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Breto_2000 (Warhammer Armies Project) [1,798pts]

Standard (Bretonnia)

Lords

Bretonnian Lord
Selections: General, Heavy Armour, Lance (Mounted), Royal Pegasus, Shield, The Knight's
Vow
Rules: Fly (9), General, Impact Hits (1), Swiftstride, The Blessing of the Lady, The Knight's
Vow, The Lance Formation
Armour: Heavy Armour, Shield, Model: Lord, Royal Pegasus, Weapon: Lance (Mounted)

Armour Combat Missile Special Rules Ref


Heavy Rulebook
4+ 4+
Armour v.2.1 p94
Parry (6+) (Only applies if used with a hand weapon.).
**(Infantry armed with shields get an additional +1 to
Rulebook
Shield 6+ 6+** their armour save against missile attacks to their front.
v.2.1 p94
However, no Troop Type gains any armour saves
from shields against missile attacks to their rear.

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


Lord 4 6 5 4 4 3 6 4 9 Infantry (Character) Bretonnia v.1.4 p122
Royal Pegasus 8 4 4 4 2 4 2 7 War Beast Bretonnia v.1.4 p135

Weapon Range Strength Special Rules Ref


Lance Strength Bonus (2), +2 I (Both, only in the turn the Rulebook
Combat
(Mounted) unit charges and only against the charged unit). v.2.1 p91

Prophetess of the Lady


Selections: Hand Weapon, Warhorse
Rules: Aura of the Lady, Impact Hits (1), Purebred Warhorse, Swiftstride, The Blessing of the
Lady
Model: Prophetess, Warhorse, Weapon: Hand Weapon
Magic Items
Selections: The Verdant Heart
Arcane Item: The Verdant Heart
Wizard Level 4
Wizard: Prophetess of the Lady
Lore of Life 4
Selections: 0. Earth Blood, 2. Flesh to Stone, 3. Throne of Vines, 5. Regrowth, 6. The
Dwellers Below, Lifebloom
Spell: Earth Blood, Flesh to Stone, Lifebloom, Regrowth, The Dwellers Below, Throne of
Vines
Arcane
Special Rules Ref
Item
The The Verdant Heart gives the bearer a +D3 bonus to the result of their Magic
Verdant spell casting attempts from the Lore of Life. Roll for each spell casting Items
Heart attempt. v.1.2 p12

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


Prophetess 4 3 3 3 3 3 3 1 8 Infantry (Character) Bretonnia v.1.4 p123
Warhorse 8 3 3 3 1 3 1 5 War Beast Bretonnia v.1.4 p157

Spell Casting
Spell Type Range Details Ref
Level Value
Is cast on the Wizard itself
and any unit they are with.
The target unit gains
Regeneration (5+) until the
start of the caster's next
Rulebook
Earth Signature Magic phase. Alternatively,
Augment 8+ 12" v.2.1
Blood Spell the Wizard
p145
can choose to target one unit
within 12". If they do so, the
target gains Regeneration
(6+) instead of Regeneration
(5+).
The target unit has +2 to its T Rulebook
Flesh to
2 Augment 8+ 24" value until the start of the v.2.1
Stone
caster's next Magic phase. p145
When a spell from the Lore of
Life is successfully cast, the
Rulebook
Lore Wizard (or another friendly
Lifebloom 12" v.2.1
Attribute model within range) instantly
p142
recovers a single Wound lost
earlier in the battle.
The target unit instantly
recovers D3+1 Wounds' worth
of models slain earlier in the
battle (Cavalry count as 2
models). The wounds in the
unit are regained in a strict
order. First the musician and
then the standard bearer is
resurrected, displacing rank-
and-file models as required.
Then rank-and-file models
with multiple Wounds are
healed to their starting value.
Finally, any remaining wounds
resurrect rank and file models
Rulebook
(in the case of multiple wound
Regrowth 5 Augment 9+/12+ 24"/48" v.2.1
rank and file models, the first
p145
resurrected models must be
fully healed before another
can be resurrected, and so
on). These are added to the
front or rear of the unit as you
wish as long as the unit keeps
a legal formation. If the unit
already has more than one
rank, models can only be
added to the rear rank.
Regrowth cannot take a unit
beyond its starting size, and
cannot be used to heal
characters or their mounts.
Every model in the target unit
The Rulebook
Direct must pass a S test or be slain,
Dwellers 6 18+/21+ 12"/24" v.2.1
Damage with no saves except Magic
Below p145
Resistance allowed.
Remains in play. Is cast upon
the Wizard. Whilst the spell is
in effect, every time the
Wizard miscasts, roll a dice.
On a 4+, the miscast is
ignored.

