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New Roster (Warhammer Armies Project) [180pts]

Standard (Bretonnia) [180pts]


Uncategorised

Duplicate Choices
Rules: Duplicate Choices
Rare Duplicate Choice Table: Allowed Rare Duplicates, Special Duplicate Choice Table: Allowed
Special Duplicates

Rare Duplicate 0-999 1000- 2000- 3000- 4000- Each


Ref
Choice Table pts 1999 pts 2999 pts 3999 pts 4999 pts +1000pts
Allowed Rare Rulebook
0 0 0 1 2 +1
Duplicates v.2.0 p131

0-
Special Duplicate 1000- 2000- 3000- 4000- Each
999 Ref
Choice Table 1999 pts 2999 pts 3999 pts 4999 pts +1000pts
pts
Allowed Special Rulebook
0 1 2 3 4 +1
Duplicates v.2.0 p131

Mercenary Loyalty Table


Mercenary Loyalty Table: 01-03 (Mercenary Loyalty), 04-05 (Mercenary Loyalty), 06 (Mercenary
Loyalty)

Mercenary
Result Ref
Loyalty Table
01-03
Wavering Loyalty: All models in the unit suffer a -1 modifier Regiments of
(Mercenary
to their LD for the rest of the battle. Renown v.1.13 p5
Loyalty)
04-05
Regiments of
(Mercenary Soldier On: The unit flees as normal.
Renown v.1.13 p5
Loyalty)
06 (Mercenary Stand Fast!: The unit counts as having passed its Break Regiments of
Loyalty) test. Renown v.1.13 p5

Minimum Units
Rules: Minimum Unit Requirement
Minimum Units: Minimum Unit Requirement

0-500 501- 1001- 1501- 2001- Each


Minimum Units Ref
pts 1000 pts 1500 pts 2000 pts 2500 pts +500
Minimum Unit Rulebook
1 2 3 4 5 +1
Requirement v.2.0 p130
Miscast Table
Miscast Table: 02-03, 04, 05, 06, 07, 08, 09, 10, 11, 12

Miscast
Result Ref
Table
Rulebook
02-03 Loss of Power: The Wizard cannot attempt to cast further spells this phase.
v.2.0 p40
Lost Concentration: The opposing player may immediately cast any one of
their own spells of the same casting difficulty rating or less. No casting roll is
required – the spell is automatically cast – but it can be dispelled by the Rulebook
04
player whose turn it is as normal (by using power dice in the same way as v.2.0 p40
dispel dice). They need to beat the basic casting value of the spell to dispel
it.
Magical Feedback: The Wizard and every model on the same side within 12"
that can channel/generate power or dispel dice suffer a S 4 hit as a result of Rulebook
05
the magical backlash. The Wizard cannot attempt to cast further spells this v.2.0 p40
phase.
Rulebook
06 Power Drain: The casting player loses D3 dice from the power pool.
v.2.0 p40
Detonation: The Wizard and all models in base contact with him suffer a S 10 Rulebook
07
hit. v.2.0 p40
Amnesia: The caster forgets how to cast the spell and will not be able to cast Rulebook
08
it again during this battle. v.2.0 p40
Calamitous Detonation: Centre the small round template over the Wizard –
Rulebook
09 every model underneath the template suffers a S 10 hit (including the Wizard
v.2.0 p40
– they do not benefit from Look Out Sir! in this case).
Deamonic Poessession: The caster suffers one S 10 hit and loses a Wizard
level and their highest levelled spell. If the caster reaches Level 0, he stops Rulebook
10
counting as a Wizard for all purposes and therefore will not be able to use v.2.0 p40
any arcane magic items he is carrying.
Dimensional Cascade: Centre the large round template over the Wizard –
Rulebook
11 every model underneath the template (including the Wizard – they do not
v.2.0 p40
benefit from Look Out Sir! in this case) suffers a S 10 hit.
Damned by Chaos: The Wizard is immediately removed as a casualty, Rulebook
12
regardless of any protective magic item or rule they might have. v.2.0 p40

