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Quest for the Grail

These are dark times in the land of Bretonnia. Our kingdom is without a King while many enemies
assault our noble realm from within and without. The Orcs are massing in the Grey Mountains,
hideous monsters stalk the land, and our kingdom seems set to tear itself apart from the inside. Duke
Maldred claims to possess the Grail and the Fay Enchantress is lost to us. Only faith in the Lady can
help us now.

Quest for the Grail is a small-scale skirmish game for Bretonnian generals (and other Warhammer
generals) to enjoy while they are working on building their larger armies. Based upon the popular
Path to Glory – Rules for Fighting with Chaos Warbands, this game allows players to create a Paladin
and a small band of followers, send them on adventures, and watch the retinue grow with
experience.

Although the Quest for the Grail game is set during the infamous period of Bretonnian history known
as the Affair of the False Grail (see Introduction), players should feel free to set their campaign in any
period of Bretonnian history they wish. The given setting is simply a great time to have Bretonnians
fighting Bretonnians!

Are these rules official? First of all, what does that mean? If you are asking if you will see these rules
used in an upcoming Grand Tournament, then the answer is "no." Will an inspired Rogue Trader
store run an event based upon them? Probably, someone will. The purpose of this rule set (like the
General’s Compendium) is to get Warhammer fans playing games and having a good time. The best
part is that you only need a handful of toy soldiers to play, and it might inspire someone in your
gaming group to building an entire Bretonnian army.

Quest Points
The more noble deeds that a Knight performs, the more favor will be bestowed upon him by the
Lady of the Lake. Winning battles, rescuing damsels, and defending villages will earn your Paladin
valuable Quest Points that can be used to help him complete the quest. Quest Points can be used to
either increase the size of your retinue or to give your Paladin gifts that will further advance his
search for the Grail.

You begin the game with 25 Questing Points that you will use to build your starting retinue.
Additional points are gained at the end of skirmishes. This system is described in Advancing your
Bretonnian Retinue.

Step 1: Your Paladin


Your Paladin is the leader of your retinue. This character costs no points and starts with the
following profile:

Paladin
M WS BS S T W I A LD
4 5 3 4 3 2 5 2 8
Equipment: Heavy armor, shield, hand weapon, lance
Mount: Barded Bretonnian Warhorse
Vows: Knight’s Vow
Advances: Paladins get one free roll on the Advancement Table
Step 2: Realm Abilities (Optional)
To make your Bretonnian retinues more unique, your gaming group may opt to use the following
Realm abilities. Realm abilities should be chosen (or rolled for if you like) before you generate your
followers. If you think that one or more of these abilities are too powerful, feel free to alter the list
below, but try to do so before you actually start your campaign.

Realm Abilities Table


Dukedom Ability
Couronne Uniter. One free Bowman or Man-at-Arms after each victory.
Bastonne Beastslayer. Your Paladin’s Dragon Skin Cloak provides immunity to non-magical
missile fire.
Mousillon Dishonorable. Your Paladin starts the campaign Evil. +1 additional Quest Point at
the end of each game for killing a Good Paladin.
Brionne Endurance. Your Paladin starts the campaign with one extra Wound.
Lyonesse Lionheart. Your Paladin (not his unit) may reroll failed Panic tests. If you get the
Questing Virtue, you may reroll failed Break tests.
Carcassonne Decisive. You may choose to take the 1st turn of the game if both sides pray for
the Blessing of the Lady or if both sides do not.
Montfort Higher Ground. You may choose which side of the battlefield to deploy your
forces. In scenarios, you can choose to be the Attacker or Defender.
Parravon Air Support. A roll of a natural 11 or 12 on Bretonnian Followers Table 2 results in
a Pegasus Knight rather than the Table 2 result. The Pegasus Knight costs 11 Quest
Points and you can field only one Pegasus Knight per game.
L’Anguille Purity. Your Paladin (and his unit) has Magic Resistance (1).
Quenelles Fay. A roll of an 11 or 12 on Bretonnian Followers Table 2 will result in a Damsel.
Your damsels get +1 to Cast spells.
Gisoreux Spirit Guide. Once per game, your Paladin (not his unit) can Move through a piece
of forest terrain at a normal rate of movement.
Bordeleaux Seafarer. Once per game, your Paladin (not his unit) can Move (and Charge) over a
water feature at a normal rate of movement.
Artois Hunter. Your Paladin has a hunting dog that provides an additional S3 attack in
close combat. The dog has the same statistics as a Bretonnian Warhorse (p. 66 of
Warhammer Armies: Bretonnia).
Aquitaine Falcon Claw. Your Paladin has a fighting bird that provides a S3 missile attack that
has a range of 12” that always hits on a 4+.

Honorable (Good) vs. Dishonorable (Evil) Paladins (Optional)


In this dark time, not all Knights roaming the lands of Bretonnia follow the sacred codes of chivalry
and honor. Some Knights seek to perpetuate Duke Maldred’s charade by preventing honorable
knights from finding the true Grail or the Fay Enchantress. Other corrupt Paladins hunt down,
capture, and imprison those Damsels of the Lady that know too much or openly speak out against
the Duke of Mousillon and his desire to usurp the throne of Bretonnia.

Before rolling for your retinue, players must choose whether they will start the campaign as an
Honorable (Good) Knight or a Dishonorable (Evil) Knight. (Knights from Mousillon are automatically
Evil) The following are the benefits and limitations of being Good or Evil:

• Only Good Paladins can pray for the Blessing of the Lady at the beginning of a battle.
• All Good Paladins must offer the a la plaisance (see below) when charging other Good
Paladins.
• Evil Paladins are not obligated to offer the a la plaisance when charging.
• Quest Points are calculated differently for Good and Evil Knights (see below).
• Grail Knights will not be part of an Evil player’s retinue.
• Once a character becomes dishonored, he can only redeem himself by drinking from the
Grail (obtaining the Grail Vow). A character loses the Grail Vow (demoted to Questing Vow)
and any Grail Knights in his service when he becomes dishonored.

A La plaisance and Losing Honor (optional)


To keep the cream of Bretonnian chivalry from slaughtering themselves and leaving the kingdom
defenseless, the former king, Jules the Just (after consultation with the Fay Enchantress), decreed
that all conflict between noble knights during peace times be a la plaisance. A la plaisance means
“fighting with blunt weapons.” As Paladins out in the wilderness don’t always have the luxury of
having blunt lances on hand, honorable Knights have established methods of charging with their
lance that will unhorse a noble opponent without taking his life.

When charging an honorable, worthy opponent (Good Paladin), Honorable Paladins must offer to
fight a la plaisance. Using subtle lance placements and shield positioning to communicate before the
joust, the offer is put forward and either accepted or rejected by the opposing Paladin.

If rejected, the combat is worked out as it normally would (the charged Paladin is too proud to have
pity taken on him). If the offer is accepted (the Paladin values his life more than his pride), the
charged Knight automatically gets unhorsed (his Mount and Equipment are unharmed) and reduced
to 1 Wound. If the Paladin was previously injured and already down to 1 Wound, the charge
becomes merely for show and the fallen Knight still retains his last Wound. In addition to being
unhorsed and reduced to 1 Wound, the dismounted Paladin does not get to strike back in combat
and automatically loses Combat Resolution by one. Subsequent rounds of combat are worked out
normally; it is assumed that the flats of blades are being used to subdue rather than kill.

There are only two ways a Paladin can become Evil in the Quest for the Grail skirmish game. The
first is to refuse to offer to fight a la plaisance when charging a Good Knight. This would blatantly
disregard the King’s decree and the Lady’s wishes. The second, much more dishonorable way is to
offer to fight a la plaisance, have the offer accepted by the charged Paladin, and then attempt to
strike true. This tactic is referred to as an assaut traître. If the charged Paladin fails to notice the
assaut traître in time (notices on a roll of 4-6 with a D6), then the deception works and the charge
gets an additional –1 to the Armor Save. Due to the last second movement of the lance, the charger
suffers a –1 To Hit penalty.

Step 3: Forming your Retinue


There are two tables of followers below. The first table consists of the more common (commoners)
followers who are persuaded to join your warband with ease. The second table consists of more rare
followers and those that will join you only after you have gained a worthy reputation. It costs 1
Quest Point to roll on the first table and 2 Quest Points to roll on the second. Remember to keep a
tally of how many points you have spent. The D6 roll determines what followers have approached
your Champion and are available for service. If you choose, you can then spend the Quest Points
necessary to recruit the follower for the cost listed in the Quest Points per model column. On the
other hand, if you cannot afford or do not wish to recruit the followers that you have rolled, you do
not have to take them.
For example, if you roll an 8 (Bowmen) and then roll a 3 (resulting in 3 Bowmen), you may choose to
recruit none, 1, 2, or 3 of the Bowmen as see fit. However, even if you choose not to recruit any of
the available followers, those Quest Points that were spent to roll on the table are lost and you must
spend more points if you wish to roll again on the table again.

