FORCES OF BRETONGYR On the following pages, you will find exciting rules and abilities for your Bretongyr army. These include powerful allegiance abilities, warscrolls, and warscroll battalions that describe the chivalrous and fearless forces of Bretongyr, for you to use in games of Warhammer Age of Sigmar.

ALLEGIANCE ABILITIES From driven fanaticism to favors from the Eternal Queen, this section provides rules and abilities for Bretongyr armies. ALLEGIANCE Every unit and warscroll battalion in Warhammer Age of Sigmar owes allegiance to one of the Grand Alliances - Order, Chaos, Death or Destruction. Many units and warscroll battalions also have more specific allegiances, for example, Stormcast Eternals or Bretongyr. If all the units and warscroll battalions in your army are Bretongyr, then it has the Bretongyr allegiance. An army with the Bretongyr allegiance sometimes known as a Bretongyr army - can use the potent allegiance abilities found on the following pages. When your army qualifies for more than one allegiance - e.g. all of the units are Bretongyr and Order you must choose which allegiance your army will use before each game. These restrictions aside, you can use allegiance abilities whenever you play games of Warhammer Age of Sigmar.

Battle Traits: An army that shares common goals and ideals is a much more deadly enemy than a rag-tag force of unlikely allies. To represent this, armies that share the same allegiance benefit from powerful additional abilities. Command Traits: Whether a cunning strategist or frontline combatant, every general has their own unique style of command. You can use the rules and table found here to determine which command trait your army general has. Artifacts of Power: Artifacts of Power are deadly treasures that the mightiest of heroes carry into battle. You can use the tables in this book to determine which magical artifacts the Heroes from your army possess. Spell Lore: The Mortal Realms sing with sorcerous power that many races have learned to harness in unique and deadly ways. Wizards from your army can generate an extra spell from the table in this section. WARSCROLLS This section describes the characteristics and abilities of the individual Bretongyr models and units.

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WARSCROLL BATTALIONS This section describes formations made up of several units that march to war as one, combining their strengths and strategies to gain powerful new abilities. By fielding these formations, you can muster the impressive might of Bretongyr and its brave warriors on the tabletop. There are rules for fielding the most legendary of Bretongyr forces, each possessing its own distinct character, strengths, and heraldry reflective of the diversity of the Eternal Queen’s armies. UNOFFICIAL RULES All contents are completely unofficial and not supported or endorsed by Games Workshop in any way. As such, please always get your opponent’s permission before using them. As such these additions may not be familiar to many players. Thank you and I hope you can enjoy these new additions to your Bretongyr forces.

ALLEGIANCE ABILITIES The forces of Bretongyr are supremely dedicated in their undying servitude to their Eternal Queen, the Lady of Fates. The powers of Chaos or Death cannot turn them from their righteous purpose. This page describes the battle traits that a Bretongyr army may possess, and the command traits that its generals may have.

BATTLE TRAITS Armies with the Bretongyr allegiance may have the following abilities: Protection of The Spirits: The army’s geists are particularly dedicated to the protection of their hosts. This force receives a 5+ save against any missile attacks as the geists expand part of themselves to protect their bonded warriors. This save is taken after failed saves and cannot be affected by Rend. Additionally, these saves may be taken against Mortal Wounds. The Lady Wills It!: The Knights of Bretongyr are possessed with a righteous fury in the name of the Eternal Queen. On any turn that any mounted unit or character charges, any to-wound roll of 6 or more counts the damage inflicted as Mortal Wounds. The Lady’s Favor: The Lady of Fates herself has personally blessed this army, its commanders, and their mission with her fey power. The army starts the game with D6 Favor Tokens, which can be represented in any manner you wish (tokens, written down, etc.). The army can utilize these Favor Tokens by spending one on a Warmachine, Hero, or Monster before that entity takes an action.

