list. It is meant for groups that still play shield = +1 Armor. 1/2 price armor plus a shield that grants +3 save would be TOO much.
EDIT:
Zombie & Eli: Thanks for the complements. However, I don't want to think of this as "a revised bretonnian warband." The existing Bret band is practically an official warband- revising them would be a bit arrogant on my part (like if I tried to "fix" the starting Mercenary warband.)
Rather, this is an "alternative group", the ChapelGuard. The existing one (which I will not lie and call "perfect") reflects a single powerful Knight of the Realm leading his trained vassals and men and arms into combat, rather than a religiously fueled group (with Questing Knights, damsels and Battle Pilgrims).
Tintin Warlord
Posts : 285 Trading Reputation : 4 Join date : 2011-03-08 Age : 58 Location : Stockholm - Sweden
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First of all, I got to say that this is one of the better and more interesting "player" made warband rules I have read so far. Usually I glance over the suggested rules and lore and think something like ..."oh nice..."... then move on to the next bla bla bla that catches my Oh Soo Brief interest. However, this was actually a well tought over suggestion, that in my humble oppinion, will enhance the game play in Mordheim, and absolutely the Bretonnian Warband. I am running out to the living room to get Kalle, my co-conspirator in all things gaming. He just decided to make a new warband, using some seriously cool and awsome minis we just found out (and ordered a bunch of).
StyrofoamKing Etheral
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A thought hit me for the Battle Pilgrims as I was drifting off to sleep last night:
Holy Relics: Battle Pilgrims may be given a Holy Relic, regardless of the fact that henchman are not normally allowed to take Miscellaneous items. If a Battle Pilgrim owns a Holy Relic, he passes all Leadership Tests he is required to take, and rerolls ALL rolls to hit in hand to hand combat, accepting the second result. Unlike normal rules for Hatred, this extends beyond the first round of combat.
It is possible to give a Holy Relic to Battle Pilgrim that is a part of a larger henchman group. If you do not have enough Holy Relics for every member of the group, the Pilgrim with the relic will break off and form his own individual henchman group.
Alternatively, it could erase "hatred" and replace it with frenzy. Thoughts? I don't want to break it, but I want it to be worth 15+3D6 gold (comes out to an average of 26.5 gc)
mweaver Etheral
Posts : 1411 Trading Reputation : 0 Join date : 2010-01-14 Location : South Texas, U.S.A.
Bretonnians are one of the relatively few warbands GW did for Mordheim that had problems the company never really addressed. While fun to play, and viable, they are a bit underpowered for their costs (esp. the leader) and the warband was not structured to really emphasize "Bretonnic" characteristics like wearing heavy armor and riding warhorses.
I think your alternative version is a good one, Styrofoamking. The Lord's Boon special rule should encourage more charging (or galloping) about in heavy armor. Moving squires to henchmen is an interesting idea. I have one concern, which is that you are allowing the warband five starting heroes, none of which are "youngblood" types. That makes them very powerful right from the start. You might perhaps consider dropping the number of Knights Errant to two, rather than three. If you feel that the warband then becomes a little underpowered, then perhaps create a special rule that increases the chances of squires gaining TLGT rolls (after all, they have been training for years to become knights).
Some months ago - close to a year, I think - I took a stab at rewriting the Bretonnians. Our approaches are very different, although similar in many ways (the inclusion of a damsel and incentives to encourage warhorses). I never did finish, but maybe this summer I will dust off the file an finish it and post for comments.
Thanks for sharing, Strofoamking. It is a very good revision of the warband.
smokezombie Warlord
Posts : 282 Trading Reputation : 0 Join date : 2009-09-01 Age : 46 Location : London...UK
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I was looking at this list again and had a couple of questions regarding the damsel.
Does she use the knights equipment list or the pilgiim list? I ask because they allways struck me as a spear using type.
Prayrs
Quote :
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.
Similar to the prayrs of sigmar healing hand, except in the sigmar one both ranges are 2" and he difficulty is 5. I know they are comparable, but 4" is a good distance for a diff 6 ( which is a fairly easy spell to cast)
Quote :
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.
Just like scry from the witches list. I don't have any problem with that, it feels right for a bret damsel. It's just that out of the six prayrs she has one is auto, one is diff 5 and 2 are diff 6, was there a reason behind the easy cast prayrs? ( perhaps to offset the lack of offensive prayrs?)
Please don't get me wrong, I really like this warband and you've done a sterling job ( ladys scorn in particular seems to sit well with this warband) writing it, I'm just wanted to pick your brain...
StyrofoamKing Etheral
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Mweaver: Too strong- it's possible, but most "human" warbands I place in the 5-slot category, unless they're buffed like crazy. Comparatively, they have a similar make-up to the witch hunters (although, the leader is stronger and the caster weaker), and probably on par with the Sisters (who have a caster leader, 3 WS$ champions, and 1 youngblood.) As an ultimate failsafe, just look at the Possessed- they have a caster/leader, two near-ogres, and 2 base humans. Of course, I can't be sure it's fair until testing, but I suspect the complete lack of shooting skills (or, 'til you get a promoted squire, any missiles at all).
((Completely off topic, whenever I see your name, mweaver, I can't help reading it as Mr. Weaver. The mind does funny things.))
Smoke Zombie: Damsel weapon: nice catch. I'm going to say she can use any hand weapons from the Bowmen list (she's not a huge fighter.)
Prayers: Yeah, you noticed my sticky fingers. Compared to the number of warbands I've written, I've created surprisingly few spell/prayer lists. I am in dread fear of writing them too strong that I often use existing spells as a base, with minute changes to change and difficulty.
