BRETONNIAN KNIGHTS ERRANT WARBAND (V1.5)
By Tommy Punk with the help from Bill Strip and Gary Mort
(Archive Pestilen)
The knight is equipped with weapon and armour before he departs on his errand, depending on the wealth of the village and the knights family this ranges from a suit of leather armour and a simple shield to a barded warhorse and ornate heavy armour. All knights are given a shield with their family colours, or the colours of the Knight of the Realm of that village if the family doesnt have their own colours. The shield is traditionally without heraldry as this will be based on the errand that the knight strive to complete, for example slaying a monster would base the heraldry on that monster. Sometimes the Knight bring with him a trusted friend in the form of a hunting dog, the Knights of Bretonnia love hunting and one of the responsibilies of the young Squires are to look after the Knights hunting dogs.
Its not uncommon that Knight Errants band together to travel in a group, often they are brothers or childhood friends who has taken up the errant together. In addition they are joined by a small number of squires, eager to proove themselves in combat. In addition as the Errant party passes through villages they attract the attention of the villages youngs. Sometimes a bored youth decides to join the party, in the hope that one day he will have the courage himself to attempt the knight errant. While the knights pursue a particular goal with their Knight Errant they will not immediately abandon the warband once they have completed it. Abandoning your friends in the dangerous Land of the Dead or City of the Damned is not an honorable deed. Thus the knights stay together until they can all return or all agree to return.
CHOICE OF WARRIORS
A Knights Errant warbant must consist of at least 3 models and the maximum size is 15 models. You have 500 Gold Crowns to assemble and equip your warband.
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HEROES |
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Knights Errant |
Your Knights Errant warband must include at least one Knight Errant and up to four Knights in total. |
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HENCHMEN |
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Squires |
Your Knights Errant warband may include any number of Squires. |
HIRED SWORDS
The Knight Errants warband may not hire Hired Swords that are evil, uses magic or uses poison.
KNIGHT EQUIPMENT LIST
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Hand-to-hand combat weapons: |
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Mace/Hammer |
3 GC |
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Battleaxe |
5 GC |
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Sword |
10 GC |
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Morning star |
15 GC |
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Double-handed weapon |
15 GC |
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Lance |
20 GC |
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Missile Weapons: |
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None |
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Armour: |
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Upgrade starting Light Armour to Heavy armour |
+30 GC |
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Helmet |
10 GC |
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Barding |
50 GC |
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Special Equipment |
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Wardogs (up to one dog per knight) |
35 GC |
SPEARMEN EQUIPMENT LIST
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Hand-to-hand combat weapons: |
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Dagger (first free) |
2 GC |
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Mace |
3 GC |
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Axe |
5 GC |
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Sword |
10 GC |
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Spear |
10 GC |
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Halberd |
10 GC |
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Flail |
15 GC |
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Double-handed weapon |
15 GC |
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Missile Weapons: |
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None |
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Armour: |
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Shield |
5 GC |
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Helmet |
10 GC |
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Light Armour |
20 GC |
BOWMEN EQUIPMENT LIST
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Hand-to-hand combat weapons: |
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Dagger (first free) |
2 GC |
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Mace |
3 GC |
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Axe |
5 GC |
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Sword |
10 GC |
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Missile Weapons: |
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Bow |
10 GC |
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Longbow |
15 GC |
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Armour: |
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Helmet |
10 GC |
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Light Armour |
20 GC |
BRETONNIAN LEADER
The Knights Errant warband doesn't have a leader like a normal warband has, the Knight Errants are brothers in arms and the Squires will happily follow any of the mighty knights. However as rules and scenarios confer special bonuses or rules to leaders the warband must have one. Each of the Knight Errants start with D6+7 experience points, the knight which rolls the highest experience is the leader and from now on follow all the rules that apply to the leader. If two or more knights roll the same experience, choose one of them as the leader. Do note that the experience do not allow the Knights Errant any starting advances.
BRETONNIAN SPECIAL EQUIPMENT
Warhorse and Horse
A Knight Errant may buy a warhorse at a cost of 30 GC when you create the warband, he may then also buy a lance at 20 GC and barding at 50 gc. Later in a campaign these items and animals are bought as normal and are rare items.
Heavy armour upgrade
When you create the warband you may upgrade the free starting Light Armour of some or all of the Knights to Heavy armour at the cost of +30 gold crowns.
MOUNTED OPTIONAL RULE AMENDMENT
Movement
A mounted model may only run or charge in a straight line, this is because of the difficulty in making a sharp turn around a corner at that speed. The model may turn before the run or charge but if you ran or charged in the turn before, you may only turn up to 45 degrees.
Jumping Down
A mount may jump from one level down to a lower level but if it fails the Initiative roll then it have broken its legs. The rider will take damage as normal but the mount is immediately removed. In a campaign the mount is removed permanently as it is put out of its misery.