In addition, you may alter the number you roll on the dice by one in exchange for a further Quest
Point (either in addition or subtraction). For example, if you rolled an 8, resulting in Bowmen, you
could spend 2 further Favor Points to alter the D6 number to a 10 so that you could “purchase”
Mounted Yeomen or alter the roll to a 6 to take Men-at Arms. In this way, you could spend your
points on recruiting anyone you come across, or spend extra points to choose who you really want.

Organizing Your Retinue


Just like the Path to Glory rules for fighting with Chaos warbands, the Quest for the Grail uses a
hybrid of Warhammer and Warhammer Skirmish rules. The skirmish rules, as presented in the back
of the Warhammer rulebook, are not particularly suited to the game and make battles a bit too slow,
particularly when your retinues are quite large. Big creatures (like Ogres in Path to Glory) and your
Paladin count as Independent Characters, while the other models should be formed up into small
skirmisher units, or ranked up into regiments. Playing with the normal Warhammer rules, your
games should prove to be quick, fun and bloody, and you can easily play a game or two during a
lunch break.

Before each game, organize your followers into small units. These units must have a Unit Strength of
at least 3 when possible, and can only form into units with other models of the same troop type
(e.g., Bowmen can never join with Men-at-Arms to form a single unit). For example, if you have six
Rabble, then you could form them into two units of three, or one unit of six. If you had four Rabble,
they must form into one unit. If you had only two Bowmen, then they form into a unit of two.
Models on foot always Skirmish, while Cavalry or models on 40mm bases or larger form into regular
units. Your Paladin can join Cavalry with the same Vow as his: the Knight’s Vow if just starting out.
Play games with your retinue using all the normal rules for Warhammer – combat resolution, Panic
tests, etc. We found that 48”x48” tables scattered with quite a lot of scenery were ideal.

Followers
Bretonnian Followers Table 1
It costs 1 Quest Point to roll on this table. All equipment is per model.

Bretonnian Followers Table 1


2d6 Follower Number Quest PointsEquipment
2–3 Promotion * 1 Additional roll on appropriate
Equipment table
4–5 Rabble** 2D6 1 Hand weapon, roll on Rabble
Equipment Table
6–7 Men-at-arms D6 1 Hand weapon, light armor, shield, roll
on Men-at-Arms Equipment Table
8–9 Bowmen D6 1 Hand weapon, long bow, roll on
Bowmen Equipment Table
10–11 Mounted Yeomen D3 3 Horse, hand weapon, spear, bow, roll
on Mounted Yeoman Equipment Table
12 Roll immediately on Table 2 below. You may then recruit the troop type you roll at the
Quest Points indicated on Table 2.
* Promotion allows you to turn one of your Bowmen or Men-at-Arms into either a Unit Champion
or a Standard Bearer. This roll may be rerolled for free if no Bowmen or Men-at-Arms have been
rolled yet or you have a Champion and Standard Bearer for each unit.
** Rabble have the same statistics as Men-at-Arms. 6+ Rabble may be converted to Battle Pilgrims
when a Grail Reliquae (Bretonnian Followers Table 2) is rolled.

Bretonnian Followers Table 1 Equipment


Equipment Table D6 Roll
Rabble Equipment • 1–4: nothing.
• 5: light armor.
• 6: shield.
Men-at-Arms Equipment • 1–3: polearm.
• 4–6: spear.
Bowmen Equipment • 1–4: nothing.
• 5–6: light armor.
Mounted Yeomen • 1–3: nothing.
Equipment • 4: light armor.
• 5: shield.
• 6: light armor and shield.

Bretonnian Followers Table 2


It costs 2 Quest Points to roll on this table. All Quest Points and equipment is per model.

Bretonnian Followers Table 1


2d6 Follower Number Quest Points Equipment
2 Promotion * 3 Army Standard
3 Grail Knight 1 8 Heavy armor, shield, hand weapon,
lance, Barded Bretonnian Warhorse.
4–5 Grail Reliquae 1 14**
6–7 Knight of the 1 5 Heavy armor, shield, hand weapon,
Realm lance, Barded Bretonnian Warhorse.
8–9 Knight Errant 1 4 Heavy armor, shield, hand weapon,
lance, Barded Bretonnian Warhorse.
10–11 Questing 1 6 Heavy armor, shield, hand weapon,
Knight great weapon, Barded Bretonnian
Warhorse.
12 Damsel 1 8 Hand weapon (Lvl 1 Wizard)
* Promote one of your Knights Errant or Knights of the Realm to Army Standard Bearer. All of the
Knight’s statistics stay the same, but your army gets the benefit of having an Army Standard.
However, the Knight loses his lance and shield as a result.
** Must have 6+ Rabble to purchase. Rabble are upgraded to Battle Pilgrims upon enlisting the
Grail Reliquae.

Step 4: Get Playing


Now your Paladin and his loyal retinue are ready to begin the Quest for the Grail. Be warned: others
are looking for the same thing and not all of them have the same noble intentions as you.
To start out, you might want to try a few straight up Pitch Battles on a 36”x36” or 48”x48” table.
Once you’ve got a few skirmishes under your belt, you might want to try a few of the skirmish
scenarios created especially for this game.

When you are ready to begin your campaign in earnest, don’t forget to use the following section to
calculate your Quest Points that you earn from battling your opponents. These points can be used to
improve your party and your Paladin.

Gaining Quest Points


By fighting more enemies and winning battles, Paladins attract more followers. The more attention
that they gain, the more blessings they receive from the Lady and the more followers who flock to
them. These Quest Points can be used to recruit more followers using the same method as was used
when rolling up your retinue in the basic rules detailed above.

Basic Quest Point Table


Criteria Quest Point Reward
Playing a Battle 2
Playing a game against a Retinue with a Quest +2 per full 10 points difference (to a max of +6)
Rating 10+ or greater than your own
Winning a Battle +2
Winning a game against a Retinue with a Quest +2 per full 10 points difference (to a max of +6)
Rating 10+ or greater than your own
Taking the opposing Paladin out of action +2

In addition to the Quest Points above, characters get additional points based upon whether they are
honorable or dishonorable:

Honorable Paladin Quest Point Table


Criteria Quest Point Reward
Taking an Evil Paladin out of action +2
Offering a la plaisance when charging +1
Accepting a la plaisance when charged -1
Taking an opposing Paladin out of action with -2
magic or missile fire
Paladin flees (as charge reaction) -2
Paladin flees (as charge reaction) -2

Dishonorable Paladin Quest Point Table


Criteria Quest Point Reward
Taking a Good Paladin out of action +2
Taking a Damsel out of action +1 (cumulative)
Taking a Grail Knight out of action +1 (cumulative)
Offering a la plaisance when charging -1

Advancing Your Paladin


• The more Quest Points that your Knight gains, the more skilled he becomes in battle and the
more attention he receives from the Lady.
• The dice rolled on these tables (unless otherwise noted) may be altered by spending
additional Quest Points. For each point spent, the dice roll may be changed up or down by 1.
• Paladins start with one roll on the Paladin Advancement Table.
• For every 6 Quest Points earned, the Champion is entitled to roll on the Paladin
Advancement Table below. This roll does not use any of your Quest Points.

