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Arcane Journal - Kingdom of Bretonnia
Arcane Journal - Kingdom of Bretonnia
Warhammer: the Old World Arcane Journal – Kingdom of Bretonnia © Copyright Games Workshop Limited 2023. Warhammer: the Old World,
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No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means electronic,
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This is a work of fiction. All the characters and events portrayed in this book are fictional,
and any resemblance to real people or incidents is purely coincidental.
British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library.
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Kingdom of Bretonnia
The Grey Mountains Here, the ancestors of the Bretonnians built great burial
The cloud-wreathed peaks of the Grey Mountains mark mounds from boulders in which they interred their chieftains
the border between Bretonnia and the Empire. Of the and champions, before sealing them away behind huge slabs
scant few passes through the mountains, the Axe Bite Pass, of rock. Many of these tombs, now tumbled and ruined by the
fiercely guarded by the Castle de Montfort, is notorious for passage of time, have become the lairs of monstrous creatures
it is favoured by invading armies attempting to cross the and undead horrors. Thus does the haunted region attract
mountains and has been the site of many bloody battles. much attention from wandering treasure hunters and questing
or penitent knights. The former come there hoping to uncover
At their northern end, the peaks of the Grey Mountains forgotten wealth, heedless of the dangers. The latter come
decline into the hilly uplands of the Gisoreux Gap, the in search of those very dangers, eager to vanquish the evil
principal trade route between Bretonnia and the Empire. monsters that haunt the hills.
Accordingly, this region is guarded by many formidable castles
and forts, held by warlike barons with huge retinues of knights The Massif Orcal
and men-at-arms. The weatherbeaten crags of the Massif Orcal dominate the
heartland of Bretonnia. The cliffs rise from the forest of
The Southern Mountains Chalons, bare but for twisted pines and tumbled boulders. For
Extending westwards from The Vaults, the Southern thousands of years, this region has been a stronghold for the
Mountains mark the border between Bretonnia and Tilea. Orc and Goblin tribes that continually make war against the
Though the mountains are sparsely populated, they hide Bretonnians. Even today, tribes hide amongst the crags and, no
several vital trade routes between Bretonnia and its southern matter how often the might of Bretonnia’s armies march in to
and western neighbours, and many Tilean mercenaries earn drive the savages out with fire and sword, these tribes persist.
their coin by selling their swords in protection of the caravans
that regularly risk the high passes in pursuit of wealth.
The more highly regarded a knight is by their peers, and the Should a knight rise far enough through the chivalric ranks,
more senior their status within the court of their lord, the their own heraldry will evolve to replace that of their lord.
more splendid will be their panoply of war, for the knights This evolution begins with the redrawing of fields or the
of Bretonnia are seldom ashamed to proclaim their wealth altering of hues, often extending so far as the modifying or
and position through their attire. In this way, a knight can changing of devices to incorporate personal or familial themes.
be identified as serving in the household of a particular lord Thus does the heraldry of a baron reflect that of the duke they
by the heraldry they wear, and their status can be quickly serve, yet stands apart as the heraldry of a unique individual, a
determined from the finery and details of their attire. lord of Bretonnia worthy of acclaim in their own right.
A Knight’s Shield
The heraldry of Duke Gastille, the Red Hand of Brionne, is proudly displayed by all that fight in his name. From humble
peasants to chivalrous knights, a warrior’s rank and station can be determined from the quality of their shield and the
intricacy of the heraldry upon it.
Bretonnian Heraldry 11
THE COLOURS OF CHIVALRY
E ach of Bretonnia’s fourteen dukedoms is further divided into a number of baronies. These large estates are governed
in the duke’s stead by a trusted baron. These are knights both bold and loyal that have served the duke for many years,
proving themselves as both humble servants of the Lady of the Lake and as chivalrous warriors.
In honour of their high rank and trusted station, barons are permitted to devise their own
heraldry. Though it is customary for such personalised coats of arms to maintain a close
resemblance to the duke’s heraldry, much leeway is given.
These examples of baronial heraldry from the Dukedom of Brionne show how the heraldry
of a baron can differ from that of their duke. Whilst all of these designs maintain the
themes and motifs, the hues, patterns and even heraldic devices can be altered.
Mounted atop a Royal Pegasus, a true-hearted Paladin bearing the personal banner of
Duke Gastille, the Red Hand of Brionne, leads the armies of his lord to war.
12 Bretonnian Heraldry
BRETONNIAN UNIFORMS
T he uniforms and armour worn by the warriors of Bretonnia vary greatly depending upon their social standing and
status within the Code Chivalric. Whilst humble peasants must make do with the weapons and uniforms their lords
choose to equip them with, Knights of the Realm are able to invest their great wealth, arming themselves with fine weapons
and well-crafted suits of armour.
As members of the knightly class, Knights of the Realm are Thus many Knights of the Realm wear great helms crowned
pure blooded nobles one and all. Accordingly, though the with elaborate crests depicting heraldic beasts such as bulls,
Code Chivalric dictates that they must bear the colours hippogriffs or unicorns, or sacred symbols of Bretonnia, such
and iconography of the duke or baron they serve upon their as the fleur de lys or the blessed grail. Upon these great crests,
surcoats and shields, they are permitted to display aspects of it is customary for a knight to display the colours of their
their own personal or familial heraldry as well. family, so that they might be easily identified and their valour
attributed accordingly.