Furthermore, the Wizard's


castings of the following spells
have additional benefits (it
does not change the effects of
spells that have already been Rulebook
Throne of
3 Augment 8+ cast): v.2.1
Vines
p145
• Earth Blood grants +1 to the
target's Regeneration save.
• Awakening of the Wood
instead inflicts hits at S 5.
• Flesh to Stone instead adds
+3 T.
• Regrowth instead restores
D6+1 wounds worth of
models.
• Shield of Thorns instead hits
at S 4.

Weapon Range Strength Special Rules Ref


Hand Weapon Combat Rulebook v.2.1 p91

Bonus to
Wizard Known Spell Max. Power
Wizard Casting/Dispel Ref
Level Spells Level Dice Per Spell
Value
Prophetess Bretonnia
4 4 1-6 6 2
of the Lady v.1.4 p123

Heroes
Paladin
Selections: Army Battle Standard, Heavy Armour, Lance (Mounted), Shield, The Knight's Vow
Rules: The Battle Standard Bearer, The Blessing of the Lady, The Knight's Vow, The Lance
Formation
Armour: Heavy Armour, Shield, Model: Paladin, Weapon: Lance (Mounted)
Magic Items & Virtues of the Chivalric Knight
Selections: The Heartwood Lance, Virtue of Duty (1st)
Magic Weapon: The Heartwood Lance, Virtue of the Chivalric Knight: Virtue of Duty
Warhorse
Selections: Barding
Rules: Impact Hits (1), Purebred Warhorse, Swiftstride
Armour: Barding, Model: Warhorse

Armour Combat Missile Special Rules Ref


Rulebook
Barding 6+ 6+ -1 M (Applies to mount's M characteristic.)
v.2.1 p94
Heavy Rulebook
4+ 4+
Armour v.2.1 p94
Parry (6+) (Only applies if used with a hand weapon.).
**(Infantry armed with shields get an additional +1 to
their armour save against missile attacks to their Rulebook
Shield 6+ 6+**
front. However, no Troop Type gains any armour v.2.1 p94
saves from shields against missile attacks to their
rear.

Magic
Range Strength Special Rules Ref
Weapon
The Magic
Lance. The Heartwood Lance allows the
Heartwood Combat Items v.1.2
bearer to re-roll all failed rolls to wound.
Lance p10

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


Paladin 4 5 5 4 4 2 5 3 8 Infantry (Character) Bretonnia v.1.4 p122
Warhorse 8 3 3 3 1 3 1 5 War Beast Bretonnia v.1.4 p157

Virtue of
the
Effect Ref
Chivalric
Knight
For as long as the General is alive, the model with this Virtue adds Bretonnia
Virtue of
+1 to the combat resolution of any fight of which he is a part. May v.1.4
Duty
not be taken by the General. p179

Weapon Range Strength Special Rules Ref


Lance Strength Bonus (2), +2 I (Both, only in the turn the Rulebook
Combat
(Mounted) unit charges and only against the charged unit). v.2.1 p91