Paladin Advancement Table


2D6 Advancement
2 Virtue: roll on the Paladin Virtue Table.
3–5 Gift: roll on the Paladin Gifts Table.
6 Blessed by the Fay: roll again: 1-3 = +1 S (max. 5), 4-6=+1 A
7 Military Training: 1-3 = +1 WS, 4-6=+1 I
8 Combat Experience: +1 Ld
9 Chosen of the Lady: roll again: 1-3 = +1 W, 4-6=+1 T (max. 5)
10–11 Gift: roll on the Paladin Gifts Table.
12 Leadership Advancement: roll on the Paladin Leadership Table.
Paladin Gifts Table
Roll 2D6 and consult the table below:

Paladin Advancement Table


2D6 Gift
2 Call of the Grail: Your Paladin has been called to Quest for the Grail on his own. Remove
your Paladin from the game. (See Call of the Grail below for details).
3–4 Virtue: roll on the Paladin Virtue Table.
5 Leadership Advancement: roll on the Paladin Leadership Table.
6 Item of Power: roll on the Paladin Magic Items Table.
7 Rally Cry: Immediately roll on the Bretonnian Followers Table 1 and add whatever you
rolled to your retinue for free (reroll any results of a 12 - these rolls can’t be modified by
expending Quest Points).
8 Rescue: Add a Damsel to your retinue. She stays for 1D3+1 games. Only one rescued
Damsel can be in your force at one time. Reroll on this table if you already have a
rescued Damsel (not a purchased Damsel) in your retinue.
9–10 Kindred Spirit: Add a Grail Knight to your retinue for the next game only. Reroll if your
Paladin is Evil.
11 Blessing of the Fay: Your Paladin now has Magic Resistance (2).
12 Search for the Grail: results (except for Vows) are cumulative.
• 1st roll: Questing Vow, Great Weapon.
• 2nd roll: 5+ Ward save.
• 3rd roll: Grail Vow.
• 4th roll: Quest’s End. Play the Jabberwocky scenario to earn the
• Crown of Bretonnia: A victory wins you the campaign!
Call of the Grail
If a roll of a 2 on the Paladin Gifts Table (above) is made and you have no Quest Points to spend to
alter the dice roll (or are unwilling to spend them), your Paladin answers the call of the Lady and
wanders off to find the Grail on his own. He is out of the game as are all of the Advancements he has
earned (Virtues, Magic Items, etc.). Word is quickly sent to your Dukedom and another promising
young Paladin is sent to continue the quest.

This new Paladin is gifted with all the standard equipment and the Knight’s Vow, and is given one
immediate roll on the Paladin Advancement roll. This new Knight serves as a replacement for your
missing Paladin.
Paladin Virtues Table
• Roll 1D6 and consult the chart below.
• You cannot use Quest Points to modify the result of your D6 roll.
• A Paladin can have a maximum of one virtue. A Paladin who already has a virtue on this
table can either reroll on the previous table (Advancements or Gifts) or he can upgrade to a
Virtue up to 2 values away from his current Virtue. For example, if you roll a virtue on the
Advancement Table and your Paladin already has the Virtue of the Joust, you could upgrade
to the Virtue of Audacity, the Virtue of the Impetuous Knight, or you could reroll on the
Advancement Table. As you can see, upgrading moves you closer to finding the Grail.

Paladin Virtues Table


1D6 Virtue
1 Virtue of Discipline
2 Virtue of Noble Disdain
3 Virtue of Joust
4 Virtue of Audacity
5 Virtue of the Impetuous Knight
6 Advance on the Seek the Grail Chart (see 12 on the Paladin Gifts Table)

Paladin Leadership Table


• Roll 1D6 and consult the chart below.
• You cannot use Quest Points to modify the result of your D6 roll.
• If you roll a Leadership advancement that you already have, reroll on the table. A Paladin
can have a maximum of two Leadership advancements. A Paladin who already has two
Leadership advancements can either reroll on the previous tables (Advancements or Gifts)
or he can roll on this table and drop one of his earlier results.

Paladin Leadership Table


1D6 Leadership Advancement
1 Commanding Presence: Any unit within 18” of your Paladin may use his Leadership when
making Leadership-based tests.
2 Master Tactician: 1D3 rerolls per battle. Roll at the beginning of each game.
3 Demagogue: +1 Quest Point at the end of each skirmish.
4 Find Weakness: Friendly Bowmen get –1 Armor Save on their missile fire when within 12”
of a Paladin with this skill.
5 People’s Champion: Men-at-Arms units within 12” of your Paladin get +1 to their Combat
Resolution.
6 Stoic: Your Paladin (and the unit he is with) may reroll failed Panic and Break tests. Of
course, you cannot reroll a reroll.
Paladin Magic Items Table
Roll 1D6 and consult the chart below to find the item category. Roll another 1D6 to get an item from
that category. You cannot use Quest Points to modify the result of the second D6 roll.

A Paladin can only ever have one item from each of the Armor, Lance, and Other Weapons
categories. This is contrary to the Warhammer rule that states that you can only have one magic
weapon (since you are finding these items, you can have more than one). These Magic Items replace
the mundane items of the same type. A Paladin can have up to three Enchanted Items, but no
duplicated items are allowed. If a Paladin rolls a category for which he already has his one item, he
can spend Quest Points to change categories or he can roll for that category in hopes that he will get
a better item of that type.

Enchanted Items can only be used once. If an Enchanted Item is used in a battle, it is gone for good
and should be removed from the Paladin’s inventory. A player can get the same item again if he gets
enough Quest Points and gets lucky on his rolls. All page numbers listed below are from Warhammer
Armies: Bretonnia.

Paladin Magic Items Table


1d6 Category
1–2 Armor:
1. Cuirass of Fortune: (p. 61)
2. Gromril Great Helm: (p. 61)
3. Armor of the Midsummer Sun: (p. 61)
4. Helm of Luck: The wearer may reroll failed Armor saves.
5. Parry Gauntlets: Opponent gets -1 Attack against Paladin.
6. Shield of Dread: 6+ Armor save. Peasants Fear your Paladin
3–4 Lance: (all lances get +2 S on the Charge unless otherwise stated)
1. Wyrmlance: (p. 61)
2. The Heartwood Lance: (p. 60)
3. Heartseeker: No armor save may be taken against this lance.
4. Battle Lance: The wielder gets +2 Attacks vs. infantry.
5. Gilded Lance: The wielder may reroll any To Hit rolls of 1.
6. Lance of Fury: The wielder is Frenzied.
5 Other Weapons:
1. Sword of the Quest: (p. 60)
2. Morning Star of Fracasse: (. 60)
3. Sword of the Lady’s Champion: (p. 60)
4. Rust Blade: Each time your opponent makes a successful armor save against the
Rust Blade, his armor save is reduced by 1 for the remainder of the battle. Magic
armor, ward saves, and the armor save attributed to a Mount (but not Barding)
are not affected.
5. Sword of Will: Adds +1 Strength. Additionally, the wielder can reduce his number
of Attacks by up to 2 to increase his Strength by the same amount.
6. Chameleon Sword: The wielder of this sword may copy one of the following
attributes from his opponent: Weapon Skill, Strength, Attacks, or Initiative.
Decide at the beginning of each combat round.
6 Enchanted Item:
1. Braid of Bordeleaux: (p. 62)
2. Token of the Damsel: (p. 62)
3. The Mane of the Purebreed: (p. 62)
4. Medallion of Courage: Automatically pass one Leadership-based test (including a
Break Test). One use only.
5. 5 Potion of Strength: The user gets +3 Strength for one combat round. Declare at
the beginning of combat. One use only.
6. Fay Charm: Automatically dispels one enemy spell of your choice cast on Paladin
or his unit. One use only.

Models Taken out of Action


After a game, roll a D6 for each model that has been removed from the table as a casualty during the
game. On the roll of a 1, he is dead, and is removed permanently from the retinue. On any other
result, the model recovers from his injuries and may fight in the next battle as normal. However, you
may spend 1 Favor Point to reroll this D6, although the second roll stands (if you roll another 1, you
are stuck with it). For your Paladin, see the Extended Injury Table for Paladins Taken Out of Action
below.

Paladins Taken out of Action (optional)


This is an expanded Injury Table that you might like to use when your models (or just your Paladin)
are “killed” in a game.

To use the Injury table, roll 2D6. The first dice represents “tens” and the second “units,” so a roll of 1
and 5 is 15, a roll of 3 and 6 is 36, etc. This type of roll is referred to as a “D66 Roll.”

If your Paladin was taken out of action in a combat that began with an a la plaisance charge, then
the chances of being seriously injured are greatly reduced. Paladins dispatched in this type of
combat may roll twice on this chart and take the less-damaging result.

Quest Points can be used to alter the result of this table – it costs 2 Favor Points to alter the first D6
rolled (tens) and 1 Favor Point to alter the second (units).

