Named Characters[ edit ] Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. The Green Knight: An ethereal unit with M8, decently killy for price and with the ability to teleport. The issue with him is that he excells at killing things Bretonnia can usually handle well cavalry and monsters, basically: things without static combat resolution but sucks at killing the things that usually give you trouble massed infantry, tho his Terror may help. It is worth noting that he may have some use as a warmachine hunter also if there is a skullky wizard skulking around he can pop out of the nearest puddle murder them and then dash off into the nearest hedge.

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Book Design: Mathias Eliasson. Special Thanks To: All the players that have contributed with feedback and ideas. This book is completely unofficial and in no way endorsed by Games Workshop Limited. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. The knights of Bretonnia are renowned throughout the Warhammer world for their skill at arms, their bravery and chivalry, and for their undying faith in their goddess, the Lady of the Lake.

When it marches to war the Bretonnian army is an impressive sight to behold, with the proud ranks of knights backed up with scOrcs of lowborn peasants. Heed the call to arms of the valiant Knights of Bretonnia, noblest of men and guardians of a kingdom founded upon the principles of chivalry and the protection of the weak. They do battle in the name of the Lady of the Lake and for the glory of the King, crusading against the forces of evil and smiting the unholy with righteous fury.

This section describes the history of Bretonnia, from its founding by Gilles le Breton over one and a half thousand years ago, through centauries of terrible invasions and strife, to the current reign of King Louen Leoncoeur.

Each and every troop type in the Bretonnian army is examined here. You will find a full description of the unit, alongside the complete rules for any special abilities or options they possess. This section also includes the Virtues of the Chivalric Knight, detailing vows and honours that are only available to the Bretonnians, and the Blessed Heirlooms of Bretonnia — magical artefacts that are unique to the army — along with rules to use them in your games.

The army list takes all of the characters, warriors, monsters and war machines from the Muster of Bretonnia section and arranges them so that you can choose an army for your games. Units are classed as characters Lords or Heroes , Core, Special or Rare, and can be taken in different quantities depending on the size of the game you are playing. For the other books in the series and the latest rules updates, visit: www.

Its Knights, the epitome of chivalry, are brave and resolute, resplendent in their shining armour, prepared to mete out justice to evil-doers with lance and sword. They worship the Lady of the Lake, noble goddess of these fair lands who would grant her blessing to her beloved champions.

Bretonnia is a feudal, traditional land of Knights and Peasants. To lose honor is just about the worst thing imaginable to a Knight of Bretonnia, who would rather die with honor than live without it.

Individual heroism is very important to the Bretonnian Knight, and tales of Paladins fighting Dragons and of Heroes facing off against countless foes are the kind of things the people of Bretonnia dream of. From this realm come the noble Knights of Bretonnia. Charging into battle in the name of the Lady of the Lake and their king, they are a fearsome force to behold. When the Knights are used in combination with the loyal Men-at-Arms commoners, the Bretonnians can stand against any foe that threatens their homeland.

The Knights of Bretonnia are feared and respected throughout the world. They are warriors of valour and honour, forever guarding a land founded upon the most heroic of ideals. In the name of the Lady of the Lake and for the glory of duke and king, they sweep aside evil on the field of battle, for none can stand against their glorious charge.

Bretonnia is a feudal society. The Peasants serve the Knights in return for protection, while the Knights are obligated to provide military assistance to their Lords in return for certain rights to own land, to levy taxes, and to receive aid and command military forces in times of war. At the top of this hierarchy is the King. Beneath the King are the Dukes. Beneath them is another layer of nobility — Earls and Barons.

Each Knight including the higher nobles has a force of Men-at-Arms, chosen from the most physically able of the peasantry. In theory, all commoners can be called upon by a Knight to serve him in battle. However, since many who do not already serve as Men-at-Arms are either simple-minded or physically impaired in some fashion, these types of Peasants usually serve only as bowmen levies.

In addition to this earthly hierarchy, the lands of Bretonnia are also ruled over by spiritual and mystical leaders — the Fay Enchantress, her Damsels, and the Grail Knights — who are all devoted to the Lady of the Lake.

The division is enshrined in law, and the laws governing the two classes are very different. The notion that all people are basically equal seems laughable to most Bretonnians.

Every Bretonnian is born into one class or the other, and it is almost impossible to change. A noble is someone who can show that all his ancestors for five generations were nobles. As the names and pedigrees of all members of the nobility are recorded in the Registers of the Peerage, this is merely a matter of showing all your ancestors are in those registers.

Everyone else is a peasant. Thus, in particular, the children of a noble and a peasant are peasants. Since a peasant cannot inherit a noble fief, landed nobles never marry peasants. The relations between nobles and peasants influence all aspects of Bretonnian society and so are treated repeatedly in this book. The basic relationship, however, is simple. Peasants live to serve their lords. The nobles, in return, should protect the peasants and provide justice.