Only one Favor Token may be spent on one entity at a time, though multiple Favor Tokens may be spent in one turn. Using Favor Tokens allows the Warmachine, Hero, or Monster a bonus that the player chooses from the following list: - Favor Token Choices • When charging, the unit may roll 3D6 instead and take the two highest values • The unit may re-roll any missed to-hit rolls in that turn • If the unit is charging, each model gains +1 additional attack on one of their melee weapons (not the steed’s) • The unit may re-roll any failed saves in that turn • The unit may both run and charge in that turn • The unit may re-roll Battleshock checks against it Additional Favor Tokens may be generated during the battle in the following ways: • Gain a Favor Token if a hero is a part of a melee combat and an enemy unit that he is facing is destroyed • Gain D3 Favor Tokens if a hero slays an enemy Hero or Monster

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COMMAND TRAITS In addition to their command abilities, if they are a Hero, the general of a Bretongyr army can take a Command Virtue from the list below. Pick the Virtue that best suits your general’s personality or, alternatively, you can roll the virtue randomly. D6

Command Virtue

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Virtue of Blades: The general gains +1 Attack on all melee weapon profiles. Virtue of Guardian Geist: The general gains +1 to all Saves. Virtue of Presence: Any combat that the general is a part of, all Bretongyr units within that combat gain +1 to their Bravery. Virtue of Apparition: The general must be on foot. The General and D3 units gain the Ambush special rule (refer to the Woodsman warscroll). Virtue of Favor: The army generates an additional Favor Token at the beginning of the game Virtue of Age-Old Contempt: The general hates any units with missile weapon profiles. In melee combat he may re-roll any misses on the first round of combat against those units. Additionally, any Bretongyr unit within 3” of him do not count the casualties inflicted by missile weapons toward their Battleshock rolls.

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SPELLS OF MYTH The Eternal Queen herself teaches her Handmaidens the ancient spellcasting techniques of the Lost Lands, though their skill is supposedly tempered with instruction during time spent in the Collegiate Arcane, as per the terms of the Fateful Pact. The Lady of Fates magical teachings are tied to both fey powers and natural order, and the Handmaidens may channel the power of both spirits and the environment against their foes. Each Wizard in a Bretongyr army may choose to generate an additional spell from this chart in addition to the spells that she may already know. Pick one that best matches the backstory you have created for the model. Alternatively, you can roll a dice and randomly assign the power chosen to your Wizard.

Note that each Wizard in a Bretongyr army can know a different spell. If you prefer, you can instead generate (pick or roll) one spell that will be known by all your Bretongyr Wizards. D6 Spell

Each spell cast from this table heals the caster of a wound suffered.

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Summon Winds Entanglement Glimpse of Fate Nature’s Wrath Strengthen Spirits Regrow

HINTS & TIPS Many spells known to Bretongyr Wizards either enhance the abilities of friendly units or degrade the abilities of enemy units. Couple these together with other spells or abilities to get the best combinations out of your units.

1. SUMMON WINDS

2. ENTANGLEMENT

The Handmaiden speaks to the winds themselves, beseeching them to help her in her struggle against the enemies of the Lady. These frightfully strong gusts may smash enemies across the battlefield, knocking units out of formation and breaking the cohesion of entire armies, or gently carry the warriors of Bretongyr into combat so that they may close quickly with their foes.

The Handmaiden calls to the geists of Bretongyr heroes and fey spirits in the ether, summoning them to aid the armies of Bretongyr in their time of need. Though these spirits are not fully formed in the Mortal Realms, they may still confuse and slow foes with fey fire, prestidigitation, and ghostly manifestations. Entanglement has a casting value of 6+. Choose an enemy unit within 18”. That enemy moves, runs and charges at half speed (round down). If the spell is cast on a 10+, the unit may not move at all until the beginning of the caster’s next Hero Phase.

Summon Winds has a casting value of 5+. Choose a unit (friend or enemy) and roll a D6. On a 1, nothing happens. On a 2-5, the unit is driven away from the caster D3+1”. On a 6 the unit is driven away D6+2”. This cannot remove a unit from the table.

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3. GLIMPSE OF FATE

4. NATURE’S WRATH

The Handmaiden grants a friendly unit a moment of prescience from the Lady of Fates herself, allowing them to choose their next actions wisely. While fate is still a fickle mistress, these brief insights can potentially allow these warriors to change the course of a battle.

