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==Equipment== : Bretonnian characters love their lances so much that when they charge with a magic weapon, they can use their lances in the first battle round instead of normal magic weapon priorities. ===Virtues of Bretonnia=== * '''Virtue of Heroism:''' 35p. Heroic Killing Blow. It can be paired with a magic weapon and no longer only affects large targets. * '''Virtue of Stoicism:''' The older one lets you reroll failed Break tests while this one gives you Cold-Blooded. Both cost the same, and whilst this one is an improvement, you won't find much use of this except against armies that rely heavily on Fear and the like. * '''Virtue of the Impetuous Knight:''' 30p. you add D3" to all your charges this model is involved in. Combine this with Steed of the Lady and scare the pants off your enemy as your knights move halfway across the board to trample their units into the ground. Remember, this only helps you get IN to combat. It doesn't help any further, so be sure you have good combat gear or a spell on this guy if you intend to fight something nasty. * '''Virtue of the Ideal:''' 30p. +2 WK, +1 I & A. May was not the general, and he brings everyone's mood down. He'll act as a nice challenger, especially with Doom of Dol. Just keep him away from your peasants, unless you want them running when the enemy so much as breaths on them. * '''Virtue of Audacity:''' 30p. against an enemy with higher strength, reroll failed hit and wound rolls. But now, with the Lore of the Lady, this Virtue has even less viability than before. The Virtue itself is fine. It's just situational. * '''Virtue of Knightly Temper:''' 25p. on the charge, for every hit that wounds, make another attack after saves. Generated attacks can't generate more. A nice Virtue made even better. Always consider taking this. Combine with Silver Lance of the Blessed on a Lord for a close combat monster that will reliably get 7-8 auto-hitting S6 attacks on the charge against most targets. * '''Virtue of Duty:''' 25pts. It may not be General but adds +1 to combat resolution as long as the general is alive. * '''Virtue of Confidence:''' 25pts. must always challenge and reroll all failed rolls to hit and to wound when challenging. With Doom of Dol and a Magic Weapon that raises Initiative, a character will rip and tear through nearly anything that it can drag into a challenge. * '''Virtue of the Penitent:''' 20 pts. He becomes Stubborn with the stipulation he cannot join a unit for any reason...skip this unless you have a VERY specific strategy in mind. * '''Virtue of the Joust:''' 20pts. reroll failed hit rolls when charging or using lances * '''Virtue of Purity:''' 15pts. Knights now have a +1 to Blessing of the Lady. Grail Knights, however, now gain a 4+ Ward...for 15pts...certainly not something to put your nose up to (however, if you only want a 4+ Ward, take Talisman of Protection instead. The Grail Vow itself can cost a lot of points for something you can take for 45pts. If you're using the Grail Vow to take other things, go ahead and tag this on him). * '''Virtue of Noble Disdain:''' 15pts. hates enemies with a Missile weapon and War machine crews. Its' unit is also doesn't take a panic test when taking 25% casualties. * '''Virtue of Discipline:''' 15pts. enemies can't gain Outnummber bonus bearers unit. Generally, stay away from this unless you know you're fighting against a horde-reliant army. * '''Virtue of Empathy:''' 10pts. Become a backup general for peasant's duty units and join them in giving them a hero challenger. Take this on your general. His bubble becomes 18" for peasants. If you're heavily peasant reliant, this is a near necessity. Otherwise, it's pretty meh. === Blessed Heirlooms of Bretonnia === * '''Silver Lance of the Blessed:''' 70pts. A lance that, for as long as you have the Blessing, causes all close combat attacks to auto-hit and forces successful enemy armour, and Ward saves to be rerolled, but if the wielder of this Lance flees for any reason, the Lady of the Lake bitch slaps him with