Heroes [180pts]
Jasperre the Fair [180pts]
Selections: Claw of Malgrimace, Heavy Armour, Helm of the Dragon Slayer, Shield, The Virtous
Lance, Virtue of Audacity
Categories: Heroes
Rules: The Blessing of the Lady, The Knight's Vow, The Lance Formation, The Parrying Shield, The
Perilous Lance
Armour: Heavy Armour, Shield, Magic Armour: Helm of the Dragon Slayer, Magic Weapon: The Virtous
Lance, Model: The Knight, Talisman: Claw of Malgrimace, Virtue of the Chivalric Knight: Virtue of
Audacity

Royal Pegasus
Selections: Barding
Rules: Fly, Impact Hits (1), Swiftstride
Armour: Barding, Model: Royal Pegasus

Armour Combat Missile Special Rules Ref


-1 M (Applies to model's M characteristics. When
Rulebook
Barding 6+ 6+ charging, pursuing or fleeing, deduct an additional -1 from
v.2.0 p95
the result of the distance rolled.)
Heavy Rulebook
4+ 4+
Armour v.2.0 p95
Parry (6+) (Only applies if used with a hand weapon.). **
(Infantry armed with shields get an additional +1 to their
Rulebook
Shield 6+ 6+** armour save against missile attacks to their front.
v.2.0 p95
However, no Troop Type gains any armour saves from
shields against missile attacks to their rear.

Magic
Combat Missile Special Rules Ref
Armour
Helm The Helm gives Jasperre a 6+ armour save. Jasperre Bretonnia
of the Ward Save from the Blessing of the Lady is increased to Special
Dragon 5+ against close combat attacks. In addition, Jasperre Characters
Slayer gains Immunity (Flaming Attacks). v.1.1 p3

Magic
Range Strength Special Rules Ref
Weapon
Lance. This lance gives Jasperre Strength Bonus (1)
and Multiple Wounds (D3) when he charges. When
fighting Monsters, once you have established how
Bretonnia
The many wounds have been inflicted, roll a D6 and add the
Special
Virtous Combat number of wounds caused to the score. If the total is
Characters
Lance equal to 6 or more the Virtuous Lance has pierced the
v.1.1 p3
monster's heart – remove the model as a casualty.
Note that Jasperre must cause at least one Wound for
this rule to take effect.

Model M WS BS S T W I A LD Type Ref


Royal
8 4 4 4 2 4 2 7 War Beast Bretonnia v.1.3 p135
Pegasus
Cavalry (Special Bretonnia Special
The Knight 4 6 3 4 4 2 6 3 8
Character) Characters v.1.1 p2

Talisman Special Rules Ref


Bretonnia Special
Claw of When fighting Monsters, Jasperre may deduct D3 Attacks from
Characters v.1.1
Malgrimace his opponent (not including any rider), to a minimum of 1.
p3
Virtue of the
Chivalric Effect Ref
Knight
Against enemies with a higher S than himself (before modifications Bretonnia
Virtue of
from weapons etc), the Knight may re-roll any failed rolls to hit and to v.1.3
Audacity
wound. p178

Selection Rules
Duplicate Choices:
There is a limit on how many duplicates of each troop type you can include in your army.
Remember, this limit applies only to duplicate Special or Rare unit choices of the same type, not to the total
number of Special and Rare units overall. Note that this limit applies to the basic troop type and isn't dependent on
the size of the unit or optional wargear. If a character has a Monster, Chariot or Shrine mount that is available as a
Special or Rare choice, then these will also count towards the limit of duplicate choices.
(Rulebook v.2.0 p131)
Fly:
Flying units consisting of more than one model have Skirmishers.

