Bretonnian characters equipped with a normal lance and a magic weapon will always use their lance when charging and then use the magic weapon in the second and subsequent turns of a close combat. A character armed with a magic lance will always use it (including in subsequent combat rounds).
Forged by Gilles himself the Silver Lance of the Blessed can only be carried by one who is completely pure of heart. To grasp the lance is said to be the true test of courage and spiritual strength, for an aspirant who is found wanting will be consumed by searing white flame.
Mounted character only. The bearer has +2 Strength on the charge when mounted. If the model has, then all attacks with the Silver Lance of the Blessed automatically hit.
This large hand-and-a half sword has been passed down from knight to knight, and has been held by such figures as Percival of Lyonesse and St. Balgar of Carcassonne.
Model withonly. May be used as either a hand weapon or a great weapon, decided at the start of combat as normal. No may be taken against the Sword of the Quest.
On the eve of battle, a knight that kneels to pray beside a body of still water may be rewarded with the vision of a pale, slender band emerging from the water, with a beautiful blade grasped within its delicate fingers.
Character withonly. The character always counts their Strength as one higher than their target's Toughness, unless their Strength would normally he more than this. In effect this means that they will always wound opponents on at least a 3+. This modified Strength is also used to calculate modifiers.
At birth, all noble sons in the Dukedom of Carcassonne are made to touch a specially forged blade, and this weapon bangs above their cots until they reach an age when they can wield it. This mirrors the story of the original duke. Lambard, whom was said to have grasped a sword even before suckling at his mother's bosom.
The Sword adds +1 Strength to the bearer. Enemies wounded by the sword must re-roll any successful.
This lance is crafted from the heart of the Major Oak, the largest tree in Bretonnia, which was shattered by lightning the moment Gilles was struck down. Its blackened wood is covered with tiny carvings depicting the twelve battles of Gilles and, despite being harder than stone and diamond sharp, it is lightweight and beautiful to behold.
Mounted character only. The bearer has +2 Strength on the charge when mounted. The Heartwood Lance allows the bearer to re-roll all failed rolls to wound.
This mighty blade has powerful enchantments against evil bound into it. Forged under the midsummer sun and quenched in manticore's blood, its long and bloody history has seen its wielders kill enough fantastical creatures to fill Leoncoeur's menagerie many times over.
Against enemies that have Toughness 5 or greater, the bearer gets +1 Strength and each unsaved wound caused by the Sword of Heroes becomes D3 wounds rather than 1.
This was the lance used by Folgar of Artois, who became one of Gilles' Grail Companions and was renowned for his skill at the joust. The lance tip remains as sharp as it ever was, despite the passing of time. In times of need, the lance is removed from the Grail Chapel of St. Folgar and bestowed upon a knight for the duration of battle.
Mounted character only. The bearer has +2 Strength on the charge when mounted. In addition, the lance confers thespecial rule onto the bearer but only on turns during which the character charges.
This mighty morning star has a hatred of magical trickery and unholy artefacts inherited from its first owner. Fracasse Langoustine, the Scourge of Araby. It will entangle and rip a magic weapon from the hands of anyone, unless a spiked orb to the head settles the matter first.
The bearer has +2 Strength in the first round of combat. For each hit on a close combat opponent, roll a D6. On a 4+, if the opponent has a magic weapon, it is destroyed.
Legend has it that the lance of Duke Beligulf Fearnought was plunged into the maw of the dragon Maliifex just as it was about to spout a great torrent of flame. It is said to have absorbed the power of the dragon's breath and, by uttering the name of the slain dragon, the wielder may unleash this fire at will.
Mounted character only. The bearer has +2 Strength on the charge when mounted. In addition, once per game, the model wielding the Wymilance may make afrom the tip of the lance at Strength 3 provided he is not in close combat. Furthermore, all attacks made by the Wyrmlance count as flaming attacks.
This breastplate is inscribed with the words of the Grail Vow, and even in the brightest sunlight the delicate filigree letters glow. The most grievous of wounds will knit together as the Lady's favour shines upon the wearer.
