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====Generic==== *'''Bretonnian Lord:''' On par with the Empire's Grandmasters. His basic gear, rules, and stats remain the same as well as his points, 110 vanilla. But with many virtues having a 5pt discount, they get a bit more money to spend on other things for their Magic Item allowance. However, the Questing and Grail Vows now cost more, so it balanced out. (However, since the Vows aren't under the Magical Item allowance, they still get just a sliver more allowance with particular Virtues meaning you can now take that Magic Item that used to be JUST out of your budget for him. All basic weapon options (Lance, G. Sword, etc.) remain the same price, but a Warhorse is now 3 more points for him but 5 fewer points if he takes a Pegasus. **And while you can be upset that you have a specific pool of Magical Items about a fourth the size of the original, chances are you probably didn't use them too much. And you'll probably find a suitable replacement in the Rulebook's generic Items. Overall, pretty much the same Lord except for a much better Hippogryph. *'''Prophetess:''' Your lord caster with Life, Beasts, Heavens, Light, and the Lady and has magic resistance of 2. you can ride up in on a horse, unicorn, Pegasus, or a Sacrosanctum of the Lady. She is protected in the second rank when riding with knights while still lending full support. *'''Damsel:''' Your hero level Prophetess but with magic resistance 1. She can only ride a horse. *'''Faceless:''' ''These are generally the leaders of the Herrimaults and don't show their face for great justice.'' For each Herrimaults you buy, you can get a Scout and Sniper longbower with some magic allowance. Proper for sniping out an enemy Wizards and other support heroes. *'''Paladin:''' Your BSB and Hero/Monster Hunter *'''Templar Crusader:''' Those knights that have taken apart of the crusades and had found themselves Bretonnian structure. At 55pts, you are not buying a Paladin, but a supporting character that grants Hatred to a unit of knights. A Big Death square of KotR with Templar + War Banner or Knight Errant with Errantry Banner. *'''Priestess of Shallya:''' Serving the pleasant Goddess of healing. These gals are good for one thing: turning that Men-At-Arms or Grail Pilgrims tarpit unit into an inescapable quagmire. She sits safely in the second row, for starters, making her practically unattackable except by character sniper spells. She Gives the unit she's a part of a Regen(6+)(though she doesn't benefit from this). At 50pts and with potent prayers, the Priestess of Shallya is always a worthy investment, even if you take a single unit of Men-At-Arms. If you're taking an all knight army, don't take her. Her worth is solely with the peasants. These gals know three Augments prayers (Power Level of 3): **'''Shallya's Endurance''': The unit she's a part of gets +1 Toughness though she again doesn't benefit from this. This is the main reason why she makes Men At Arms so good at tarpiting. A unit with models only 4pts at Toughness 4 (with 6+ Regen to help turn that 20 wounds into 36) is definitely something your enemies will avoid taking headlong. However, once they realize all of these bonuses are coming from her, they will gun for her. **'''Compassionate Mind: ''' Her unit gains Immunity (Psychology) and Stubborn. So not even Terror and enemy stacking up Combate score bonuses will make the brick run. **'''Purify:''' All Hex spells affecting friendly units within 12" are automatically dispelled. This alone is worth the cost...but you also get to inflict D6 S5 hits on Undead or Daemonic Units when in base contact with the Priestesses unit.
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