Paladin Out of Action Table


D66 Result
11–13 Dead.
14–15 Captured: The Warrior is captured by the enemy retinue and is ransomed. The enemy
retinue gains +1 Quest Point.
16–21 Multiple Injuries: Roll a further D6 times on the Serious Injury table, rerolling any
“Dead,” “Captured,” and further “Multiple Injuries” results.
22 Leg Wound: -1 Movement (if the model was riding a steed, roll a further D6:
• 1–3: Steed loses 1 Movement.
• 4–6: Rider loses 1 Movement).
23 Arm Wound: Roll a D6.
• 1 Severe Arm Wound. The arm must be amputated. The Warrior can only use a
single one-handed weapon and no shield from now on.
• 2–6 Light wound. Your Warrior misses the next game, though your retinue fights
on.
24 Madness: Roll a D6:
• 1–3 The Warrior suffers from Stupidity.
• 4–6 The Warrior suffers from Frenzy.
25 Smashed Leg: Roll a D6:
• 1 The Warrior may not make March Moves anymore, but may still Charge (if the
model was riding a steed, roll a further D6: 1-3: Steed suffers the penalty, 4-6:
Rider suffers the penalty).
• 2–6 Light Wound. Your Warrior misses the next game, though your retinue fights
on.
26 Chest Wound: -1 Toughness.
31 Blinded in one eye: Randomly determine which eye –1 BS. If the Warrior loses both his
eyes, he must retire from the retinue.
32 Old Battle Wound: Roll a D6 at the beginning of each game from now on. On a 1, the
Warrior must miss the battle.
33 Nervous Condition: -1 Initiative.
34 Hand Injury: -1 Weapon Skill.
35 Deep Wound: Your Warrior misses the next D3 games, though your retinue fights on.
36–61 Full Recovery.
62–63 Bitter Enemy: From now on the Paladin Hates the following (roll a D6):
• 1–3 The Paladin of the enemy retinue.
• 4–6 The entire enemy retinue.
64 Hardened: Immune to Fear.
65 Horrible Scars: Causes Fear.
66 Survives against the odds: + 1 Quest Point.

Retinue Quest Rating


Finally, the Retinue Quest Rating must be calculated. This is a measurement of how well known you
are. This is calculated by adding up the base cost of all the models in the retinue from the two
Bretonnian Followers tables (e.g., a Mounted Yeoman would be 3 points, a Damsel would be 12
points). Promoted Bowmen or Men-at-Arms count as 2 points each. Count the Paladin as 8 points.

Add +2 points every time a Paladin Advancement Roll is earned (not including the first free one).
Unused Quest Points do not count towards your total. After each game, after Quest Points have
been allocated and new members of the retinue have been recruited, recalculate your new Retinue
Quest Rating. For example, if a retinue consists of:

• The Paladin (8 points)


• Three Mounted Yeomen (9 points)
• Four Rabble (4 points)
• Three Bowmen (3 points)
• One Questing Knight (6 points).

Furthermore, this retinue has also had one Advancement roll (2). So, the total Retinue Quest Rating
is 32.
Scenarios
Quest for the Grail allows you to fight small-scale games of Warhammer with Bretonnian Retinues.
These games allow your force to grow and gain more experience as you fight more games. Quest for
the Grail is a good way of playing games if you have yet to gather enough models for a full-scale
Warhammer battle or just as a fun game to play if you have an hour to spare.

Before you set up for your game, have one of the players roll a D6 and consult the table below:

Basic Scenario Table


1D6 Scenario
1 Pitched Battle
2 Surprise Attack
3 Breakthrough
4 Take and Hold
5–6 Roll on the Advanced Scenario Table

If you roll a 5–6 on the Basic Scenario Table, then you can play an Advanced Scenario if you like. Roll
a D6 and consult the table below:

Advanced Scenario Table


1D6 Scenario
1 Catch the White Stag
2 A Meeting at the Crossroads
3 Peasant Uprising
4 Save the Village
5 Cleanse the Tower
6 None Shall Pass (Jabberwocky on last week)

Special Scenarios
In addition are The Tournament and the Dungeon of Dol special scenarios. Interested gaming
groups can add a jousting tournament or two to their campaign to spice things up. The Dungeon of
Dol finale scenario gives small groups of players a fun way to pick a winner. This scenario is designed
for 6–10 players (roughly the same number of Good Knights and Evil Knights) so a larger group will
need to narrow the field a bit before playing this scenario.
Basic Scenarios
Pitched Battle
Your retinue has run into another group of Grail hunters and mutual wariness gives way to open
hostility. Time to go toe-to-toe.

Models Needed
Select your retinue based on the Quest for the

Grail rules.

Battlefield
Use a 4'x4' table with as much or as little terrain as the players like. Just make sure you both agree
on how you’re going to set up the terrain and follow through on that agreement.

Objectives
The game lasts 12 turns or until a player either wipes out the opposing retinue or forces it to flee.

Deployment
Both players roll a D6. Whoever rolls higher may choose a table edge to deploy on. Roll another D6.
Whoever rolls higher may choose to begin setting up first or second. Players alternate placing units
on the table – characters (Paladins and Damsels) are placed last and all at the same time. All models
have to be set up within 12" of their chosen table edge.

Who Goes First?


To determine who goes first, roll another D6. Whoever rolls higher may choose to go first or second.

Special Rules
See the Quest for the Grail rules for any Special Rules that might apply to this scenario.
Surprise Attack
One retinue is taken by surprise when one of its competitors launches an unexpected assault.

Models Needed
Select your retinue based on the Quest for the Grail rules.

Battlefield
Use a 4'x4' table with as much or as little terrain as the players like. Just make sure you both agree
on how you’re going to set up the terrain and follow through on that agreement.

Objectives
The game lasts 12 turns or until a player either wipes out the opposing retinue or forces it to flee.

Deployment
Both players roll a D6. Whoever rolls higher is the Attacker. The Defender sets up first. He can set up
his models anywhere on the board. Each skirmishing unit must be at least 8" away from every other
unit. The Attacker does not deploy any of his models before the game begins.

Who Goes First?


The Attacker has the 1st turn. In this turn, he may move his retinue on from any single table edge.
Models may not Charge on the turn they arrive.

Special Rules
See the Quest for the Grail rules for any Special Rules that might apply to this scenario.
Breakthrough
One retinue stands in the path of another. Too proud to travel safely around your rival, your Paladin
is determined to smash straight through.

Models Needed
Select your retinue based on the Quest for the Grail rules.

Battlefield
Use a 4'x4' table with as much or as little terrain as the players like. Just make sure you both agree
on how you’re going to set up the terrain and follow through on that agreement.

Objectives
The game lasts until a player either wipes out the opposing retinue or forces it to flee.

If the Attacker manages to move a third of his models in the retinue (rounding up) off the board
edge opposite the Attacker’s Deployment Zone, then the Attacker wins and the game ends
immediately. For example, if an attacking army consists of 12 models, the Attacker must get four
models off the board to win; if he has 13 models, he must get five off.

Deployment
Both players roll a D6. Whoever rolls higher is the Attacker. The Attacker sets up first, deploying
within 4" of a table edge of his choice. The Defender sets up anywhere on the table, but cannot set
up within 18" of any Attacker model.

Who Goes First?


The Attacker has the 1st turn.

Special Rules
See the Quest for the Grail rules for any Special Rules that might apply to this scenario.
Take and Hold
Two retinues have simultaneously discovered an area of sacred ground, and neither side is willing to
surrender the area to its rival.

Models Needed
Select your retinue based on the Quest for the Grail rules.

Battlefield
Use a 4’x4’ table with as much or as little terrain as the players like. Just make sure you both agree
on how you’re going to set up the terrain and follow through on that agreement. Place a piece of
terrain in the center of the table to represent the sacred place. This might be a temple, a statue, or
something similar.

Objectives
The game lasts 10 turns or until a player either wipes out the opposing retinue or forces it to flee.

If after 10 turns neither retinue has been killed or has fled, the winner is the player who has the
most models on the central piece of terrain. If there are an equal number of models on the
centerpiece or none, the game is considered a draw, and neither retinue gets the Quest Points for a
win.

Deployment
Both players roll a D6. Whoever rolls higher may choose a table edge to deploy on. Roll a further D6.

Whoever rolls higher may choose to begin setting up first or second. Players alternate placing units
on the table – characters are placed last and all at the same time. Models must be set up within 12"
of their chosen table edge.

Who Goes First?


To determine who goes first, roll another D6. Whoever rolls higher may choose to go first or second.

Special Rules
See the Quest for the Grail rules for any Special Rules that might apply to this scenario.
Advanced Scenarios
Catch the White Stag
Beldane would have found the scene unfolding before him amusing if capturing this legendary
creature weren’t so damned important. Legend tells that whoever subdues the magnificent beast will
be shown visions of the Fay Enchantress and how to free her from her vile captors. More shouting
and cursing erupted from the undergrowth to Beldane’s right as the White Stag charged forth in a
shower of leaves, twigs, and clods of dirt. Two of his peasants chased blindly after the Stag,
scrubbing their eyes free of dirt while attempting to throw a dirty sack over the beast’s head. One
had a hoof-shaped welt emblazoned on his forehead and his eyes were slightly dazed as he stumbled
along. Beldane tightened his grip on his steed’s reigns. He wheeled his horse around, nearly clipping
one of the Low-Borns under the chin. He had heard shouts in the gloomy distance. Someone has
come to rob him of his prize!

Models Needed
Two Bretonnian Retinues, selected based on the Quest for the Grail rules.

