Bretonnian Knight's Retinue
Michael Weaver
The Kingdom of Bretonnia is far removed from the cursed city of Mordheim, and few in the Kingdom have ever heard of the distant Imperial city. But a handful of valiant Bretonnian knights have made their way to the city, for reasons obscure to outsiders. Perhaps they search for wealth to restore their family’s fortunes. More likely, they seek opportunities to display their valor and martial prowess. Some may travel to the city of the dead as part of a quest, undertaken in the name of the Lady of the Lake. Whatever the reason, these knights and their retinues have added an interesting exotic flavor to the ramshackle communities that have appeared on the outskirts of the city of the damned.
A Bretonnian warband represents the retinue of a single knight who has travelled to Mordheim for purposes he holds close. Most, if not all, of his initial warband will be made of his countrymen: his loyal squire (perhaps a younger kinsman), his skilled master of the horse, a handful of commoners, and - perhaps - a novice damsel of the Lady.
Special Rules
Bretonnians: The history, culture, and social structure of Bretonnia sets it apart from its imperial neighbor. While citizens of the Empire, from Reiklander to Kislevite, find the Bretonnians’ beliefs to be quaint and obscure, the children of Bretonnia know their place in the social order, and their ties are bound even tighter when venturing far from their home and kin. The following heroes and henchmen type have the
Bretonnian special rule: the knight, the novice damsel, the master of the horse, the squire, the sergeant, archers and men-at-arms. When using the knight’s leadership, all other warriors with the
Bretonnian special rule (including the knight himself) count the knight’s leadership characteristic as one point higher than its actual value. Additionally, when the knight is mounted, warriors with the
Bretonnian special rule can use the knight’s leadership characteristic when they are within 12” of him; however, if they are beyond 6” must use his actual characteristic, without the bonus +1 to its value.
You talk funny, mister: Bretonnians in Mordheim are far from their homes, and people tend to view them with suspicion. In practical terms, this xenophobia means that Bretonnians rarely secure good bargains when buying supplies. To represent this problem, when selling warpstone shards a Bretonnian warband always counts as one size category larger than its actual size.
Far from home: those who have followed the knight to Mordheim are not easy to replace. After any game, if the Bretonnians wish to recruit someone who has the
Bretonnian special rule, roll a d6. On a roll of 5+, the recruit they seek is available. If the first roll was a success, and the band wishes to hire a second recruit after the same game: they may roll again and successfully recruit a second
Bretonnian recruit on a roll of 6+. Recruitment of
Bretonnian henchmen is subject to the normal restrictions on hiring experienced henchmen.
Choice of Warriors
A Bretonnian warband must include a minimum of 3 models. You have 500 Gold Crowns which you can use to recruit and equip your warband. The maximum number of warriors
in the warband is 15.
Bretonnian Knight: your warband must include one Bretonnian knight, no more, no less!
Novice Damsel of the Lady: your warband may include a single Novice Damsel.
Squire: your warband may include a single Squire.
Master of the Horse: your warband may include a single Master of the Horse.
Sergeant: your warband may include a single Sergeant.
Archers: your warband may include up to five Archers.
Men-at-Arms: your warband may include up to five Men-at-Arms.
Local Recruits: your warband may include any number of Local Recruits
Starting Experience:
The Bretonnian Knight starts with 20 experience.
The Novice Damsel of the Lady: starts with 8 experience.
The Squire starts with 0 experience.
The Master of the Horse starts with 8 experience
The Sergeant starts with 8 experience
All Henchmen start with 0 experience.
Heroes:
1 Bretonnian Knight (65 gold crowns to hire)
Profile M WS BS S T W I A LD
4 4 3 4 3 1 4 1 8
Bretonnian: the Questing Knight is a member of the Bretonnian aristocracy.
Knightly Leadership: when the Bretonnian Knight is on foot, any warrior within 6" of him may use his Leadership characteristic when taking Leadership tests. When the Bretonnian Knight is mounted, the range of this ability is extended to 12” for all warriors with the
Bretonnian special rule.
Ride Horse: the Bretonnian Knight may ride a riding horse or warhorse.
Man of Faith: the Bretonnian Knight knows that the Lady guides his steps. He may reroll any of his Fear and All Alone checks, and he automatically passes his first rout test. However, since he places his faith exclusively in the Lady, he will not carry any Holy Artifacts found in Mordheim or its environs, knowing them to be worthless trinkets.
Weapons/Armor: The Bretonnian knight may be equipped with weapons, armor and equipment from the knight’s section of the Bretonnian equipment list.
0-1 Novice Damsel (30 gold crowns to hire)
Profile M WS BS S T W I A LD
4 2 2 3 3 1 3 1 7
Bretonnian: the novice damsel is a member of the Bretonnian yeomanry or aristocracy.