Core
Knights of the Realm
Rules: Champion, Musician
Model: Gallant
Gallant
Rules: Champion
Model: Gallant
12x Knight of the Realm
Selections: 12x Heavy Armour, 12x Lance (Mounted), 12x Shield
Rules: The Blessing of the Lady, The Knight's Vow, The Lance Formation
Armour: Heavy Armour, Shield, Model: Knight of the Realm, Weapon: Lance (Mounted)
12x Warhorse
Selections: 12x Barding
Rules: Impact Hits (1), Purebred Warhorse, Swiftstride
Armour: Barding, Model: Warhorse
Musician
Rules: Musician
Standard Bearer
Rules: Standard Bearer
Magic Standards
Selections: Standard of Arcane Warding
Magic Standard: Standard of Arcane Warding

Armour Combat Missile Special Rules Ref


Rulebook
Barding 6+ 6+ -1 M (Applies to mount's M characteristic.)
v.2.1 p94
Heavy Rulebook
4+ 4+
Armour v.2.1 p94
Parry (6+) (Only applies if used with a hand weapon.).
**(Infantry armed with shields get an additional +1 to
their armour save against missile attacks to their Rulebook
Shield 6+ 6+**
front. However, no Troop Type gains any armour v.2.1 p94
saves from shields against missile attacks to their
rear.

Magic Standard Special Rules Ref


Standard of Arcane A unit with this magic standard gains Magic Rulebook v.2.1
Warding Resistance (2). p161

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


Gallant 4 4 3 3 3 1 3 2 8 Cavalry Bretonnia v.1.4 p129
Knight of the Realm 4 4 3 3 3 1 3 1 8 Cavalry Bretonnia v.1.4 p129
Warhorse 8 3 3 3 1 3 1 5 War Beast Bretonnia v.1.4 p157

Weapon Range Strength Special Rules Ref


Lance Strength Bonus (2), +2 I (Both, only in the turn the Rulebook
Combat
(Mounted) unit charges and only against the charged unit). v.2.1 p91
Knights of the Realm
Rules: Champion, Musician
Model: Gallant
Gallant
Rules: Champion
Model: Gallant
12x Knight of the Realm
Selections: 12x Heavy Armour, 12x Lance (Mounted), 12x Shield
Rules: The Blessing of the Lady, The Knight's Vow, The Lance Formation
Armour: Heavy Armour, Shield, Model: Knight of the Realm, Weapon: Lance (Mounted)
12x Warhorse
Selections: 12x Barding
Rules: Impact Hits (1), Purebred Warhorse, Swiftstride
Armour: Barding, Model: Warhorse
Musician
Rules: Musician
Standard Bearer
Rules: Standard Bearer
Magic Standards
Selections: War Banner
Magic Standard: War Banner

Armour Combat Missile Special Rules Ref


Rulebook
Barding 6+ 6+ -1 M (Applies to mount's M characteristic.)
v.2.1 p94
Heavy Rulebook
4+ 4+
Armour v.2.1 p94
Parry (6+) (Only applies if used with a hand weapon.).
**(Infantry armed with shields get an additional +1 to
their armour save against missile attacks to their Rulebook
Shield 6+ 6+**
front. However, no Troop Type gains any armour v.2.1 p94
saves from shields against missile attacks to their
rear.

Magic
Special Rules Ref
Standard
A unit with this magic standard adds +1 to combat Rulebook v.2.1
War Banner
resolution. p161

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


Gallant 4 4 3 3 3 1 3 2 8 Cavalry Bretonnia v.1.4 p129
Knight of the Realm 4 4 3 3 3 1 3 1 8 Cavalry Bretonnia v.1.4 p129
Warhorse 8 3 3 3 1 3 1 5 War Beast Bretonnia v.1.4 p157

