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View Full Version : Unscrupulous wishlisting: Bretonnia (long post)



quantumcollider
23-09-2011, 22:19
Hi all,

Inspired by the release of the latest Ogre armybook (as well as the lack of information on what comes next), I decided to write down some hopes of mine to find in the next Bretonninan armybook.
Note that I focussed on my personal take of Bretonnian fluff. The current armybook is a bit too two-dimensional (heroic knights and downtrodden peasants, very cliché) while the High and Late Middle Ages on which they are loosly based are far more interesting. So I decided to give them a bit more depht.

Lance formation: as per armybook
Knight's Vow: as per armybook
Questing Vow: as per armybook
Grail vow: as per armybool
Peasant's duty: as per armybook
Blessings of the Lady: as per armybook

Lords:
King Louen Leonceur (unique character): as per armybook

Fey Enchantress (unique character): as per armybook

Green Knight (unique character): as per armybook

Lord: as per armybook

Prophetess: as per armybook

Gerard the Traveler (Unique character)
The peasant children Bernadette and Gerard were twins that grew up at a farmstead in Bordelaux. Though Bernadette loved her freckled brother very much, it was clear even to her that something was different about Gerard, as the boy spoke of things his Sister nor anybody else could see. It was thus with great sadness but little surprise that the Fey Enchantress came to claim Bernadette's twin brother.
Years passed and Bernadette became an old woman with grandchildren of her own. One day she went to an sacred grove to collect mushrooms, when she was attacked by evil beings more beast than man. Before her blood could be spilled, mist rose from the ground and shadows came to life, enveloping and consuming the fiends.
After the last beast had disappeared, Bernadette saw a young man step out of the shadows, no more than seventeen summers old, but with ancient eyes burning with power. But it was after seeing the all too familiar freckles on the young man's face when she realized that her twin brother had returned to the moral world.
Since that day Gerard has traveled throughout Bretonnia, unable or unwilling to return to the realm of the fey. Of his goals he does not speak, but he is an unwelcome guest as his arrival heralds trouble, sometimes caused by Gerard himself. Lord Carrones was killed and his home burned after Gerard told the locals it was in fact the lord himself who had killed a young peasant girl. It was Gerard who had stolen Baron Clariont's best and fastest steed after the Baron had graciously offered the young man a place in his stable for the night. However, it was also Gerard who traveled ten leagues at night to warn the region's farmers of an impending beastmen attack. It was thanks to Gerard's warning that the knights of Couronne could muster in time to face and defeat the greenskin horde at Arrassont, where the young man himself assailed the orcs with his deadly and confusing magics.
Though his presence is unwanted, his methods are unorthodox and his respect for titles and decorum almost none existent, few who have met Gerard doubt that it is for the protection of Bretonnia and its people that Gerard travels the long roads of Bretonnia and beyond.
Stats: As Prophetess; lvl 3 Grey wizard
Special rules:
Wayward son
Gerard occasionally meets Damsels and Prophetesses of the Lady, and these confrontations are always strained. Occasionally even violent. Though nobody buy but the Traveler and the Damsel understand anything about it and neither ever shows any desire to explain. Count Berrial's main hall is still being refurbished after the battle of wills between Lady Mirella and Gerard.
If at the beginning of the turn Gerard is inside the movement range of a Damsel , Prophetess or Fey Enchantress (or the respective units they are with) she must as a compulsory move move into base contact with Gerard. Neither may make any further moves, cast spells, shoot or assault as their differences are being discussed. Roll a D6. On a 3+ their differences have been resolved (for now) and are free to do as they please in their next turn. On a roll of a 1 or 2 the meeting has become violent and spells have been exchanged. On a 1 Gerard loses 1 wound, on a 2 the Damsel or Prophetess does. If it involves the Fey Enchantress, a 1 or 2 results in the removal or Gerard as he disappears into the shadows to avoid conflict. Whatever the result, this rule will no longer be used between Gerard and this particular Damsel