Mounted atop a strong limbed and fleet-footed Bretonnian Unlike their knightly betters, the peasants of Bretonnia
destrier, a Knight of the Realm charges into the fray. His are unable to afford fine wargear. Instead, they carry heavy
richly embroidered surcoat and barding displays the colours wooden shields and wield roughly made polearms. For their
and heraldry of the duke he serves. From his harness hang uniforms, they must make do with the humble rags of their
miniature shields, painted to display the heraldry of his lowly station. Over these, they will wear rough hoods or
own family. jerkins in the colours of their lord.
Bretonnian Heraldry 13
WAR IN THE BORDER PRINCES
I n the year 2276 of the Imperial Calendar, the chivalrous Baron Carrard of Quenelles mustered a great host of bold
knights to ride south and east, to crusade with him beyond the Badlands, and deep into the heart of the Land of
the Dead.
But Settra misjudged the courage of the Border Princes’ defenders, and his
black heart could not fathom of warriors willing to ride far from their homes
to defend the weak from the wicked. In his path of destruction lay Louen Keep,
the stronghold of Sir Cecil Gastonne, the Wyrm Slayer. This bold defender of
Bretonnia’s borders mustered his host at Matorea, there to await the King of
the Dead.
Meanwhile, as the vanguard of Settra’s army ravaged the Border Princes, the
Duke of Brionne and his brave knights hastened through distant mountains to the
defence of Matorea. Upon his arrival in the Border Princes, the duke lamented to
see a ravaged land and rode hard to the Citadelle Bouelia. Here, he faced the vile
Prince Ptolethor and laid him low, resting only to water his dutiful steed before
riding once more to the aid of his brother knight and the good people of Matorea.
THE BATTLE OF MATOREA
W ith the darkness of night filling the skies, the black ships of Settra’s fleet began to disgorge their Undead cargo onto
the beaches before Matorea. As the royal host approached, Sir Cecil Gastonne, the Wyrm Slayer, looked to the west.
From beyond the horizon, the knights of Brionne approached, though whether they would arrive to find the defenders
embattled, or that Settra’s forces had swept through Matorea and on towards distant Bretonnia, he could not say…
Defender’s
Defensible Deployment Zone
Position
12"
9"
Victory!
Once the battle has ended, use Victory Points to determine
which player is the winner, as described in the Warhammer: the
Old World rulebook. In addition, at the end of the game:
24 Kingdom of Bretonnia
A field trebuchet and its crew of humble peasants.
A ragged procession of Grail Pilgrims bears aloft a sacred reliquae, the holy spirit clinging to the remains of the fallen knight at its
heart filling their humble peasant hearts with courage.
Kingdom of Bretonnia 25
A Bretonnian Paladin bearing A bold Paladin that has sworn the Vow of the
the Battle Standard of his Duke. Questing Knight, armed with a great weapon.
A Damsel of the Lady of the Lake. A noble Paladin mounted upon a Bretonnian Warhorse and
bearing the Battle Standard of his Duke.
OUTCAST NOBILITY
I t is not uncommon to find outposts of Bretonnian society and culture scattered far and wide – tiny feudalistic realms
where the Lady of the Lake is revered and in which the traditions of the Code Chivalric are upheld, to a greater or lesser
extent, by knightly lords of often questionable honour.
Outcast Nobility
28 Outcast Nobility
W hen a knight chooses exile over penance, it is common that they amend the heraldry they wear accordingly. For most,
this serves to distance the knight from their household and set them apart as an outcast. For some, this is done in protest
against what they consider to be unjust treatment.
In their exile, some knights choose to shun the heraldry Alternatively, many exiles choose to deface their heraldry.
of their homeland entirely, creating instead new coats of Some will remove the devices, displaying only a plain or
arms. Such designs are often defiant, revealing much about divided field in its place. Others will obscure their coats of
the bearer to anyone familiar with the subtle nuance of arms entirely behind black paint, thus hiding their identity
heraldic imagery. from the world.
A bold knight, cast out from the court of Brionne for some long-forgotten indiscretion,
leads his faithful Yeoman Guard to battle in lawless lands.
Outcast Nobility 29
KINGDOM OF BRETONNIA
BRETONNIAN EXILES
T his Army of Infamy composition list is designed to be used with the Kingdom of Bretonnia army list found in
Warhammer: the Old World – Forces of Fantasy, and alongside the ‘Forming Units’ and ‘Warhammer Armies’ sections of
the Warhammer: the Old World rulebook.