Elixer: Indeed, based on the sigmar prayer. Should I make it harder? Should I REALLY crank up the range and power, only to make it high cost? Maybe I make it super high range and low cost, but only cast once a game. Or, I go the "holy necro" route and make her able to pull ooa players on the board. Hmm.
Scry: Yup, you hit it on the nose. It's useful on it's own (and fits the divine insight of the Lady,), but it also works really well with the armor / lucky charm trend.
I didn't intentionally pick low spells, but I picked spells that seemed a good fit for her, and modded them. This happened to be all low level spells, so it makes her a pretty high success caster. (Although, there is one 7 and an .
mweaver Etheral
Posts : 1411 Trading Reputation : 0 Join date : 2010-01-14 Location : South Texas, U.S.A.
Posts : 282 Trading Reputation : 0 Join date : 2009-09-01 Age : 46 Location : London...UK
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Subject: Re: Bretonnian Chapel Guard Sun 29 May 2011 - 14:09
Quote :
Please publish this as a Pdf.
I second that.
I was thinking about the pilgrims today.
Quote :
A thought hit me for the Battle Pilgrims as I was drifting off to sleep last night:
Holy Relics: Battle Pilgrims may be given a Holy Relic, regardless of the fact that henchman are not normally allowed to take Miscellaneous items. If a Battle Pilgrim owns a Holy Relic, he passes all Leadership Tests he is required to take, and rerolls ALL rolls to hit in hand to hand combat, accepting the second result. Unlike normal rules for Hatred, this extends beyond the first round of combat.
It is possible to give a Holy Relic to Battle Pilgrim that is a part of a larger henchman group. If you do not have enough Holy Relics for every member of the group, the Pilgrim with the relic will break off and form his own individual henchman group.
Alternatively, it could erase "hatred" and replace it with frenzy. Thoughts? I don't want to break it, but I want it to be worth 15+3D6 gold (comes out to an average of 26.5 gc)
Perhaps you might need to bump their ws to 4 and replace stubborn with fanatical ( like a flaggelent ). They seem a bit pricy at 35 and you might need to make them a more viable option.
The idea of a pilgrim with a relic is fitting fluff wise, what about if the one who has the relic( in his own hench group as you say ) goes OOA all other pilgrims in LOS go frenzy in an attempt to recover it?
Back to spells ( sorry )
Quote :
Elixer: Indeed, based on the sigmar prayer. Should I make it harder? Should I REALLY crank up the range and power, only to make it high cost? Maybe I make it super high range and low cost, but only cast once a game. Or, I go the "holy necro" route and make her able to pull ooa players on the board. Hmm.
Perhaps keep it as it is but just bump it to a diff 7?
This is your list tho Styro and ou write it any way you want, I just like it enough to want to tick my oar in... please don't put a choppa in my face.
On a side note when I played the brets with the other list I took a hired sword wizzard ( used a damsel mini ) and had her rock around with a bard at her side ( used bret mini with a horn ) she lucked out with all her skill and advancement rolls ( +1a +1s sorcery ) and her spells were the dredd of Aramar ( Name changed to the dredd of Breton) and the sword of Rezhebel ( name changed to the sword of the lake ) - once she cast this having the bard near her ment she never lost it.. she was a monster I loved that lass.
StyrofoamKing Etheral
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Subject: Re: Bretonnian Chapel Guard Sun 29 May 2011 - 14:29
PDF: Will do. I'll just run the following changes by you guys and see how they look.
Battle Pilgrims: I think I'll keep the stats where they are, as that's what they are in WFB. Lower the cost to 30gc. (My reasoning: it's a darksoul [35] with -1S strength [-5gc] and only passes MOST Ld tests, [-5gc], but hatred against everything [+5gc].) Total: 30gc.
Relic: I'll keep it simple: relic gives the holder frenzy. This means that it's not amazing to give to a low level pilgrim, but if you happen to have a pilgrim get an attack advance, for 26ish gold you can make him have FIVE attacks. (And he'll never become a hero, so it's not like he can get broken at 9 attacks, like most frenzied warriors.)
Elixer - let's try it at Dif 7. (However, in return, if you ever get a chance to play the band, you gotta tell me how it runs )
Will try to make it a pdf and put it on my site as soon as I can. Will re-post on this thread when it's up.
smokezombie Warlord
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Subject: Re: Bretonnian Chapel Guard Sun 29 May 2011 - 14:35
Quote :
Battle Pilgrims: I think I'll keep the stats where they are, as that's what they are in WFB. Lower the cost to 30gc. (My reasoning: it's a darksoul [35] with -1S strength [-5gc] and only passes MOST Ld tests, [-5gc], but hatred against everything [+5gc].) Total: 30gc.
Relic: I'll keep it simple: relic gives the holder frenzy. This means that it's not amazing to give to a low level pilgrim, but if you happen to have a pilgrim get an attack advance, for 26ish gold you can make him have FIVE attacks. (And he'll never become a hero, so it's not like he can get broken at 9 attacks, like most frenzied warriors.)
Elixer - let's try it at Dif 7. (However, in return, if you ever get a chance to play the band, you gotta tell me how it runs )
Sounds reasonable to me, I'm looking forward to trying this warband out. Great job!
StyrofoamKing Etheral
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Added the Questing Vow skill in the skill section:
Questing Vow – Questing Knight only. If the knight is charging or is charged by a Fear causing model, he may reroll any failed Fear tests, accepting the second result. If he passes the fear test, he may reroll all missed attacks against that Fear causing model for the first round of combat. This skill has no effect if the Knight doesn‟t test for fear (ex. Learns the skill Fearsome.)