Règles spéciales
Bretonnia

Global

Acrobatic

Jules has a 2+ Ward Save against all non-magical attacks.

Aura of the Fey

If his Wounds value is ever reduced to zero, he will instantly disappear into thin air. However, in the Remaining Moves part of the following Bretonnian Movement phase, the Bretonnian player may attempt to reawaken the Green Knight as described in Guardian of the Sacred Sites, following all the same rules. However, each time the Green Knight is slain, a -1 is suffered on the next dice roll made to awaken him. If he does not appear, a test may be taken during each following Bretonnian Remaining Moves phase to see if he returns. For calculating Victory Points, the enemy only gets full Victory Points for the Green Knight if he is not on the table at the end of the game.

Aura of the Lady

Damsels have Magic Resistance (1), and Prophetesses Magic Resistance (2).

Ballista Duplicate Choice

You may take 1-2 Ballistas as a single Rare choice.

Bane of the Undead

Any Undead units in base contact with Amalric at the start of the Combat phase automatically suffer D6 wounds which Ignores Armour Saves. These wounds count towards combat resolution.

Beastslayer

Bohemond has Hatred (Orcs & Goblins, Beastmen, Skaven).

Blessed Sanctum

A Sacrosanctum knows three Blessings. Blessings are innate bound spells. For each friendly Sacrosanctum
on the battlefield at the start of your magic phase, add 1 dice to your power pool.

Blessings of Shallya

Priestesses of Shallya know three Prayers. Prayers are innate bound spells (power level 3). All Prayers are augment spells. In addition, the Priestess may channel Power and Dispel dice just like a Level 1 Wizard.

Bloodrage

The Hippogryph is subject to Frenzy and Hatred.

Defensive Stakes

Set up the stakes at the start of the game when the unit is deployed. Every model in the front rank has a stake base placed in front of it (these stakes must also be set up within the army's deployment zone).

Defensive Stakes are treated as Defended Obstacles, and remain on the table during the game. All Troop Types apart from Infantry and Swarms suffer D6 S 4 hits on the turn that they charge a unit behind Defensive stakes. In addition, enemy models in base contact with the Defensive Stakes suffer -1 to Hit in the first round of close combat. These rules only apply when fighting the unit’s front.

Favour of the Fay

One friendly character with either the Knight's Vow, Questing Vow or the Grail Vow may be given the Favour of the Fay before the game starts but after deployment is finished. This model receives +1 To Hit in close combat. However, if the model loses the Blessing of the Lady, then both the Favoured model and the Fay Enchantress suffers a Wound with no saves allowed.

Fiery Zeal

The Templar Crusader and any unit he is with gain Hatred for as long as he remains in the unit.

Grail Reliquae

6 Pilgrims may be upgraded to a Grail Reliquae.

Must always be placed in the centre of the front rank of the unit. Only once all the Grail Pilgrims in the unit (except the Command Group) are removed does the Reliquae itself start taking wounds.

In addition, the presence of the Grail Reliquae means that the entire unit will be affected by the Blessing of the Lady.

Groffe and Griffe

Reynard and his wolfhounds always move and fight together as a unit. If Reynard joins a unit, so will Groffe and Griffe.

If Reynard is slain, Groffe and Griffe will be subject to Frenzy for the remainder of the game.

If both his beloved wolfhounds are slain, Reynard immediately becomes subject to Hatred for the remainder of the game.

Guardian of the Sacred Sites

The Green Knight is not deployed with the rest of the army, but follows the entry rules for Ambushers instead, with the following exception that he may appear in the first turn instead of the second.

When the Green Knight is awoken, he must be placed in either a forest or a water terrain piece anywhere on the table, but otherwise follows the rules for Ambushers as normal. If no forest of water feature is present, he may enter from any table edge using the normal rules.

During the game, the Green Knight may disappear at will and reappear in another location completely. If the Green Knight is within (or moves into) a forest or water terrain piece during the Remaining Moves phase, then he may instantly be removed from the table and replaced anywhere on the table within another forest or water terrain piece, facing in any direction. He may not move any further that turn. Note that he still may not end his move within impassable terrain.

Guardians of Sacred Sites

Spirits of the Fay are not deployed with the rest of the army, but follow the entry rules for Ambushers instead.

When they appear, they must be placed in either a forest or a water feature anywhere on the table, but otherwise follows the rules for Ambushers as normal. If no forest of water feature is present, they may enter from any table edge using the normal rules.

As long Spirits of the Fay remain partially within one of these terrain features, they may replace up to D3 Wounds lost earlier in to game at the end of each Close Combat phase.

Gui le Gros

As long as Gui le Gros is alive, the unit may re-roll failed LD tests.

Healing Hands

A Priestess may only join units with Peasant's Duty (except Grail Pilgrims). She may be placed in the second rank of any Infantry unit she joins, rather than the first. In addition, any unit the Priestess is with (but not herself) gains Regeneration (6+).

Hugo le Petit

If Hugo scores a hit with his powerful bow, the arrow hits with a S of 5.

Hunting Party

If Reynard joins a unit of Mounted Yeomen, the unit will follow Reynard's example and become subject to The Knight’s Vow for as long as he remains with it.

I Will Taunt You Viciously a Second Time

All enemy models unfortunate enough to be within 6" of Jules suffer a -1 penalty to Hit rolls in close combat

Impale

Unicorns gain +1 Strength to their Impact Hits.

Impetuous

After charges have been declared, if any Impetuous units did not declare a charge but are within charge range of an enemy, then they must take a LD test to restrain themselves from charging. If this test is failed, they are forced to charge. If the test is passed, they may move normally.

So reckless are the Knights Errant that whenever they charge, they are Immune to Psychology and may re-roll one of their charge distance dice.

