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====Bretonnians==== This warband was published on town cryer 8. It has the “anti-dakka curse” which consists in: Take a Ld test with the warband’s leader. If it’s successful, the curse is applied. When a enemy model tries to fire a blackpowder weapon, it must roll a d6 first. On 4+, it can use the weapon normally, below, it can’t. When using any other shooting weapon, it has to do the test only if it aims against the Questing Knight or any of the Knights Errant. Also, the maximum warrior number is 12. Heroes: * Questing Knight (80 gc, WS/S/I 4, immune to all alone tests) * Knights Errant (0-2, 50 gc each, immune to all alone tests) * Squires (0-3, 15 gc each, shit WS/BS 2) Peasants: * Men-at-arms (0-8, 25 gc each, Ld 7) * Bowmen (Limitless recruitment, 20 gc each) Special Equipment: * Barding (Rare 11): Yes, the French are so french that the special stuff is not for their warriors, but for their goddamn horses. It adds a extra +1 save for a model mounted on a barded warhorse (so a +2 for the natural +1 of being mounted). A warhorse with barding will only be killed on a D6 roll of 1 (injury roll) if it’s taken out of action instead of the normal 1-2. The barding is exclusive to warhorses. Forget about the shooting and academic skills, they don’t exist here. Also, the Bret*nnians are so classist that there’s a equipment list for each type of warrior: Knight, Squire, Men-at-arms and Bowmen. Alse there’s this funny “If I don't, neither you do” mechanic with the horses. There is the Questing Knight, the Knights Errant and the Squires. The squires only can have horses if the Questing Knight or any Knight Errant has a warhorse, and the Knights Errant only can have a warhorse if the Questing Knight does. So, if you want all of your Heroes mounted, you have to spend 360 gc on them all. And we’re not counting the barding, which would cost a total of 90 gc more for all three knights, which leads us to 450 gc spent only on the horses and armour!... Moving on, all the three knights have this rule of immunity to all alone tests. The differences on the equipment lists are tricky so read the doc yourself is fucking free. Moving on, the WS/S/I 4 of the Questing knight is the best starting stat of the whole warband, the Knights Errant have nearly all 3s on their statline making them very basic, but the squire has 2 on WS/BS so it has the amazing job of intercepting enemy charges against knights.The men-at-arms are also nearly all 3s on their statline, better than a squire, but no missile weapons on their equipment list. The bowmen, as their name says, have access to bows and longbows, with a better BS than a squire. Let's move into the special skills. Of course, they're all exclusive to the Questing knight. Dispel a spell on 4+, re-roll failed hit rolls against enemies with higher Strength, re-roll a failed rout test if the knight is not knocked down, stunned or out of action, hate enemies with shooting weapons and finally, roll a D3 each time you want to charge, adding the result to the charge distance. So, in general terms, this warband can be quite expensive (damn horses) and have less ranged power than the average merc warband, but it can be really nice with the right choices.
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