(an unofficial fan-made battletome project) · 2018. 7. 1. · so far, this battletome has all the...
TRANSCRIPT
(Version 0.2.1)
KNIGHTS OF BRETON (An unofficial fan-made battletome project)
First of all, thank you for taking an interest in this labor of love. It is still a work in progress and
we continue to work on this project with every moment we can. Its development has been a long
process, but thanks to the incredibly supportive community, we have gotten to this point and
continue to progress with incredible success. I am very proud of the direction that this project has
taken, and I look forward to its completion!
So far, this battletome has all the essence of what Bretonnia was in the previous game of
Warhammer Fantasy Battles, but has been reborn in the vast world that is Age of Sigmar. The
Knights of Breton are a chivalrous and noble army, led by the will of the Lady of Fates, the
Eternal Queen, and blessed and gifted by her magic. Echoes of an old world haunt these brave
knights yet make them more powerful, all to fulfill the will of the Lady and bring glory to the
people of Breton.
I hope you find this little draft of a battletome fun! Remember that this is an unofficial work, and
you must ask for permission from your fellow players to use it when playing with them.
Don’t be afraid to post your battle reports with this battletome, or even to share your thoughts on
the rules and lore! We take all community efforts and ideas into consideration, and continue to
do so in the development of this project.
Thank you, and I look forward to completing this wonderful community project!
Cheers!
-Henin
Allegiance Abilities
Protection from the SpiritsRoll a dice each time a NOBILITY unit suffers a wound or mortal wound in the hero, shooting or charge phase. On a 6 that wound or mortal wound is ignored.
The Lady Wills It!On a turn that any BRETON NOBILITY unit or hero with a Move of 10” or more makes a charge move, attacks that result in a wound roll of 6+ inflict mortal wounds on the target equal to the Damage characteristic of the weapon instead of its normal Damage (excluding mount attacks).
The Lady's FavourThe army starts the game with Favour Tokens equal to the number of NOBILITY HERO units deployed, to a maximum of 6.The army can utilize these Favour Tokens by spending one on a BRETON unit, but only one token may be spent per phase. Favour Token Choices:1. Re-roll save rolls of 1 for the phase.2. Re-roll to hit rolls of 1 for the phase.3. Re-roll failed charge rolls.4. Unit rolls two dice and picks the lowest for battleshock.5. NOBILITY unit gains +1 attack if they made a successful charge in the same turn (excluding mounts).6. Unit with Move 10”+, may retreat and charge in the same turn. However they must attempt a charge move this turn.
In addition when an enemy HERO or MONSTER is slain by a friendly NOBILITY unit, gain one Favour Token (this cannot take your total above 6).
Command TraitsVirtue of Blades: The General gains +1 attack on all melee weapon profiles.Virtue of Guardian Geist: The General gains +1 to all save rolls.Virtue of Heroism: Pick one melee weapon that the General can use. Increase the damage characteristic of that weapon by 1 if the target is an enemy MONSTER or HERO.Virtue of Favour: The army generates an additional Favour Token at the beginning of the game (thiscannot bring your total above 6). In addition add +1 to all friendly units Protection From the Spirits rolls, while within 6” of this model.Virtue of Duty: Friendly BRETON units that are within 9" of the General do not have to take battleshock tests.Virtue of Resolve: Add 1 to the General's Wounds characteristic.
Lore of the LadyEach HANDMAIDEN hero in a BRETON army knows an additional spell chosen from the Lore of the Lady. Divine Providence: If you make an unmodified casting roll of 10+ for a BRETON WIZARD that is attempting to cast a spell from the Lore of the Lady, and it is not unbound, then you immediately gain one Favour Token (to a maximum of 6).
1. Fair Tailwind - Fair Tailwind has a casting value of 5+. Choose a friendly unit within 18". The unit gains +3 Movement.
2. Entanglement - Entanglement has a casting value of 6+. Choose an enemy unit within 18”. That unit must halve the distance its models move, run and charge (rounding up) until your next hero phase.
3. Fateful Boon – Fateful Boon has a casting value of 6+. If successfully cast you gain one Favour Token (this cannot take your total above 6).
4. Nature's Wrath - Nature’s Wrath has a casting value of 7+. Target a terrain feature within 18” of the caster. Any enemy units within 3” of that terrain feature suffer D3 mortal wounds.
5. Obfuscation of the Spirits - Obfuscation of the Spirits has a casting value of 7+. Target friendly BRETON unit within 18” ignores the Rend characteristic of all attacks targeting it until your next hero phase.
6. Revivify - Revivify has a casting value of 8+. Target a friendly BRETON unit within 18". That unit may return a slain model to it. In addition return D3 models to the unit if it is PEASANTRY, orone additional model if it is a NOBILITY unit that is within 12” of a Blessed Lake.
Exceptional SteedsIf your BRETON army includes any HEROES riding a Warhorse, Pegasus, Unicorn, Demi-Gryph or Hippogryph you can choose to identify the exceptional traits of one of these steeds. Declare which mount is exceptional, and pick a trait that best matches the backstory of your hero from the relevant table below.Alternatively, you can roll a dice on the relevant table to randomly determine which trait the mount has. You may choose one additional mount to have exceptional traits for each warscroll battalion in your army. The same model cannot have more than one exceptional trait.1. Swift - This HERO adds 1 to their Move characteristic.2. Eager - This HERO adds 2 to their charge moves.3. Tireless - You can re-roll the dice when this HERO runs.