D6 hits that are Flaming and Strength 4 with Ignores Armour Saves! Even more killy than before, but be sure you never ever put this guy in combat you think he won't find victory in, or he will pay for it. Expensive, but potentially very nasty, especially against high WS opponents where getting hits to stick can be a challenge. Combos extremely well with the Virtue of Knightly Temper, albeit at the cost of your entire equipment budget for a Lord. * '''Sword of Heroes:''' 40pts. You get an extra tax of 5 points, but you also get +2 Strength instead of +1 against foes with T5 or better. It Synergizes well with Virtue of Audacity, though this combo will have to be against a specific foe to be worth it; so avoid taking this in a general list. * '''Sword of the Lady's Champion:''' 30pts. Grail Vow only. Hey, hey, hey! 10 points taken off, and everything else stays the same. Nice. Against high Toughness armies, this 30pt wrecker will ruin the days of Lizardmen/Ork/Ogre armies and allow you to cut down their dragons/monsters like anything else. Just be sure to take some good Armor or Talismans (I recommend taking this with Virtue of Purity as both are only 45pts, and you can still take more defensive gear). * '''Cuirass of Fortune:''' 25pts. An extra 5 points are tacked onto this one. But, you also get to reroll To Hits of 1 and Armour Saves of 1 and the natural reroll To Wound rolls of 1. A good, general piece of equipment (excellent to take with Sword of the Lady's Champion and Virtue of Purity). * '''Sirienne's Locket:''' 55pts. Lord or Paladin only. You can't lose more than one wound each phase, Even gaining immunity to Killing blow and Multiple wounds rule. You still only have 3 wounds (2 if on your Paladin). When palling around with a life Damsel, you're going to last a long time. An excellent accessory for a Hippogryph Lord if you're worried he's going to be playing catch with enemy cannonballs. * '''The Silver Mirror:''' 45pts. An extra tax of 5 points...must have come from the Virtues. You use this on a spell specifically targeting the magic user wielding this and its unit. The enemy can stop the spell being bounced back to them by using Dispel Die or Power Die. This magical item can only be used once and can't be used on spells that have Irresistible. However, this baby does have its uses. Example: A Slann Mage Priest has already cast 3 spells for the turn, and now he's attempting to use Fiery Convocation on your giant block of Men-At-Arms that have a Level 1 Damsel. He used the remainder of his die to successfully cast it, but your Damsel just so happens to have the Silver Mirror. The Slann has no more die to even try to dispel his own attack, and his Temple Guard along with him are set afire AND he must use future Power Die later on just to dispel it. For spells that affect an entire unit and have a high casting value, this is the perfect counter. Just be sure to engage your Troll Face beforehand for maximum levels of Lols and Rage. * '''Chalice of Malfleur:''' 15pts. Exactly the same as before. Still pretty meh. If you do take this don't '''and I mean don't''' put this on your Level 4 Prophetess. No reason to risk your best magic-user to get one Dispel Dice. * '''The Ruby Goblet:''' 25pts. 5 points shaved off this one, otherwise the same. But, with the new Blessings of the Lady leaving you more vulnerable in Close Combat, this is worth taking if you have plans on taking on big baddies. * '''Tress of Isoulde:''' 15pts. Another item with 5 points reduced in price, otherwise the same. Combine this with Doom of Dol and it'll feel like your making the enemy roll for their Anal Circumference. 