Ride Horse: the damsel may ride a riding horse.
Devoted of the Lady: The novice damsel has been dedicated to the Lady of the Lake, and she begins the campaign with one of the Prayers of the Lady.
Weapons/Armor: The novice damsel may be equipped with weapons and equipment from the novice’s section of the Bretonnian equipment list.
0-1 Squire (15 gold crowns to hire)
Profile M WS BS S T W I A LD
4 2 2 3 3 1 3 1 6
Bretonnian: the squire is a member of the Bretonnian aristocracy.
Ride Horse: the Squire may ride a riding horse or warhorse.
Weapons/Armor: The squire may be equipped with weapons, armor and equipment from the knight’s section of the Bretonnian equipment list.
0-1 Master of the Horse (40 gold crowns to hire)
Profile M WS BS S T W I A LD
4 4 3 3 3 1 3 1 7
Bretonnian: the Master of the Horse is a member of the Bretonnian yeomanry.
Ride horse: the Master of the Horse may ride a riding horse or warhorse.
Horse Doctor: if the Master of the Horse is not taken out of action, the warband may reroll for any horse taken out of action that rolls a “1” or a “2” on its serious injury check. If the reroll is a 3+, then the Master of the Horse has saved the animal, although it will miss the next game as it recovers.
Weapons/Armor: The master of the horse may be equipped with weapons, armor and equipment from the knight’s section of the Bretonnian equipment list.
0-1 Sergeant (35 gold crowns to hire)
Profile M WS BS S T W I A LD
4 4 3 3 3 1 3 1 7
Bretonnian: the sergeant is a member of the Bretonnian yeomanry.
Weapons/Armor: The sergeant may be equipped with weapons and armor from either the men-at-arms or archer’s section of the Bretonnian equipment list.
Henchmen
0-5 Archers (20 gold crowns to hire)
Profile M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
Bretonnian: archers are members of the Bretonnian peasantry.
Weapons/Armor: archers may be equipped with weapons and armor from the archer’s section of the Bretonnian equipment list.
0–5 Men-at-Arms (25 gold crowns to hire)
Profile M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
Bretonnian: men-at-arms are members of the Bretonnian peasantry.
Weapons/Armor: men-at-arms may be equipped with weapons and armor from the men-at-arms section of the Bretonnian equipment list.
Local Recruits (20 gold crowns to hire)
Profile M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
Weapons/Armor: local recruits may be equipped with weapons and armor from the men-at-arms section of the Bretonnian equipment list.
Bretonnian Equipment
Knights
Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . 15 gc
Morning Star . . . . . . . . . . . . . . . . . . 15 gc
Lance . . . . . . . . . . . . . . . . . . . . . . . . 20 gc
Armour and mounts
Light armour . . . . . . . . . . . . . . . . . . 15 gc
Heavy armour . . . . . . . . . . . . . . . . . 30 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Warhorse . . . . . . . . . . . . . . . . . . . . . 40 gc
Riding Horse . . . . . . . . . . . . . . . . . . . . . .25 gc
Barding . . . . . . . . . . . . . . . . . . . . . . 30 gc
Heraldic Banner . . . . . . . . . . . . . . . .20 gc
Novices
Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Staff . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Armor and mounts:
Riding Horse . . . . . . . . . . . . . . . . . . . . . .25 gc
Archers
Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Club . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Longbow . . . . . . . . . . . . . . . . . . . . . 15 gc
Armour
Light armour . . . . . . . . . . . . . . . . . . 15 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Men-at-Arms
Weapons
Dagger . . . . . . . . . . . . . . . . . .1st free/2 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . 15 gc
Armour
Light armour . . . . . . . . . . . . . . . . . .15 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . 10 gc
Bretonnian Skills
Combat Shooting Academic Strength Speed Riding Special
Knight X X X X
Novice X X X X
Squire X X X X
Master of Horse X X X X
Sergeant X X X X
Bretonnian Special Skills:
Renowned (Bretonnian Knight only): The Bretonnian knight has made a reputation for himself in Mordheim, and merchants are proud to deal with him; the warband can now ignore the You talk funny, mister special rule. Additionally, he receives a 10% discount when purchasing weapons, armor, and horses (round up).
Channeler of Grace (Novice of the Lady only): If the Novice of the Lady is not taken out of action in a game, and does not search for rare items after the game, she may attempt to bless one of the warband’s swords with the Lady’s grace. If the Novice of the Lady makes a successful Leadership test, roll a d6 to determine the results:
1 – 2 The sword acts as if it was an ithilmar weapon
3 – 4 The sword grants +1 on rolls to hit
5 – 6 The sword grants +1 attack
Additionally, the sword counts as a magical weapon for purposes of hitting ethereal creatures, etc. All results last only for the next game.