If you wish to field an army of Bretonnian Exiles in your games of Warhammer: the Old World, you may write your muster list
using the Army of Infamy composition list below instead of the Grand Army composition list found in Forces of Fantasy. Over the
following pages you will find new profiles and rules for certain models in your army, representing units unique to a Bretonnian
Exiles army:
• 0-1 Baron per 1,000 points • Questing Knights and Border Princes Brigands
• 0-1 Damsel • 0-1 Field Trebuchet per 1,000 points
• Paladins, Outcast Wizards and Sergeants-at-Arms • 0-1 Border Princes Bombard per 1,000 points
Core Mercenaries
At least 25% of your army’s points value must be spent on: Up to 25% of your army’s points value may be spent on
mercenaries, including:
• 1+ unit of Knights of the Realm on Foot and/or
Mounted Knights of the Realm • Free Company Militia and Empire Archers (see the Empire
• 1+ unit of Yeoman Guard and/or Peasant Bowmen of Man army list on page 59 of Forces of Fantasy)
• 0-1 unit of Knights Errant per 1,000 points
• Men-at-Arms and Mounted Yeomen Note that mercenary units drawn from another army list gain the
Mercenaries special rule and become subject to the ‘Misbehaving
Special Mercenaries’ rules, as described on page 279 of the Warhammer:
Up to 33% of your army’s points value may be spent on: the Old World rulebook.
Magic Items
Any models within this army that have the option to
purchase magic items may purchase magic items from the
Common or Kingdom of Bretonnia magic items lists.
30 Outcast Nobility
BRETONNIAN EXILES
SPECIAL RULES
On this page you will find a full description for each of the army special rules that
apply to an army built using the Bretonnian Exiles Army of Infamy composition list.
These are in addition to the Kingdom of Bretonnia special rules found on page 107 of
Forces of Fantasy. In case of contradiction, the special rules below take precedence over
the Kingdom of Bretonnia special rules.
Banished Lords
Though once-noble knights and lords find
themselves banished from the lands of
Bretonnia, many seek to find an end to their
exile and return to the Lady’s light.
“Does evil approach on
Barons and Paladins within a Bretonnian this fair day? If so, then it
Exiles army cannot have the Grail Vow. approaches rough lands, but
However, the following characters and they are lands I claim as my
units may replace the Knight’s Vow with own and I do not wish to
the Exile’s Vow for free: welcome it! If this evil thinks
to find us weak in this barren
• Baron or Paladin place, it shall discover that
• Knights of the Realm on Foot when the flower of Bretonnia
• Knights Errant grows from parched earth, it
• Mounted Knights of the Realm grows thorns!”
• Pegasus Knights
Sir Cecil Gastonne,
the Wyrm Slayer
Outcast Nobility 31
BOLD CRUSADERS
T he chivalrous knights of Bretonnia are nothing if not fervent in their desire to defend their lands and the humble
peasants that dwell within them. So great is their zeal, that it is quite common for a lord of Bretonnia to summon
their warriors and declare a crusade against any potential foe, even those that might think themselves safe in their
faraway homeland.
Bold Crusaders
32 Bold Crusaders
A ll true knights of Bretonnia feel the urge to crusade into distant lands and confront evil wherever it may lurk.
Thus, when a lord of Bretonnia declares a crusade, knights from all across the realm will seek leave of their duties at
home and ride to answer the call.
Because crusading armies attract bold knights from far and In amongst such a startling array of colours and patterns,
wide, it is usual to see a tremendous array of heraldry upon charges and devices, it is not uncommon for knights to adapt
display, even within a single regiment. On crusade, knights their heraldry to include symbols of their purpose. For those
from as far afield as Couronne and Carcassonne, Parravon and that return, these emblems form a lasting element within their
Lyonesse ride shoulder to shoulder. heraldry and are viewed as a mark of honour.
Bearing the heraldry of a dozen dukedoms, a host of crusading knights charge across the scalding sands to bring their wrath to
bear against the enemies of fair Bretonnia.
Bold Crusaders 33
KINGDOM OF BRETONNIA
ERRANTRY CRUSADE
T his Army of Infamy composition list is designed to be used with the Kingdom of Bretonnia army list found in
Forces of Fantasy, and alongside the ‘Forming Units’ and ‘Warhammer Armies’ sections of the Warhammer: the Old
World rulebook.
If you wish to field an Errantry Crusade army in your games of Warhammer: the Old World, you may write your muster list
using the Army of Infamy composition list below instead of the Grand Army composition list found in Forces of Fantasy. Over
the following pages you will find new profiles and rules for certain models in your army, representing units unique to an Errantry
Crusade army:
Magic Items
Any models within this army that have the option to
purchase magic items may purchase magic items from the
Common or Kingdom of Bretonnia magic items lists.
34 Bold Crusaders
ERRANTRY CRUSADE SPECIAL RULES
O n this page, you will find a full description for each of the army special rules that apply to an army built using the
Errantry Crusade Army of Infamy composition list. These are in addition to the Kingdom of Bretonnia special rules
found on page 107 of Forces of Fantasy. In case of contradiction, the special rules below take precedence over the Kingdom
of Bretonnia special rules.
Within an Errantry Crusade army, the following characters A unit with this special rule increases its maximum possible
and units gain the Crusader’s Zeal special rule. In addition, any charge range by 1" and, when it makes a Charge roll, may apply
of the following characters or units that have the Knight’s Vow a +1 modifier to the result. In addition, a unit with this special
may replace it with the Crusader’s Vow for free: rule gains the Impetuous special rule.