Artefacts of Legend
Magical Weapons and Armour – Usable by any HERO except HANDMAIDEN1. Silver Lance of the Blessed – Pick one melee weapon this model can use. You can re-roll all failed to hit rolls if the model made a charge move this turn.2. Heartwood Lance - Pick one melee weapon this model can use. You can re-roll all failed to wound rolls if the model made a charge move this turn.3. Morningstar of Fracasse – Enemy models must subtract 1 from their to hit rolls for attacks targeting this model in the combat phase.4. Duardin Great Helm – This model may re-roll save rolls of 1.5. Shield of the Lady – Add 1 to this models save and Protection of the Spirits rolls.6. Gilded Cuirass – You can heal 1 wound suffered by this model in each player’s hero phase.
Magical Trinkets – Usable by any HERO 1. Sirienne's Locket – This model reduces the damage characteristic of any attack that successfully wounds them by 1 to a minimum of 1. In addition when this model suffers a wound from a weapon with Rend -, roll dice. On a 5+ that wound is ignored. 2. Token of the Lady – Roll a dice each time this model suffers a mortal wound. On a roll of 5 or more, the mortal wound is negated and has no effect.3. Tress of Isoulde – This model adds 1 to hit and wound rolls for attacks targeting an enemy MONSTER or HERO.
Arcane Items – Usable by HANDMAIDEN only1. The Silver Mirror - Once per battle, the bearer can automatically unbind one spell cast by an enemy wizard within 18", the enemy wizard unbound this way also suffers D3 mortal wounds.2. Sacrament of the Lady - Once per battle, in any hero phase. This model may roll three dice whenever they attempt to cast or unbind a spell and use the two highest results.3. Prayer Icon of Quenelles – This model adds +1 to casting rolls.
Magical Standards – Usable by HEROES with the TOTEM keyword1. Valorous Standard – Roll a dice for this model at the start of each of your hero phases. On a 3 or more, it can use the Inspiring Presence command ability even if it is not a general.2. Twilight Banner – In your hero phase this model can target a friendly BRETON unit within 12”. Until your next hero phase this unit can Fly.3. Banner of Chalons – Enemy units that direct missile weapon attacks against this HERO or friendly BRETON units within 6" of this HERO must re-roll hit rolls of 6 or more.
BLESSED LAKE
DESCRIPTION
A Blessed Lake is a terrain feature and t's size is 10" by 7" or roughly the same size as a Citadel Wood. This lake emanates with the magic and power of the Eternal Queen herself. Handmaidens may call upon the Lady to aid in battle while others may use this magical well to its great potential.
SCENERY RULES The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet).
Your army must contain at least one Handmaiden HERO to be able to include the Blessed Lake in your army. After set-up is complete you may set up the Blessed Lake within 6" of a Handmaiden HERO.
Mystic Shimmer: Add 1 to the Protection of the Spirits rolls for any friendly BRETON model within 12" of the Blessed Lake.
Devotion of the Lady: Friendly BRETON units treat the Blessed Lake as having the Arcane and Inspiring scenery rules from the Warhammer Age of Sigmar rules sheet; all other units treat the Blessed Lake as having the Deadly scenery rule from the Warhammer Age of Sigmar rules sheet instead.
FiltiNl+i SCENERY, ARCANE RUINS
Call of the Companions: Handmaidenknow the Hymn to the Courtiers spell, inaddition to any other spells that theyknow, while they are within 10" of anyBlessed Lake.
HYMN TO THE COURTIERS
Hymn to the Courtiers has a casting valueof 7. If successfully cast, the Handmaiden calls upon the aid of the lost sons of the lady, bursting from the depths of the lake to obliterate those who oppose the Lady'swill. A Sons of Breton unit is set upwithin 6" of the Blessed Lake and morethan 3" away from enemy units. This is theunit's move for that turn.
MORRIGNA
MELEE
Morrigna's Blessed Blade
Unicorn's Enchanted Horn
Unicorn's Silvershod Hooves
Range
1"
1"
1"
Attacks
3
2
2
To Hit
4+
4+
4+
DESCRIPTION
Morrigna is a single model. One of the three sisters of mysterious origin, the closest confidantes of the Lady and her most powerful sorceress servants, they
are the preeminent agents of the Eternal Queen in the Mortal Realms. Among their many roles, they are responsible for ensuring the selection and
adequate training of Handmaidens, as well as following the will of the Eternal Queen. She rides to battle on an elegant Unicorn and wields a Blessed Blade. The Unicorn defends its mistress with its Enchanted Horn and Silvershod Hooves.
ABILITIES
Chalice of Potions: Once per game in your hero phase Morrigna may imbibe from the Chalice of Potions. She may re-roll any casting rolls made in that hero phase.
Spiteful Glance: At the start of the combat phase,
pick an enemy unit within 3" of this model and roll a
D6. On a 4+ that unit suffers D3 mortal wounds.
