Hey guys,
I used to love Bretonnians when i was younger but I always found them a terrible warband, too expensive and weak for their price. in our last BTB campaign we had a player that really wanted to play them so I revisedt the warband for his benefit. he wasnt a power player so I may have added a few concessions for that, i can see the horses may be too cheap, but the general idea was to incorporate the rules of the imperial outriders into the bretonnians as their whole deal is cavalry and wearing armour. anyway here's my warband
Bretonnians.
Special Rules
Lady’s Blessing; Before heading into battle Bretonnian Knights kneel and pray to the Lady of the Lake, avowing to fight to the death for honour and justice. Before playing a game of Mordheim make a Leadership test against the Leadership characteristic of the warbands leader. If the test is successful the Lady of the Lake has bestowed her blessing on the warband. The blessing takes the form of a powerful curse upon the enemies of chivalry, and in particular upon those that make use of the foul and dishonourable weapons of mass destruction. Any model in the opposing warband who wishes to fire a black powder weapon must roll a D6 and score 4+ to overcome the curse, otherwise they may not fire the weapon. The opposing player must test each time they wish to fire such a weapon. Models armed with other shooting weapons, such as bows and crossbows, do not have to test unless they dare raise their weapons against the gallant Knights of Bretonnia. If any enemy model wishes to shoot at a Bretonnian Knight (Questing Knights and Errants only), then they must first roll a 4+ on a D6 to overcome the curse.
Peasant Labour; Bretonnian Peasants are not soldiers all the time, they have many different jobs serving the nobility, questing knights often take armourers and horse trainers as their men at arms. Bretonnian Knights always use the starting warband prices for Horses and Armour, the peasantry and squires on the other hand, must pay for materials out of their own pockets and as such must pay the full price (As such Armour and Horses bought for Knights may never be swapped over to their lesser in the allocate phase.)
Hired Swords: Bretonnians are counted and Humans and can get any hired sword applicable to Humans with the following exceptions; any hired swords that use Black Powder, Magic or Poison. Runes are allowed.
Choice of Warriors
A Questing Knight’s warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of warriors in the warband may never exceed 15.
Questing Knight: Each Questing Knight’s warband must have one Questing Knight: no more, no less!
Knight Errant: Your warband may include up to two Knight Errant.
Squires: Your warband may include up to three squires. You may not have more squires in the warband then you have Knights.
Men-at-arms: Your warband may include any number of Men-at-Arms.
Bowmen: Your warband may include any number of Bowmen.
Starting Experience
The Questing Knight starts with 20 experience.
Knights Errant starts with 8 experience.
Squires & all Henchmen start with 0 experience.
Bretonnian equipment lists
The following lists are used by Bretonnian warbands to pick their weapons:
Knights Equipment List
Hand-to-hand Combat Weapons
Dagger .............................................................. 1st free/2 GC
Mace .............................................................................. 3 GC
Sword ............................................................................ 5 GC
Double-handed weapon ............................................... 15 GC
Morning Star ............................................................... 15 GC
Lance ........................................................................... 20 GC
Missile Weapons
None
Armour
Light armour ................................................................ 15 GC
Heavy armour .............................................................. 25 GC
Shield ............................................................................ 5 GC
Helmet ......................................................................... 5 GC
Warhorse ..................................................................... 40 GC
Barding ........................................................................ 30 GC
Squires Equipment List
Hand-to-hand Combat Weapons
Dagger .............................................................. 1st free/2 GC
Hammer ......................................................................... 3 GC
Sword ............................................................................ 5 GC
Axe ................................................................................ 5 GC
Spear ............................................................................ 10 GC
Missile Weapons
Bow ............................................................................. 10 GC
Longbow ..................................................................... 15 GC
Armour
Light armour ................................................................ 15GC
Shield ............................................................................ 5 GC
Helmet ......................................................................... 10 GC
Buckler .......................................................................... 5 GC
Horse ........................................................................... 20 GC
Men-at-Arms Equipment List
Hand-to-hand Combat Weapons
Dagger .............................................................. 1st free/2 GC
Hammer ......................................................................... 3 GC
Sword ............................................................................ 5 GC
Axe ................................................................................ 5 GC
Spear ............................................................................ 10 GC
Halberd ........................................................................ 10 GC
Double-handed weapon ............................................... 15 GC
Field Trebuchet……………………………… ………175GC
Armour
Light armour ................................................................ 20 GC
Shield ............................................................................ 5 GC
Helmet ......................................................................... 10 GC
Bowmen Equipment List
Hand-to-hand Combat Weapons
Dagger .............................................................. 1st free/2 GC
Sword ............................................................................ 5 GC
Axe ................................................................................ 5 GC
Missile Weapons
Bow ............................................................................. 10 GC
Longbow ..................................................................... 15 GC
Armour
Light armour ................................................................ 20 GC
Helmet ......................................................................... 10 GC
Heroes
1 Questing Knight
90 gold crowns to hire
A Questing Knight is an extremely tough and virtuous individual, who fights to uphold the traditions of honour and to serve the Lady of the Lake. Injustice and the persecution of the weak are his enemies, whilst courage and valour are his companions. It is no wonder then that many a Questing Knight will journey to Mordheim.