Battlefield
The playing area should be 36" x 36". The table should be covered with small copses of trees and
undergrowth, numbering 4-6 in total. The stands of trees should be no larger than 6" in diameter
each and should be at least 6” from all table edges. Both players should take turns placing these
stands until all of

them are placed.


Objectives
This scenario lasts until the White Stag is taken off the board or one retinue is out of the game. Each
player is trying to chase down and capture the White Stag while attempting to stave off attacks from
his rivals. The Retinue that catches the Stag and carries it off of its table edge receives +3 extra Quest
Points to reward the troops' efforts.

If an enemy Retinue is routed or every model is taken Out of Action, the opposing player
automatically catches the White Stag and wins the game.

Deployment
Each player rolls a D6 to see who sets up first. The player with the higher roll chooses to deploy first
or second. The player deploying first sets up his force on either the north or south table edge. The
other player deploys on the opposite edge.

Who Goes First?


Each player rolls a D6, with the winner choosing to go first or second.

Special Rules
• Finding the White Stag. When a model moves into a forest terrain piece, roll a D6. On a 6,
the White Stag is found and it immediately flees out of the tree stand, directly toward the
middle of the table. Move the White Stag 2D6 inches away from the edge of the forest from
which the White Stag originally departed. The White Stag will automatically emerge from the
last forest stand if all others have been checked to no avail.
• Wild at Hart. Once discovered, the White Stag moves erratically. At the beginning of each
player's turn, the opposing player rolls a Scatter die and an Artillery die. The Scatter die
shows which direction the Stag will move while the Artillery die indicates the movement
distance in inches. A roll of a Hit on the Scatter die or a misfire on the Artillery die indicates
that the Stag stays where it is for that turn. The Stag will always stop at the edge of the
table.
• Capturing the Beast. The White Stag is captured if a model achieves base-to-base contact
with the creature. The White Stag can’t run off at this point since it is assumed that the
beast is hog-tied or similarly restrained. Once it is captured, the White Stag can be led away
at 4” per turn by a single model. The White Stag and the escort become a separate unit at
this point. The Retinue must remove the Stag from their own table edge to win the game. If
the White Stag's escort is killed, any model that moves into base-to-base contact with the
beast can claim it.
A Meeting at the Crossroads
Childeric clutched at the black, fletched arrow that protruded from his armored chest. Blood mingled
with his sweat as his breath came in ragged, pained gasps. His vision had narrowed to dark tunnel, as
if he was emerging from a cave. Childeric knew the assassin’s dart had been poisoned and now he
knew that the wounded knight he had met before had tricked him, if the scum was truly a knight at
all.

Models Needed
Two Bretonnian Retinues, selected based on the Quest for the Grail rules.

Battlefield
The playing area should be 36" x 36". The table should have a narrow dirt road that enters the table
from each compass point: north, south, east, and west. These roads should all meet in the center of
the board, thus creating the crossroads. The rest of the table can be as sparse or as dense as you
like, although this could definitely affect the course of the battle. Use trees and rocky areas as
agreed by both players.

Objectives
There is no turn limit for this scenario. A fallen knight (who is in reality a very convincing actor and
servant of the foul Mousillon) on the road tells a tale of how he was dishonorably ambushed and left
for dead by the opposing player's retinue. He manages to dupe both players into thinking the other
was responsible for committing this heinous crime. Now they must avenge the fallen knight in
combat – the honor of the entire knighthood is on the line.

The retinue that chases off or takes all the opposing models Out of Action wins the scenario.

In this scenario, dispatching the opposing Paladin provides you with +1 Quest Points for avenging the
fallen knight.

Deployment
Each player rolls a D6 to see who sets up first. The player with the higher roll chooses to deploy first
or second. The player deploying first sets up his force on either the north or south table edge. The
other player deploys on the opposite edge.

Who Goes First?


Each player rolls a D6, with the winner choosing to go first or second.

Special Rules
• To the Death. Good Knights do NOT need to offer to fight a la plaisance in this scenario.
• An Arrow from the Shadows. Lurking in the shadows is an assassin trained and sent by Duke
Maldred himself. So adept is this bowman that he will never show himself or make himself
vulnerable to attack. The assassin will strike at each Paladin once per game when the Paladin
first engages in combat. This attack is resolved before any other combat in the round. The
assassin fires a poisoned arrow that always hits on a 5+. If a Paladin is hit, he is wounded
automatically and suffers a -1 to all his characteristics (to a minimum of 1) for the remainder
of the game.
• Free Us, Sir. A number of gibbet cages can be found hanging at this particular crossroads.
The winner of the battle has the option to free the remorseful, surviving rabble that inhabit
these tiny prisons. Add D3 rabble to your retinue for free if you wish.
Peasant Uprising
Rotten produce and other foulness splattered off his armor as filthy villagers surged around his horse,
screaming curses. An over-ripe potato bounced off Gunthar’s helmet and showered his face with foul-
smelling juice. Gagging at the horrid smell, Gunthar tried to part the wave of angry peasants with the
bulk of his steed without harming them. He was there to aid them, not rob them of their precious
crops.

Mallobaude and his retinue seemed to have different ideas. He yelled at the Low-Borns to back down
and when they wouldn’t, he made an example of one grubby man by kicking him squarely in the face.
The poor farmer slumped to the ground and was lost under the press of the insurgent rabble.
Gunthar spurred his horse towards Mallobaude’s warriors. They must be taught a lesson for such
arrogant and callous behavior.

Models Needed
Two Bretonnian Retinues, selected based on the Quest for the Grail rules.

Battlefield
The playing area should be 36" long x 24" wide. The table should have a dirt road that crosses the
length of the board, from north to south. Along this trail on the east and west board edges, arrange
an assortment of hovels (no more than six total), hedgerows, wattle or stone fences (maybe pens for
livestock), and possibly a tree or two.

Objectives
Agents of Duke Maldred have incited this normally complacent town to acts of violence. Now, those
knights unfortunate enough to pass through this small village are attacked by irate thugs and
villagers armed with stone, pitchfork, and arrow.

The evil Duke's plans are simple enough: misinform the townsfolk that knights were sent by rival
lords to collect double the amount of tithes that are usual for this season, leaving nothing for the
peasants themselves. Amidst the confusion, two retinues have entered the town and heard the
peasants’ rage – enough rage to make them think that the other retinue is actually here to steal the
tithes.

The scenario ends when one of the retinues has been vanquished. All models need to be taken Out
of Action or moved off the board.

Good Paladins get +2 Quest Points if the retinue completes the game without harming a single
Peasant. Otherwise, Good Paladins get +1 Quest Point if they hurt less than five Peasant models.

As an Evil Paladin, you WERE in the town collecting double the taxes! Evil Paladins get +1 Quest Point
for every four Peasants that are mercilessly cut down...err, subdued during the battle. Fractions are
rounded up.

Deployment
Each player rolls a D6 to see who sets up first. The player with the higher roll chooses to deploy first
or second. The player deploying first sets up his force on either the north or south table edge. The
other player deploys on the opposite edge.

Players take turns placing 9+1D6 peasants within 12" of the center of the table. These peasants can
be conversions of Men-at-Arms wielding pitchforks, stones, and clubs. In a pinch, you can use
proxies for the peasants.
Who Goes First?
Each player rolls a D6, with the winner choosing to go first or second.

Special Rules
• The Rabble. Each player may move up to 1D6 un-engaged peasants at the very beginning of
his Movement Phase. Peasants may move up to 6". If they manage to get into base-to-base
contact with an enemy model, the Peasants hit on a 5+ during the next Combat Phase. Once
they hit, these Low-Borns make a S2 attack. Peasants attack first when charging, but attack
last in all other circumstances.

Peasants beaten in combat are automatically removed from the table (those that survive the
combat are considered to be sent back to their homes by Good retinues or subdued by Evil
retinues). Wounds for and against peasants are NOT considered for combat resolution in
melees involving opposing players’ units.

The Peasants do have another frustrating attack. During the Shooting Phase of the player
controlling the Peasants, the player may use one of the rabble to make a missile attack (8”
range) if that Peasant is not already in base-to-base contact. The projectile could be anything
from a simple stone to rotting vegetables or dung. Once again, they hit on a 5+ at S2, but
even if the opponent is hit and no damage is dealt, the target is overcome by the foulest of
stenches. The victim of this attack is left retching from the smell and has a –2 penalty to hit
on all of his attacks in the next turn.