Character withonly. This armour replaces the Knight's heavy armour, and gives a 5+ that can be combined with other equipment as normal. In addition, the wearer has .
This enchanted armour reflects and magnifies the light of the sun so that beams of light shimmer and burst from every surface as the knight gallops towards his foe
This armour replaces the Knight's heavy armour, and gives a 5+that may be combined with other armour as normal. Opponents suffer a -1 penalty to all rolls to hit the wearer and his mount with missile weapons and in close combat.
The Grail Shield has been blessed by each of the Grail Companions. It is said that its bearer will not grow a day older whilst it is in his possession.
Character withonly. The shield provides a 6+ which may he combined with other armour as normal. The bearer's gained from the is increased to 4+ against attacks of any Strength. If the model loses the Blessing, they lose this Ward save as normal.
This ornate helm was a gift front the Dwarf King Grundbar Irongut after a group of Questing Knights broke a Greenskin siege of Karaz-a-arak. It bears a potent rune of protection and in its long history has never been so much as tarnished.
Gives a 6+and may be worn In addition to normal armour. The wearer may re-roll failed Armour saves.
It Is believed that the knight Agilulf worre this armour, but in folklore it is claimed that Agilulf never actually existed, and that the armour was possessed of a will of its own. When the knight was slain if indeed be was alive, the armour was found to be empty and its shining brilliance gradually faded until it was its current, dark colour.
This armour replaces the Knight's heavy armour and includes a shield, giving a 4+. The shield must he used at all times - so the wearer cannot use a weapon that . In addition, the armour confers Weapon Skill 10 (which cannot be altered with other items, Virtues, etc) to whomever is wearing it.
The Cuirass is a remarkable piece of equipment fined by the mad artificer Gurdilleme the Blatantly Insane. Any who possess the armour not only find their blows more accurate. but also enjoy the favour of maidens and oddly generous merchants.
This armour replaces the Knight's heavy armour, and gives a 5+which may be combined with other armour as normal. When rolling to wound in close combat, the Knight may re-roll any dice rolls of 1.
This shield has a huge and bloody maw sculpted to its front, and bas become an icon of terror and confusion for the Greenskin tribes that assail Bretonnia.
Gives a 6+and may be combined with other armour as normal. Any unengaged Ore or Goblin unit within 12" that must take an Animosity test fails it on a 1-2 Instead of a 1.
The damsel Sirienne was as skilled at conventional arts as she was at the art of magic. She gifts her paramours with one of these exquisite protective charms to wear above their heart, with a likeness of the Lady on one half of the locket and her own on the other. The fact that more than one knight claims to own Sirienne's Locket says more about its creator than its bearer.
Bretonnian Lord only. A Knight with Sideline's locket can never suffer more than one wound in any one phase from non-magical attacks - even multiple wound weapons (including war machines) can only cause a single wound. After the first wound in that phase is suffered, all subsequent wounds suffered during that phase are ignored. The bearer can still be run down by pursuing enemies as normal, and may still be affected as normal by.
On the eve of battle, noblewomen often give their favoured knight a token of their support, such as a lock of hair, a ribbon or a brooch. The knight will carry these tokens with him, giving him strength in his time of need. Token given by damsels often carry powerful enchantments.
One use only. Bretonnian Lord or Paladin only. Against the first wounding hit suffered, the Knight gains a 2+ Ward save.
Those valiant knights who have worn the Insignia of the Quest have almost all gone on to drink from the Grail - the Insignia is then banded down to another Questing Knight to aid him in his deeds.
Character withonly. If the bearer is ever reduced to 1 Wound, then the Knight Instantly gains a 3+ Ward save. If the character suffers multiple wounds that would kill him before he has gained this Ward save (eg, If he has more than one wound left and is hit by a cannon ball), he will be reduced to 1 Wound, then may attempt his 3+ Ward save to stay alive and nullify any further wounds caused by the same hit.