Heroes:
Paladin: as per armybook

Damsel of the lady: as per armybook

Core:
Men-at-arms
Though every knight is responsible for defending his lands and peasants, all but the smallest manors are too large for one man to defend or control. The men who do most of the day-to-day tasks of standing guard on the battlements, patrolling the lord's roads, skirmishing with bandits and guarding the King's peace are the men-at-arms. These men are selected from the common populace and trained in the use of weapons by the master warden or lord's weapon master. They carry mostly polearms and other easy-to-use infantry equipment. The way these men are recruited vary, but a popular method is selecting the strongest peasant sons during the midsummer festival. These are then no longer mere peasants, but the lord's sworn men. Others are wandering mercenaries find employ in lord's garrison where they sell their skill for a few coppers a week.
During war, every lord and even the richer knights are obliged to bring along a number of men-at-arms, who will stand next to their equals from other lords and form part of the battleline. There they will perform traditional infantry duties, mainly delaying the enemy or holding him in place, until the knights can finish of the enemy with a mounted charge.
Stats and equipment: as per armybook, but with +1 WS & +2Ld
Pierre Stoneface (upgrade character)
Warden Pierre, or Old Stoneface as he is known to his men, has been a Man-at-arms as long as he or anyone else can remember. Though initially sworn to Lord DeKere, after the latter's demise he was no longer oath-bound to anyone (as far as Pierre was concerned anyway). Since then he traveled the realm offering his service and experience to local lords in exchange for a bed, board and a handful of coppers.
Stats & equipment: As Men-at-Arms Warden, +1 ld, great weapon
Nobles, bah!
Pierre has served many lords for years and has witnessed the hypocrisy of the nobility and the excesses in the name of chivalry up close. As a result, even though he accepts their coin, he has nothing but contempt for the 'noble' classes. He for one is not overly surprised or concerned when glorious knights turn tail and flee.
Ignores panic tests caused by units with the Knights Vow or Grail Vow, but not Grail Vow. Gerard is experienced enough to know that when those guys start running, it might be a good idea to catch up!

Peasant rabble
When Gilles le Breton united Bretonnia and created its first government,, the common practice of peasants swearing servitude to local warriors in exchange for protection was formalized. From that point forward every Bretonni was either a peasant or a noble.
The peasants tended to their fields, half of their produce belonging to their lord. They also had to work their lords fields, repair his fences, maintain his roads and a thousand other menial tasks a warrior should not have to do. In return, they were allowed to gather deadwood from the lord's forest, let their cattle graze at his pasture and mill their grain at his mill. All for a small fee, of course. But above all, their protection behind his shield was guaranteed by their lord.
At least that is how it supposed to be. Bretonninan nobility forms only about 2 percent of the whole populace. More than one noble noticed that knightly armies tended to be greatly outnumbered by their enemies. Also, a noble that heed the call of his lord often has to bring along a certain number of lesser warriors to fill the bulk of the army. Bringing along a lot of men-at-arms might lessen the defence of his home and lands, and losing men (and their equipment) on the battlefield would cost a lot to replace.
Often these nobles increase the number of commoner troops by mustering a rabble of peasants. Technically no lord can force a peasant to fight for him. Fighting for a lord is the burden, responsibility and honour of the nobility only. However, in exchange for a few coppers or the threat of removing them from their land and livelihood, most peasants can be found willing to join his lord's army.
Sometimes equipped with some basic weaponry from the lord's armoury, but usually just carrying a pitchfork or other sharp farm tool, they form undisciplined rabbles in the Bretonnian army. No knight (or any other experienced soldier) expects much from them except from making the army look bigger than it really is and perhaps make a few enemy warriors get tired while cutting them down.
Occasionally a peasant rabble can hold its own for quite some time. Usually after some threats of their lord. After all, what is death by sword or arrow compared to starvation of your family?
Stats: As Men-at-arms in Armybook
Equipment: hand weapon
May take spears for +X points

Peasant Bowmen
Bowmen are peasants that have trained in the use of the taxing Bretonnian longbow. It's a difficult weapon to use and requires a lot of training to built the necessary musculature. Nobles are forbidden from using ranged weapons, but most nobles allow or even encourage peasants to own and train with the longbow. Bretonnian nobles tend to be weary of commoners carrying weapons, but the longbow has proven itself as a devastating weapon and most gladly bring a group of peasant archers along to battle.
Compared to other peasant warriors, archers are well trained. Often participating in local contests sponsored by their lord and joining men-at-arms at patrols or standing guard on the battlements as part of their servile duties. Bowmen occasionally even receive some armour from the lord's armoury. The fact that peasant archers tend to be paid more than other armed peasants and do not actually expect to see the enemy from anything but a distance, makes them also highly motivated. For peasants at least.
Being vulnerable from cavalry charges has led to archers sharpening and placing stakes in front of their position. This has enabled more than one cavalry charge to falter, much to the dismay to the knights who are quickly pelted with a barrage of arrows.
Stats and equipment: As per armybook, +1 ld
Robert the Brigand (upgrade character)
As a young man Robert's skill with the bow was already unsurpassed, twice winning the local archery contest. Yet first and foremost, Robert was a farmer's son and had to work hard on his father's field to feed his brothers and sisters. Not an easy task when the local lord claims most of the produce for himself.
When the crops failed and winter came, the lord would not be merciful with his taxation and Robert's family risked starvation. In desperation, Robert went into the forest and killed one of the lord's deer. He was caught and brought before the lord, who trailed him for poaching, where he was sentenced to death by hanging.
However, as he was led to the gallows, he managed to escape his bonds, knock over the hangman onto the lord and in the following confusion fled into the forest. The lord was infuriated, and vented his anger by burning down Robert's family cottage and killing his family, while declaring Robert an outlaw.
In the cold forest, the heartwrecked Robert had to resort to thievery to survive. He met similar fated outlaws in the forest's depths and soon formed a band. His skills served him well and soon the lord's servant start to fear the threes and the outlaws who might lurk there. The lord's men scoured the lands and forest for Robert's band, and he had to move quick to survive. Everything he couldn't carry he gave to the starving peasants, out of compassion for their lot but also to get their loyalty and protection. Soon every peasant in the district knew of Robert and supported his struggle against their tyrannical overlord.
Rowdy peasant songs describe how eventually Robert and the lord met and faced of. And how it ended with Robert putting an arrow though the lord's unprotected throat.
Robert has been an outlaw ever since, unable to find solace anywhere as every lord wants his head for the murder of one of their own. And he pays them in kind by robbing them when and where he can, giving the locals what he cannot carry. And as he and his band move through the realm, so does his legend.
Stats: As Bowmen with BS5 and Ld7
Special rules:
Deadeye
Robert's accuracy with the bow is said to be legendary, rivaling even that of the mysterious elves themselves. Peasants tell tales how he managed to shoot the brutal Baron of Inion in the face at a hundred paces when his visor was up.
Robert's bow has the sniper special rule.
Split shot
There are many outlandish tales spreading around the common folk about Robert's skill and exploits. The most ridiculous, yet also the most frequent, is about his ability to lay two arrows on a string and hit two targets at close range.
As a stand-and-shoot reaction, Robert's bow has the Multiple Shots (2) special rule.
The Outlaws
Robert's band of brigands, or the 'Outlaws' as they call themselves, are very adept at moving and hiding in Bretonnia's many forests. Striking their target and slinking away before the local lord can hunt them down. Also, all of the Outlaws have been trained by Robert himself, making them expert shots themselves
Robert's archer unit will have BS4 and the Skirmish Special rule.