KNIGHTHOOD SPECIAL RULES
Although any commoner may claim the right to take a Knight Errand, Squires are often the to be encouraged to claim a Knight Errand if they have shown exceptional courage in battle. When a Squire advances and roll a "The lad's got talent" he has two choices: He can become a Knight Errant or he can remain a Squire, although he would be a hero Squire.
Becoming a Knight Errant: The newborn Knight Errant gains access to Knight Virtues, Combat and Strength skills, in addition he will receive the Knight's Virtue for free. Note that the new hero gains three skill lists rather than the normal two. The new Knight Errant now use the Knight Errants equipment list, and may never use missile weapons.
Becoming a hero Squire: The hero must choose two of the following skill lists: Combat, Shooting, Academic, Strength and Speed. He is not a knight and do not have access to the Knight Virtues.
In addition the Bretonnian warband may not recruit more Knight Errants during a campaing, they must come from your Squires. This makes the Bretonnian warband a very hard warband to play in a campaign.
KNIGHTLY CODES AND RULES
The Knights adher to a strict Chivalric code and follow rules of warfare. All Knights Errants must obey these rules:
Chivalric Code
1) A Knight will never use missile weapons, not even thrown missile weapons!
2) A Knight will never strike a downed foe (knocked down or stunned).
Honorable Warfare Rules
1) A Knight will never use poison.
2) A Knight will never use drugs.
STARTING EXPERIENCE
Knights Errants start with D6+7 experience
Squires start with 0 experience.
BRETONNIAN SKILL TABLE
Knight Errant: Strength, Combat and Special.
KNIGHTS SPECIAL SKILL LIST
The Knightly Virtues are a special category of "skills" that show the courage and devotion of the Bretonnian Knight. No Knight may possess more than two skills from the Knight skill list, IE he is allowed the Knight's Virtue plus one additional Virtue. The same skill may not be possessed by more than one hero at a time in the warband. When a Squire advances to become a Knight Errant he receives the Knight's Virtue for free.
Knight's Virtue: The Knight may ignore his first failed Leadership test, this includes a Rout test for the Leader. All Knight Errants starts with this skill and is an exception to the rule that a virtue may not be duplicated.
Determination: Knights are determined fighters, ignoring wounds that would fell a lesser man. As such, the first time the knight would normally be required to roll on the Injury table, he may ignore the roll and continue on. Such valiant action has its cost, however, for if he does then he must roll on the Serious Injury table after battle, regardless of whether he was taken out of action or not during the battle. Only one roll is neccessary if he was subsequently taken out of action.
Virtue of the Joust: When mounted the Knight will automatically hit with all his lance attacks when he charges.
Virtue of Knightly Temper: The Knight gains an additional attack if at least one attack of the Knight hit. Only one additional attack can be gained this way.
Virtue of Purity: The Knight gains a 4+ special save against any hostile magic directed at him, this also applies to all friendly models within 2" of the Knight.
Virtue of the Impetuous Knight: The knight gains an additional +D3" to his total charge move when he is mounted.
Virtue of Valor: The Knight may re-roll any missed to hit rolls against an enemy with a higher strength.
Virtue of Noble Disdain: The knight hates any enemy models with missile weapons.
HEROES
1-4 KNIGHT ERRANTS..................50 GC
Anyone who desires the honour and privilege of knighthood must first prove himself worthy of the position by accomplishing a perilous task, an errand of knighthood. The nature of the errand is choosen by the fairest maiden of the village, the duke of the province or the King himself.
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Profile |
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WS |
BS |
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W |
I |
A |
LD |
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Knight Errant |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons and Armour:
The Knight Errants have a suit of Light Armour and a shield when you recruit him. In addition the Knight Errants may have additional equipment from the Knight Equipment list, a Knight Errant must buy a weapon from the hand-to-hand combat list, he won't do with a simple dagger.HENCHMEN
SQUIRE BOWMEN.................25 GC to recruit
A Knight has several Squires in his retinue as he needs companions and servants when he goes on campaigns. In addition the squires follow the Knight in order to learn the art of war and the code of chivalry in preparation of their own errand of knighthood.
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Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
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Squire |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons and Armour:
A Squire may be equipped from the Bowman Equipment List.SPECIAL RULES
Knighthood: The Squires can become Knight Errants as described above.
SQUIRE SPEARMEN.................25 GC to recruit
The Spearmen prefer to use the spear or halberd over the bow, they train harder at close combat and are often very succesful in achieving Knighthood due to their skill in arms.
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Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
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Squire |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons and Armour:
A Squire may be equipped from the Spearman Equipment List.SPECIAL RULES
Knighthood: The Squires can become Knight Errants as described above.