Said to be a braid cut from the hair of the god Afanann, this was a sacred artefact of the first Duke of Bordeleaux Its dark hair is entwined with kelp and sea shells. and salt water constantly drips from it. When held in the hand and Manama invoked. the caller is filled with divine enemy, though this can he a very draining experience.
One use only. The Braid may be used at the start of any Bretonnian turn. Until the beginning of the next Bretonnian turn, the character’s Leadership value is increased by 1. In addition, once the Braid has been used, until the start of the next Bretonnian turn, the model bearing the Braid and any unit he is with can move over marsh, rivers, lakes and any other water features without penalty and will benefit from soft cover while in such terrain.
Cut from the corpse of the ferocious dragon Malgrimace. the Dragon's Claw has been scrimshawed by the artisan Ellabeau and enchanted by Damsels of the Lady. Its bearer can stride through a roaring inferno as if it were a pleasant summer breeze.
The bearer'sgained from the is Increased to 5+ against attacks of any Strength. If the model loses the Blessing, then it loses this Ward save as normal. In addition, as long as the bearer has the Blessing, he is immune to fire based attacks (such as Dragon's breath, Warp-fire Throwers and spells from the ).
Legend has it that Elena continued fighting the Orc Warlord Aghdrac even though she had lost her sword, one eye and most of her lifeblood. This mantle is said to retain the heal of Elena's fiery passion and her indomitable will to succeed despite the most grievous of injuries.
do not wound automatically against a chancier with the Mantle. In addition. the special rules for have no effect on the character.
These thin, translucent wafers have been blessed by the Lady herself and imbued with the essence of Bretonnia's glory When One is placed on the tongue, the owner lapses into throes of religious ecstasy as images of the fallen Grail Companions flood their mind.
At the start of any Bretonnian Magic phase, the bearer may use the Sacrament. The model generates double its usual number of Power dice but may not cast any spells that turn. Each time the Sacraments are used, roll a dice. On a 1 the model has run out of wafers and after that turn the Sacrament cannot he used for the remainder of the game.
This lethal trinket is at first sight a vanity mirror; but woe betide the magic user that underestimates its true abilities: even reflections have power in the realm of magic...
One use only. May be used with the exact same effects as a. In addition, the enemy Wizard who cast the spell suffers an immediate Strength 6 hit.
This pulsing, mossy stone of unknown origin glows with the light of life. All around the bearer; plants thrive and prosper, with acorns sprouting into saplings and saplings into oaks even as the Verdant Heart passes by.
Any wood or finest that the hearer is within counts as very difficult terrain as long as the character remains wholly within the terrain feature. In addition, the bearer gains +1 to cast spells from the.
Of all the Grail Companions, Duke Fredentund of Quenelles was possibly the most devoted to the Lady of the Lake. When opened, this prayer icon displays a miraculously painted image of the Lady that inspires unfettered devotion.
One use only. The Prayer Icon can be revealed at any time. The bearer and the unit she is with are immediately granted theLady. This can allow a unit that has lost the blessing to regain it.
This Jewel-studded chalice has been fashioned in the likeness of a skull. and will give any who continually sup from it one of two things: salvation or death.
At the start of the opponent's Magic phase. the bearer may drink from the Chalice. If she does so, on the roll of a 1 she suffers a wound with no saves allowed, including Wand saves. On a roll of 2-6 an extra Dispel dice is added to the player's pool.
This protective potion is brewed from the tears of a damsel whose champion has died in battle mixed with the holy water from a great Bretonnian cathedral.
One use only. This is used before rolling the dice to cast or dispel a spell. After the dice are rolled. the player may add +1 to the result of one dice. This may causeor prevent a .
This ancient horn was used by the Grail Companion, Duke Fredemund of Aquitaine. When blown, this born emits a piercing cry and the skies become filled with all manner of birds, in memory of the great man.
One use only. The Horn may he sounded at the start of any Bretonnian turn. Until the start of the next Bretonnian turn, no enemy unit may- they are forced to use their ground movement. Note that this may also alter the enemies' flee pursuit distance.