Weapon Range Strength Special Rules Ref


Lance Strength Bonus (2), +2 I (Both, only in the turn the Rulebook
Combat
(Mounted) unit charges and only against the charged unit). v.2.1 p91
Men-at-Arms (Medium Armour)
Selections: Musician, Standard Bearer, Yeoman Warden
Rules: Champion, Musician, Standard Bearer
Model: Yeoman Warden
20x Man-at-Arms
Selections: 20x Medium Armour, 20x Shield, 20x Spear (On Foot)
Rules: The Peasant's Duty
Armour: Medium Armour, Shield, Model: Man-at-Arms, Weapon: Spear (On Foot)

Armour Combat Missile Special Rules Ref


Medium Rulebook
5+ 5+
Armour v.2.1 p94
Parry (6+) (Only applies if used with a hand weapon.).
**(Infantry armed with shields get an additional +1 to
their armour save against missile attacks to their Rulebook
Shield 6+ 6+**
front. However, no Troop Type gains any armour v.2.1 p94
saves from shields against missile attacks to their
rear.

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


Man-at-Arms 4 3 2 3 3 1 3 1 6 Infantry Bretonnia v.1.4 p140
Yeoman Warden 4 3 2 3 3 1 3 2 6 Infantry Bretonnia v.1.4 p140

Weapon Range Strength Special Rules Ref


Spear Fight in Extra Ranks (1). Strength Bonus (1), +1 I
Rulebook
(On Combat (Both, only if the unit got charged to its front by WB,
v.2.1 p91
Foot) Ca, MI, MB, MC, Ch and Mo).

Peasant Bowmen
Selections: Musician, Standard Bearer
Rules: Musician, Standard Bearer
16x Bowman
Selections: 16x Defensive Stakes, 16x Hand Weapon, 16x Light Armour, 16x Longbow
Rules: Defensive Stakes, The Peasant's Duty
Armour: Light Armour, Model: Bowman, Weapon: Hand Weapon, Longbow

Armour Combat Missile Special Rules Ref


Light Armour 6+ 6+ Rulebook v.2.1 p94

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


Bowman 4 2 3 3 3 1 3 1 5 Infantry Bretonnia v.1.4 p141

Weapon Range Strength Special Rules Ref


Hand Rulebook
Combat
Weapon v.2.1 p91
Multiple Shots (2) (Only applies in turns the model
Rulebook
Longbow 30" 3 has not moved. Cannot be used as a charge
v.2.1 p92
reaction.). Volley Fire.
Special

Yeomen
Selections: Musician, Standard Bearer
Rules: Musician, Standard Bearer
12x Yeoman
Selections: 12x Bow, 12x Horse, 12x Medium Armour, 12x Spear (Mounted)
Rules: Fast Cavalry, Impact Hits (1), Swiftstride, The Peasant's Duty
Armour: Medium Armour, Model: Horse, Yeoman, Weapon: Bow, Spear (Mounted)

Armour Combat Missile Special Rules Ref


Medium Armour 5+ 5+ Rulebook v.2.1 p94

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


Horse 8 3 3 3 1 3 1 5 Bretonnia v.1.4 p110
Yeoman 4 3 3 3 3 1 3 1 6 Cavalry Bretonnia v.1.4 p144

Weapon Range Strength Special Rules Ref


Multiple Shots (2) (Only applies in turns the model
Rulebook
Bow 24" 3 has not moved. Cannot be used as a charge
v.2.1 p92
reaction.). Volley Fire.
Spear Strength Bonus (1), +1 I (Both, only in the turn the Rulebook
Combat
(Mounted) unit charges and only against the charged unit). v.2.1 p91

Selection Rules
Aura of the Lady: Damsels have Magic Resistance (1), and Prophetesses Magic Resistance (2). (Bretonnia
v.1.4 p123)
Champion: "Follow Me!"
A unit that is accompanied by a champion may re-roll failed rolls to march due to nearby enemies, reform
and restraining from pursuit. (Rulebook v.2.1 p96)
Defensive Stakes: Set up the stakes at the start of the game when the unit is deployed. Every model in the
front rank has a stake base placed in front of it (these stakes must also be set up within the army's
deployment zone).