• Stay Your Hand! While these peasant creatures are base, they are the property of the Lord
of this land. To attack these Low-Borns is to attack the Lord himself. Besides, they are human
beings...no matter how vile. If Peasant models are in base-to-base contact with a unit from a
Retinue, that Retinue unit may disengage and move away from combat during its Movement
Phase on a D6 roll of a 3+ for Infantry and 2+ for Cavalry. Models can move through un-
engaged peasants freely. Cavalry units can also charge through un-engaged peasants freely.
• Put Them In Their Place. There are individuals who, during these dark times, value only their
strength of arms and their considerable greed. Low-Borns mean nothing to them – they are
mere cattle to be bullied and used. If the filth get in the way of a well-placed blow, so be it.
The peasants are easy to hit; models need only a 3+ to hit them. They are also easy to
subdue, having a measly Toughness 2, 1 Wound, and no armor at all. Charging units can
engage as many peasants as they wish that are within 3” of the first peasant they come into
contact with.
Save the Village!
The Giant ran straight through the modest rock-and-timber peasant hovel and sent stone, splinters of
wood, and a clutch of hens scattering in all directions. Though arrows jutted from its thick hide and
crimson gashes laced its legs, the colossus showed no signs of slowing. Instead, it seemed angrier
than ever. It was with this anger and considerable forward momentum that the monster bore down
on Philibert the Loon.

Philibert had already lost his warhorse to the enraged creature. The Giant had unseated him with a
well-placed blow from an uprooted tree and then grabbed his panicking steed with a huge, fleshy
hand. With a coarse yell, the Giant tossed the terrified animal out of the village.

" I will have to do this on my own then," Philibert muttered to himself, looking around with disdain at
his cowering warriors. "So much the better. My reputation will grow by leaps and bounds!"

Models Needed
Two Bretonnian Retinues, selected based on the Quest for the Grail rules.

Battlefield
The playing area should be 48"x 48". The table should have a narrow dirt path that travels the length
of the board from north to south. Along this modest road, arrange an assortment of stone peasant
hovels (no more than six), hedgerows, wattle or stone fences (possibly pens for livestock), and
possibly a tree or two.

Objectives
To win this battle, you must eliminate more monstrous creatures than your opponent (based on
point value). If an opposing Retinue has been Routed or completely Wiped out, then the opposing
player has only to remove the monster menace from the village to save the day.

Players get an extra 1 Quest Point for every 50 points of monsters they dispatch (round up). Split the
points for monsters based upon the number of wounds inflicted (e.g., a Giant is worth 205 points;
thus, each wound is worth 34 points).

Both players get +1 Quest Point if all of the monsters are wiped out before the game ends on Turn
12.

Deployment
Both players roll a D6. Whoever rolls higher may choose a table edge to deploy on. Roll another D6.
Whoever rolls higher may choose to begin setting up first or second. The player deploying first sets
up his force on either the north or south table edge. Players alternate placing units on the table –
characters (Paladins and Damsels) are placed last and all at the same time. All models have to be set
up within 12” of their chosen table edge. Once both players have set up their Retinues, place the
offending monsters in the center of the table, at least 4" away from one another.

Who Goes First?


Each Retinue rolls a D6, with the winner choosing to go first or second.

Special Rules
• Strength of Numbers. To find out how many monsters are attacking the village, add up the
Quest Ratings of both Retinues and multiply the result by three. This is the number of points
worth of monsters that are in the town. For example, if a retinue worth 27, there would be
180 (60 x 3) points of monsters in the village. Four Trolls, three Chaos Spawn, or a lone Giant
sounds about right for this point value (does not have to be exact, but both players should
agree). Place all of the monsters within 12” of the center of the table.
• Playing the Monsters. The “Monster Turn” comes after both players have had their turn.
During the “Monster Turn,” each unengaged creature will Charge (at double movement) the
closest unit that is in their line-of-sight and within range. If there is no unit that they can
charge, a monster will move (turning if necessary) toward the closest player-controlled
model.

A Note on Giants and Other Powerful Creatures.


When encountering scattered foes, powerful creatures (100+ points) will attack a little bit differently
than they would against an organized unit. To represent this, consider all models (from both
Retinue) within 4” of a powerful creature to be vulnerable to attack (or considered one unit for
purposes of a Giant’s special attacks).
Cleanse the Tower
Grimoald's warriors charged toward the dark, sweating stone of the tower, their footfalls making
wet, sucking sounds in the murky coastal water and sludge that surrounded this evil place. The
whole area, so close to Mousillon's corrupting touch, stank of rotting meat.

The tower sat uneasily upon its foundation, crooked and thrusting up from the mire like a bent arm
with its hand severed at the wrist. Sitting upon his steed, Grimoald spotted a quick movement at the
edifice's crumbling top. His foe had made himself known. The foul wizard spread his spindly arms
over the ground below and the mist around the tower grew thicker and darker.

His men began to scream. In an explosion of muddy water and grasping hands, Grimoald watched as
his men were set upon by monsters from beneath the ground. Though his warriors hacked at the
Undead limbs, more rose up from the unclean land to claim the living.

Models Needed
Two Bretonnian Retinues, selected based on the Quest for the Grail rules.

Battlefield
The playing area should be 48"x48". Place a tower in the center of the table. The outer edges of the
table can be covered with small copses of trees and undergrowth, numbering four to six in total. The
stands of trees should be no larger than 6" in diameter. Players should take turns placing scenery
until they are satisfied with the terrain.

Objectives
Each player is attempting to put the Necromancer that occupies the tower to the sword. However,
each player must first make it past the rotten horde of Undead that lie beneath the ground. The
Retinue that makes it to the top of the tower and defeats the sorcerer in hand-to-hand combat wins
the scenario and receives +3 extra Quest Points to reward the Retinue’s noble (or self-serving)
efforts.

If an enemy Retinue is routed or every model is Taken Out of Action, the opposing player must still
destroy the Necromancer before the last turn. If he does, that player automatically wins the
scenario, and the game ends.

This scenario lasts 12 turns.

Deployment
Both players roll a D6. Whoever rolls higher may choose a table edge to deploy on. Roll another D6.
Whoever rolls higher may choose to begin setting up first or second. The player deploying first sets
up his force on either the north or south table edge. Players alternate placing units on the table –
characters (Paladins and Damsels) are placed last and all at the same time. All models have to be set
up within 12” of their chosen table edge.

Who Goes First?


Each Retinue rolls a D6, with the winner choosing to go first or second.

Special Rules
• Loosed from the Charnel Pits. When the unwary come too close to the Necromancer’s
tower, the dead wake and try to drag the living down into the ground. When a unit’s
movement takes it within 8” of the tower, immediately roll a D6. On a 4+, the unit takes an
S3 attack. Those killed are dragged down to an early grave! Further movement within the 8”
zone by the unit will result in continued attacks by the Undead.
• Attacking the Magical Tower. The tower door is locked and barred but may be attacked (in
hand-to-hand only). The sturdy door has 3 Damage Points. Furthermore, it magically drains
the power of all living creatures that get too close to the tower. As a result, the door has a
Toughness value equal to the number of living models within 8” of the tower. Only one
combatant who is not already engaged with a foe may attack the door. Attacks on the door
hit automatically.

When the door is destroyed, the Attacker is considered to be 8” down from the top of the
tower. Attacking units at the broken door can announce a Charge (on foot) in any
subsequent turn. Knights may dismount and Charge up the stairs in the same turn.

• The Necromancer. The Necromancer stays on top of his decrepit tower and directs his
minions from relative safety. The player who IS NOT assaulting the tower always controls the
Necromancer. If the Necromancer is slain, the game ends immediately, and the player who
dispatched him wins. This foul practitioner of the Black Arts is a Necromancer (p. 62,
Warhammer Armies: Vampire Counts). Here is his stat line for your convenience:

Necromancer
M WS BS S T W I A LD
4 3 3 3 3 2 3 1 7
Equipment: hand weapon

• Grave Rot. If a model is taken Out of Action from an attack from beneath, modify the death
roll at the end of the game. A roll of a 1 or 2 (instead of just 1) means that the model has
contracted a foul, rotting disease, and in the space of an evening dies from the infectious
malady. The model is immediately removed from the Retinue roster sheet. The controlling
player can still spend the 1 Quest Point to make a reroll.
None Shall Pass
Kneeling beside the fallen warrior, Montyglaive could hear the massive knight's breathing coming in
labored, shallow gasps. The Black Knight's armor was rent and dented in numerous places, as was
Montyglaive's own, though the dark knight was in much worse shape. Shards of lacquered wood
from Montyglaive's lance protruded from the black armor in a mess of splinters and blood. This had
been a grueling battle and the carnage spread upon the surrounding meadow was a testament to
their hardship. Many of the wounded were either tending to the injured or mourning the loss of the
fallen. Tired and bloodied, none of the fighters paid Montyglaive or the Black Knight any heed.