Blessed Aura: In your hero phase, you can heal D3
wounds allocated to a friendly BRETON model that is within 6" of this model.
To Wound
4+
3+
3+
MAGIC
Rend
-1
-1
Damage
1
2
A Morrigna is a wizard. A Morrigna can attempt to cast two spells in each of your own hero phases, and attempt to unbind two spells in each enemy hero phase. A Morrigna knows the Arcane Bolt, Mystic Shield and Blessing of the Lady spells. Blessing of the Lady: Blessing of the Lady has a
casting value of 7. If successfully cast pick a friendly BRETON unit that is visible to the caster and within 18" of them. Until your next hero phase add 1 to hit rolls for that unit's melee weapons. If the unit is NOBILITY
add 1 to wound rolls as well.
KEYWORDS ORDER, HUMAN, BRETON, NOBILITY, HERO, WIZARD, HANDMAIDEN, MORRIGNA
GREEN KNIGHT
MELEE
Blade of Old
Phantom Steed's Hooves
Range
2"
1"
Attacks
5
2
To Hit
3+
4+
DESCRIPTION The Green Knight is a single model. He appears on the
battlefield astride his Ethereal Steed, armed with The
Blade of Old and carrying the Foliate Shield.
FLY
Green Knight can fly.
ABILITIES
Ethereal: Ignore modifiers (positive or negative)
when making save rolls for this model.
The Blade of Old : Add 1 to the wound rolls and
Damage characteristic of The Blade of Old, if this
model made a charge move this turn.
The Foliate Shield: Roll a dice each time you allocate a wound or mortal wound to this model. On a
roll of 5+ that wound is negated and has no effect.
KEYWORDS ORDER, BRETON, NOBILITY, HERO, GREEN KNIGHT
To Wound
4+
3+
Rend
-1
Damage
D3
Relentless Geist: Roll a dice the first time this model
suffers its final wound. On a roll of 1 or 2 the model is
slain. On a roll of3 or more, this model heals D3 wounds instead. If the model is not slain, remove it
from the battlefield and set it up again within 12" of its
original location, more than 3" away from any enemy
models. If this is impossible, this model remains in its
current location
MARSHAL ON PEGASUS
MELEE
Marshal's Sword and Lance
Pegasus' Hooves
Range
2"
1"
Attacks
5
2
To Hit
3+
4+
DESCRIPTION
A Marshal on Pegasus is a single model. He rides a Pegasus that has borne him into battles without
number. The Marshal on Pegasus is armed with a Marshal's Sword and Lance, and carries a Marshal's Shield.
FLY
Marshal on Pegasus can fly.
ABILITIES
Marshal's Sword and Lance: Add 1 to the wound rolls and Damage characteristic of the Marshal's Sword and Lance, if they made a charge move this turn.
Marshal's Shield: Add 1 to the save rolls of this model if it made a charge move this turn.
COMMAND ABILITY
To Wound
4+
3+
Rend
-1
Damage
D3
Lord of the Skies: If this model uses this ability, until your next hero phase re-roll failed charge rolls for friendly NOBILITY units that are within 15" of this
model when the charge roll is made. In addition, if the unit can Fly you may choose which dice to re-roll.
KEYWORDS ORDER, HUMAN, BRETON, NOBILITY, HERO, MARSHAL ON PEGASUS
KNIGHTS UNPROVEN
MELEE
Pendant Lances and Blades
Warhorse's Hooves
Range
2"
1"
Attacks
1
2
To Hit
4+
4+
DESCRIPTION
A unit of Knights Unproven has 5 or more models. They ride to war on mighty warhorses, driving their foes before them in a thunder of Hooves, and striking at them with Pendant Lances and Blades. On their left arms they carry Knight's Shields.
CAVALIER
The leader of this unit is a Cavalier. Add 1 to the
Attacks characteristic of the Cavalier's Pendant Lance
and Blade.
BANNER BEARER
Models in this unit may be Banner Bearers. You can re-roll battleshock tests for a unit that includes a Banner Bearer.
TRUMPETER
Models in this unit can be Trumpeter. Roll 3D6 instead
of 2D6 when you make a charge roll for a unit that
includes any Trumpeter, and then pick two of the dice
to determine the result of the roll.
KEYWORDS ORDER, HUMAN, BRETON, NOBILITY, KNIGHTS UNPROVEN
To Wound
4+
4+
ABILITIES
Rend Damage
1
Eager to Impress: Add 2 to the charge rolls of this unit if it was within 1 O" of a HANDMAIDEN at the start of the charge phase.
Pendant Lances and Blades: Add 1 to the wound rolls and Damage characteristic of this unit's Pendant
Lances and Blades if it made a charge move in the
same turn.
Knight's Shield: In the combat phase, add 1 to save rolls for this unit if it made a charge move in the same
turn.
HOST KNIGHTS
MELEE
Pendant Lances and Blades
Warhorse's Hooves
Range
2"
1"
Attacks
1
2
To Hit
3+
4+
DESCRIPTION
A unit of Host Knights has 5 or more models. They go to war armed with Pendant Lances and Blades, and carry Knight's Shields. They ride warhorses that are trained to stove in the skulls of the enemy with their Hooves.
