Bretonnian Magic Items
Bretonnia has access to all of the Common Magic Items and also to the Bretonnian Magic Items list, the mighty items of Bretonnia are not to be underestimated, for they hold great power, here they are:
MAGIC WEAPONS:
Sword Of Heroes(50 points):
Gifting the wielder with great strength when faced with impossible odds and allowing the chivalric Paladins and Dukes to cleave apart monsters three or four times their size. This weapon grants its holder + 3S when facing opponents with T5 or higher, and any unsaved wounds done to foes with T5 or above are multiplied to d3 wounds.
The Lady's Champion Sword(40 points):
As long as the Bretonnian army carrying this weapon retains the Blessing Of The Lady, the bearer can fight with amazing skill, speed and accuracy. This weapon has been the downfall of many dishonourable foes. This weapon loses its effect if the Blessing is lost and has no effect if the Blessing is not prayed for at the start of the game. It grants the ability to re-roll failed to-hit and to-wound rolls.
Morning Star Of Francasse(30 points):
This Morning Star has the ability to destroy the foul magic items of the enemy, it gives + 2S on the charge and also, for any hits scored roll a d6, on a 4+ any magic weapon that foe carries is destroyed.
Lance Of The Quest(20 points):
A charging Paladin or Duke with this lance can easily unhorse mounted opponents and skewer those on foot, for it magically helps its carrier hit the enemy. + 2S on the charge(this is because it is a lance) and the user may re-roll failed to-hit rolls on turn he charges.
MAGIC ARMOUR:
Armour Of Brilliance(100 points):
This armour shines with such brightness that it is very hard to see, let alone hit, the wearer. It is also magically hardened and has saved many a Duke from defeat. 4+ armour save that can be improved by other things and plus too, anyone trying to attack the wearer or his mount is at -1 to hit, this counts for close combat and shooting!
Grail Shield(50 points, Dukes and Paladins with the Grail Virtue only):
A Shield that is very protective and is fed by the knight who uses its chivalry. The wielder has a 6+ armour save that can be improved through other means and a 4+ Ward Save. This shield is very useful for saving your character's skin after his armour has failed.
Cuirass Of Fortune(40 points):
This cuirass is very lucky, whilst it is not obviously magical it is hard to deny its abilities when in many battles, where hundreds of men have died, the person wearing this always seems to come through it unharmed. 5+ Armour save that can be improved and a 5+ Ward save.
Mithril Great Helm(30 points):
Made of Mithril, this helm makes it almost impossible for anyone to hit the knight's head and neck, thus making it much tougher to wound the wearer. Gives a 6+ Armour save that can be improved by other means and allows failed armour saves to be re-rolled(no re-rolling re-rolls though, a duff re-roll still fails).
TALISMANS:
Dragon's Claw(50 points):
Very hard to get(what with needing a dragon to give up a claw, usually requires killing it!). Has special magical properties, 5+ Ward Save and immunity to Dragon's Breath.
Mantle Of Blood(30 points):
A very potent talisman that works towards protecting the wearer's life and soul. Any attack that would cause multiple wounds(exercutioner's sword, cannon ball, ect.) only causes one wound on the wearer, any attack that would automatically kill(killing blow, some spells, ect.) the wearer causes one wound instead but the Mantle is destroyed.
ENCHANTED ITEMS:
Tress Of Isoulde(25 points):
A magical lock of a Damsel or Prophetess's hair, A one-use item that allows the carrier to nominate one target and hit on an unmodified 2+ for that phase.
Ruby Goblet(25 points):
A magical goblet that protects a wounded character from further harm. The goblet takes effect at the end of the phase in which the carrier suffers his first wound, gives a 6+ Ward save to the carrier and the unit he is with.
Holy Icon(45 points):
The Icon of the Lady Of The Lake protects those who worship her from harm from the evil and corrupting magics of the enemy. Gives Magic Resistance(3) to the bearer and the unit he is with. Only lasts as long as the Blessing is retained, if the Blessing is not taken then this item has no effect.
ARCANE ITEMS:
Chalice Of Malfluer(25 points):
This Chalice can make the power that a magic-user can muster that bit more that can win a battle, but only if the bearer drinks from it. Like all magic though it sometimes can prove dangerous. At the start of each player's Magic Phase, the bearer can opt to drink from the Chalice, roll a d6, on a 2-6 add 1 extra dice to the drinker's pool(dispel on foe's turn, power on yours), on a 1 however the drinker takes 1 wound.
Potion Sacre(10 points):
A potion that inbues the spellcaster who consumes it with power. One use only, it must be declared wether player is drinking the potion or not before the dice to cast or dispell are rolled, if he is, then add a +1 to the result of one dice. May be used to stop a Miscast or cause Irresistable Force.
Silver Mirror(50 points):
A mirror impowered with the ability to use the foul and deceitful magic of the enemy against it, an irony not lost on many enemy generals as their army is consumed by their own magic. One use only, may be used to deflect any spell cast directly on the character/unit he/she is with back at the enemy caster/unit he/she is with. The spell is then deflected towards the new target, but may be dispelled by the enemy player(unless it's cast with Irresistable Force), but using Power dice, not Dispel dice. May not effect spells not cast directly on the bearer or unit he/she is with.
MAGIC BANNERS:
Banner Of The Lady(100 points):
This banner is infused with strong magic that allow units fighting under its glorious cloth to turn aside great waves of opponents as if they were nothing. All units with at least one model in contact with the banner bearer get no rank bonuses.
Banner Of Defense(50 points):
The Lady has given this banner the ability to protect Bretonnia's valiant soldiers to march towards enemy cannons and war machines with no fear of the horrendous machines of carnage, for the Lady protects them. All models in the unit carrying the banner gain a 4+ Ward save against normal or magical missiles with strength 6 or more.
Errantry Banner(25 points, Knights Errant only):
Whilst not fully recognised in their chosen profession, Knights Errant riding to war under this banner charge with might worthy of a Grail Knight. +1S on the charge for all Knights Errant in the unit, does not effect characters in the unit or the steeds.
Banner Of Chalons(10 points):
The Banner Of Chalons allows the knights who ride beneath it to charge without fear of the bows and blackpowder weapons of the enemy. Enemy cannot choose Stand & Shoot reaction if charged by the unit carrying this banner.
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