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==Magic Items== As an exception to regular magic weapon rules (which must always be used before mundane equipment), Bretonnian characters with a mundane lance '''will''' use it in a turn in which they charge, and then switch to their magical weapon for subsequent combat rounds, if they have any. Magical lances will be used in all turns, regardless of other equipment the character may have. *This rule is a good way to diversify your equipment choices, something characters from other armies cannot do. Equipping a character with a lance and a cheap magical weapon will ensure that he can keep delivering wounds if his unit gets stuck, something that can prove essential in prolonged combats. === Common Magic Items === Some of these bear mentioning as specially valuable in the Bretonnian roster. *'''Sword of Might 20p -'''good on characters on horse that go in units. +1S helps you keep the wounds rolling when the initial charge fails to break the enemy, and it's then when your characters must pull the weight of the unit and help win the fight. Ideally this weapon should go to a paladin or BSB with nonmagical banner. *'''Sword of Might 15p -''' Grants Armor Penetration (-1 to saving throw). can work as a similar purpose as the Sword of Might, in case it has been already taken by another character. Again, good for a secondary paladin. *'''Enchanted Shield 10p -''' A +2 to your armour save is a very good deal for its price. Good on all manner of characters, but usually your Lord will have a better magical armour. **You cannot give this to your BSB, no matter what you found in 2000s WHFB forums. It is a Shield, which a BSB cannot take by mundane means, thus losing access to it. Same with the Orcbane Shield and Grail Shield. *'''Dispel scroll 25p -''' Scroll caddy damsels are a must in any army. Get one lvl 1 Damsel with one or two scrolls, specially since you are not in the "big league" of magic armies, and you'll be forced to play on the defensive most games. *'''War banner 25p -''' +1 to combat resolution. Give it to your Questing Knights or Grail Knights, since those are the units that can get stuck in combat for prolonged rounds, and it gives them an edge to win and not depend too much on characters. === Magic Weapons === *'''The Silver Lance of the Blessed 65p -''' Cavalry lance that auto-hits so long as your hero retains the Blessing. Good, but expensive, and you have other ways to obtain re-rolls. The fact that you can lose the effect if you lose the Blessing is also pretty iffy for such an expensive weapon. *'''Sword of the Quest 50p -''' Good old Armour Ignoring weapon. May be used as a hand-weapon together with a shield, or as a two-handed weapon in case you need more Str to wound your target. SotQ may only be given to a hero with the Questing Vow. Excellent, and the cornerstone of all duelling Questing Lords, together with Virtue of the Ideal or Virtue of Confidence. *'''Sword of the Lady's Champion 40p -''' Always counts the bearers Strength as one higher than the targets Toughness, and modifies armour saves accordingly, effectively always wounding on 3+. Only for characters with the Grail Vow. A good weapon that can surprise high T opponents such as monsters or Chaos Lords. *'''Sword of Heroes 35p -''' Your monster-killer weapon. Against T5 or more, bearer gains +1Str and each unsaved wound turns into 1d3. Give it to a cheap Paladin for a scary monster hunter hero. *'''The Heartwood Lance 35p -''' An excellent weapon, which allows you to re-roll wounds in '''all''' combat rounds, not just on the charge. Good on a Paladin or a properly built Lord with the Virtue of the Ideal. *'''Birth-sword of Carcassonne 35p -''' An okay-ish weapon, +1Str and forces enemies to re-roll successful armour saves. Not bad, but not as good as The Heartwood Lance. *'''Morningstar of Fracasse 25p -''' The most despised magical weapon in your repertoire. +2Str on the charge, and if the enemy hit has a magical weapon, roll d6 for each hit suffered (not wound). On a 4+, his magical weapon is destroyed. Give it to a cheap Paladin in a unit and send him against big heroes to reduce their threat significantly. *'''The Lance of Artois 25p -''' A lance that grants +2Str as per usual, and also Killing Blow on the turn the character charges. Scary, but losing the buff after one turn makes it unreliable. Unless you can direct it towards a lonely hero that cannot refuse your challenge, or you bring the Gauntlet of the Duel, leave it at home. *'''The Wyrmlance 20p -''' Humble Wyrmlance, acting as a regular lance that once per battle allows your hero to spit a Str3 flaming template. Can be of some use on a flying Paladin on Royal Pegasus to hunt skirmishers and beasts, or dryads. **After your use the template, the lance remains engulfed in flames, granting Flaming Attacks. Good against Trolls and mummies. === Magic Armour === *'''Gilded Cuirass 55p -''' A regular heavy armour that grants Regeneration (4+++). Stacking another save on top of your Blessing Ward save can make your Lord extremely resilient. Expensive, but very good. Only for characters with the Grail Vow. *'''Armour of the Midsummer Sun 45p -''' The armour that Hippogryph Lords '''must''' buy. -1 to ranged attacks to both user and mount go a long way in protecting monsters, which are already penalized for being a Large Target. *'''The Grail Shield 35p -''' Upgrades your Blessing ward save to 4++, and counts as a regular shield. Really good on duelling Lords. Only for characters with the Grail Vow. **It was FAQ'd that the upgraded Ward save does not extend to mounts. Refer to the Armour of the Midsummer Sun for your Hippogryph-protecting needs. *'''Gromril Great Helm 30p -''' Really good, has a similar effect to the Enchanted Shield. Effectively granting a +1 to your armour save that can be stacked with mundane heavy armour, shield and barded mount, this takes your hero to 1+ armour save territory, and allows you to re-roll failed armour saves. **The Enchanted Shield is more cost-effective, but if it's already taken, the GGH can help improve another hero armour save. *'''Armour of Agilulf 25p -''' Heavy armour which includes a shield (so the cost of the armour is a better value on Lords, since their shields are more expensive) and grants WS 10. A good armour for duelling purposes, but your hero will be lacking on the defensive side. Do not take it with Virtue of the Ideal, as it already upgrades your Weapon Skill to a more than respectable WS8.
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