Moving Flyers

Flight is represented by a swoop of up to 10" instead of using the model's normal M value. Note that any
equipment or special rules that affect the model's regular Movement will also affect its Fly move, unless specified.
Flyers, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or
instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move
as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. If a
model has a higher Unit Strength than other units or terrain in front of it they are able to draw a line of sight over
them to a

target and make a flying charge over the intervening unit. A unit that makes a flying charge does so
more distant
using the glide move of 10" as its M characteristic, using Swiftstride.

Flying March
A unit that is
flying can march as normal, doubling its flying move to 20".

Flee and Pursue


Flyers always move
on the ground when attempting to flee or pursue.
(Rulebook v.2.0 p75)
Impact Hits (1):
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of
Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that
inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against
the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before
challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised
as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between
them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are
inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using
the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are
counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
(Rulebook v.2.0
p77)
Minimum Unit Requirement:
An army just isn't an army unless it has plenty of warriors in its ranks. An army must
contain at least one Core, Special or Rare unit for every 500 points played. So, at 750 points you need two units, at
1250 points you need three units, at 2500 points you need 5 units and so on.
(Rulebook v.2.0 p130)
Swiftstride:
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the
lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, rather than 2D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their
M value. Whenfleeing or pursuing, they roll 3D6, and discard the lowest result.

Swiftstride has no effect on models using a M value lower than 4.



Swiftstride M6 or lower
Charging: M + 2D6

Failed Charge: 2D6


Fleeing/Pursuing: 3D6 (discard the lowest)

Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6
(Rulebook v.2.0 p83)
The Blessing of the Lady:
Models with this rule have Ward save (6+). This is increased to a Ward save (5+) against
missile attacks. Models with the Grail Vow always have Ward save (5+).

Models with the Blessing of the Lady will lose it if they flee for any reason or refuse a challenge.
(Bretonnia v.1.3
p121)
The Knight's Vow:
Models with the Knight's Vow have Immunity (Panic) caused by friendly models. In addition, they
may only join units with the Knight's Vow.
(Bretonnia v.1.3 p121)
The Lance Formation:
Any Cavalry unit with this special rule may deploy in the Lance formation and/or reform into
it during the game. A unit in Lance formation follow the rules for Monstrous Ranks that apply to Monstrous
Cavalry. In effect, if by any means a unit of Bretonnian Knights is formed into a unit three models wide, it is treated
as being in Lance formation. Note that if a unit is ever wider than three models, it no longer counts as being in
Lance Formation. In addition to this, the unit may form a unit up to 5 ranks deep.

A Damsel or Prophetess may be placed in the centre of the second rank of the Lance formation rather than the
front rank, as the Knights form up protectively around her. Note that she remains fully in play even if she is not in
the front rank (so the unit may use her LD, she may cast magic, etc.). If a second Damsel or Prophetess joins the
unit, she may be placed in the centre of the third rank. If the rank in front of the Damsel or Prophetess ever falls
below three models, she will move forward to take up the empty space. However, a Damsel or Prophetess that is
not in the front rank obviously has no line of sight.

On the turn that a unit in Lance Formation charges, the models with this rule have Devastating Charge. In addition,
all Knight models on the flanks of the second and third rank of the unit follow the rules for Supporting Attacks that
apply to Monstrous Cavalry, and counts as being in the front rank for the for the purpose of resolving Impact Hits.

When removing casualties from the Lance formation, rank and file models are always removed from the centre of
the back rank before removing those on the flanks. After casualties have been removed, the models in an
incomplete back rank are not automatically moved to the centre of that back rank, but can stay on the edges, so
that they can still fight if the Lance charges.
(Bretonnia v.1.3 p120)
The Parrying Shield:
The Knight of the Perilous Lance has Parry (6+), even though he is mounted.
(Bretonnia
Special Characters v.1.1 p2)
The Perilous Lance:
All attacks made by the Knight of the Perilous Lance have Ignores Armour Saves when
charging.
(Bretonnia Special Characters v.1.1 p2)

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