Horse Trainer (Master of the Horse only): If the Master of the Horse is not taken out of action in a game, and does not search for rare items after the game, he may attempt to improve the training of a single horse or warhorse. If the Master of the Horse makes a successful Leadership test, roll a d6 to determine the results of the training. The same horse or warhorse can be trained multiple times, but each result can only be rolled once for any mount; reroll if the initial die roll indicates a training result the horse or warhorse has already received.
1-3 The horse or warhorse gains +1 weapon skill
4-5 The horse or warhorse gains +1 attack
6 The horse or warhorse grants its rider the Evade skill
Respected Veteran (Sergeant only): henchmen within 6” of the Sergeant may use his Leadership skill for Leadership checks, and when doing so his leadership counts as one point higher than his actual value (for example, if the Sergeant’s Leadership score is “7”, henchmen within six inches of his have an effective Leadership of “8”).
Knighted (Squire only): The squire can be Knighted any only if at some point in the campaign he took out of action a large opponent, a multi-wound opponent, or an enemy warband’s leader. When knighted, the squire becomes a Bretonnian knight and gains +1 weapon skill and + 1 leadership; when the new knight is mounted, an additional +1 is added to his leadership. Any henchman with the Bretonnian special rule within 6” of the new knight may now use his leadership value for leadership tests.
Sturdy Build: the warrior is especially fit, and may wear heavy armor and bear a shield without suffering a movement penalty.
The Lady’s Favor: a hero with the Lady’s Favor may, once per game, before rolling, use the Favor to insure that the next roll is successful. It can be used for rolls to hit, to wound, characteristics tests, armor saves, and spell casting. It cannot be used to generate a specific number (a “6” to generate a critical hit, a 5 or 6 on an injury roll to take an enemy out of action, etc.
Special Equipment:
Heraldic Banner (20 gold crowns if purchased when the warband is created, 40 gold crowns if purchased subsequently). The heraldic banner is mounted on a staff, and shows the Knight’s heraldic device. The staff may be carried in a game by the Squire or the Master of the Horse. The banner carrier can use a single hand weapon, or he can use a shield for defense. He cannot use a missile weapon, any weapon that has the two handed special rule, or two hand weapons. During a scenario, if the banner carrier has not been taken out of action all warband members who have the Bretonnian special rule receive a +1 to their Leadership score if they are within 12” of the banner. After a game in which a heraldic banner was carried, if the warband attempts to recruit a new member who has the Bretonnian special rule, the warband receives a +1 modifier on the roll to check for the availability of the recruit. Additionally, if a Bretonnian warband has a heraldic banner, after a game the Knight can make a Leadership test (at his base score) and, if successful, the You talk funny, mister penalty is negated for this post-game phase.
Prayers of the Lady
The Lady’s Blessing (Difficulty 6): The Lady answers the novice’s pleas for assistance and sends her Blessing.
The novice may re-roll all her failed dice rolls, though the second results stand. The effect lasts until the beginning of her own next turn.
Champion of the Lady (Difficulty 7): The novice channels the Lady’s favor to a chosen hero.
This spell may only be cast on a mounted Bretonnian within the novice’s line of sight. The warrior’s mount has its movement increased by 1” and the warrior gains +1 attack. The affected warrior must make a leadership test at the beginning of the each Bretonnian turn; if the test fails, these bonuses are lost.
Prayer of Healing (Difficulty 7): The novice invokes the Lady’s mercy for Bretonnia’s wounded warriors.
Any one model within 4" of the Novice (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.
The Sword of the Lady (Difficulty
: a glowing sword appears in the novice’s hand.
The sword of the Lady grants +2 to weapon skill, +1 attack, +1 strength, and reduces the target’s armor saves by 2 points. Take a Leadership test at the beginning of each of the novice’s own turns. If the test fails, the sword disappears.
Protecting Winds (difficulty
: The novice’s prayers bring winds that swirl around her, to the dismay of her enemies.
The winds the spell produces protect the novice and all Bretonnians within 10” of her, and any missile attacks aimed at them are at -1 to hit. The effects lasts until the beginning of the next Bretonnian turn.
Blessed Armor (difficulty 9): The hero’s armor shines with the grace of the Lady.
This spell may be cast on any warrior wearing heavy armor. While the armor is blessed, all critical hits against the protected warrior are ignored and are treated as normal hits instead. Further, anyone who scores a wound on the chosen warrior in melee suffers a Strength 4 hit in return. Every time the chosen warrior is wounded, roll a d6: the spell is lost on a roll of 1 – 3, but remains active on a roll of 4+.