The Handmaiden implores the environment of the Mortal Realms to rise up against those that defile it in a manner befitting their crimes. Often, this manifests in violent explosions of natural power unique to the realm in which the Handmaiden is fighting, but always deadly to her foes.

Glimpse of Fate has a casting value of 6+. Choose a friendly unit with a missile attack within 18”. That unit gains +1 to hit on their shooting phase.

Nature’s Wrath has a casting value of 7+. Target a terrain feature within 18” of the caster. Any enemy units within 6” of that terrain feature suffer D6 mortal wounds as the land itself lashes out against them.

5. STRENGTHEN SPIRITS

6. REGROW

The Handmaiden sings to the geists of the Bretongyr host, weaving inspiring tales of ages long past full of heroism and strength. These beautiful songs of legends empower the geistly spirits bonded with the knights of Bretongyr, giving them the strength to protect their hosts against the most vicious of blows.

The Handmaiden manipulates the power of the Ether itself, drawing on its strength to grant the warriors of Bretongyr the vitality to overcome the most horrifying of injuries. Missing limbs regrow, mortal wounds heal, guttering geists burn brightly once again within their hosts, and warriors thought lost return to their feet to fight again.

Strengthen Spirits has a casting value of 8+. Target a friendly unit within 18”. It gains +2 to their Save rolls until the beginning of the caster’s next Hero phase.

Regrow has a casting value of 9+. Target a friendly unit. That unit recovers D3+1 wounds worth of models slain.

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ARTEFACTS OF LEGEND The Bretongyr people have possessed these artefacts of legend for generations. Some of them may even have originated in the Age of Myths or the Lost Lands of old. These artifacts may be blessed weapons, magical armor, trinkets, or standards. All are powerful tool in the hands of the Orders. Heroes may wield Weapons, Amor, Trinkets, or Standard. Handmaidens may wield Mystic Talismans. Named characters may not choose anything from these lists.

If a Bretongyr army includes any Heroes, then two of your Heroes may choose an Artefact of Legend. Declare which Hero has the artifact after picking your general, and then pick which Artefact of Legend the Hero has. Ideally, that artefact should fit the appearance of the model, or the heroic back-story you have given them. Alternatively, you may select one at random by rolling a dice.

D6 Magical Artifact

You may choose one additional Hero to have an artefact of legend for each warscroll battalion in your army. The same model cannot have more than one artifact of power.

MAGIC WEAPONS Any Bretongyr Hero may take a magic weapon. The weapon picked takes the profile of the melee weapon that the hero is carrying (pick one) and augments it as noted. (This cannot be a weapon a mount uses.)

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Sword of Tancred: This weapon is blessed with potent anti-necromantic runes and once belonged to a great hero in the Times of Legend. All Death units within 3” of the Hero take a mortal wound during the Hero’s Hero Phase. The weapon does +1 damage to any Death model.

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The Blade of the Beast Slayer: This blade seemingly seeks out battle with the greatest of monsters and beasts, bestowing its owner mighty strength against such foes. Against Monsters or Behemoths, this weapon does D6 damage.

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The Perilous Lance: This lance appears to be a simple lance, not unlike one used in the tournaments between orders, but it possesses an incredibly potent magic spirit. It receives +1 to wound when charging and all attacks made with it automatically hit.

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The Heartwood Lance: Though its carvings are faded and worn, this lance still bears intricate, scrolling woodwork depicting the adventures of some great heroes of the Lost Lands. While using this weapon, the bearer may re-roll all failed to wound rolls.

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The Unbound Blade: This model may start the game off the table. During any one of your own hero phases you may place them anywhere on the table at least 9” away from any enemy units. They cannot move or run that turn, but can shoot and charge as normal.

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The Sword of Garamonde: This sword blazes with fey power as it strikes down its foes, slicing through armor and protective magics as if they were non-existent. Any enemies wounded with the Sword of Garamonde must reroll any successful saves.

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ENCHANTED ARMORS Any Bretongyr Knight Hero may take enchanted armor. The armor chosen replaces the Save value given for the hero’s war scroll as indicated. Any shield bonuses that the warscroll may have are added in addition to the armor given here unless otherwise noted. D6 Armory 1 Armor of The Undying: It is said that this armor enabled Curtois, the first Grand Marshal of the Pure Order, to survive no less than nine mortal wounds while dueling the Chaos Warlord Cormak the Bloodfiend.