GALLANT The leader of this unit is a Gallant. Add 1 to the Attacks characteristic of the Gallant' s Pendant Lance and Blade.
BANNER BEARER Models in this unit may be Banner Bearers. You can reroll battleshock tests for a unit that includes a Banner Bearer.
TRUMPETER
Models in this unit can be Trumpeter. Roll 3D6 instead of 2D6 when you make a charge roll for a unit that includes any Trumpeter, and then pick two of the dice to determine the result of the roll.
KEYWORDS ORDER, HUMAN, BRETON, NOBILITY, HOST KNIGHTS
To Wound
4+
4+
ABILITIES
Rend Damage
1
Massed Cavalry: Add 1 to the Attacks characteristic of this unit's Pendant Lances and Blades if contains 5 or more models when the hit roll is made.
Pendant Lances and Blades: Add 1 to the wound rolls and Damage characteristic of this unit's Pendant
Lances and Blades if it made a charge move in the
same turn.
Knight's Shield: In the combat phase, add 1 to save rolls for this unit if it made a charge move in the same turn.
Virtue of Knightly Temper: In the battleshock phase, add 1 to the Bravery characteristic of this unit if was within 8" of a friendly BRETON HERO at the start of
the phase.
UNBOUND KNIGHTS
MELEE
Knightly Greatblades
Warhorse's Hooves
Range
1"
1"
Attacks
2
2
To Hit
3+
4+
DESCRIPTION
A unit of Unbound Knights has 5 or more models. They ride Warhorses that trample the foe beneath their
Hooves, and wield Knightly Greatblades and Knight's Shields
PARAGON
The leader of this unit is a Paragon. Add 1 to the
Attacks characteristic of the Paragon' s Knightly Greatblade.
BANNER BEARER
Models in this unit may be Banner Bearers. You can reroll battleshock tests for a unit that includes a Banner Bearer.
LUTIST
Models in this unit can be Lutist. Roll 3D6 instead of 2D6 when you make a charge roll for a unit that
includes any Lutist, and then pick two of the dice to
determine the result of the roll.
KEYWORDS ORDER, HUMAN, BRETON, NOBILITY, UNBOUND KNIGHTS
To Wound
3+
4+
ABILITIES
Rend
-1
Damage
1
Questing Vow: Add 1 to the Damage characteristic of this units Knightly Greatblades if the target of the attack is a MONSTER. In addition enemy MONSTER
units subtract 1 from their hit rolls for attacks targeting
this unit.
Knight's Shield: In the combat phase, add 1 to save
rolls for this unit if it made a charge move in the same turn.
THE RETURNED
MELEE
Sword and Sacred Lances
Destrier's lronshod Hooves
Range
2"
1"
Attacks
3
2
To Hit
3+
4+
DESCRIPTION
A unit of The Returned has 5 or more models. They are
armed with Swords and Sacred Lances, and carry Grail
Shields. They ride into battle atop powerful Destriers
that trample the foe beneath their Iron-shod Hooves.
BANNER BEARER
Models in this unit may be Banner Bearers. You can reroll battleshock tests for a unit that includes a Banner Bearer.
TRUMPETER Models in this unit can be Trumpeter. Roll 3D6 instead of 2D6 when you make a charge roll for a unit that includes any Trumpeter, and then pick two of the dice to determine the result of the roll.
KEYWORDS ORDER, HUMAN, BRETON, NOBILITY, THE RETURNED
To Wound
4+
4+
ABILITIES
Rend
-1
Damage
1
Sword and Sacred Lances: Add 1 to the wound rolls
and Damage characteristic of Sword and Sacred Lances, if this unit made a charge move this turn.
Grail Shield: In the combat phase, add 1 to save rolls for this unit if it made a charge move in the same turn.
Grail Vow: In the combat phase, re-roll hit rolls of 1 for this unit if it is within 12" of a friendly HANDMAIDEN. Re-roll all failed hit rolls instead ifit is within 12'' of a MORRIGNA
DEMI-GRYPH HOST KNIGHTS
MELEE
Cavalry Halberd
Demi-Gryph's Razor-sharp Talons
Range
2"
1"
Attacks
2
To Hit
4+
4+
DESCRIPTION
A unit of Demigryph Host Knights has 3 or more models. Demigryph Host Knights are armed with Cavalry Halberds, and carry Knight's Shields. They ride upon fearsome Demigryphs that attack with their Razorsharp Talons.
STANDARD BEARER Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, it only needs to take a battleshock test if two or more of its models were slain during the turn.
PRECEPTOR The leader of this unit is a Preceptor. A Preceptor makes 1 extra attack with his Cavalry Halberd.
HORNBLOWER Models in this unit can be a Hornblower. If the unit contains any Hornblowers you may re-roll the distance this unit runs in the movement phase.
To Wound
3+
3+
ABILITIES
Rend
-1
Damage
1
Knight's Shield: In the combat phase, add 1 to save rolls for this unit if it made a charge move in the same turn.
Savage Ferocity: If the wound roll for a Demigryph's Rawr-sharp Talons is a 6 or more, then that attack
inflicts D3 damage instead of 1.