M WS BS S T W I A LD
4 4 3 4 3 1 4 1 8
Weapons/Armour: A Questing Knight may be equipped with weapons and armour chosen from the Knights section of the Bretonnian Equipment list. Knights come with a Warhorse.
Skills: The Questing Knight may choose from Combat, Strength, Academic & Speed when he gains a new skill. In addition, the Questing Knight may choose from the Bretonnian Special Skills Special Skill list.
Special Rules
Leader: Any warrior within 6" of the Questing Knight may use his Leadership characteristic when taking Leadership tests.
Knights Virtue: A Questing Knight is a chivalrous warrior who is superior to ordinary warriors. He will never panic and break from combat and so does not have to pass a Leadership test for being all alone.
Ride – Horse, Warhorse: Knights have the Ride skill as detailed in the Blazing Saddles article.
Righteous Charge: When the mounted Knight charges, if he has at least 1 other model within 2”, him and all friendly mounted warriors within 4” gain +1to Hit, cause fear and are immune to all Psychology.
0-2 Knights Errant
55 gold crowns to hire
Knight Errant are the sons of nobles, eager to prove their mettle by feats of arms, and earn their place amongst the Knights of the Realm of Bretonnia. To do this they must perform valorous deed, so they will often accompany a Questing Knight on his spiritual journey in the hope of adventure and honour.
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
Weapons/Armour: A Knight Errant may be equipped with weapons and armour chosen from the Knights section of the Bretonnian Equipment list. Knights come with a horse.
Skills: The Knights Errant may choose from Combat, Strength & Speed when he gains a new skill. In addition, the Knights Errant may choose from the Bretonnian Special Skills Special Skill list.
Special Rules
Ride – Horse, Warhorse: Knights have the Ride skill as detailed in the Blazing Saddles article.
Knights Virtue: A Knight Errant is a chivalrous warrior who is superior to ordinary warriors. He will never panic and break from combat and so does not have to pass a Leadership test for being all alone.
0-3 Squires
15 gold crowns to hire
Knights are served by their Squires, commoners who ride to the hunt with their master, and who accompany him to war. 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 2 2 3 3 1 3 1 6
Weapons/Armour: Squires may be equipped with weapons and armour chosen from the Squires section of the Bretonnian Equipment list.
Skills: The Squires may choose from Combat & Speed and Shooting when he gains a new skill. In addition, the Squires may choose from the Bretonnian Special Skills Special Skill list. Squires start with the skills
Special Rules
Knighted: once a squire has reached 20xp they are considered to have finished their apprenticeship and are knight, becoming full Knights Errant, gaining all the benefits that come with that such as; the skill lists, equipment list, Knights Virtue, and Ride Warhorse skill
Ride; Horse
Animal Handler Horse/Warhorse.
Henchmen
(Bought in groups of 1-5)
0-8 Men-at-Arms
20 gold crowns to hire
Men-at-arms are the soldiery of Bretonnia. Every Knight maintains a retinue when he is a lord of a domain, and upon embarking on a quest, this retinue may join him on his journey. Men-at-arms are determined warriors, ready to fight for honour and justice as much as the Questing Knight they follow.
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
Weapons/Armour: Men-at-arms may have weapons and equipment chosen from the Men-at-arms section of the Bretonnian Equipment list.
0-3 Mounted Yeomen
50 gold Crowns to hire
The best of the best Men-at-arms are chosen as the Mounted peasant infantry, though some are as good as knights on their horses because of their low birth they cannot aspire to be even squire one day.
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
Weapons/Armour: Mounted Yeoman may have weapons and equipment chosen from the Men-at-arms section of the Bretonnian Equipment list
Special Rules:
Mounted or Nothin’Yeomen come with riding Horses s included in their buying price as such come with the skill Ride; Horse. If a Yeomen’s horse is killed they must be rebought before the unit can be fielded again.