Knights-of-the-Realm
Every nobleman is a knight, and every right-thinking noble son wants to be one, for in a class where chivalry and duty to the Lady is all, the opportunity to fight with sword and lance for lord and land is the highest honour that can be found. Likewise, even the lowest knight rises far above the common populace, owning a horse, armour, sword and lance to strike down the foes and monsters that assail Bretonnia, gaining honour and the admiration of their peers and womanfolk.
At least that's what the bards claim anyway. The reality tends to be a bit more complex. Though every knight is also a noble, and gains all benefits from that position, including a noble upbringing and extensive training in the use of weapons, he also has to fulfill a lot of obligations. The code of chivalry is actually very complex, and there are a lot of rules and regulations, that a knight has to follow after he is dubbed. One very important one is that every knight should own a purebred warhorse, his own armour, a sword and lance. Each of these items are very expensive in a country where the trade crafts are poor, and not all knight can afford these. Here land is wealth, and nobles without land are nobles in name only. Though most of the lords live in luxury that the peasant population can hardly imagine, it is because they have inherited the lands and titles of their fathers. Bretonninan common law states that most of a lords possessions, titles and ownings go to the oldest son, with much less for the younger sons to inherit. Poor knights may own a small manor and his personal knightly equipment, which will be inherited by his eldest son, with nothing left for younger ones, who will have to find their fortune elsewhere. Many knights will try to find service with a rich lord, trying to earn enough glory and honour to be gifted with a manor. Or perhaps marry one of the lords daughters. Win a tournament. Or capture a enemy in battle and gain a ransom.
Nevertheless, every knight is first-and-foremost a warrior, and whether he is a baron or a hedge knight, when the call to arms comes, every single one will fight with strength, skill and honour, for lord, land and the Lady.
Stats and equipment: As per armybook

Foot knights
Every knight prefers to fight on horseback. Quickly moving into contact with the enemy, scattering them before you. Far removed from the mud and the blood and sweat of the common man. Also, walking around in heavy armour will eventually tire even the most fit knight.
Nevertheless, knights are first-and-foremost warriors, and if the situation requires it they will get of their horses and fight on foot. Also, sometimes a knight is unlucky enough to have its horse shot from under him and not have a replacement ready. A horse is an expensive and valuable resource after all. In this case too the knight will have to do battle on his own legs.
Whatever the reason, knights fighting on foot form their own units. They are nobles and do not mix with low-born infantry. Their armour and skill makes them great heavy infantry and combined with knightly chivalry often means that they form up on the most dangerous parts of the battleline, storming walls or dueling it out with other worthy warriors on foot.
Stats and equipment: As knights-of-the-realm, without warhorse and lance
Buckler
Sometimes a footknight fights with a buckler instead of a proper shield. A buckler is a small shield held in the left hand. It's to small to protect one from missiles, but when used in tandem with a sword, it can parry many blows. Moreover, the buckler is solid enough to be used as a massive iron fist
A buckler counts as an additional close combat weapon that also allows a parry save. +X points/model