KEYWORDS ORDER, HUMAN, BRETON, NOBILITY, DEMI-GRYPH HOST KNIGHTS
PEGASUS HOST KNIGHTS
MELEE
Heirloom Lances and Blades
Pegasus' Hooves
Range
2"
1"
Attacks
2
2
To Hit
3+
3+
DESCRIPTION
A unit of Pegasus Host Knights has 3 or more models. Th ey are armed with Heirloom Lances and Blades, and carry Knight's Shields. Each rides a Pegasus that lashes at the foe with their Hooves.
FLY
Pegasus Host Knights can fly. PREMIER The leader of this unit is a Premier. Add 1 to the Attacks characteristic of the Premier's Heirloom Lance and Blade.
BANNER BEARER Models in this unit can be Banner Bearers. You can re-roll battleshock tests for a unit that includes any Banner Bearers.
TRUMPETER Models in this unit can be Trumpeters. If a unit includes any Trumpeters, roll 3 dice instead of 2 when it charges and use the two highest scores to determine how far each model can move.
KEYWORDS ORDER, HUMAN, BRETON, NOBILITY, PEGASUS HOST KNIGHTS
To Wound
4+
4+
Rend
-1
Damage
1
ABILITIES Heirloom Lances and Blades : Add 1 to wound rolls and 1 to the Damage characteristic of this unit's Heirloom Lances and Blades, if it made a successful charge move this turn.
Knight's Shield: Add 1 to save rolls for this unit in
the combat phase, if it made a successful charge move
this turn.
Sweep Through Their Lines: After this unit has made all its attacks in the combat phase, if there are no enemy models within 3" of this unit, it can immediately pile in 6" and attack again if it made a successful charge move this turn. You may move over enemy models and do not have to pile in to the closest enemy model during this movement.
Loose Formation: Models in this unit may be set up and finish any move up to 3" away from another model in this unit.
MELEE
Polearm
DESCRIPTION
A unit of Men-at -arms has 10 or more models. The unit is armed with Polearms and Tower Shields.
WARDEN The leader of this unit is a Warden. Add 1 to the Attacks characteristic of a Warden's Polearm.
STANDARD BEARER Models in this unit can be Standard Bearers. In the battleshock phase, add 1 to the Bravery characteristic of this unit for each friendly NOBILITY HERO within 15".
MEN-AT-ARMS
Range
2"
Attacks
1
To Hit
5+
TRUMPETER Models in this unit can be Trumpeters. Add 1 to run and charge rolls for this unit if it includes any Trumpeters.
KEYWORDS ORDER, HUMAN, BRETON, PEASANTRY, MEN-AT-ARMS
To Wound
4+
ABILITIES
Rend Damage
1
Rowdy Mob: Add 1 to hit rolls for this unit if it has 20 models or more when the roll is made. Add 2 to hit rolls instead if it has 30 models or more when the roll
is made.
Tower Shields: Add 1 to save rolls for this unit unless
it made a charge move this turn.
MISSILE
Longbow
MELEE
Skinning Knife
DESCRIPTION
A unit of Bowmen has 10 or more models. They are armed with Longbows and Skinning Knives. Some Bowmen prepare Stakes to protect them against enemy charges, and Burning Braziers to set their arrows aflame.
VILLEIN The leader of this unit is a Villein. Add 1 to the Attacks characteristic of a Villein's Longbow.
STANDARD BEARER Models in this unit can be Standard Bearers. In the battleshock phase, add 1 to the Bravery characteristic of this unit for each friendly NOBILITY HERO within 15".
TRUMPETER Models in this unit can be Trumpeters. Add 1 to run and charge rolls for this unit if it includes any Trumpeters.
BOWMEN
Range
20"
Range
1"
Attacks
1
Attacks
1
To Hit
5+
To Hit
5+
ABILITIES Arrowstorm: Once per battle, at the start of your shooting phase, you can declare that this unit will fire an Arrowstorm. If you do, add 1 to the Attacks characteristics of this unit's Longbows until the end of the phase. Add 2 to the Attacks characteristics instead if this unit has 20 or more models when the Arrowstorm is declared. A unit cannot use this ability if it is within 3" of any enemy units at the start of its shooting phase.
Defensive Stakes: Once per battle during your hero phase, you can declare that it is protecting itself with a barricade of sharpened stakes (you can use the stake models provided with this unit as a reminder of this if you wish). An enemy unit that finishes a charge move within 3" of a unit protected by stakes suffers D3
mortal wounds. MONSTERS, BEHEMOTHS and units with a Move of 10" or more suffer D6 mortal wounds instead. The protection of the stakes is lost for the rest of the battle if this unit moves or is attacked by an enemy unit in the combat phase.
KEYWORDS ORDER, HUMAN, BRETON, PEASANTRY, BOWMEN
To Wound
4+
To Wound
5+
Rend
Rend
Damage
1
Damage
1
Burning Braziers: Re-roll wound rolls of 1 for Longbows used by a unit with burning braziers.
Massed Accuracy: Add 1 to hit rolls for a Bowmen unit in the shooting phase, if it's unit has 20 or more models and there are no enemy models within 3".