Louen Leoncoeur

If Louen is in your army, he must be the army's General.

Marksman

Bertrand may re-roll to Hit with missile weapons. In addition, he has Sniper.

Marshal

All friendly units within 12" of Roland gain +1 LD when taking Rally tests. In addition, he counts as a musician in any unit he joins.

Once Trampled, Twice Shy

Jules must deploy within 6" of Tristan at the start of the game but may move freely after this. He may join units with the Peasant's Duty, but may not join any unit with a Knightly Vow of any kind.

Purebred Warhorse

Bretonnian Warhorses do not suffer any movement penalties for being barded.

Reynard's Hawk

The hawk always attacks anyone who engages Reynard in close combat, giving Reynard an extra S 3 Attack. In addition, Reynard may use his Hawk in during the Shooting phase. The Hawk can be directed against any enemy unit within line of sight, regardless of range. The enemy unit must take a WS test or suffer a S 3 Hit.

Serrated Maw

The Hippogryph gains Multiple Wounds (2).

Shredding Talons

The Hippogryph gains Armour Piercing (1).

Spirit of the Tempest

Alberic, and any models in the same unit, may re-roll 1's to Hit in close combat.

Supreme Aura of the Lady

The Fay Enchantress has Magic Resistance (3) and Fear. Against Skaven, Orcs & Goblins and Beastmen, she causes Terror. Furthermore, she gains +2 to cast spells from the Lore of Life or Lore of the Lady.

Supreme Blessing of the Lady

Such is the power of the Fay Enchantress that the Ward Save gained from the Blessing of the Lady is increased by +1 for any unit that has the Blessing of the Lady and is joined by the Fay Enchantress.

Swooping Strike

The Hippogryph gains Devastating Charge and Strength Bonus (1).

The Blessing of the Lady

Models with this rule have Ward save (6+). This is increased to a Ward save (5+) against missile attacks. Models with the Grail Vow always have Ward save (5+).

Models with the Blessing of the Lady will lose it if they flee for any reason or refuse a challenge.

The Grail Vow

Models with the Grail Vow have Immunity (Psychology) and Magical Attacks, and may only join units with the Knight's Vow, Questing Vow or Grail Vow. Characters with the Grail Vow add +1 to their LD.

The Halo of Maidenly Wrath

Repanse has Terror and Magic Resistance (3).

The Knight's Vow

Models with the Knight's Vow have Immunity (Panic) caused by friendly models. In addition, they may only join units with the Knight's Vow.

The Lady's Champion

Louen gains a Ward Save (4+) from the Blessing of the Lady. However, if he loses the Blessing, he will immediately lose a Wound with no saves allowed.

The Lance Formation

Any Cavalry unit with this rule may deploy in the Lance formation and/or reform into it during the game. A unit in Lance formation follow the rules for Ranks that apply to Monstrous Cavalry. In effect, if by any means a unit of Bretonnian Knights is formed into a unit three models wide, it is treated as being in Lance formation. Note that if a unit is ever wider than three models, it no longer counts as being in Lance formation. In addition to this, the unit may form a unit up to 5 ranks deep.

A wizard may be placed in the centre of the second rank of the Lance formation rather than the front rank, as the Knights form up protectively around her. Note that she remains fully in play even if she is not in the front rank (so the unit may use her LD, she may cast magic, etc.). If a second wizard joins the unit, she may be placed in the centre of the third rank. If the rank in front of the wizard ever falls below three models, she will move forward to take up the empty space. A Wizard in the second rank still counts as having line of sight for the purpose of casting spells.

On a turn that a unit in Lance Formation makes a successful charge, all models with this rule gain Fight in Extra Ranks (1), and every rider that gets to fight can make up to 3 Supporting Attacks rather than 1. In addition, they add their current Rank Bonus to the S of the Impact Hits they inflict. Finally, if the unit wins that round of combat, it also counts as having double their actual Unit Strength for the purpose of determining if the enemy unit is Steadfast or not.

The Parrying Shield

The Knight of the Perilous Lance has Parry (6+), even though he is mounted.

The Peasant's Duty

Models with the Peasant's Duty treat all friendly models with the Knight's Vow, the Questing Vow or the Grail Vow within 6" as having Inspiring Presence. Unit standards in units with the Peasant’s Duty do not confer any additional victory points if captured.

The Perilous Lance

All attacks made by the Knight of the Perilous Lance have Ignores Armour Saves when charging.

The Questing Vow

Models with the Questing's Vow have Immunity (Panic) caused by friendly models, may re-roll failed Psychology tests, and may only join units with the Knight's Vow or Questing Vow. In addition, they ignore I penalties from using great weapons in any turn that they charge, but they may not use any lance (unless specified).

Tristan's Lance

Tristan may use a lance even though he has the Questing Vow.

Truffle Madness

A unit with one or more Truffle Hounds must place them in the front rank of the unit along with any command group models and/or characters. They may be attacked separately from any other models in the unit.

The Truffle Hounds may be released in the Charge subphase of the Movement Phase, and do not need to test for Berserk Charge. The Truffle Hounds must then declare a charge as if they had failed their Berserk Rage test. After they have been released, they will automatically form their own unit of Skirmishers. From that point, they will keep having to declare charges as if they had failed their Berserk Rage whenever possible for the rest of the game.

Your opponent will only receive Victory Points for Truffle Hounds if the unit they were bought with is destroyed.

Valourous Ballads

At the start of each turn, you may declare which song Tristan is singing. The effects of that song last until the start of your next turn – you may then have Tristan continue singing the same song, or choose another. Tristan can only sing one song at once, and will cease singing immediately if he flees or is slain.

Wall Warden

A War Machine with a Wall Warden may re-roll one Artillery dice or failed To Hit roll once per game.

Warrior of the Sands

Suliman causes Fear when charging.