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Warhammer Army Project/Bretonnia
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==Army Special Rules== * '''The Lance Formation:''' Basically the same as before, except now they only benefit from the Formation whenever the unit is precisely 3 models wide like monstrous calvery along with getting bonus strength on impact hits each to full rank, Double their unit strength on a successful charge and win the combat round for the purposes of denying enemy steadfast, and Fight in Extra Ranks (1) and each rider make up to 3 supporting attacks because why not. Can uniquely have 5 ranks for 15 horse buses. Your Spellcasters get to be protectively sandwiched between knights and still support (but also has line of sight for the hell of it); maybe a small bonus (actually a big one), but so a big help. *'''Peasant's Duty:''' Your chaff can use a knightly unit's Ld if they are within 6" of each other. Also, their raggedy standards don't give enemies VP when captured. *'''The Knight's Vow:''' Base knight rule. They can only join other basic knights. Ignore panic tests caused by friendly models. *'''The Questing Vow:''' the Knight's Vow + reroll failed Psychology tests and join Knight's and Questing knights. They ignore the Initiative penalty of a Great Weapon on the charge, but they can't take lances. *'''The Grail Vow:''' Immune to Psychology, a 5+ ward from Blessings of the Lady, and have Magical attacks. Characters gain +1 Leadership and can join any unit with a Vow. * '''Blessings of the Lady:''' Gain a 6+ Ward save that becomes 5+ against ALL missile weapons. The blessing is lost if the model had fleed or refused a challenge. While this gives your knights a better chance of getting into combat, especially against shooty armies (looking at YOU Dwarves), they're also less protected when they actually get into combat against those more dangerous units/characters.
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