This priceless triptych depicts the aspects of the Lady and incorporates the heraldry of Bretomda. Any under the auspices of this artefact find themselves imbued with faith and become practically immune to hostile magic.
The Holy Icon gives the character.
The Ruby Goblet is an ancient artefact reclaimed from the castle of the Red Duke. If so much as a drop of blood spilled in anger touches the goblet, it throws a red-hued protective aura around its bearers.
This magic item will start to take effect at the end of the first phase during which the hearer or his unit suffers an unsaved wound. From that moment on, the hearer (and any unit he Ls with) cannot be wounded on better than a 3+ from any non-magical source.
The knight's helm is adorned with a splendid set of antlers taken from the quarry of a great hunt, slain by the knight himself. The antlers denote exceptional prowess as a horseman and bunter, and bestow virility and long life.
Bretonnian Lord or Paladin only. The Knight (and any unit he is with) may roll an additional dice when pursuing and choose the highest three (two if on foot).
The mane of Gilles' faithful steed is a revered relic of Bretonnia. Strands of this precious artefact can be nova, into a horse's mane, conferring the strength and fortitude of the Lord of all Horses onto one of his bloodline.
One use only. Character on Warhorse only. The Mane confers +1 Strength to the character's Warhorse and those of any unit he is with the first time they charge.
Isoulde, a damsel known for her terrifying wrath towards the foes of Bretonnia, imbued this delicate braid of hair with enchantments of vengeance and righteous anger.
One use only. Nominate one enemy model at the beginning of any Close Combat phase. The bearer hits that model on a 2+ for that Close Combat round, regardless of other modifiers.
When cast down, this enchanted gauntlet can magnify even the rifest scrap of or conceit into a surge of righteous self-belief. Even Skaven have been known to join the bearer in honourable combat (with predictable results).
Any challenge issued by the bearer of the Gauntlet of the Duel cannot be refused.
This banner was first carried by Giles le breton himself who rode to victory under the lady's benevolent gaze, instilling fear of tier wrath into his enemies.
All enemy units with at least one model in base contact with the bearer of the Banner of the Lady get no combat bonus for ranks.
Knights unit only. The unit rolls 3D6 for allbased tests (Including ) and discards the highest.
The simple device embroidered into this banner in an interlocking pattern actually bides a powerful symbol capable of stopping even a cannon ball in its tracks.
As long as the unit is affected by theall models in a unit with the Banner gain a 4+ against all missiles (including ) with Strength 5 or more. If the Blessing of the lady is lost, then the Banner loses this ability.
This beautifully embroidered tapestry bears depictions of all the bearer's greatest victories. The morning after a battle, the knight will wake to find his latest exploits delicately picked out in finest silk thread.
Every enemy standard captured by the unit possessing the Conqueror's Tapestry is worth 200 Victory Points instead of 100. If an enemy unit captures the Conqueror's tapestry, the enemy gains 200 Victory Points rather than 100.
Woven from spider silk and embroidered with the hair of nymphs and virgins, this banner can only be seen by night. Its protectors can blend into the ether for a few moments, passing through obstacles like ghostly shadows.
One use only. The Twilight Banner can only be used in the Remaining Moves section of the turn (so a unit cannot use it on the turn it charges). They suffer no movement penalties for moving over difficult terrain or obstacles, or from any other reductions to movement. They can move through buildings just as easily. but cannot move through other units. In addition. they cannot end their move inside impassable terrain. These effects work only for that one Movement phase.
This tattered banner has been across the length and breadth of the Old World and beyond, whipped by the arctic winds of the Boil Country and bleached by the burning sun of Araby. It Instills its bearers with fiery awe and holy strength.
Knights Errant unit only. All Knights Errant in the unit get a +1 Strength bonus on any turn they charge (no effect on steeds or characters). However, a unit with this banner suffers -2 to its Ld for anytests.
This magnificent banner is kept furled until the last Instant before a charge. When unfurlled in all its glory foes become awestruck and are unable to tear their eyes from it.
The enemy cannot choose the stand & shoot reaction against the unit carrying the Banner.