Steady Aim: Add 1 to hit rolls for a Bowmen unit in the shooting phase, so long as its unit did not move in the preceding movement phase and there are no enemy models within 3".
MELEE
Reliquary Swords
DESCRIPTION
A unit of Battle Pilgrims has 5 or more models. The
Battle Pilgrims are armed with Reliquary Swords and
Pilgrim Shields.
GRAIL RELIQUAE A unit of Battle Pilgrims contains one Grail Reliquae. A unit with a Grail Reliquae may unbind one spell as a
WIZARD. Enemy WIZARD models that are within 10" of this unit subtract 1 from their casting rolls. In addition roll a dice if a spell affects this unit. On a roll of 5 or more , that spell has no affect on this unit (but will affect other units normally).
BATTLE PILGRIMS
Range
1"
Attacks
1
To Hit
4+
STANDARD BEARER Models in this unit can be Standard Bearers. In the battleshock phase, add 1 to the Bravery characteristic
of this unit for each friendly NOBILITY HERO within 15".
MUSICIAN Models in this unit can be Musicians. Add 1 to run and charge rolls for this unit if it includes any Musicians.
KEYWORDS ORDER, HUMAN, BRETON, PEASANTRY, BATTLE PILGRIMS
To Wound
4+
ABILITIES
Rend Damage
1
Inspired Fervour: add 1 to any wound rolls for this unit if it has 10 or more models when the wound roll is made.
Pilgrim Shields: Re-roll save rolls of 1 and 2 for this unit.
MISSILE
Yeoman's Bow
MELEE
Hunting Spear
Palfrey's Sharp Teeth
MOUNTED YEOMAN
Range Attacks To Hit
16" 1 4+
Range Attacks To Hit
2" 1 5+
1" 2 4+
DESCRIPTION
A unit of Mounted Yeoman has 5 or more models.
They are armed with Yeoman's Bows and Hunting
Spears, and sometimes bear small Wooden Shields.
They ride lightweight Palfreys that bite their enemies
with their Sharp Teeth.
WARDEN The leader of this unit is a Warden. Add 1 to the Attacks characteristic of a Warden's Hunting Spear.
STANDARD BEARER Models in this unit can be Standard Bearers. In the battleshock phase, add 1 to the Bravery characteristic
of this unit for each friendly NOBILITY HERO within 15".
TRUMPETER Models in this unit can be Trumpeters. Add 1 to run and charge rolls for this unit if it includes any Trumpeters.
KEYWORDS ORDER, HUMAN, BRETON, PEASANTRY, MOUNTED YEOMAN
To Wound
4+
To Wound
4+
5+
ABILITIES
Rend
Rend
Damage
1
Damage
1
Scouts: After deployment but before the first battle round, this unit can make a move as if it were the movement phase (though it cannot run).
Wooden Shields: In the combat phase add 1 to save rolls for this unit. Add 2 to save rolls instead if the unit
has 10 models or more when the hit roll is made.
Hit and Run: In the shooting phase, before or after making attacks with this unit, you can roll two dice and move all the models in this unit up to that many inches. Models cannot start or end this move within 3"
of an enemy unit.
Swift Volley: Models in this unit make 2 attacks with their Yeoman's Bows if the unit is not within 3" of an
enemy unit.
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MELEE
Longswords
Greatswords
FORLORN KNIGHTS
Range
1"
1"
Attacks
2
2
To Hit
4+
4+
DESCRIPTION
A unit of Forlorn Knights has 5 or more models.
Some units are equipped with Greatswords while
others go to battle with Longswords and Shields.
PRAETORIAN
The leader of this unit is a Praetorian. Add 1 to the
attacks characteristic of a Praetorian 's Longsword or
Greatsword.
MUSICIAN
Models in this unit can be Musicians. Add 1 to run and charge rolls for this unit if it includes any Musicians.
STANDARD BEARER
Models in this unit can be Standard Bearers. You can re-roll battleshock tests for a unit that includes any Standard Bearers.
KEYWORDS ORDER, HUMAN, BRETON, NOBILITY, FORLORN KNIGHTS
To Wound
4+
3+
Rend
-1
Damage
1
ABILITIES
Shields: Add 1 to save rolls for this unit if they are equipped with Shields.
Righteous Indignation: If a model from this unit is slain in the combat phase, you can make a pile in move
and then attack with the model before you remove it.
Holy Fervour: If the hit roll for a Longsword or
Greatsword is 6 or more increase the Rend
characteristic of that attack by 1.
Redemptive Resolution: Add 1 to the hit rolls of
this unit if it is within 1 O" of a friendly NOBILITY
HERO.
SONS OF BRETON
MELEE Range Attacks To Hit
Watermill Scythe
Breakwater Flail
Gleaming Waveblade
Water steed's Crashing Hooves
2"
1"
1"
1"
1 3+
2 3+
4 3+
2 4+
DESCRIPTION
The Sons of Breton were born with magical gifts, taken
by The Lady at a young age. Whilst Damsels were
allowed to return to their homeland, the Lost Sons
stayed as her personal courtiers and servants, only
riding out to war in the most dire of circumstances.