4 Duardin Great Helm: Gifted to the forces of Bretongyr by Sigmar’s ally, the Duardin god Grungi, this superbly crafted helm offers its wearer spectacular protection. The Hero may reroll any failed saves.

This armor grants the Hero a 4+ save. Additionally, the Hero regenerates a wound at the beginning of their Hero Phase.

5 The Armor of Amalris: This set of armor and a shield once belonged to a warrior of great skill from the Time of Legends of whose legendary adventures songs are still sung.

2 The Geistflame Cuirass: This armor burns brightly with ghostly fey fire, empowering the aura of the wearer’s bonded geist and blinding their opponents.

The armor and shield combination confers a 3+ save to the Hero. The shield must always be used, so the hero cannot use a two-handed weapon. The hero’s melee weapon profiles are adjusted so that the To-Hit values are 2+ (a mount’s profile attacks are not affected).

This plate armor grants the Hero a 4+ save. Opponents suffer a -1 penalty on all to-hit rolls vs the wearer and his mount with missile weapons and in melee combat.

6 The Favored’s Shield: The Eternal Queen particularly favors the bearer of this beautifully crafted magic shield.

3 The Shield of Spirits: Enchanted with magics the Lady herself crafted, this shield amplifies and focuses the protective power of the knight’s bonded geist.

The shield provides a +1 save bonus. Additionally, this shield overrides the Protection of the Spirits and confers a special 5+ save that the hero may take after failed saving throws. This 5+ cannot be modified by Rend and can be taken even against Mortal Wounds.

The shield adds +1 to the save of the wearer (replacing any shield the wearer has). Additionally, the bearer of the shield adds +1 to their Protection of The Spirits rolls.

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LEGENDARY TRINKETS Any Bretongyr Hero may take a Legendary Trinket. These take the form of small items D6 Trinkets 1 Horn of le Chasseur: Once the prized possession of a great hunter of the Lost Lands, when this horn is sounded its mighty magic force even the greatest of prey to the ground.

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This horn may be used once in the game. You may choose to sound the horn in the Hero Phase. Until the beginning of your next Hero Phase, no enemy unit may fly. They are forced to use their profile’s ground movement speed. 2

Any enemy unit engaged in melee with the Hero must roll two dice for Battleshock and choose the highest result. 5

Blessed Icon of the Lady: The Lady of Fates herself has imbued a portion of her essence into this ancient and storied amulet, providing its bearer with protection from the most powerful of magics.

The Tress of the Tower Maiden: It is said that a powerful Handmaiden of the Lost Lands wove this tress from her own hair when her foul enemies imprisoned her, empowering it with all her hatred and wrath for her captors. The Hero may choose one enemy model at the beginning of each melee. That model is hit by the Hero on 2+ regardless of other modifiers.

If a magical spell ever targets the Hero or a unit within 3” of the Hero, the Hero may roll 2d6 to dispel it even if they are not a spellcaster. If the Hero is a spell caster, they may roll 3D6 to dispel it. This allows for multiple dispel attempts, overriding the basic rule that only allow spell casters a certain number of attempts per turn. Additionally, the Hero does not need line of sight with the enemy spellcaster to make the dispel attempt. 3

The Phantasmal Crest: This simple crest adorns a knight’s helmet and empowers the wearer’s geist to reveal its true, terrifying form to enemies.

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The Gauntlet of Duel: This magic gauntlet has passed through the hands of some of the most capable duelists of the Orders, their collective pride and lust for single combat imbuing it with a powerful aura that draws even the most cowardly of foes to fight the bearer. The Hero may issue a challenge to any enemy Hero. That challenge must be accepted and no other enemy models may target the Hero while this duel is ongoing.

The Ruby Goblet: This magical chalice was said to have collected the lifeblood of Sir Roland, the first geistknight, as he fell in battle, and now the geist that empowered him will return to defend the Goblet’s bearer in times of dire need. Once the Hero has been wounded for the first time, he may never be wounded on better than a 4+ from any source.