Montyglaive turned his attention back to the Black Knight when the warrior found the strength to
speak again. His voice was muted and metallic behind the great black helm he wore, the same helm
he refused to remove.

" Duke Maldred is a liar. The grail he holds and claims to be true is counterfeit. You must find the true
Grail, and quickly! I will tell you where it lies."

Montyglaive lowered his ear to the black helm and absorbed the dying knight's every word.

Models Needed
Two Bretonnian Retinues, selected based on the Quest for the Grail rules.

Battlefield
The playing area should be 36"x 36". Divide the table into three equal sections. On the northernmost
section, place a stream that runs from east to west. At the center of this stream place a stone bridge.
On the southernmost section, place a few stands of trees until both players are satisfied with the
number and arrangement. Finally, spread three patches of lichen or clump foliage in the center
section. These patches may be no larger than 3" in diameter and count as Difficult Terrain, slowing
movement according to the Warhammer rulebook.

Objectives
To win this scenario, one player and his Retinue must triumph over his opponent. This occurs if a
Paladin is Taken Out of Action. Once this happens, the winner of this battle has earned the honor of
facing the Black Knight in single combat. This player must choose whether he will issue a challenge
to the Black Knight (see Challenging the Black Knight in the Special Rules section). Only the player's
Paladin may engage the Black Knight. The rest of his Retinue stands its ground, respecting the rules
of chivalry and watching its leader with pride and awe. Even Retinues lacking in scruples hold their
ground, mostly in fear of the Black Knight.

To win in battle against the Black Knight means fortune and luck will shine upon the victor. The
player that defeats the Black Knight receives an additional +3 Quest Points.

Deployment
Both players roll a D6. Whoever rolls higher may choose a table edge to deploy on. Roll another D6.
Whoever rolls higher may choose to begin setting up first or second. The player deploying first sets
up his force on either the east or west table edge. Players alternate placing units on the table –
characters (Paladins and Damsels) are placed last and all at the same time. All models have to be set
up within 12” of their chosen table edge. Once both players have set up their Retinues, place the
Black Knight on the bridge facing the battle.

Who Goes First?


Each Retinue rolls a D6, with the winner choosing to go first or second.
Special Rules
• The Black Knight. The true identity of the Black Knight is unknown. This skilled warrior wears
no device or mark to distinguish himself as a Knight of the Realm. Clad entirely in black, this
knight is a vision of martial prowess and symbolic enemy that all Knights must overcome in
battle. The player who was beaten in the first part of this scenario controls the Black Knight.

Black Knight
M WS BS S T W I A LD
4 7 3 4 4 3 5 3 9
Equipment: Hand weapon, lance, heavy armor, and shield
Mount: The Ebon Steed – A Barded Bretonnian Warhorse (see below)
Vows: The Grail Vow
Special Rules: Unbreakable, Purebreed Warhorse.

The Ebon Steed


M WS BS S T W I A LD
8 3 0 3 3 1 3 1 5

• Challenging the Black Knight. Once the opposing Retinue has been vanquished, the winner
of this conflict may issue a challenge to the Black Knight. The Black Knight will always accept
the challenge. Once the challenge has been extended and accepted, battle may be joined.
Starting 12” apart, both warriors count as Charging when they meet on the bridge.
Jabberwocky
The awkward beast ran from the stinking cave. Its gait was awkward as it grasped at the air while it
made horrible, unintelligible burbling sounds from deep within its serpentine neck. The monster’s
eyes were aflame as it glared at Havelock with malice and hunger.

Havelock pulled himself up to his full height even though it pained him. The beating he had taken
from his previous foe would surely slow his sword in the coming battle against this creature. Still, he
stood against it while his servants cowered behind him like frightened children.

The monster lowered its head and made a furious charge. It huffed and gibbered. Havelock steeled
himself, his sword poised for a deft strike.

Models Needed
Two Bretonnian Retinues, selected based on the Quest for the Grail rules.

Battlefield
The playing area should be 36"x36". Along either the east or west table edge, place a cave with the
entrance facing the middle of the table. Wilderness terrain (small forests, river, and hills) should be
scattered around the playing area.

Objectives
To win this scenario, one player and his Retinue must triumph over his opponent. This occurs if a
Paladin is Taken Out of Action.

Once the enemy Paladin has been dispatched, the winner has to decide if he wishes to confront the
dreaded Jabberwocky. Read the Special Rules for the consequences of either decision.

Defeating the Jabberwocky proves the worth of your Paladin and marks him as the new King of
Bretonnia! All that you need to do now is return the beast to La Belle Isoulde in Couronne to receive
your reward. The head of the Jabberwocky provides the following benefits:

• +5 Quest Points
• 1 free roll on the Followers 1 Table (you can use Quest Points to modify this roll)
• 1 free roll on the Followers 2 Table (you can use Quest Points to modify this roll)
• The Paladin is granted The Grail Vow if not already possessed
• The Paladin becomes The Lady’s Champion (Warhammer Armies: Bretonnia p. 79)
• Win the campaign if not using the Donjon of Dol finale scenario

Deployment
Both players roll a D6. Whoever rolls higher may choose a table edge to deploy on. Roll another D6.
Whoever rolls higher may choose to begin setting up first or second. The player deploying first sets
up his force on either the north or south table edge. Players alternate placing units on the table –
characters (Paladins and Damsels) are placed last and all at the same time. All models have to be set
up within 12” of their chosen table edge.

Who Goes First?


Each Retinue rolls a D6, with the winner choosing to go first or second.

Special Rules
Face Your Fears. If the winning Paladin decides to face the Jabberwocky, then he must do it alone
and the fight will be to the death. Because of the urgency of this task, your Paladin is Unbreakable
for this encounter. Any Paladin that falls to the Jabberwocky is dragged into the cave never to be
seen again. See the Call of the Grail rule in the Quest for the Grail rules for how to generate a new
Paladin. Have the other player control the Jabberwocky.

He Ran Away? If the winning Paladin decides to forgo the opportunity to face the Jabberwocky, then
half of his retinue (based on points) leaves in disgust. The cowardly player can decide which models
stay and which ones leave, but the value of the models (what they cost) must be used when
determining this. For example, a Knight of the Realm is worth the same as five Bowmen when
deciding who stays.

The Jabberwocky. When the victorious player decides to face the Jabberwocky, the beast
immediately rushes from its cave at full speed. If the brave Paladin is unfortunate enough to be
within 12” of the mouth of the cave, then the Jabberwocky counts as Charging. Otherwise, on its
turns, the Jabberwocky must move at its full speed toward the Paladin.

The Jabberwocky
M WS BS S T W I A LD
6 3 3 5 5 4 3 3 10
Special Rules: Large Target, Cause Terror, Unbreakable, Poisoned Attacks, Scaly Skin (4+), Unit
Strength 4.
Special Scenarios
Donjon of Dol
Another flight of arrows streaked against the dark, storm-wracked sky of Mousillon like a swarm of
angry white bees. Many found their mark, but many more flew over the pale cliff face and were lost
to the sea.

Beldane, Childeric, and Philibert broke from a canter into a full charge when Mallobaude and his
knights exposed their right flank. Clods of mud and grass flew into the air as warrior and steed
collided in a mass of splintered wood, steel and hoof. Just as suddenly as the enemy fell back under
this assault, a terribly malformed creature replaced them. This beast capitalized on Childeric’s shock
by binding him tightly with lashing tentacles, drawing the stunned warrior to its toothy maw.

Models Needed
All of the Bretonnian Retinues involved in the campaign, selected based on the Quest for the Grail
rules.

Battlefield
The playing area should be 48" x 96". On the south side of the board is a cliff overlooking the ocean.
The only break in this cliff is the rocky path to the Fay Enchantress’ tower prison (off the map). Place
a variety of wilderness terrain (forests, hills, rivers, etc.) on the rest of table.

Objectives
In this finale scenario, the Good Paladins join forces in an attempt to free the Fay Enchantress from
the Donjon of Dol. Unfortunately, the Evil Paladins are determined to keep her under lock and key.
The Good players must confront and defeat the Evil players or Maldred will become king. Once one
side has won the battle, a final campaign champion must be determined.

Deployment
Good players take turns deploying their retinues within their 12” deployment zone along the
northern board edge. Once all good players have finished placing their models, the evil players
deploy their retinues in the 12” Deployment Zone along the southern edge.

Who Goes First?


The Good retinues take the 1st turn.