quantumcollider
23-09-2011, 22:19
Knights Errant
Every decent young Bretonninan noble dreams of one day being dubbed a knight-of-the-realm. And his education is started at young age, when he is sent to another nobles household to serve as a page to learn the ways of chivalry and coutesey. As a young man he will serve his master as a squire, attending to his weapons and armour while learing the ways of sword and lance. When his master decides him to be ready, fully versed in the arts of war, chivalry and courtly manner, he will be dubbed a knight.
However, many lord's insist upon one final test of strength and character, where the young squire must perform a task of quest. This could be escorting a lady through dangerous terrain, lead a group of men-at-arms to flush out some bandits or kill a dangerous beast stalking his lord's land. He then has become a Knight Errant.
During times of war, lord's often bring along a group of young men to serve as Knights Errant, clad in cheap surplus armour of their lord, who will learn the final skills in the crucible of battle itself while strengthening the army. These young men then to be brash, overconfident and often hard to control, their impetuousness making them charge of where cooler heads would have waited.
Knights Errant do not have a formal leadership, but are usually lead by the oldest or the son of the highest ranking lord. They are often lead by a Gallant, or Knight-Bachelor. These young men have proven their valor before, earning the right to be dubbed. However, the reality might have been that they simply cannot afford their own horse, sword and armour yet. So they remain a Knight Errant, hoping to gain enough honour that a lord may take him in his sevice or even grant him a patch of land.
When a lord wants to bring as many knights to a battle he can muster, he can declare a War of Errantry. Every squire in the lord's household and of every one of his vassals will have the right to answer the call to war. Obliged by ancient degree, their masters will give them the horse, weapons and armour he requires and join the declaring overlord and his army on the field of battle as a Knight Errant. Those who survive the war will be dubbed Knight-of-the-realm, and it is also a good way to gain honour and perhaps even earn a manor to call their own. When the king himself call for an Errantry War, young man from all over Bretonia will gather en masse to answer the call of war. This is done sparingly, since when the battle goes ill, a whole generation of Bretonnia's finest will be in peril.
Stats and equipment: As per armybook
Knight's vow
Impetuous: as per armybook:
Cheap armour: The armour that Knight Errant wear is supplied by their lord, who usually gives them some cheap hand-me-downs from a dark corner of the armoury. As such, their quality is not great...
All missile attacks against this unit count as Armour Piercing

special:
Questing Knights
Every knight in Bretonnia worships the Lady. To what extent differs for each individual. Some are very pious, their every action guided by their desire to honour the Lady. Others pay only lipservice, not overly concerned what their godess might think of one mere mortal. Some follow all the rites and rituals, yet their actions go against everything the Lady and Chivalry stand for.
Yet beyond these there are men who feel the need to get closer to the Lady than a mere man can be. Their reasons may vary. Perhaps they are very religuous and want to find their Godess, or find forgiveness for a previous sin, or try to find meaning in an unforgiving life. These knights take up the questing vow, laying down their lance (the weapon with which he fights beside lord and peers and symbol of duty) and giving up their titles, lands and riches and set out to find their goddess and drink from the fabled Grail.
These men travel the realm of Bretonnia and far beyond. Guided only by their own conscience, visions of the Lady and Grail and (if they are very lucky) the Fey Enchantress, they confront dark foes and formidable monsters, both without and within. After years of hardship and struggle, after his valour and strenght have been proven beyond doubt and all his inner daemons been slain, the mysterious Lady-of-the-Lake will come forth and let him drink from the Grail.
Rules and equipment: As per armybook.