Bold Crusaders 35
The Green Knight
The Green Knight may be included in any Kingdom of Bretonnia army made using any
army composition list. He must be fielded as presented here.
M WS BS S T W I A Ld Points
The Green Knight - 7 3 4 4 4 6 4 9 275
The Shadow Steed 8 4 - 4 - - 4 1 - -
Special Rules: Aura of the Fay, Blessed Knight, Ethereal, Guardian of the Sacred Sites,
Immune to Psychology, Loner, Move through Cover, Rallying Cry, Terror,
The Green Knight Unbreakable, Unstable
The Green Knight is amongst
the most well-known figures Aura Of The Fay
of Bretonnian folklore. He The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he
is a popular character in disappears into thin air, only to reappear once more and return to the fray.
the plays and puppet shows
of wandering troubadours When the Green Knight loses his last Wound, he is removed from play as usual, but is not
and courtly bards alike, and slain. His controlling player may attempt to awaken him again during any of their Start
everyone in the land – young of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred
or old, peasant or noble – Sites special rule (as described opposite). However, each time the Green Knight is slain, he
cheers his acts of heroism is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and
with equal enthusiasm. In a -1 modifier to his Wounds characteristic (to a minimum of 1).
such performances, the
Green Knight always appears Note that the enemy player can only win Victory Points for the Green Knight if he is not on the
bedecked in a pale green battlefield at the end of the game.
livery of intertwining vines
and roots, long plumes of
ivy cascading from his great
helm. Yet, little do many
realise that these tales are
bound in fact. The Green
Knight is the sacred protector
of Bretonnia, the chosen
champion of the Lady of the
Lake. Many are the tales of
an eerie twilight falling upon
the land and a green mist
rising, heralding the arrival
of the Green Knight – a
spectral figure with glowing
eyes, mounted upon a steed
of shadow.
The Green Knight has a 5+ Ward save against any wounds suffered.
The Green Knight is not placed on the battlefield during deployment – he slumbers until
he is awakened during the game. During any of your Start of Turn sub-phases in which
the Green Knight is not on the battlefield (even if he was removed from play as a casualty
during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2,
he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight
awakens. If the Green Knight has not yet been awakened by the start of round five, he
awakens automatically. The Champion of the Lady
The Green Knight is the
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain chosen champion of the
feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature Lady of the Lake, the sworn
includes any woods, or any difficult or dangerous terrain (as described on page 269 of the protector of her sacred sites.
Warhammer: the Old World rulebook). It does not include any constructions, such as walls Often, he appears before
or buildings. Before the game starts, the players should agree upon which terrain features lonely Questing Knights,
are natural and which are not. lost in the deep forests of
Bretonnia, challenging them
In addition, rather than moving normally during the Remaining Moves sub-phase, if the in her name and testing
Green Knight is completely within a natural terrain feature and is not engaged in combat, their worth. Those able to
you may remove him from the battlefield and replace him so that he is completely within strike his spectral form a
a different natural terrain feature anywhere on the battlefield. The Green Knight cannot mortal blow tell of his body
move again during this Movement phase. dispersing like mist on the
wind, and the landscape
Note that when the Green Knight appears within a natural terrain feature, he must abide by the itself changing, revealing
1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit. a path that leads to the
culmination of their quest
The Dolorous Blade and an audience with the
The Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Lady herself.
Knight wields it with awesome strength and skill.
At other times, he will
The Dolorous Blade R S AP Special Rules appear in the midst of battle,
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks bursting from a copse of
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, trees or galloping furiously
Multiple Wounds (2) from the mists that cling to
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the a still lake. At such times,
start of each round of combat. he will throw in his lot with
the defenders of Bretonnia,
fighting ferociously alongside
the Knights of the Realm,
only to disappear once more
when the battle is won.
Yet amongst his many great deeds, the feat that secured Bound by the rules of honour, the knight begrudgingly
his status as a champion of his duke was his epic battle accepted Cecil’s drunken challenge and the two duelled in the
with Norndrak the Tyrant, a great black-scaled wyrm that packed hall. The fight was short and decisive, the Grail Knight
terrorised the good people of Bastonne for a full season. disarming the wine-addled Cecil and commanding that he
Gastonne swore an oath to slay Norndrak, his quest leading yield to avoid further embarrassment. Thinking the duel over,
him to the Dragon’s lair, where he challenged the beast in the victor turned his back upon Cecil who, in a fit of rage,
a voice filled with confidence and free of fear. Enraged, retrieved his fallen weapon and swung for his opponent’s back.