'Nough said. * '''Banner of Defense:''' 25pts. Essentially gives whatever (knight) unit that has it, a 4+ Ward against ranged attacks (including magic missiles). So long as they have Blessings anyway. It's only 25 points...take it...take it and ruin the relationship you have with your best friend who just so happens to field an Artillery heavy Dwarf army...go ahead... ===Expansion Magic Items=== '''''Weapons''''' *'''Sword of the Quest:''' 25pts. Questing Vow only. Pretty handy that you can use this as a hand weapon or a greatweapon, but whichever way you go gives you Ignores Armor. Awesome. *'''The Wyrmlance:''' 30pts. A flaming lance that's only usable when mounted, but it provides an S3 breath weapon. Scary good, since you'll be able to mess with mobs a little. *'''Birth-Sword of Carcassonne:''' 25pts. This sword adds +1 to Strength and forces enemies to reroll armor saves. Not bad for managing lesser forces. *'''Heartwood Lance:''' 25pts. Another lance is only usable on horseback, this lets you reroll to wound, which is pretty meaty. *'''Lance of Artois:''' 10pts. Yet another lance only usable on horseback, but this one suffers hard. It only grants Killing Blow on the charge, which means it will fall flat against monsters and heroes. '''''Armour''''' *'''Armour of the Midsummer Sun:''' 35pts. Heavy armor that deals a -1 to hit with both melee and missile weapons, making it strong against most mundane weapons. However, this is useless against some spells and artillery. *'''Gromril Great Helm:''' 30pts. A dwarfy 6+ helmet that lets you reroll armor saves. *'''Armor of Agilulf:''' 25pts. Heavy armor and shield as well as WS10?! BY THE LADY! *'''Grail Shield:''' 15pts. Grail Vow only. This adds +1 to the Ward provided by the Blessing of the Lady. *'''Orcbane Shield:''' 15pts. This shield forces Orcs and Goblins within 12" of the bearer to fail their Animosity rolls on a 1 or 2. The issue with this is how at this range they'd already be stuck in. *'''Gilded Cuirass:''' 10pts. Grail Vow only. Heavy armor with 6+ regen. A good way to keep kicking. '''''Talismans''''' *'''Holy Icon:''' 40pts. Grants Immunity (Psychology) and Magic Resistance(3). *'''Insignia of the Quest:''' 25pts. Questing Vow only. This provides a 3++ Ward, but only on the bearer's last wound. Unlike most items with a similar rationale, this actually works even against a multi-wound hit that would have otherwise killed them. *'''Token of the Damsel:''' 20pts. Lord or Paladin only. Ignore the first wounding hit suffered before breaking, just like a certain CRB item. *'''Braid of Bordeleaux:''' 5pts. Grants Aquatic to the bearer and any attached unit. *'''Mantle of the Damsel Elena:''' 10pts. Grants immunity to poison and Killing Blow, which is a modest gift. '''''Arcane Items''''' *'''Sacrament of the Lady:''' 40pts. Adds +2d3 die to the Power Pool each magic phase, but you have to roll 1d6 at the end of each magic phase - a 1 means it went out and no longer works. *'''Verdant Heart:''' 40pts. Adds +d3 to the casting roll of any Life spell. Quite useful since you want your few strong men to last. *'''Prayer Icon of Quenelles:''' 45pts. give +1 to the Blessing of the Lady saves. *'''Potion Sacre:''' 10pts. A cheap potion that gives +1 to a single casting or dispel die once per game. '''''Enchanted Items''''' *'''Mane of the Purebreed:''' 30pts. This requires your model to ride a horse (and only a horse, so no pegasi or unicorns), and this grants the bearer and any attached ponies +1 Strength, which...well, it helps for trampling. *'''Antlers of the Great Hunt:''' 10pts. Lord or Paladin only. Let's you roll 3d6 and drop the lowest on a Pursue roll, which lets you crush the enemy further. *'''Battle Stone of The Marquis:''' 15pts. One use. give +3 attack. '''''Magic Standards''''' *'''Valorous Standard:''' 25pts. Knight's, Questing, or Grail Vow only. This grants your unit Empire-style Leadership rolls, which is great. *'''Twilight Banner:''' 25pts. This grants a unit Ethereal for a turn, which can help with focusing on a single unit. *'''Conqueror's Tapestry:''' 25pts. A truly combat-focused standard, this adds +1 to Combat Resolution for any enemy units killed in melee or in pursuit. The iffy bit might be whether this makes ALL kills qualify or just the ones the bearer's unit made. *'''Banners of Chalons:''' 10pts. Enemy units cannot Stand and Shoot as a charge reaction, which is incredibly useful against gunlines and archers.
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