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jp22102000
13-02-2008, 02:10
Im not sure if I should post this here or in rules development but here it is anyway. It is a Bretonnian Army list using the Ancients rules but with the warmaster rules for magic and flyers. I plan on making an army list for all armies based on the newest (7th edition) fantasy book. You will notice that there are a few new units but I tried to make it so one can easily
convert/paint the unit differently so one can still use their fantasy
army.


Bretonnia
Special Rules
Bretonnian armies only rout when half of the units of Knights are
destroyed, other units do not count.
Lady's Blessing- Units with the Lady's Blessing (Knights Errant,
Knights of the Realm and Grail Knights) receive a 6+ save if they
fail an armor save or receive no armor save. This save can never be
modified or negated.

General
One Duke or Prophetess must be the army general

Duke 125pts
Attacks: +2 Command: 9 May ride a Pegasus for +15
points, or a hippogriff for +80 points.

Prophetess 125pts
Attacks: +0 Command: 8 May ride a unicorn for +10
points. Wizard, and may add +1 to all spell casting attempts.

Heroes
May have 2 heroes for every 1000pts

Paladin 80pts
Attacks: +1 Command: 8

Damsel 45pts
Attacks: +0 Command: 7 Wizard

Units

Knights Errant 90pts -min/-
max Size: 3
Type: Cavalry Attacks: 3 Hits: 3 Save: 4+
Must always use Initiative to charge if possible and may never
evade. Lady's Blessing

Knights of the Realm 105pts 1min/-
max Size: 3
Type: Cavalry Attacks: 4 Hits: 3 Save: 4+
Knights of the Realm may never use Initiative to evade. Lady's
Blessing.

Grail Knights 135pts -
min/1 max Size: 3
Type: Cavalry Attacks: 4 Hits: 3 Save: 4+
Grail Knights may never use Initiative to evade. Immune to terror
and are never pushed back in combat or roll for Drive Backs. Lady's
Blessing. Only one unit of Grail Knights may be fielded in a battle.

Men at Arms 45pts 1min/-
max Size: 3
Type: Infantry Attacks: 3 Hits: 3 Save: 6+
Bowmen 55pts -min/-max
Size: 3
Type: Infantry Attacks: 3/1 Hits: 3 Save: 0

Peasants 25pts -min/-
max Size: 3
Type: Infantry Attacks: 3 Hits: 3 Save:
0
Unreliable, all orders to a unit of peasants receive and additional -
1.

Skirmishing Bowmen 55pts -
min/2max Size: 3
Type: Infantry Attacks: 2/1 Hits: 3 Save: 0
Skirmish

Mounted Yeomen 70pts -min/2max
Size: 3
Type: Cavalry Attacks: 2/1 Hits: 3 Save: 0
Skirmish

Trebuchet 75pts -
min/1max Size: 1
Type: Artillery Attacks: 1/3 Hits: 3 Save: 0

Pegasus Knights 125pts -min/1max
Size: 3
Type: Flyer Attacks: 2 Hits: 3 Save: 6+
May never use initiative to evade.


Mounts

Hippogriff
Causes terror, allows character to fly, and adds +2 attacks.

Unicorn
Adds +1 attack.

Pegasus
Allows the character to fly and adds +1 attack.

Spells

EERIE MIST
4+ to cast
Range 30cm
An eerie mist rises about the enemy unit stifling the sights and
sounds of battle.
This spell can be cast on any enemy unit within range regardless of
whether the Enchantress can see it or not.
The spell lasts until the end of the opposing player's following turn.
The unit cannot use its initiative. Any order given to the unit, or
to any brigade of whom it is a part, suffers a -1 Command penalty.

LADY'S FAVOUR
5+ to cast
Range 30cm
A vision of The Lady appears to lead the Bretonnians into the midst
of battle or away from danger.
The spell can be cast on any unengaged friendly unit within range
regardless of whether the Enchantress can see it or not. The spell
affects only a single unit, never a brigade.
The unit can be moved just as if it had received an order in the
Command phase. Character stands that have joined the unit will not
move with it: they remain where they are.

Wrath of the Heavens
6+ to cast
Range 30cm
The damsel calls down lightning and comets down from the sky onto her
enemies. These counts as 3 shooting attacks worked out in the
ordinary way. No armor saves may be taken against these attacks.
The caster does not have to see the unit to cast this spell.

Aerial Shield
5+ to cast
Range affects friends within 15cm
The spell is cast upon the Enchantress herself and affects all
friendly units within 15cm of the stand. The spell lasts until the
end of the opposing player's following turn.
All friendly units within 15cm of the Enchantress can re-roll any
failed Armor rolls during the Shooting phase and combat phase. This
applies all Armor a roll whether from ordinary missile fire, dragon
breath, spells, and so forth. The re-roll also applies to Armor
rolls taken for hits that have been suffered whilst charging at an
enemy unit that shoots prior to contact. In this case the re-roll
only applies if the Enchantress is within 15cm of the unit at the
start of its charge move: it does not matter if the Enchantress is
more distant once the unit has completed its charge.
Note that only a single re-roll is permitted regardless of how many
Enchantresses are within range or what other factors apply. It is
never permitted to re-roll a re-roll in any circumstances.


Special Characters

King Louen Leoncoeur 230pts
Attacks: +4 Command: 9 Mount: Hippogriff (extra 2 attacks
already calculated)
Special Rules
One unit of Grail Knights may be taken for each 1,000pts, instead of
the normal one unit per army.


Fay Enchantress 150pts
Attacks: +1 Command: 9 Mount: Unicorn (extra attack already
calculated)
Special Rules
Causes terror.
Wizard, and adds +1 to all casting attempts.

Persephone
03-06-2008, 15:21
Thanks for the post. I like the conversion to Ancients that you did. Are you working on any other lists?