Norndrak emerged to face Cecil in a battle that would last for Only through the intervention of the Prophetess of Brionne,
three days and three nights before, exhausted and outclassed, whose magic stalled Cecil’s blow, was the knight spared.
the wyrm exposed its neck and Gastonne severed the beast’s
head with a mighty swing of his axe. Apprehended by his fellow knights, Gastonne was brought
before Duke Gastille, who was incensed at the violation of
With the Dragon slain, Cecil expected the Lady of the Lake to the Code Chivalric. The Duke decreed that Cecil must seek
appear and bestow upon him the gift of a sip from the Grail penance by pledging himself to the Grail Knight until his
as reward for his valour, but to the victorious knight, no such honour had been restored, but Gastonne declared that he
vision presented itself. Even when the Duke of Bastonne had would rather face exile than suffer the embarrassment of
Norndrak’s hide fashioned into a protective garment and penance; for though his actions had been foolish and rash, only
presented it to Cecil, addressing him proudly as ‘the Wyrm the Lady herself could pass judgement upon him.
Slayer’, Gastonne accepted the gift and title with little grace.
Thus began the tragic fall of one of Bretonnia’s favoured sons… Thus, with his attendants by his side, Cecil left Bretonnia to
carve out a new home in the Border Princes, trusting that
Bitter and embarrassed, Cecil brooded for many weeks, through hardship the Lady of the Lake would grant him an
desperate to understand how he had failed to earn the Lady’s opportunity to become a virtuous knight once more.
favour. Even in prayer, Cecil was unable to find answers to his
plight, which served only to replace his embarrassment with
frustration. His anger boiled over during a banquet hosted by
the Duke of Brionne where, deep in his cups, Cecil challenged
a visiting Grail Knight to a duel; hoping that besting a
champion of the Lady in single combat would finally see him
become worthy of her favour.
M WS BS S T W I A Ld Points
Sir Cecil Gastonne 4 7 3 4 4 3 5 4 9 165
Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer,
Multiple Wounds (2)
Mounted atop her faithful unicorn Ariandir, the Prophetess Late one winter, when a horde of Beastmen invaded the Duke’s
of Brionne rides alongside the Duke and his knights – each southern borders, it was Élisse’s magic that lent the knights the
of whom would willingly give their life in order to ensure her strength they needed to strike down the great monsters that
safety. This selfless devotion does not come without cause, for accompanied the children of Chaos. When Waaagh! Lance-
not only is Élisse a physical embodiment of the power of the Snappa’ raided and pillaged its way across the farmlands of
Lady of the Lake, but her arcane skill had saved the lives of Brionne, Élisse conjured forth a burning blade to cut down
many within the Duke’s army – including the Duke himself the Orc Warboss in short order even as the knights escorting
– and aided the army of Brionne in finding victory on many her set about the Warboss’ guards with zealous fury. As Prince
occasions. Ptolethor the Radiant sought to strike down Duke Gastille at
the battle for the Citadelle Bouelia, it was a torrent of force
from Élisse’s staff that sent the Tomb Prince sprawling to the
earth and earned the wounded knight the precious seconds he
needed to regain his feet.
M WS BS S T W I A Ld Points
Lady Élisse Duchaard - 4 3 3 4 5 3 2 8 225
Ariandir 10 4 - 4 - - 5 2 - -
Magic: Lady Élisse Duchaard is a Level 3 Wizard. She knows spells from the Lore Lady Élisse Duchaard
of Elementalism.
“For as long as your faith in
Special Rules: Arcane Backlash, Armour Bane (2, Ariandir only), Armoured Hide (1), the Lady remains strong, you
Aura of the Lady, Beguiling Aura, Blessings of the Lady, Counter Charge, have no cause for fear. Now
Lore of the Lady, Magical Attacks, Magic Resistance (-2), go and strike down those
Shield of the Lady, Stomp Attacks (1), Swiftstride who seek to bring ruin to
fair Bretonnia!”
Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those –Lady Élisse at the battle of the
who attempt to harm her allies. Citadelle Bouelia
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll
any natural double when making a Dispel roll (not including rolls of a natural double 1),
the spell is unbound and the casting Wizard immediately loses a single Wound.
Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any
special rule or magic item that requires them to make a Leadership test (Rallying Cry, for
example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the
usual one) and instead select two signature spells from the Lore of Elementalism and/or the
Lore of the Lady.
Magic: An Outcast Wizard is a Level 1 Wizard. Every Outcast Wizard knows spells from
one of the following Lores of Magic:
• Battle Magic
• Daemonology
• Dark Magic
• Elementalism
• Illusion
• Necromancy
Outcast Wizards
Throughout the Old World, Options:
there are those that practise • May be mounted on a Warhorse ........................................................................................+12 points
the mystical arts in secrecy, • An Outcast Wizard may:
hiding their magical prowess - Be a Level 2 Wizard ..........................................................................................................+30 points
and arcane knowledge - Be a Level 3 Wizard ..........................................................................................................+60 points
from their neighbours and - Purchase magic items up to a total of ............................................................................75 points
maintaining the appearance
of wise scholars or learned Special Rules: Magical Attacks, Magic Resistance (-1), Untutored Arcanist
physicians. Such caution
is sensible, for in many Untutored Arcanist
regions the practise of magic Many Outcast Wizards are poorly schooled in the arcane arts. Thus, when their spellcasting
is outlawed and Wizards falters, great calamity can befall them.
are frequently prosecuted
by ignorant magistrates or When required to roll on the Miscast table, a Wizard with this special rule must roll an
persecuted by zealous priests. extra D6 and discard the highest result.