Mercenary Company
Bretonnia is a land beset by conflict. Rivalries, intrigue and petty squabbles are common among the Bretonnian nobility. So conflict frequently erupts between rivaling nobles, despite King Louen Leonceur's best efforts to keep the King's Peace. And that doesn't even mention the Beastman warheards that sometimes bursts form the deep forests, Orc an Goblin migrations, Dark Elf raiders or roaming bands of the Undead. As such, there is always a need for men that will fight. If it isn't for Lord, Land or Lady, than surely they will fight for gold.
Stats: as knight errant with +1 Ld
Equipment: hand weapon, light armour. A mercenary company must be further upgrades to become the following:
Bretonninan Mercenaries
These men are considered the lowest form of life in Bretonnian society. Band of runaway peasants, criminals and even disgraced nobles roam Bretonnia in search of conflict and fortune. Most would have been hanged on sight if it wasn't easier to get them killed by throwing them against a rival lord in some petty conflict. Armed with whatever they found on a previous battlefield, they guard merchant convoys, search forest for raiding Beastmen and form a expandable block of infantry in some skirmish between two lords.
Equipment: spear. The champion carries a shield and heavy armour instead.
Tilean Pikemen
Tilean mercenaries are usually equipped with the pike, a weapon twice as long as a spear. They use this to form inpenetrable blocks of infantry, with row after row of sharp spearheads ready to perforate the enemy.
Equipment: pike (same rules as spear, but allows one extra rank to fight)
Marienburg Marines
Mercenaries from the free city of Marienburg often have served as marines on one of the cities many merchant vessels, fighting of boarding parties of Chaos pirates and Dark Elf slavers. They are well equipped and experienced in fighting close quarter battles.
Equipment: Shield. The champion also carries a pistol.
Estalian Crossbowmen
Mercenaries from Estalia favour using the crossbow as their main weapon. Their excellent range and power, combined with a very easy to learn operation make them a local favourite. Their slow rate of fire is not considered a problem as most mercenaries try to avoid direct combat anyway.
Equipment: Crossbow
Imperial Field cannons
Though every Bretonnian noble claims they are horrified by the Cannons of the Empire, none will doubt their effectiveness. As such, mercenaries from the Empire can find much employ in Bretonnia if they happen to bring a cannon along. As long as no noble actually fires them, their is no dishonour in actually using them, after all. Imperial mercenaries usually use the small and rather light field guns in their arsenal (great cannons being much more cumbersome and difficult to come by). One such gun is not particular impressive, but several in salvo can be devastating.
Equipment: For every four mercenaries one field cannon may be added, to a maximum of 3
Field cannon: r = 36” s = 6 Ignores Armour saves, move or fire, slow to fire
Special rules:
They don't pay me enuf fer this!
Mercenaries have often seen many battles and tend to be quite experienced. The reason for this is that they know when to run away fast! As such, a mercenary company is not easily overpowered, but when they are, they have no calm about cutting their losses and run.
If a mercenary unit fails a rally test, roll a leadership test. If it is passed, the unit may make a rally test next time it can attempt to really as normal. If it is failed every next rally test is automatically failed.
Mercenary Scum
Mercenaries fight for gold, not for a flag or a leader. They cannot use the leadership benefits granted by inspiring presence rule.

Freemen militia
Not every commoner in Bretonnia is a peasant. The inhabitants of several cities and a few towns are proud to call themselves freemen. They are not governed by a local lord but by themselves, usually in the form of a local town council or other respected group of commoners. It was not always so.
After Gilles le Breton's formalization of Bretonni customs every Bretonni was either a noble or a peasant, living together in mostly selfsufficient communes, or manors, where the peasants tended the fields and paid taxes, while lords protected them and rode to the service of their overlords.
However, as time went by trade increased. Especially at the coast where ships from Ulathan and the Empire came by and unloaded cargo never before seen in Bretonnia. Enterprising peasants started trading these wares to other parts of the country and, despite massive taxation and other obstacles by the nobility, managed to accumulate a considerable amount of wealth. Cities grew as more traders and craftsmen moved to the cities, further increasing the fortunes of its residents. Yet despite their fortune, they were still subservient to their local lords.
However, when Count Edemar's coffers were empty, the people of Aquataine approached him with an offer: Their freedom in exchange for a large sum of money. The practical (and cash strapped) count accepted and gave Aquataine a charter.
From that moment forward the people of the city of Aquataine considered themselves freemen, free from tyranny and free to rule themselves. However, when the Duke of Aquataine learned of this he immediately assembled an army to bring the city back under noble rule and remove the peasant upstarts from power.
The knightly army met a hastily assembled militia at the fields near Brugand. Filled with confidence, the duke and his army stormed the peasant rabble assembled against them. However, despite all expectations, given strenght by their newfound freedom (and their spiked clubs called 'goedendags' as well as a hastily dug and carefully concealed ditch) the freemen won the day. It is said so many valuable fleur-de-lys pennants were recovered from the bodies of the nobles that it became known as the 'battle of the golden lilies'.
Since then other cities have also gained their freedom, condoned by their former lords as the increase in trade (and thus the increase in taxes) more than makes up for any loss of control. There have even been some enterprising lords that created a charter town in the hopes of attracting new trade and taxes.
These cities are defended by their own populace, who form militias to maintain order and defend the city in times of war. Baker, cobbler, merchant and blacksmith all march together under the cities banner, traditionally carrying the 'goedendag' in its defence. In times of war, the town council sometimes sends out units of militia to join a lords army if the town council thinks its in its interest.
Equipment: Light armour, goedendag (counts as great weapon)
Stats: As knight errant

