BRETONNIAN
KNIGHTS ERRANT WARBAND
According
to the ancient custom, which is still followed in Bretonnia, anyone
who desired the honour and privilege of knighthood must first
prove himself worthy by accomplishing a perilous task. Traditionally
the errand of knighthood is chosen by the fairest maiden in the
village, and is often to slay a monster and bring back its head
or return with a treasure. The maiden is required to marry the
knight if he succeeds in his errand, so sometimes the quest is
a dangerous one indeed. Many Knights Errant, as these aspiring
men are called, travel to Lustria or the Land of the Dead in search
of treasure and victory in combat. Some travel to the mysterious
forest of Loren with high hopes to impress the legendary Elves
with their courage.
The
knight is equipped with weapon and armour before he departs on
his errand, depending on the wealth of the village and the knight's
family this ranges from a suit of leather armour and a simple
shield to a barded warhorse and ornate heavy armour. All knights
are given a shield with their family colors, or the colors of
the Knight of the Realm of that village if the family doesn't
have their own colors. The shield is traditionally without heraldry,
as this will be based on the errand that the knight strive to
complete, for example slaying a monster would be cause to emblazon
the image of the monster on his banner and shield. Sometimes the
Knights bring along a trusted friend, his hunting dog, the Knights
of Bretonnia love hunting and one of the duties of the young Squires
are to look after the Knights hunting dogs. It is not uncommon
for a knight to give a faithful squire one of the whelps from
a new litter.
Knights
Errant often band together and travel in a group; sometimes they
are brothers or childhood friends who have taken up the errand
together. In addition they are joined by a number of young squires,
eager to prove themselves in combat. In addition as the Errant
party passes through villages they attract the attention of the
village youth. Sometimes a bored youth decides to join the party,
in the hope that one day he will have the courage himself to attempt
the Errand of knighthood. While the knights pursue a particular
goal with their Knightly Errand they will not immediately abandon
the warband once they have completed it. Abandoning your friends
in the dangerous Land of the Dead or City of the Damned would
tarnish the knight's honor. Thus the knights stay together until
they all agree to return.
CHOICE
OF WARRIORS
A Knights Errant warband must include a minimum
of three models. You have 500 gold crowns to assemble and equip
your initial warband. The maximum number of warriors in the warband
may never exceed fifteen.
Knights Errant: Your Knights Errant warband
must include at least one Knight Errant and up to four in total.
Squires: Your Knights Errant warband may
include any number of Squires.
Hired Swords: The Knights Errant warband
may not recruit evil Hired Swords or those who practice magic
or use poison, for this would dishonor them.
STARTING
EXPERIENCE
Knights Errant start with D6+7 experience
Henchmen start with 0 experience.
KNIGHTS
ERRANT SKILL TABLE
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Combat |
Shooting |
Academic |
Strength |
Speed |
Special |
| Knight |
x |
|
|
x |
x |
x |
KNIGHTS
ERRANT SKILL TABLE
KNIGHTS FEATS
1 - Combat charge
Some knights specialize in running down opponent on their initial
combat impact.
The character gain +1 attack and +1 WS when he charges.
2 - Lancer
The assault on horseback with lance, may best be the way everyone
imagines a Knight doing combat. Though this feat is very hard
and difficult to master correctly. And yet there is nothing more
impressive than a knight on horseback, using lance and shield
to skewer his enemies.
The character can use this skill only on horseback. May not be
combined with combat charge.
If the character's first opponent(s) suffer an unsaved wound,
the character may continue his charge. Opponents are not allowed
to strike back.
The charge may then be continued another 4", and any enemy
within 2" of that charge line can be charged. If the character
does charge another enemy he counts as charging in the next combat
round
3 - Sword master
Some knights are such masters in wielding their swords that no
blow seems to reach them. When using a sword the character may
parry, with reroll at equal or higher.
4 - Armour specialist
Often a knight moves in his armour as if it does weigh almost
nothing. And blows that reach him seem to just bounce of his armour.
When using Heavy armour and shield the subject ignores the standard
movement penalty and his armoursave cannot be modified beyond
5+ due to strength. This does not work on horseback.
KNIGHTS
ERRANT EQUIPMENT LIST
|
Hand-to-Hand Combat Weapons:
Mace/Hammer
3 gc
Battleaxe
5 gc
Sword
10 gc
Morning star
15 gc
Double-handed weapon
15 gc
Lance
20 gc
Missile Weapons:
None
|
Armour:
Upgrade Light Armour
to Heavy armour
+30 gc
Helmet
10 gc
Barding
40 gc
Miscellaneous Equipment:
Warhorse
80 gc
Wardog
30 gc
|
SQUIRES
EQUIPMENT LIST
|
Hand-to-Hand Combat Weapons:
Dagger (first free)
2 gc
Mace
3 gc
Axe
5 gc
Sword
10 gc
Spear
10 gc
Halberd
10 gc
|
Armour:
Shield
5 gc
Helmet
10 gc
Light Armour
20 gc
Missile Weapons:
Bow
10 gc
Longbow
15 gc
|
HEROES
1- 4 KNIGHTS
ERRANT...................50 gc each
Anyone who desires
the honour and privilege of knighthood must first prove himself
worthy of the position by accomplishing a perilous task, an errand
of knighthood. The nature of the errand is chosen by the fairest
maiden of the village, the duke of the province or the King himself.
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Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Knight
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4
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4
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3
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3
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3
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1
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4
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1
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8
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Weapons/Armour: Knights Errant have a suit of Light
Armour and a shield when first recruited. In addition the Knights
Errant may have equipment from the Knight Equipment list, a
Knight Errant must buy a weapon from the hand-to-hand combat
list, a simple dagger is not acceptable.
SPECIAL RULES:
Brettonian Leader: The Knights Errant warband doesn't have
a leader like a normal warband has, the Knight Errants are brothers
in arms and the Squires will happily follow any of the mighty
knights. However as rules and scenarios confer special bonuses
or rules to leaders the warband must have one. Each of the Knight
Errants start with D6+7 experience points, the knight which
rolls the highest experience is the leader and from now on follow
all the rules that apply to the leader. If two or more knights
roll the same experience, choose one of them as the leader.
Note that the experience rolled does not allow the Knights Errant
any starting advances.
Knights Virtue: A Knight Errant is a chivalrous warrior
warrior who is superior to ordinary warriors. He will never
break and panic from combat and so does not have to pass a leadetrship
test for being All Alone.
HENCHMEN
SQUIRES...............25
gc each
Knights Errant usually
have several Squires in their retinue as servants and companions.
Squires are loyal to their Knights and will follow them without
question, learning the art of war and the code of chivalry, in
preparation for their own errand of knighthood.
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Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Squire
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4
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3
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3
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3
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3
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1
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3
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1
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7
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Weapons/Armour: Squires will be armed and equiped at
the expense of the Knights Errant they serve. The equipment
they may have is listed in the Squires Equipment list.
(V1.6)
By
Tommy Punk with help from Bill Strip and Gary Mort
Edited by tom E. green
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