Defensive Stakes are treated as Defended Obstacles, and remain on the table during the game. All Troop
Types apart from Infantry and Swarms suffer D6 S 4 hits on the turn that they charge a unit behind
Defensive stakes. In addition, enemy models in base contact with the Defensive Stakes suffer -1 to Hit in the
first round of close combat. These rules only apply when fighting the unit’s front. (Bretonnia v.1.4 p141)
Fast Cavalry: Vanguard
Fast Cavalry automatically have Vanguard.

Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement;
once before they move, and at the end of their move. The unit may do this even if it marches, provided that
no model ends up moving a number of inches higher than double its Movement value.

Fire & Flee


A unit of Fast Cavalry armed with missile weapons can choose Fire and Flee as a charge reaction. If it
chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot. After this, the
unit makes a flee move. However, it may not use its Swiftstride if it does so, and the normal -1 To Hit penalty
for moving and shooting still applies.

Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from
fleeing through friendly units and automatically rally in its next Compulsory Movement Phase (unless it is
forced to Flee again from another source). In addition, it is then also free to move during the remaining
moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having
moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their
enemies, the unit suffers casualties as normal.

Fire on the March


Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot
during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire).
However, the normal -1 To Hit penalty for moving and shooting still applies.

Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit.
Characters may only join Fast Cavalry with the same Troop Type as them.

Armour Saves
Units containing one or more models with a close combat armour save better than 5+ and/or barding cannot
use Fast Cavalry. (Rulebook v.2.1 p73)
Fly (9): Flying units consisting of more than one model have Skirmishers.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M
value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless
specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers,
therefore, 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. Models that Fly can make a flying charge over intervening units and terrain as long as
they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly
move as its M characteristic, using Swiftstride.

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

Flee and Pursue


Flyers always move on the ground when attempting to
flee or pursue. (Rulebook v.2.1 p74)
General: Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own,
unless specified.

If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is
increased by 6".

If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.

If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after
applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.

Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to
be the army's General. (Rulebook v.2.1 p105, 130)
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.2.1 p76)
Musician: "Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1,
unless the opposing side has a musician also, in which case they cancel each other out.

"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally.

Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves
sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the
following exceptions apply:

The unit may only turn on the spot by pivoting like a lone model.

would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.

moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving
and firing, and will not be able to shoot Move or Fire weapons. (Rulebook v.2.1 p97)
Purebred Warhorse: Bretonnian Warhorses do not suffer any movement penalties for being barded.
(Bretonnia v.1.4 p157)
Standard Bearer: Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result. (Rulebook v.2.1 p96)
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.2.1 p82)
The Battle Standard Bearer: Unless specified otherwise, the model that carries the battle standard cannot
be the General.

Unlike normal standards, the battle standard is lost if the bearer is slain.

If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its
unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer
has a magic standard its effects continue to apply as normal.

Combat Resolution Bonus


A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.

Hold your Ground!


Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability
cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your
Ground ability is increased by 6". (Rulebook v.2.1 p105)
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.1.4 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.1.4 p121)
The Lance Formation: Any Cavalry unit with this rule may deploy in the Lance formation and/or reform into
it during the game. A unit in Lance formation follow the rules for Ranks and Supporting Attacks 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 a turn that a unit in Lance Formation makes a successful charge, all models with this rule make
Supporting Attacks with an extra rank. In addition, they add their current Rank Bonus to the S of the Impact
Hits they inflict. Finally, if the unit wins that round of combat, it also counts as having double their actual Unit
Strength for the purpose of determining if the enemy unit is Steadfast or not. (Bretonnia v.1.4 p120)
The Peasant's Duty: Models with the Peasant's Duty treat all friendly models with the Knight's Vow, the
Questing Vow or the Grail Vow within 6" as having Inspiring Presence. Unit standards in units with the
Peasant’s Duty do not confer any additional victory points if captured. (Bretonnia v.1.4 p121)

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