Thus do many Outcast
Wizards find themselves
driven to the edges of Warhorse
civilisation, fleeing their
homes ahead of angry mobs. M WS BS S T W I A Ld Points
Such fugitives often seek Warhorse 8 3 - 3 - - 3 1 - +12
shelter in the courts of exiled
nobles from distant lands, Troop Type: Light cavalry
proffering their services as Base Size: 25 x 50 mm
counsellors and advisers. Unit Size: 1
These Wizards are often Equipment: Iron-shod hooves (counts as a hand weapon)
willingly embraced for they Special Rules: Fast Cavalry, Swiftstride
bring with them valuable
knowledge of the strange and
foreign lands such exiled lords
invariably find themselves
obliged to settle in.
Outcast Wizards
42 Kingdom of Bretonnia
Yeomen Guard
Infantry
M WS BS S T W I A Ld Points
Yeoman Guard 4 3 3 3 3 1 3 1 6 5
Warden 4 3 3 3 3 1 3 2 6 +6
Grail Monk 4 3 2 3 3 1 2 2 6 +7
Options:
• The entire unit must take one of the following:
- Halberds ...........................................................................................................................................Free
- Polearms (see below) .......................................................................................+1 point per model
- Thrusting spears ............................................................................................................................Free
• Any unit may:
- Upgrade one model to a Warden (champion) ..........................................+6 points per unit Yeomen Guard
- Upgrade one model to a Grail Monk (see below) ...................................+7 points per unit Though an outcast, a baron
- Upgrade one model to a standard bearer...................................................+6 points per unit might start their life of exile
- Upgrade one model to a musician ................................................................+6 points per unit in the company of many loyal
- Purchase a magic standard worth up to........................................................................25 points knights. However, the passage
• A Grail Monk may be equipped with a Blessed Triptych..........................................+25 points of time, constant hardships
and deadly conflicts an exile
Special Rules: Close Order, Horde, Peasantry, Shieldwall, Veteran, Warband must endure can take their
toll. Thus do outcast nobles
Grail Monk come to increasingly rely
To those servants of the Lady that live in exile far from Bretonnia, the sight of a Grail Monk upon low-born soldiers to fill
amongst their ranks is most welcome. the ranks of their retinues.
Of those peasant Men-at-
A Grail Monk is a command group model that follows all of the rules for a champion. Arms that accompany an
In other words, a unit that contains both a Warden and a Grail Monk contains exiled lord into new lands,
two champions. those that endure, surviving
privations and war to prove
Blessed Triptych their loyalty and their
Even far from their homes, the humble soldiers of Bretonnia still find great courage in the presence bravery, might be rewarded
of holy relics. with the rank of Yeoman
Guard. These veteran soldiers
A unit that contains a model equipped with a Blessed Triptych gains the Stubborn have earned that which is
special rule. considered most valuable
to a Bretonnian peasant – a
Polearm R S AP Special Rules modicum of respect from
Single-handed Combat S - Fight in Extra Rank their lord and the knights
Double-handed Combat S+1 -1 Requires Two Hands they fight beside.
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first
round of a combat (i.e., the first round fought following a charge). A model wielding a polearm
cannot make a supporting attack during a turn in which it charged.
Kingdom of Bretonnia 43
Border Princes Brigands
Infantry
M WS BS S T W I A Ld Points
Brigand 4 3 3 3 3 1 3 1 6 4
Desperado 4 3 3 3 3 1 3 2 7 +7
Options:
• Any model in the unit may take one of the following:
- Additional hand weapon..............................................................................+2 points per model
- Shield.....................................................................................................................+1 point per model
• Any model in the unit may take one of the following:
Outlaws & Brigands - Pistol....................................................................................................................+2 points per model
The Border Princes is a wild - Blunderbuss (see below)...............................................................................+4 points per model
and lawless land, home to - Crossbow ...........................................................................................................+3 points per model
outcasts and exiles, fallen • Any unit may:
nobles and failed politicians - Upgrade one model to a Desperado (champion).....................................+7 points per unit
from all corners of the Old - Upgrade one model to a standard bearer...................................................+5 points per unit
World. These petty lords - Upgrade one model to a musician ................................................................+5 points per unit
come to the region in the • A Desperado may purchase magic items up to a total of ..............................................50 points
hopes of starting a new life, • 0-1 unit per 1,000 points may:
of recreating what they have - Replace the Open Order special rule with Close Order ..................................................Free
lost – power, wealth and - Replace the Open Order special rule with Skirmishers...................................................Free
influence – on the edges • A unit of Skirmishers may take one of the following special rules:
of civilisation. - Ambushers........................................................................................................+2 points per model
- Scouts....................................................................................................................+1 point per model
But it is not just the great
and the good that come to Special Rules: Horde, Impetuous, Levies, Motley Crew, Open Order, Warband
the Border Princes in their
shame; outlaws and brigands R S AP Special Rules
flock there, eager to exploit Blunderbuss 12" 3 -1 Multiple Shots (D3), Volley Fire
the lawlessness that thrives Notes: A model armed with a blunderbuss suffers no negative modifiers for firing at long range,
in a region best known for for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction.
its ever changing rulers and
governments. These thieves
and vagabonds excel in such Representing This Unit In Your Games
an unstable environment, Painted in the heraldic colours of their employer, or featuring components from other
preying upon the weak and kits, both Bretonnian Men-at-Arms and Empire Militia are ideal for representing
destitute, and selling their Border Princes Brigands.
services as mercenaries to the
wealthy and strong.