Each knight was once a stolen boy of Breton grown to
powerful maturity and regal stature, garbed in archaic
silver armour and wielding a variety of strange
mystical weapons, their pale skin had a slight glow and
their eyes glittered with the Lady's glory. Each member
of the Sons ofBreton wields either a Watermill Scythe,
Breakwater Flail or a Gleaming Waveblade
FLY
Sons of Breton can fly.
ABILITIES
Ethereal: Ignore modifiers (positive or negative)
when making save rolls for this unit.
Archaic Silver Armour: The first wound or mortal
wound allocated to The Sons of Breton each turn is
negated.
KEYWORDS ORDER, HUMAN, BRETON, WIZARD, SONS OF BRETON
To Wound
2+
3+
4+
4+
MAGIC
Rend
-2
-1
-1
Damage
3
2
The Sons of Breton are wizards. The Sons ofBreton can
attempt to cast one spell in each of your own hero
phases, and attempt to unbind one spell in each enemy
hero phase. The Sons of Breton know the Arcane Bolt,
Mystic Shield and Dark Warter spell.
Dark Water: Dark Water has a casting value of 7.
When cast, the Sons of Breton are cloaked in a sheath
of dark water. Until your next hero phase, subtract 1
from the hit rolls of enemies when attacking the Sons
of Breton.
Defenders of the Realm
Organisation1 Marshal on Warhorse1 Handmaiden1-3 units of Host Knights1 unit of Knights Unproven1-3 units of Unbound Knights, Demi-Gryph Host Knights, The Returned, Pegasus Host Knights
AbilitiesForm the Lance: Few foes can hope to stand before the Defenders of the Realm when they are charging full-tilt in their distinctive lance formation. You can re-roll wound rolls of 1 for models from the Defenders of the Realm if they made a charge move this turn.
Terrifying Charge: The sight of a geist infused knight unit charging towards you is enough to give even the most grizzled soldier pause for thought. This is only confirmed when it cuts through their lines like a hot knife through butter. Enemy units charged by any units from the Defenders of the Realm must roll two dice and pick the highest for their battleshock test.
Peasant Militia
Organisation1 Noble Champion2 units of Men-at-Arms2 units of Peasant Bowmen1 unit of Battle Pilgrims or a Field Trebuchet
AbilitiesThe Peasant’s Duty: It is the commoner’s lot in life to stand firm in the face of the enemy and defend his lord’s land whilst he is off chasing glory on the battlefield. You can re-roll hit rolls of 1 for models in a Peasant Militia battalion if they did not move in the preceding movement phase.
In It Together: The peasants of Breton draw courage, and some small measure of solace, from knowing that they’re not alone in their misery when their low-born countrymen stand beside them. Add 1 to the Bravery of all models in a Peasant Militia unit whilst it is within 6" of another unit from the battalion.
The Ragged Brotherhood
Organisation1 Noble Champion2-4 units of Rangers (each unit must contain at least 10 models)
AbilitiesCoordinated Strike: The Noble Champion of The Ragged Brotherhood gains the Ambush rule.
Strike from the Shadows: Add 1 to hit rolls for all units from The Ragged Brotherhoodwithin 10" of the Noble Champion if they deployed by Ambush this turn.
Command Ability: Bond of BrotherhoodThe Noble Champion of The Ragged Brotherhood has this command ability in addition to any others it has. All units from The Ragged Brotherhood may re-roll hit and wound rolls of 1 and add 1 to their Bravery while they are within 10" of this model.
Royal Air Force
Organisation1 Marshal on Pegasus2-4 units of Pegasus Host Knights
AbilitiesForm the Lance: Few foes can hope to stand before the Royal Air Force when they are charging full-tilt in their distinctive lance formation. You can re-roll wound rolls of 1 for models from the Royal Air Force if they made a charge move turn.
Aerial Coordination: With a combination of training drills and instinct, the Royal Air Forceseems to act as one as they swoop over the battlefield to harry and destroy their chosen targets.If the Marshal on Pegasus uses a Favour Token to retreat and charge in the same turn, all units in the Royal Air Force that are within 12" of him may also retreat and charge this turn.
The Order de Chasseurs
Organisation1 Marshal on Warhorse1 units of Unbound Knights2 unit of Knights Unproven
AbilitiesWhen Unbound Knights from The Order de Chasseurs make a charge move, if their attacks target an enemy MONSTER, add 1 to their wound rolls.
Knights Unproven units from The Order de Chasseurs that are within 10” of the Unbound Knights unit gain the Questing Vow ability but replace Knightly Greatblades with Pendant Lances and Blades.
The Order of the Burning Lance
Organisation1 Marshal on Demi-Gryph2 units of Demi-Gryph Host Knights1-3 FYRESLAYER units
AbilitiesAll units from the The Order of the Burning Lance add 1 to their charge rolls.
All FYRESLAYER from The Order of the Burning Lance, add 2 to their movement while within 10” of another unit from this battalion.
The Sage Order
Organisation1 ELDRITCH COUNCIL WIZARD1 unit of Swordmasters2 units of Host Knights
AbilitiesAll units in The Sage Order may re-roll hit rolls of 1 if they are within 10” of an ELDRITCH COUNCIL WIZARD.
