Source: Town Cryer #8 · Setting: Mordheim · Author: Sir Tomaso De Merrigan
This is a time when the Empire is being torn apart from within — no Emperor, cities looking to their own lords, corruption flowing like effluent down the River Reik. By contrast, happy is the land of Bretonnia where chivalry reigns and honour is upheld. To the knights of Bretonnia, Mordheim is a vile place where virtue and order have been discarded, where nightmarish creatures wander the streets. It is therefore considered extremely virtuous for a knight to embark on a spiritual quest to Mordheim, seeking honour in battle and perhaps earning the favour of the Lady of the Lake herself.
A Questing Knight relinquishes his castle and domain to set out on such a journey, becoming free from any obligation to defend a domain and seeking new adventures. Knight Errant are eager for adventure and often join such a quest. By the time the Questing Knight leaves Bretonnia he will have a sizable retinue — all ready to fight for the honour of Bretonnia and the Lady of the Lake. Once on a quest, a Knight will be spurred on by dreams and visions, inspired by the Lady herself, and in time he hopes through deeds and valour to earn the favour of the Lady and drink from the Grail of Life.
Special Rules
Before heading into battle, Bretonnian Knights kneel and pray to the Lady of the Lake. Make a Leadership test against the warband leader’s Leadership. If successful, the Lady of the Lake has bestowed her blessing on the warband:
- Any model in the opposing warband who wishes to fire a black powder weapon must roll a D6 and score 4+ to overcome the curse, otherwise they may not fire.
- If any enemy model wishes to shoot at a Bretonnian Knight (Questing Knights and Errants only), they must first roll a 4+ on a D6 to overcome the curse.
Choice of Warriors
A Questing Knight’s warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of warriors may never exceed 12.
- Questing Knight: Each warband must have one Questing Knight: no more, no less!
- Knight Errant: Your warband may include up to two Knight Errant.
- Squires: Your warband may include up to three Squires. You may not have more Squires than you have Knights.
- Men-at-Arms: Your warband may include any number of Men-at-Arms.
- Bowmen: Your warband may include any number of Bowmen.
Heroes
Questing Knight
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 8 |
A Questing Knight is an extremely tough and virtuous individual who fights to uphold the traditions of honour and to serve the Lady of the Lake. Injustice and the persecution of the weak are his enemies; courage and valour are his companions.
Weapons/Armour: A Questing Knight may be equipped with weapons and armour chosen from the Knights Equipment list.
Special Rules
Leader: Any warrior within 6” of the Questing Knight may use his Leadership when taking Leadership tests.
Knights Virtue: A Questing Knight will never panic and break from combat and so does not have to pass a Leadership test for being alone.
Knight Errant
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Knight Errant are the sons of nobles, eager to prove their mettle by feats of arms and earn their place amongst the Knights of the Realm of Bretonnia. They will often accompany a Questing Knight in the hope of adventure and honour.
Weapons/Armour: A Knight Errant may be equipped with weapons and armour chosen from the Knights Equipment list. A Knight Errant may not ride a warhorse unless the Questing Knight also rides one.
Special Rules
Knights Virtue: A Knight Errant will never panic and break from combat and so does not have to pass a Leadership test for being alone.
Squires
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Knights are served by their Squires, commoners trained by the knight himself. They accompany him to hunt and to war. If a Squire performs some great deed he may even be raised to the ranks of knighthood.
Weapons/Armour: Squires may be equipped with weapons and armour from the Squires Equipment list. A Squire may not ride a horse unless the Questing Knight and any Knight Errant are also riding warhorses.
Henchmen
(Bought in groups of 1–5)
Men-at-Arms
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Men-at-Arms are the soldiery of Bretonnia. Every Knight maintains a retinue when he is lord of a domain, and upon embarking on a quest this retinue may join him. Men-at-Arms are determined warriors, ready to fight for honour and justice as much as the Questing Knight they follow.
Weapons/Armour: Men-at-Arms may have weapons and equipment from the Men-at-Arms Equipment list.
Bowmen
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 |
Bowmen are common folk who regularly practice archery at the village butts, ready to repel raiders. When a Knight sets off on a quest it is not uncommon for a handful of bowmen to be inspired to bravery and join him.
Weapons/Armour: Bowmen may be equipped with weapons from the Bowmen Equipment list.
Equipment Lists
Knights Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Mace | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Double-handed weapon | 15 gc |
| Morning Star | 15 gc |
| Lance | 20 gc |
Missile Weapons
None.
Armour
| Item | Cost |
|---|---|
| Light armour | 20 gc |
| Heavy armour | 50 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
| Bretonnian Barding | 30 gc |
Miscellaneous
| Item | Cost |
|---|---|
| Warhorse | 80 gc |
Squires Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Spear | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Bow | 10 gc |
| Long bow | 15 gc |
Armour
| Item | Cost |
|---|---|
| Shield | 5 gc |
| Buckler | 5 gc |
| Helmet | 10 gc |
| Light armour | 20 gc |
Miscellaneous
| Item | Cost |
|---|---|
| Horse | 40 gc |
Men-at-Arms Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Spear | 10 gc |
| Halberd | 10 gc |
| Double-handed weapon | 15 gc |
Missile Weapons
None.
Armour
| Item | Cost |
|---|---|
| Shield | 5 gc |
| Helmet | 10 gc |
| Light armour | 20 gc |
Bowmen Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Axe | 5 gc |
| Sword | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Bow | 10 gc |
| Long bow | 15 gc |
Armour
| Item | Cost |
|---|---|
| Helmet | 10 gc |
| Light armour | 20 gc |
Special Equipment
Bretonnian Barding — 30 gc (Rare 11 — Warhorses only)
Blessed horse armour not normally available except to Bretonnian knights.
Save: +1 to existing save
A model mounted on a barded horse receives an extra +1 to armour save (+2 instead of the usual +1 for being mounted). In addition, a mount wearing barding will only be killed on a D6 roll of a 1 if the model is taken out of action (instead of 1 or 2). Barding may only ever be bought for a warhorse.
Skill Table
| Combat | Shooting | Academic | Strength | Speed | Special | |
|---|---|---|---|---|---|---|
| Questing Knight | ✓ | ✓ | ✓ | ✓ | ||
| Knight Errant | ✓ | ✓ | ✓ | |||
| Squires | ✓ | ✓ | — |
Bretonnian Knight Virtues
Bretonnian Questing Knights may use the following Skill table instead of any of the standard Skill tables available to them.
Virtue of Purity: Any spell cast against the knight will be dispelled on a D6 roll of 4+. This is a natural dispel on account of the knight’s extreme piety.
Virtue of Valour: If fighting a model with a higher Strength characteristic than himself, the Knight may re-roll any failed to hit rolls in hand-to-hand combat.
Virtue of Discipline: Once per game, if the knight is not out of action, stunned or knocked down, you may re-roll a failed rout test.
Virtue of Noble Disdain: The Knight is subject to hatred of all enemies armed with shooting weapons.
Virtue of Impetuous: The Knight may add +D3” to his move when charging. Roll the dice each time you wish to charge and before moving the model.