Mounted Yeoman
Every lord and the richest knights will go to war with many retainers by their side. From servants to cook their food and put up their tent, to the men-at-arms that will form part of the battleline. The highest among the commoners are the Mounted Yeoman.
These are commoners that are allowed to ride one of the lord's horses. It is a great honour as even destiers of lesser breed than the pureblood warhorses tend to be highly valued.
These wardens perform acts that are essential in every army, but beneath most knights and nobles. They act as outriders, scout, messengers and skirmishers, harassing enemy formations with bow and spear and running down fleeing formations. It's no wonder that these men are highly respected among Bretonian peasantry. However, they are equally feared, since they also form the dreaded raider groups called Chevauchees.
When two lords are fighting one another, they are often unable or unwilling to attack their opponent directly. Then they usually resort to attacking the source of wealth of their opponent, to drain them of resources. Which are the lord's farmlands, villages and peasants. These raiders have caused untold destruction in Bretonia, burning farms and villages, slaying everyone in their way. Many peasant dread the sound of a mass rumbling hooves in the distance.
Stats: as per armybook with +1 Ld;
Equipment: Light armour, hand weapon, spear, bow.
Fast cavalry (not lost when wearing light armour)
Yuri the Hussar (upgrade character)
Yuri was not born in Bretonia. Though this brooding man reveals little about himself, his accent and trademark mustache mark him as coming from the land of Kislev. Though clearly not of noble blood, his skill as a horseman gained him employ as an Warden in the Kings army and earned him the nickname 'The Hussar', after the Kislevs light cavalry. In fact it is rumoured that Yuri was actually a Hussar captain at the Ice Queen's court, but that a scandal saw him banished or forced him to flee. At any rate, Yuri quickly became Master Warden and trained his riders in skills and techniques unheard of in Bretonia, but brutally effective. Wise King Louen Leonceur has ordered the skilled horseman to venture to his vassals lands and train their wardens as well and selecting the best to join Yuri, so when the next war comes, the King will have light cavalry more capable than any rider save the knights of Bretonia themselves.
Stats: As per armybook with +1WS & +2ld
Chevauchée
Yuri and his outriders are experts in running down fleeing units after a battle. It is said that in every won battle in which he partakes, more enemies are killed during the rout then during the actual fighting.
Any unit that is fleeing and tries to rally when Yuri's Outriders charge it, must reroll it's leadership test to rally, if it is successful
The Outriders
Yuri's men call themselves the 'Outriders'. They have been handpicked by the horsemaster himself from garrisons all over the realm.
All Outriders have BS4

Grail reliquary with battle pilgrims
The Lady-of-the-Lake is Bretonia's patron deity, yet worship is only allowed for the noble classes, lest they offend her with their lowly customs. Peasant and commoners are not allowed to enter the Shrines in castles or palaces or partake in feast and rituals.
Yet despite all that, it is in the field, forests and meadows that the presence of the Lady is most keenly felt. And since the Lady first appeared to Gilles-le-Breton, peasants have come to these places with offerings and prayer. When Grail Knights settled at these sacred sights, they shared their wisdom with everyone who came with devotion of the Lady in their heart, unconcerned by the petty difference between noble and commoner.
Soon devoted men would follow the Grail Knight around as loyal disciples or on their own spread the word of the Grail Knight to anyone that would listen. In turn these men found converts, and cults devoted to the Lady and her Holy Warriors sprouted up over Bretonia and prospered, besides some of the nobles best efforts to suppress them. These groups would spread over Bretonia, preaching the word of the Lady and their patron (or at least their particulr version of it), while searching out places and collecting relics touched by these holy beings. Their teachings usually involved rejecting worldly possessions and concerns and protect the Lady and her land against evil, giving many of these processions a martial aspect as well, though their enthusiasm did little to improve their actual skill.
As time went by, these cults became a part of Bretonian society, though barely tolerated by the traditionally minded nobility and often considered noisy troublemakers by the peasants that tend to a relic or holy place the cult came to visit. Nevertheless, their uses on the battlefield and their often impressive collection of relics and loose parts of supposed Holy Warriors ensure that they avoid persecution and usually a dry place to spend the night.
Rules and equipment: as per armybook

Pegasus Knights: as per armybook

rare:
Grail Knights:
Grail knights are the blessed individuals who after years of questing though remote and far away lands, after slaying monsters and foes that beggar belief, have received the honour of drinking from the Lady's Grail. Only the best and purest of knights will every gain this boon, after having found a strength of will that transcends worldly concerns and he will be something more than man and wholly dedicated to the Lady.
Though still mortal, and requiring food and drink for sustenance, there is something else about him. His skin is unblemished. Sickness will not blight him. His eyes and voice are filled with an otherwordly power and wisdom. Dirt and filth will not cling to him. His skill with blade and lance is unparalleled. And he will live long enough to see his grandchildren grow old and die.
Grail knights are sometimes encounters traveling the land, where they are welcomed by king and peasant alike. If an army is assembled, Grail knights sometimes join them for their own purposes, which essentially is the protection of Bretonia itself. Their skill, experience and knowledge is greatly admired, and many lords have willingly surrendered command to one of these living saints.
Between war and conflict, a Grail Knight will often settle at a sacred shrine or other holy place far from civilization, protecting it from defilement by dark forces, while local peasants come to visit him with offerings of a few essential items and foodstuffs, while asking for his advice or blessing.
Stats and equipment: As armybook.
Special powers (invoked as Empire Blessings of Sigmar, may be cast in combat):
Blessed Radiance
A Grail Knight is an inspiring sight, but it is during battle that his power truly shines. His eyes will burn with otherworldy light. His weapons and armour will be as bright as silver. His sword and lance shine with the power of the lady. His light will motivate even to most downhearted peasant to great acts of glory and terrify the dark powers that oppose them.
All units within 6" that are either unengaged, in close combat or fleeing are respectively immune to psychology, unbreakable or rally immediately. Grail Knight unit causes fear in armies from the Forces of Destruction. Lasts until beginning of next magic phase
Memory of the Companions
A Grail knight's skill in battle is unparalleled, moving as a lion through sheep. Yet some witnesses have claimed that when battle is at it fiercest, it is not the Grail Knight who's there anymore, but Gilles-le-Breton or one of his Companions himself that has come to fight the enemy.
All Grail Knights in the unit have +1S,+1I and +1A; Lasts until beginning of next magic phase