ELDRITCH COUNCIL WIZARDS add 1 to their casting rolls if they are within 10” of a unit from The Sage Order.
Brothers of the Round
Organisation1 Noble Champion1-2 units of Men-at-Arms1 unit of Knights Unproven1-3 units of Host Knights
AbilitiesAny PEASANTRY units from Brothers of the Round within 10” of a NOBILITY unit from this battalion may re-roll wound rolls of 1.
During the battleshock phase. If you roll a 1 or 2 when taking a battleshock test for a PEASANTRY unit from Brothers of the Round none of its models flee.
The Exemplar Order
Organisation1 Marshal on Warhorse1 unit of Knights Unproven2 units of Host Knights1 unit of The Returned
AbilitiesAny army containing The Exemplar Order may not have any non BRETON units.
All units from The Exemplar Order, re-roll hit and wound rolls of 1 if they made a charge move thisturn.
The Black Brotherhood
Organisation1 Noble Champion2-3 units of Forlorn Knights
AbilitiesEnemy units cannot choose to retreat if they are within 3" of a unit from The Black Brotherhood.
Enemy units must roll 2 dice and pick the highest when taking battleshock tests while within 3" of aunit from this battalion
Pitched Battle Profiles
Bretons Unit Min Unit Max Points
Host King of Breton 1 1 360
Morrigna 1 1 180Green Knight 1 1 160
Marshal on Pegasus 1 1 140
Marshal on Warhorse 1 1 120
Marshal on Demi-Gryph 1 1 140
Noble Champion 1 1 100
Handmaiden 1 1 100
The Returned 5 10 180
Unbound Knights 5 10 140
Pegasus Host Knights 3 12 160
Host Knights 5 20 120/420
Knights Unproven 5 20 100/340
Demi-Gryph Host Knights 3 12 160
Men-at-Arms 10 40 60/200
Battle Pilgrims 5 20 60
Mounted Yeoman 5 20 80
Bowmen 10 30 100
Forlorn Knights 10 30 160/420
Rangers 5 20 70
Field Trebuchet 1 1 180
Peasant Militia 80
Defenders of the Realm 100
Royal Air Force 140
The Ragged Brotherhood 120
The Order de Chasseurs 100
The Order of the Burning Lance 100
The Sage Order 120
Brothers of the Round 100
The Examplar Order 100
The Black Brotherhood 100
Blessed Lake 100
Sons of Breton 3 3 200
The Great White Hart 1 1 140
Allies – Stormcast Eternals, Sylvaneth, Wanderers, Collegiate Arcane, Fyne, Fyreslayers, Eldritch Councilreslayers, Eldritch Council
Pitched Battle Profiles
Battlefield Role
Leader, Monster, no more than 1 Host King of Breton may be included in a Pitched Battle armyLeader, no more than 3 Morrigna may be included in a Pitched Battle army
Leader, only one of this model may be included in a Pitched Battle army
Leader
Leader
Leader
Leader
Leader
Battleline
Battleline
Battleline
Battleline
Artillery
Battalion
Battalion
Battalion
Battalion
Battalion
Battalion
Battalion
Battalion
Battalion
Battalion
Terrain
Stormcast Eternals, Sylvaneth, Wanderers, Collegiate Arca
Bretons
Host King of Breton
Morrigna
Ancient Protector
Marshal on Pegasus
Marshal on Warhorse
Marshal on Demi-Gryph
Noble Champion
Handmaiden
The Returned
Unbound Knights
Pegasus Host Knights
Host Knights
Knights Unproven
Demi-Gryph Host Knights
Men-at-Arms
Battle Pilgrims
Mounted Yeoman
Peasant Bowmen
Forlorn Knights
Rangers
Field Trebuchet
Peasant Militia
Defenders of the Realm
Royal Air Force
The Ragged Brotherhood
The Order de Chasseurs
The Order of the Burning Lance
The Sage Order
Brothers of the Round
The Examplar Order
The Black Brotherhood
Blessed Lake
Sons of Breton
The Great White Hart Only one of this model may be included in a Pitched Battle army
Warhammer Age of Sigmar © Games Workshop Ltd. 2015
WARSCROLLS GUIDEThe following is a guide to the names and changes of the warscrolls in this fan project. This is to help identify old and new warscrolls in this battletome draft.
WarscrollUnitKing on Hippogryph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Host King of BretonEnchantress . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MorrignaSacred Protector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Green KnightBretonnian Lord on Steed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marshal on WarhorseBretonnian Lord on Pegasus . . . . . . . . . . . . . . . . . . . . . . . . . . . Marshal on PegasusNoble Standard Bearer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Noble Champion Damsel of the Lady . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Handmaiden of the LadyKnights Errant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Knights UnprovenKngihts of the Realm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Host KnightsQuesting Knights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Unbound KnightsGrail Knights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The ReturnedPegasus Knights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Pegasus Host KnightsPeasant Bowman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bowman
New UnitsMarshal on DemigryphDemigryph Host KnightsForlorn Knights RangersSons of BretonThe Great White Hart