Lords do, however, have other duties than to their peasants, most notably to their own lords, and these other duties are generally regarded as more important. In the whole of Bretonnian history, only three peasants have been raised to the nobility. The children of an ennobled peasant are not themselves nobles, as their grandparents, on at least one side, are peasants.

Thus, unless they were also ennobled, by the agreement of the King and Fay Enchantress, the noble line would die out immediately. No records are kept from before the time of Gilles the Uniter. The High Elves had fought a long and exhausting war against the Dwarfs. Finally, with new threats looming over their own distant homeland in the west, the Elves abandoned their colonies in the Old World, leaving behind them the ruins of their great fortresses and palaces along the coast.

They also left behind a kindred of their race who refused to go. The Dwarfs gained little from the retreat of the Elves. Their own homeland in the Worlds Edge Mountains was devastated by earthquake and volcanic eruption. Soon afterwards, many of the strongholds in the Old World fell to Orcs, Goblins and other enemies.

Even to this day there are no more than one or two Dwarf strongholds west of the Grey Mountains. Thus the western part of the continent was left open for settlement by new peoples. Into this wilderness came tribes of Orcs, Goblins and men, among them the warlike and noble Bretonni. Ahead of them lay many centuries of struggle against the Orcs and Goblins for possession of the best and most fertile lands. During this dark time the Bretonni learned how to forge metal weapons, ride horses into battle and build strongholds of stone.

These tribes faced centuries of constant warfare with the Greenskins who overran the land, but the tribes slowly established themselves, driving the Orcs and Goblins back. Attempts to penetrate the Forest of Loren were less successful, leaving only a handful of survivors, all driven mad by the Fay magic of the place. Within a few hundred years, the Forest of Loren was believed to be a place of power outside the realm of men.

Even while Sigmar was welding the tribes east of the Grey Mountains into an Empire, the Bretonni were still divided under the rule of several independent dukedoms. These often fought each other when they would have been better off uniting against the Orcs. The dukes and their Knights dominated the fertile valleys and plains, while the Orcs and Goblins infested the forests, hills, mountains and wilderness regions.

When Sigmar Heldenhammer was unifying the tribes of the Empire, he called upon the Bretonni to join his alliance. The leaders of the twenty tribes refused, however, disdaining to bow to a foreigner. Sigmar fought the Greenskins without the Bretonni and forged his Empire. The Bretonni were to remain feuding tribes for almost another thousand years. These areas form the basis for the current Dukedoms, though two, Cuileux and Glanborielle, have been absorbed into other regions.

Cuileux was the first to fall, in A massive horde of Orcs, led by the warlord Gragabad, poured out of the Massif Orcal and overran their lands. The horsemen of Cuileux rode out in a last, desperate battle, and though the Greenskins fell like wheat before the scythe, there were too many, and the knights of Cuileux perished to the last man.

In the wake of this disaster, the armies of Quenelles and Brionne rode forth and routed the weakened Orcs. Instead, the two Dukes chose to duel, the winner taking Cuileux as part of his dukedom. The lord of Brionne was ait down, and Quenelles was expanded. The destruction of Cuileux marks the beginning of the wars that culminated in the unification of the kingdom. In Balduin, the young Duke of Brionne, led his armies to victory, defeating the hordes of Gragabad and slaying the warlord in single combat.

Afterwards, the axe was adopted as the symbol of Brionne in memory of this event. This victory did not stop the Orcs, however, and around the northern lands were overrun by Greenskins, Beastmen pouring from the Forest of Arden and Norse raiders striking from the sea. The northern tribes were driven back into their strongholds, reduced to defending their castles whilst enemies roamed across their lands at will.

In -4 Orcs poured from the mountains and forests in numbers never seen before or since. In the following year, the Duke of Bastonne was killed repelling the attack on his lands and was succeeded by Gilles le Breton, the Unifier. What is known about Gilles is a mixture of fact and fable. Knowledge of reading and writing has never been widespread in Bretonnia and the early history of the realm was not written down until centuries after the events.

The Orcs struck all the dukedoms at once, so that none of the dukes could come to the assistance of any other. Indeed, the dukes hardly had time to gather together Knights to defend their own dukedoms. Brave though they were, the Knights of that time were unable to turn hack the Orcs and many fell defending their castles and domains in small hastily gathered armies or even alone.

The dukedoms of the north were overrun. To make matters worse, Chaos raiders crossed the Sea of Claws and began ravaging the northern coasts, attacking with uncanny timing and accuracy.

No sooner had the Orcs and Goblins rampaged through the region, than the Undead hordes completed the desolation. In the east and south, restless Goblin tribes came down out of the Grey Mountains to pillage and burn. Gilles, Duke of Bastonne, had been quicker than the other dukes to gather his Knights together into an army.


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