Smarts even with their supreme lack of caring for the Peasantry, knights still know having too much cavalry with a Catapult around is unwise. You may not field the Trebuchet and the Mounted Yeomen in the same match. It’s one or the other.
Bowmen
25 gold crowns to hire
Bowmen are common folk who regularly practice archery at the village butts so as to be ready to repel raiders from their humble cottages, fields and vineyards. When a Knight sets off on a quest it is not uncommon for a handful of bowmen to be inspired to bravery and join the Knight on his journey.
M WS BS S T W I A LD
4 3 4 3 3 1 3 1 6
Weapons/Armour: Bowmen may be equipped with weapons chosen from the Bowmen section of the Bretonnian Equipment list.
Special Equipment
Trebuchet
175gc Rarity ;Special- take D3+1 games to build (if not bought at the start of the campaign)
M WS BS S T W I A LD
* - - - 7 3 - -- --
Range: 12" - 48"
Strength: Special
Special Rule: Hard to Fire, Large Target, Constructed, Ammo for all occasions, Explosive Radius, Artillery
Hard to Fire: Firing the Trebuchet requires a good crew, a maintained weapon, and technical knowledge. The the Trebuchet can fire once every other turn with two crewman, and each turn with four. All of the normal shooting rules apply, but no Shooting skills apply to the the Trebuchet. The cannon may not move and fire in the same turn.
Large Target: the Trebuchet is still an obvious target even from far away, and can always be targeted by enemy shooting.
Constructed: The Field Trebuchet is a large contraption, which cannot be moved when set up.at the start of a match the Trebuchet starts as 4 small crates, carried by the operating crew (4 non-Knight Models must be assigned to carry the Trebuchet, at least till it is set up, only the Men at Arms may operate the Treb). When they find a suitable spot they may spend D3 turns setting up the catapult. Once set up the trebuchet cannot move but may swivel on the spot. Deconstructing is a bit easier and takes just 1 turn. Only the Bretonnian Henchmen and Squires know anything about the siege weapon and as such no one else may deconstruct the contraption.
Artillery; The Trebuchet is a Siege weapon and as such uses the Scatter Dice and Artillery dice each time it fires rather than the operators Ballistic Skill Making it a very random and dangerous weapon. Declare where you wish the final landing place to be (line of site not required- See below) then roll both the Scatter dice and Artillery dice to see how far off target you have hit.
Indirect Fire; The Trebuchet may fire at target that it does not share line of site with. This is not as accurate as normal firing and how close the shot lands depends on the skill of the crew. Roll the Scatter dice and Artillery dice as normal. However if you roll a hit marker with the Scatter dice, due to the indirect fire the shot will still go off target, the shot veers off target in the direction of the little arrow on the scatter dice, by how much is determined the number indicated on the Artillery dice minus the BS of the crew.
Explosive Radius: After determining the final landing spot, the explosion created by the landing Ammo will cover a small area. Place the small blast template on the final landing spot, any models under the template will each take damage equal to the appropriate ammo
Ammo for all Occasions: The Trebuchet may be loaded with three different types of ammo, what ammo you are using must be declared before each shot. Each game the Trebuchet comes with 2 shots of each type (so 6 shots all up)
Boulders: standard catapult shot, causes a S5 hit to anyone in the direct centre of the blast radius and a S4 hit to anyone caught under the rest of the template. 2-4 is stunned, causes Bludgeoning Criticals.
Flaming Shot: S3, anyone caught under the template is lit on fire on a 4+
Boiling Oil Canister: Anyone caught under the template suffers a S4 hit no armour save.
Misfires: If a Misfire is rolled on the Artillery Dice roll on the chart below.
TREBUCHET MISFIRE CHART
D6 Result
1 DESTROYED!
The Stone thrower cannot take the strain! Bits of wood and metal fly around, the stone tumbles to the ground, crushing the Warmachine and throwing debris in the air. All crew must pass an Iniative test or be crushed and taken OOA by the falling debris. The Trebuchet is Destroyed.
2-3 Disabled.
A freak occurrence has disrupted the normal operation of the stone thrower – the Trebuchet Suffers a wound. To heal this wound the Machine must be disabled and rebuilt. Either way the Trebuchet can not fire this turn or next.
4-6 May Not Shoot.
A minor error has occurred; the Trebuchet may not fire this turn.