Trebuchet: as per armybook

Bingo the Fun Monkey
23-09-2011, 22:28
I would be a happy dappy to see these changes implemented. I'm sure my Bretonnian opponent would too. However, you're most likely going to get a big set like a Grail Chappel on wheels pulled by raving lunatics with skulls all over it.

Andy p
23-09-2011, 22:47
Will the grail chappel lunatics project bolts of pure skulls from their eyes?

Personally I have noticed the ole brets taking a beating lately, the cover of the orc book, in more than a couple of Ogre pictures in the new book such as the stonehorn, sabretooth packs and the picture on the inside of the cover. Suggests that they might be being paid attention to.

Probably just a coincidence though.

The bearded one
23-09-2011, 23:25
You definately didn't oversell it when you said 'long post' 0.o

quantumcollider
23-09-2011, 23:27
You definately didn't oversell it when you said 'long post' 0.o

Well, I had a surge of inspiration...

Asp
24-09-2011, 00:48
great post

can you do something about questing knights to make them more flavourful

Chain
24-09-2011, 01:44
Would be nice to see Gerard as an option,
personally I'd also like to see Leofric(well he could also be in the WE book)

Though I do from time to time wonder if Leofric just might be the Green Knight eventually.

grumbaki
24-09-2011, 04:33
Love the post. Plus, anything that puts more emphasis on commoners (and gives Knights Errant hand-me-downs) is a good thing in my book.

Toshiro
24-09-2011, 16:02
Very interesting suggestions :)

Off Topic: Hi grumbaki! I'm missing your batreps, any new campaigns on the horizon? :)

Tarliyn
24-09-2011, 17:40
Seems like some of the rules are a bit ott. It would be a great start though for some playtrsting.

Reminds me when I did something similiar for ogres a few years back.

quantumcollider
24-09-2011, 18:04
Seems like some of the rules are a bit ott. It would be a great start though for some playtrsting.

Reminds me when I did something similiar for ogres a few years back.

I'm more of a fluff enthousiast than anything else, so I thought of some rules that would be very flavourful, but not too invasive in the metagame.

Of course, I can be wrong.

sulla
24-09-2011, 22:15
...So, greateapon hordes, trebuchet, cannons and knights to mop up? :( Not very characterful.

Trebuchet are siege weapons. why not give them rules that make them better at attacking buildings and walls, rather than squashing ranked infantry. For eg; s4(10), does 2d6 hits to models in a building,and in sieges, does a point of damage to bulding hit by the centre of the template even if it fails to wound.

quantumcollider
25-09-2011, 12:08
...So, greateapon hordes, trebuchet, cannons and knights to mop up? :( Not very characterful.

Trebuchet are siege weapons. why not give them rules that make them better at attacking buildings and walls, rather than squashing ranked infantry. For eg; s4(10), does 2d6 hits to models in a building,and in sieges, does a point of damage to bulding hit by the centre of the template even if it fails to wound.

Well, characterful is a matter of taste. I based my ideas of a Bretonnian army on high to late medieval army, instead of the (mostly) knightly army it is now. Infantry and support were very important (though few knights would be willing to aknowledge that). And to elaborate, the greatweapon militia was based on an actual historical event http://en.wikipedia.org/wiki/Battle_of_the_golden_spurs.

As for the trebuchet, I personally think the rules are fine. Situations where buildings are attacked will imo not come up often enough to warrent new rules.

Reptile
25-09-2011, 12:51
Well, characterful is a matter of taste. I based my ideas of a Bretonnian army on high to late medieval army, instead of the (mostly) knightly army it is now. Infantry and support were very important (though few knights would be willing to aknowledge that). And to elaborate, the greatweapon militia was based on an actual historical event http://en.wikipedia.org/wiki/Battle_of_the_golden_spurs

No one doubts you on that, as a high to late medival army list it's great.
As a warhammer brettonian army list it's way off.
Bretts don't use mercenaries, infantry that actually wants to be there or gunpowder. Those are defining characteristics.
Respect the lore.

quantumcollider
25-09-2011, 13:31
No one doubts you on that, as a high to late medival army list it's great.
As a warhammer brettonian army list it's way off.
Bretts don't use mercenaries, infantry that actually wants to be there or gunpowder. Those are defining characteristics.
Respect the lore.