Special Rules
• Good vs. Evil. Play the game as if you had only two armies (A Good side for all the “good”
players and their retinues and an Evil side for those players who are less than wholesome).
All players on the same side should move and declare charges at the same time, shoot
together, and fight at the same time.
• Even the Odds. If the number of players on each side is not the same, then you need to even
the odds a bit. Calculate the total Retinue Quest Ratings for each side. If the side with fewer
players has a lower total Retinue Quest Rating, then determine the difference and augment
that army in the following way:
o Good Army Lower: Add 1 Grail Knight for every 8 Quest Point difference (round
down)
o Evil Army Lower: Add 1 Spawn of Chaos* for every 12 Quest Point difference (round
down)
Campaign Guidelines
When I set up my Quest for the Grail playtest campaign, I wanted to design a system that would
keep the Bretonnian retinues as balanced as possible for as long as possible. Part of the reason
behind this desire was to make a better playtest for the scenarios, and the other part was that I
wanted to keep all of the players interested for as long as possible. In previous warband-scale
campaigns, the players that had weaker warbands (from earlier losses or not being able to play as
often) lost interest as soon as they realized that they would never win another battle. To prevent
this, I developed a structured campaign system where all players played the same number of games
against as many different opponents as possible. I also threw in a few special events in which all
players could participate to keep things fresh. This type of structured campaign is not for every
gaming group, especially those with chaotic tendencies, disorganized coordinators, or no one to
manage the campaign at all!

Number of Games
The first thing I decided was that all players would play exactly two games per week. Two games is
neither too overwhelming nor too few for people here at GW Headquarters, especially since we can
easily play at lunchtime. If your group is scattered around the city, then you might go for one or two
per week on your club night. If your group has the summer off (or does not work), then you can
reasonably increase this number.

Number of Weeks
I next decided that the campaign would run for 6 weeks. I wanted to host a Tournament sometime
in the middle of the campaign and I wanted to end it with a final confrontation between good and
evil. Six weeks is plenty of time, and Paladins will become too powerful if you go much longer than
this. If you decide to go longer, you might want to require 8, 10, or 12 Quest Points before a Paladin
advancement is gained. Here is my schedule:

Example Schedule Table


Week Games
1 2 games
2 2 games
3 2 games
4 1 game + The Tournament
5 2 games
6 1 game + Dungeon of Dol finale scenario

Retinue Selection
A few weeks before we wanted to begin playing the Quest for the Grail campaign, we assembled in
the cafeteria to roll up our retinues. Determining your retinues in advance is a good idea as you gain
some idea about what you will be facing in the coming weeks. Players were all in attendance so no
one could magically roll the perfect retinue. We used all of the Optional rules found in the Quest for
the Grail documents, including realm abilities, good and evil Paladins, losing honor, and the
advanced Taken Out of Action table. We started with 25 Quest Points, and I set a limit of one roll per
player on Bretonnian Followers: Table 2. A roll of a natural 12 on Table 1 would allow an additional
roll on the Table 2. Knights are powerful, and I wanted lowly peasants to make up the majority of the
starting retinues.
Who Plays Whom?
There are plenty of ways to determine who plays against whom, from tournament charts on the web
to a challenge system to a map-based system. I used a modified, “round-robin” system so that by the
time The Tournament rolled around on Week 4, all players had faced each other exactly once. When
Ty organized the Path to Glory campaign, he designed a hex-map of the Chaos Wastes and games
were arranged based upon crossed paths and proximity of warbands. A challenge system allows
players to pick who they want to play, but limits must be set on how often players can faceoff and
how many games are allowed each week. Our last Blood Bowl league had a limit of six games per
week, which was too high. Threequarters of the players were out of the running after only 2 weeks,
because they did not have time to play more than one or two games per week.

Every Monday morning, I sent around a schedule of matches and players had all week to fight.

Playing
As campaign coordinator, I did not add a Rout Test rule. Players could mutually decide before a
game if they wanted to use such a rule. I did, however, decide that models fleeing off the table,
either from break tests or voluntarily leaving, did not require Injury rolls, but did count as Taken Out
of Action when calculating Quest Points.

Organization
To help players keep track of their battles and to keep records of what players were adding to their
retinues, I created the Battle Tracking Sheet. Players were required to make all of their advancement
rolls, injury rolls, and additional follower rolls in front of their opponent. All of these results,
including points spent modifying these rolls, were documented on the sheet by players. Although I
really was not concerned with cheating in my playtest group, documenting battles, Quest Points, and
rolls goes a long way to keeping players honest.

Jabberwocky
The Jabberwocky scenario is open to players only on the last week of the campaign. This scenario
allows the winner of a Pitched Battle to confront the dreaded monster. If the Paladin kills the beast,
he gains power and glory. If the Paladin is killed by the Jabberwocky, he is dead, and a new Paladin
must be created. Running away from the creature is also an option but one that will cost the player.
To make things interesting for Week 6, I placed eight slips of paper in a cup and had each of the
players pick one. The two players that pulled the slips with “Jabberwocky” written on them got to
play that scenario. I wanted to ensure that someone got to face the Jabberwocky.

The End
The 6-week campaign ends with the Dungeon of Dol mega-battle, which brings all of the good
players together in an attempt to free the Fay Enchantress from the clutches of the evil players.
Once one side has been eliminated, the victorious players go at each other until only the campaign
champion remains. As mentioned above, this type of campaign is very structured and not for
everyone. If you decide to organize a campaign, feel free to loosen the reins on any of the
procedures, ignore some of the rules, set up a challenge week, or end with a single-elimination play-
off. If you decide to control your campaign like an ironhanded tyrant, you might put off some players
who want to make some of their own decisions. However, if you put no limits on the campaign, then
the games will lack focus, structure, and tight competition. As with all gaming, try to make your
Quest for the Grail campaign challenging and enjoyable for as many players as possible.
Quest for the Grail: Rules, Reminders, and Clarifications
The following is a list of reminders, clarifications, and rules that should be distributed to all of the
players in your campaign. Most items are from the Warhammer rulebook and are reminders of
certain rules or clarifications of how gaming on a warband-scale works. A few of the things at the
end of list are additional rules that will clear up a few missing details from the Quest for the Grail
material.

Infantry Units
Units on foot are Skirmishers (Warhammer rulebook p. 115–116). Skirmishers have many rules
associated with them, but here are some of the more important ones. Skirmishers can move at
double their pace even when within 8" of enemy troops. Do not redouble this when Charging or
Marching. Skirmishers can't shoot when they move faster than their Movement characteristic value.
Although they rank up when they engage in combat, Skirmishers receive no combat bonus for ranks
and do not negate enemy rank bonus when they Charge in the rear or flank.

Mounted Units
Mounted units (even units of one model) are not Skirmishers. Mounted troops are like tiny
Warhammer regiments. They can only charge units in a 90-degree arc in front of them. Units of two
models or more need to use part of their movement to turn and/or wheel. Lone cavalry models have
a bit more freedom as they can turn and wheel for free. As regiments, cavalry units (of any size)
can’t March Move if within 8" of the enemy.

Shooting
Missile fire troops get -1 to hit when they are shooting at Skirmishers or single man-sized models.
Don't forget about all the other modifiers for shooting. Mounted troops (even lone cavalry models
like your Paladin) do not fall into this category and are thus easier to hit. As Fast Cavalry
(Warhammer rulebook p. 117), Mounted Yeomen do not get -1 to hit for moving and shooting and
can fire in a 360-degree arc.

Skirmish Rules?
Warband gaming is a hybrid of Warhammer and Warhammer Skirmish (or Mordheim). Models do
not get Knocked Down or Stunned and do not cause Criticals.

Combat
In the second and subsequent rounds of combat, the order of Initiative (I) determines who strikes
first. If Initiative values are the same (as they often will be in this campaign), then the side that won
the previous round of combat strikes first (Warhammer rulebook p. 68).

Army General
Your Paladin is your army General, so units within 12" can use the Paladin's Leadership instead of
their own when making Leadership tests.

Magic
Both players start with two casting dice and two dispel dice. Each Damsel adds one D6 to each of
these pools. A Damsel, as a Level 1 Wizard, can only use two dice to cast her spell.

Run Away!
In scenarios, unless otherwise stated, a player may elect to rout voluntarily at the beginning of any
of his own turns if he has suffered 25% or more casualties.
Flee!
There is no Rout Test rule (Warhammer rulebook p. 246) in this game system like the one in
Warhammer Skirmish and Mordheim. To make games quicker, players and/or the campaign
coordinator can decide to use the following rule (or a modified version with 50%):

A player must make a Rout Test at the start of each of his turns if his Paladin and a quarter (25%) or
more of his force is Out of Action.

Quest Points for Fleeing


Models that flee off the board (and are not caught), either voluntarily or as a result of losing combat,
do NOT need to make a roll on the injury chart, but DO count as Taken Out of Action for Quest
Points.

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