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Lords
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
1
1 Fay Enchantress
Lords / Wizard / wh_dlc07_brt_cha_fay_enchantress_0
Fay Enchantress
The power that she wields, both on and off the battlefield, shapes the course of nations.
550 1200 300 1 3688 400 15 70 34 38 34 300 30
2
1 Fay Enchantress (Silvaron)
Lords / Wizard / wh_dlc07_brt_cha_fay_enchantress_1
Fay Enchantress (Silvaron)
The power that she wields, both on and off the battlefield, shapes the course of nations.
850 1500 375 1 4568 800 15 70 34 46 34 300 74
3
1 Prophetess (Life)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_0
Prophetess (Life)
These spellcasters use the Lore of Life to protect friendly troops, yet frustrate and confound enemies.
400 1000 300 1 3688 800 15 65 34 34 30 285 30
4
1 Prophetess (Life) (Warhorse)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_1
Prophetess (Life) (Warhorse)
These spellcasters use the Lore of Life to protect friendly troops, yet frustrate and confound enemies.
600 1100 300 1 4160 800 15 65 34 34 30 285 50
5
1 Prophetess (Life) (Barded Warhorse)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_2
Prophetess (Life) (Barded Warhorse)
These spellcasters use the Lore of Life to protect friendly troops, yet frustrate and confound enemies.
650 1200 300 1 4160 800 40 65 34 34 30 285 50
6
1 Prophetess (Life) (Royal Pegasus)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_3
Prophetess (Life) (Royal Pegasus)
These spellcasters use the Lore of Life to protect friendly troops, yet frustrate and confound enemies.
800 1350 300 1 4456 800 15 65 34 34 30 285 60
7
1 Prophetess (Beasts)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_beasts_0
Prophetess (Beasts)
Not just to command nature, but to range animals' primal rage against your foe? That is true power.
400 1000 300 1 3688 800 15 65 34 34 30 285 30
8
1 Prophetess (Beasts) (Warhorse)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_beasts_1
Prophetess (Beasts) (Warhorse)
Not just to command nature, but to range animals' primal rage against your foe? That is true power.
600 1100 300 1 4160 800 15 65 34 34 30 285 50
9
1 Prophetess (Beasts) (Barded Warhorse)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_beasts_2
Prophetess (Beasts) (Barded Warhorse)
Not just to command nature, but to range animals' primal rage against your foe? That is true power.
650 1200 300 1 4160 800 40 65 34 34 30 285 50
10
1 Prophetess (Beasts) (Royal Pegasus)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_beasts_3
Prophetess (Beasts) (Royal Pegasus)
Not just to command nature, but to range animals' primal rage against your foe? That is true power.
800 1350 300 1 4456 800 15 65 34 34 30 285 60
11
1 Prophetess (Heavens)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_heavens_0
Prophetess (Heavens)
Trained by handmaidens of the Lady, these spellcasters bring nature's power to bear against the foes of Bretonnia.
400 1000 300 1 3688 800 15 65 34 34 30 285 30
12
1 Prophetess (Heavens) (Warhorse)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_heavens_1
Prophetess (Heavens) (Warhorse)
Trained by handmaidens of the Lady, these spellcasters bring nature's power to bear against the foes of Bretonnia.
600 1100 300 1 4160 800 15 65 34 34 30 285 50
13
1 Prophetess (Heavens) (Barded Warhorse)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_heavens_2
Prophetess (Heavens) (Barded Warhorse)
Trained by handmaidens of the Lady, these spellcasters bring nature's power to bear against the foes of Bretonnia.
650 1200 300 1 4160 800 40 65 34 34 30 285 50
14
1 Prophetess (Heavens) (Royal Pegasus)
Lords / Wizard / wh_dlc07_brt_cha_prophetess_heavens_3
Prophetess (Heavens) (Royal Pegasus)
Trained by handmaidens of the Lady, these spellcasters bring nature's power to bear against the foes of Bretonnia.
800 1350 300 1 4456 800 15 65 34 34 30 285 60
15
1 King Louen Leoncoeur
Lords / Sword Infantry / wh_main_brt_cha_king_louen_leoncoeur_0
King Louen Leoncoeur
Fell deeds and dark ruin await those who dare to face the son of Gilles le Breton!
1000 1000 250 1 4288 800 90 80 34 60 50 450 45
16
1 King Louen Leoncoeur (Beaquis)
Lords / Flying Monstrous Cavalry / wh_main_brt_cha_king_louen_leoncoeur_1
King Louen Leoncoeur (Beaquis)
Fell deeds and dark ruin await those who dare to face the son of Gilles le Breton!