44 Kingdom of Bretonnia
Border Princes Bombard
War Machine
M WS BS S T W I A Ld Points
Bombard - - - - 7 3 - - - 100
Crew 4 3 3 3 3 3 3 3 7 -
R S AP Special Rules
Bombard 48" 8 -3 Armour Bane (2), Cannon Fire,
Cumbersome, Move or Shoot,
Multiple Wounds (D3+1)
Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. This weapon uses
the Bombard Misfire table.
Mercenary War Machines
Bombard Misfire Table In the lawless expanses of the
D6 Result Border Princes, sophisticated
1 Destroyed: The weapon explodes with a thunderous noise, leaving a hole in the weapons of war are in short
ground and a cloud of black smoke hanging in the air. The model is destroyed and supply. Whilst the armies of
immediately removed from play. more civilised lands make
2-3 Malfunction: The charge misfires, terminally inconveniencing one of the crew great use of devastating
and knocking the war machine over. It can be righted, but it will take time. The artillery, designed by brilliant
crew immediately loses one Wound and the model fails to shoot this turn. engineers and crafted by
4-5 Pffft: The fuse has gone out. As far as mishaps go, it is not very serious, but one of expert smiths and artisans,
the crew will be feeling rather foolish! The model fails to shoot this turn. the ad hoc armies of the
6 Boom!: The bombard discharges with an ear-splitting boom, the powerful many outlaw princes and
report knocking the gun from its carriage. This weapon shoots this turn, as if a robber barons of the region
‘2’ had been rolled on the Artillery dice, rather than a ‘Misfire’. However, it will must rely on more archaic
take some time to right the toppled gun. This weapon cannot shoot during the war machines. Those
next round. mercenaries with access to
primitive bombards and field
guns are in great demand
Representing This Unit In Your Games and, though they charge a
Accompanied by crew models taken from Empire war machines, both Empire and premium for their services,
Dwarf cannon are ideal for representing these mercenary weapons. there is no shortage of willing
employers. Even the exiled
nobles of Bretonnia have been
known to employ mercenary
gunners, preferring to use
such ignoble weapons against
their foes than have them
fight for their enemies.
Kingdom of Bretonnia 45
Magic Items
KINGDOM OF BRETONNIA
MAGIC ITEMS
The following pages expand upon the Kingdom of Bretonnia magic items found in
Forces of Fantasy. These magic items are unique to Kingdom of Bretonnia armies and
can be purchased in exactly the same way as Common magic items, as described in the
Warhammer: the Old World rulebook.
Extremely Common Magic Items: Any magic item marked with an asterisk (*)
is considered to be extremely common, as described in the Warhammer: the Old
World rulebook.
Magic Weapons
Crusader’s Lance............................................................................................60 Points
In the hands of young Bretonnian heroes throughout the kingdom’s many errantry wars, this keen
lance has struck down scores of Orcs, Goblins and Beastmen.
Treasures Of The
Wilderness R S AP
Special Rules
In the best traditions of the Crusader’s Lance Combat S+2 -2
Armour Bane (2), Furious Charge,
zealous Bretonnians, artefacts Hatred (all enemies), Magical Attacks
and heirlooms wielded in Notes: The Crusader’s Lance may only be taken by a model in an Errantry Crusade Army of
battle by great heroes of the Infamy whose troop type is ‘cavalry’ or ‘monster’ only. The Crusader’s Lance can only be used
past or carried about the during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge),
persons of noble servants the model must use its hand weapon instead.
of the Lady are considered
blessed, even magical, by bold Frontier Axe....................................................................................................30 Points
crusaders and ignominious Enchanted to ensure it never lost its razor-sharp edge while felling lumber, this tool, turned weapon
outcasts alike. To those of war, can sever limbs and sunder armour in a single swing.
that dedicate themselves to
crusading into distant lands, R S AP
Special Rules
the weapons and armour of Frontier Axe Combat S+2 -3
Magical Attacks, Multiple Wounds (2),
similarly inclined forebears Requires Two Hands
have particular significance, Notes: The Frontier Axe may only be taken by a model in a Bretonnian Exiles Army of Infamy.
their very existence
reminding their wielder of Sword Of The Stout Hearted.......................................................................25 Points
those that went into the Imbued with the courage of Gilles le Breton himself, this sword fills the wielder with the fortitude
unknown before them and to face down any enemy.
returned victorious. By
contrast, in the rugged and R S AP Special Rules
lawless realms of exiled lords Sword of the Combat S+2 -1 Armour Bane (1), Immune to Psychology,
weapons of dubious honour Stout Hearted Magical Attacks, Requires Two Hands
might be favoured, for when
a knight’s honour has been Foebreaker.......................................................................................................20 Points
questioned, they often feel Even those tough enough to survive a pummeling from this mighty warhammer are left disoriented
justified in acting accordingly. and staggered by its heavy blows, making them vulnerable to any further onslaught.