I do not agree. Bretonnians are first and foremost knights, which I consciously kept intact. all the various knights are still there (plus one, and a bit more diversion). The rest is details open to interpretation. I put most of the new infantry choices not in core exactly for the reason that the will not dominate future armylist.

Furthermore, the Bretonnian armybook has gone through significant changes itself. From extreme corruption (with cannons!), to highly noble warriors, to something in the middle. I'm just making a step in the 'more real' direction.

Reptile
25-09-2011, 20:15
I do not agree. Bretonnians are first and foremost knights, which I consciously kept intact. all the various knights are still there (plus one, and a bit more diversion). The rest is details open to interpretation. I put most of the new infantry choices not in core exactly for the reason that the will not dominate future armylist.

Furthermore, the Bretonnian armybook has gone through significant changes itself. From extreme corruption (with cannons!), to highly noble warriors, to something in the middle. I'm just making a step in the 'more real' direction.

Point taken.

Imo "something in the middle" is where they need to be in order to differentiate them totally from the Empire. Your list is like a pre 5th Brett with some DOWs tacked on for variety. I do like your SCs however and your fluff is well written and interesting.
You obviously put a lot of thought into it and have defended it articulately.
So for that I say... well done, sir!

Wargamejunkie
25-09-2011, 21:22
Wanted to make a note that in Carcassonne mercenaries are used as "herders" often with 30+ armed men to a single sheep.

Using the current lore I think this is how they would sneak in mercenaries as even if the Lord won the battle once word got out he brought in mercenaries he would be done. Again using current lore.

Doommasters
26-09-2011, 02:22
I know nothing about Brets but it was a nice read and there seems to be good synergy between units.

sulla
26-09-2011, 20:41
As for the trebuchet, I personally think the rules are fine. Situations where buildings are attacked will imo not come up often enough to warrent new rules.I';m sure most Bret players would agree the treb rules are 'fine'. But most non-Bret players would point out that they are both out of step with 8th edition (+2 strength over a normal stone thrower and cheaper, to boot) and don't represent it's fluff as a siege engine very well.

It is only marginally better at attacking buildings, but vastly better at smashing troops. This should be addressed in the 8th edition Bret book.

Reptile
26-09-2011, 20:55
I';m sure most Bret players would agree the treb rules are 'fine'. But most non-Bret players would point out that they are both out of step with 8th edition (+2 strength over a normal stone thrower and cheaper, to boot) and don't represent it's fluff as a siege engine very well.

It is only marginally better at attacking buildings, but vastly better at smashing troops. This should be addressed in the 8th edition Bret book.

Turkeys don't vote for christmas :p

sulla
26-09-2011, 23:12
Turkeys don't vote for christmas :p:DIn that case, it should do 2d6 HKB hits and be mounted on a Hippogriff chariot for 25 pts as a core choice. ;):p

Reptile
27-09-2011, 08:36
:DIn that case, it should do 2d6 HKB hits and be mounted on a Hippogriff chariot for 25 pts as a core choice. ;):p

Can you write the next Empire book?

Xerkics
27-09-2011, 13:10
With all those mercanaries and cannons what you have essentially is an empire list with better knights it's not particularly flavourfull for brets.

WarlockLoki
27-09-2011, 21:31
I do like the text you wrote. But i share the oppinion of other posters here: Cannons, Mercenaries, Blackpowder at all - those are technologies which do not fit into the Bretonnian style i got to know.

They are all along fantasy chevaliers with some reality inputs like those men-at-arms. I am looking forward to the book itself thought - definitly the first 8th edition book i am going to buy :)

quantumcollider
28-09-2011, 16:03
With all those mercanaries and cannons what you have essentially is an empire list with better knights it's not particularly flavourfull for brets.

Not true. The mercenaries in my list have a lot of different options, but the are all essentially from one unit entry (ie Mercenary Company, the different options are just weapon loadouts) and are not core choices, so you can only take a very limited amount (especially since it has to compete with a lot of other choices.)

Core is still mostly knights with some infantry support, so they still form the heart (and soul) of the army.

That said, I was thinking to moving Mercenaries or Freeman Militia tot the rare choices to limit their use further, but only a lot of playtesting could determine if these infantry choices would be too much. I'm certainly open for suggestions or improvements.

However, whether mercenaries and cannons are flavourful, that's a matter of personal taste. I happen to like it and I think it would give Bretonnia a lot more depth. And it wouldn't be the first time an official armybook (or codex) came out with extensive changes.