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MYSTIC TALISMAN Any Handmaidens of the Lady may select an item from the Mystic Talismans list. D6 Talismans 1 The Silver Mirror: A token of great favor from the Lady herself, the powerful Silver Mirrors provide Handmaidens with a way to communicate with their Queen and reflect the darkest of magics back upon her foes.

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This item may be used once per battle. This item will automatically dispel an enemy spell without the need for a dispel attempt. The normal qualifiers for being able to dispel a spell are still required (distance and line of sight). Additionally, the enemy caster suffers D3 mortal wounds.

This item can be used once per battle before attempting to cast a spell. The spell does not require a roll for casting and no enemy caster can attempt to dispel it.

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The Sacrament of the Lady: The Eternal Queen has blessed these wafers with her touch and when their bearer consumes them, they grant a flash of insight normally available only to the Lady of Fates herself. The Handmaiden may cast an additional spell in their Hero Phase.

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The Icon of Eleanor: This icon contains the spirit of a great sorceress of the Lost Lands that may be released to unleash her power upon the enemies of the Lady once again.

The Chalice of Malfleur: This magical vessel, shaped in the form of a skull, contains a dark power and will deliver a portion of that strength to those who drink from it, though perhaps not always in the way they would like. Before the caster attempts to dispel an enemy spell, she may sip from the Chalice. On a roll of 1, she suffers D3 mortal wounds. On a roll of 2-6, she may roll 3D6 instead and discard the lowest number when dispelling.

The Verdant Heart: A small charm woven from branches and twigs taken from the heart of Alarielle’s Realm, this amulet allows its bearer to draw strength from nature itself.

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Any wood or forest terrain that the Hero is standing within, grants +2 cover to the caster. Additionally, the caster gains +1 to cast while standing within a wood or forest terrain.

The Amber Periapt: This wooden statuette, shaped in the form of a god long lost to the sands of time, grants its bearer unnatural vitality and fortitude. The Hero may drink this in their Hero Phase. They recover D6 wounds.

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MAGICAL STANDARDS Standard Bearer Heroes may select a magical standard from this list.

D6 Treasure 1 Banner of the Lady: One of the most ancient standards in Bretongyr, this mighty banner depicts the Eternal Queen in all her glory, striking fear into the heart of her people’s foes.

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The Hero and any one unit within 3” of him may move through impassable terrain, buildings, etc. as if they were Flying. They may not end their turn on impassable terrain or within a building.

All enemy units engaged in melee with the bearer of this banner suffer -D3 to their Bravery (roll for each unit) for that turn. 2

The Valorous Standard: This banner was carried into battle during the heroic charge of the geistknights following Nagash’s betrayal and their brave sacrifice has imbued the fabric of its being with an aura of heroism and courage.

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All friendly units within 12” of the Hero may roll 2D6 when rolling Battleshock and discard the highest result. 3

The Ethereal Banner: Woven from the very essence of willing geists, this magical banner allows those around it to traverse the ether in which geists exist for short periods of time.

The First Standard: The first Order of Bretongyr carried this banner into battle during the desperate times of the Dolorous Years and its presence alone inspires those around it to stand firm in the face of the greatest of threats. One unit within 3” of the Hero takes Battleshock with no negative values applied.

The Banner of Spiritual Protection: The simple icon embroidered on this banner reminds the geists of their purpose and drives them to give a greater portion of their being to ensure their host’s safety.

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All friendly units within 12” of the Hero add +1 to any saves.

The Fey Banner: This magical gonfalon acts as a conduit for the geists and fey spirits that swirl around it when it is unfurled, distracting foes in the midst of battle. Enemy units in melee contact with this unit may not fire ranged weapons when engaged in melee.

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Designs by Henin Writing by RedCrossKnight Rules by Auticus Art by KillerK (pg 1, 8) Weapon concept design by Tertius The Scribe (pg 5)

Bretongyr Allegiance Rules.pdf

ALLEGIANCE ABILITIES Battle Traits: An army thatshares WARSCROLL. From driven fanaticism to favors from the. Eternal Queen, this section provides rules.

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