R S AP Special Rules
Foebreaker Combat S+1 - Magical Attacks
Kingdom of Bretonnia Magic Items Notes: Any enemy model that suffers one or more unsaved wounds from the Foebreaker must
immediately make a Toughness test. If the test is failed, the wounded model suffers a -1 modifier
to its Weapon Skill and Attacks characteristics (to a minimum of 1) until the end of the next
Combat phase.
Ironspike Shield .................................................20 Points The Crusader’s Tapestry may only be taken by a model in
Covered in large, sharpened spines, this deadly looking shield is as an Errantry Crusade Army of Infamy. A unit carrying the
dangerous as any mace. Crusader’s Tapestry gains the Frenzy special rule.
The Ironspike Shield may only be taken by a model in a Banner Of The Zealous Knight......................25 Points
Bretonnian Exiles Army of Infamy. The Ironspike Shield is a Filled with religious vigour, those who ride into battle under this
shield. Whenever an opponent rolls a natural 1 To Hit or To imposing standard are eager to close with the enemy as swiftly
Wound the wielder of the Ironspike Shield in combat, they as possible.
immediately suffer a Strength 3 hit with an AP of -1.
The Banner of the Zealous Knight may only be taken by
Talismans a model in a Bretonnian Exiles Army of Infamy. A unit
carrying the Banner of the Zealous Knight gains the Vanguard
Grail Pendant .....................................................40 Points special rule.
The power of the Lady floods through her most devoted warriors,
giving them strength to endure the most grievous wounds. Banner Of Honourable Warfare ....................25 Points
Though no knight would ever take to the field of battle with bow or
Models with the Grail Vow only. Single use. When the wearer sling, those who fight under the banner pursue those who do with
of the Grail Pendant loses their last Wound, roll a D6. On a extreme prejudice.
roll of 2+, the Wound is not lost.
A unit carrying the Banner of Honourable Warfare must
Lucky Heirloom* ................................................25 Points re-roll any failed rolls To Hit made during the first round
Though it may appear as junk to others, some warriors dare not of combat when engaged with an enemy equipped with any
enter the fray without some charm they had about their person missile weapons.
when they first escaped death.
When the bearer of the Seal of Parravon makes a roll To The bearer of the Heart of the Wilds may apply a +1 modifier
Hit, a roll of a 3+ is always a success, regardless of the target’s to any of their Casting rolls whilst within any ‘natural’ terrain
Weapon Skill. feature. For the purposes of this rule, a ‘natural’ terrain feature
includes any woods, or any difficult or dangerous terrain
Crusader’s Clarion.............................................25 Points (as described on page 269 of the Warhammer: the Old World
Upon hearing the sound of this gilded trumpet, the warhorses rulebook). It does not include any constructions, such as walls
beneath the gallant knights of Bretonnia thunder into battle with or buildings. Before the game starts, the players should agree
renewed strength and vigour. upon which terrain features are natural and which are not.
The Crusader’s Clarion may only be taken by a model in Diadem Of Power ..............................................35 Points
an Errantry Crusade Army of Infamy that is mounted on a When accompanying their baron’s knights into battle, damsels and
Bretonnian Warhorse only. On a turn in which the bearer of prophetesses have donned this jewel-studded band to help them
the Crusader’s Clarion charged, their mount and all mounts channel the more destructive power that they wield in order to
in the unit they have joined have a +1 modifier to their smite the Lady’s enemies.
Strength characteristic.
The Diadem of Power may only be taken by a model in an
Wyrmbreath Vial...............................................20 Points Errantry Crusade Army of Infamy. When attempting to cast
By consuming the deep red liquid contained within this vial, it a Magical Vortex, Magic Missile or an Assailment spell, the
is said that the drinker can summon forth the fury of the great bearer of the Diadem of Power gains a +1 modifier to their
Dragons that dwell in the mountain ranges surrounding the Casting roll.
Border Princes.
Flamestrike Wand .............................................15 Points
A Wyrmbreath Vial may only be taken by a model Crafted from the charred branch of an ancient oak that was almost
in a Bretonnian Exiles Army of Infamy. Single Use. totally consumed in a forest fire, this wand allows the bearer to
The Wyrmbreath Vial is a breath weapon with the summon forth that same devastating inferno.
following profile:
The Flamestrike Wand may only be taken by a model in a
R S AP Special Rules Bretonnian Exiles Army of Infamy. Single Use. The bearer
N/A 4 -1 Breath Weapon, of the Flamestrike Wand may cast the Fireball spell from the
Flaming Attacks, Lore of Battle Magic (see page 321 of the Warhammer: the Old
Magical Attacks World rulebook) as a Bound spell with a Power Level of 3.