2000 2000 500 1 5908 800 90 80 34 56 45 450 75
17
1 King Louen Leoncoeur (Barded Warhorse)
Lords / Cavalry / wh_main_brt_cha_king_louen_leoncoeur_2
King Louen Leoncoeur (Barded Warhorse)
Fell deeds and dark ruin await those who dare to face the son of Gilles le Breton!
1250 1350 312 1 4892 800 110 80 34 60 50 450 75
18
1 King Louen Leoncoeur (Royal Pegasus)
Lords / Flying Cavalry / wh_main_brt_cha_king_louen_leoncoeur_3
King Louen Leoncoeur (Royal Pegasus)
Fell deeds and dark ruin await those who dare to face the son of Gilles le Breton!
1500 1500 375 1 5208 800 90 80 34 60 50 450 85
19
1 King Louen Leoncoeur
Lords / Flying Monstrous Cavalry / wh_main_brt_cha_king_louen_leoncoeur_4
King Louen Leoncoeur
Fell deeds and dark ruin await those who dare to face the son of Gilles le Breton!
1850 1850 425 1 5596 800 90 80 34 52 35 440 75
20
1 Lord
Lords / Sword Infantry / wh_main_brt_cha_lord_0
Lord
The bravest of the brave, the noble Lords of Bretonnia will fight for the Lady until the bitter, bloody end.
600 1000 250 1 4068 600 90 75 34 54 48 430 40
21
1 Lord (Hippogryph)
Lords / Flying Monstrous Cavalry / wh_main_brt_cha_lord_2
Lord (Hippogryph)
The bravest of the brave, the noble Lords of Bretonnia will fight for the Lady until the bitter, bloody end.
1500 1500 375 1 5496 600 90 75 34 47 34 440 75
22
1 Lord (Royal Pegasus)
Lords / Flying Cavalry / wh_main_brt_cha_lord_3
Lord (Royal Pegasus)
The bravest of the brave, the noble Lords of Bretonnia will fight for the Lady until the bitter, bloody end.
1100 1200 300 1 4972 600 90 75 34 54 48 430 85
23
1 Lord (Barded Warhorse)
Lords / Cavalry / wh_main_brt_cha_lord_4
Lord (Barded Warhorse)
The bravest of the brave, the noble Lords of Bretonnia will fight for the Lady until the bitter, bloody end.
850 1200 300 1 4672 600 110 75 34 54 48 430 75
Heroes
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
24
1 Jade Wizard
Heroes / Wizard / wh_dlc05_emp_cha_wizard_life_0
Jade Wizard
Acolytes of the green Wind of Magic use the natural world and its seasons to heal and protect their companions.
250 1000 250 1 3420 300 20 55 35 25 30 300 15
25
1 Jade Wizard (Warhorse)
Heroes / Wizard / wh_dlc05_emp_cha_wizard_life_1
Jade Wizard (Warhorse)
Acolytes of the green Wind of Magic use the natural world and its seasons to heal and protect their companions.
450 1100 275 1 3840 300 20 55 33 25 30 300 35
26
1 Jade Wizard (Barded Warhorse)
Heroes / Wizard / wh_dlc05_emp_cha_wizard_life_2
Jade Wizard (Barded Warhorse)
Acolytes of the green Wind of Magic use the natural world and its seasons to heal and protect their companions.
500 1200 300 1 3840 300 50 55 33 25 30 300 35
27
1 Jade Wizard (Imperial Pegasus)
Heroes / Wizard / wh_dlc05_emp_cha_wizard_life_3
Jade Wizard (Imperial Pegasus)
Acolytes of the green Wind of Magic use the natural world and its seasons to heal and protect their companions.
650 1500 325 1 4008 300 50 55 33 25 30 300 35
28
1 Damsel (Beasts)
Heroes / Wizard / wh_dlc07_brt_cha_damsel_beasts_0
Damsel (Beasts)
To control animals and twist their natural aggression to your own ends shows true mastery of your art.
250 1000 250 1 3420 900 15 55 40 34 22 285 15
29
1 Damsel (Beasts) (Warhorse)
Heroes / Wizard / wh_dlc07_brt_cha_damsel_beasts_1
Damsel (Beasts) (Warhorse)
To control animals and twist their natural aggression to your own ends shows true mastery of your art.
450 1100 275 1 3840 900 15 55 40 34 22 285 35
30
1 Damsel (Beasts) (Barded Warhorse)
Heroes / Wizard / wh_dlc07_brt_cha_damsel_beasts_2
Damsel (Beasts) (Barded Warhorse)
To control animals and twist their natural aggression to your own ends shows true mastery of your art.
500 1200 300 1 3840 900 40 55 40 34 22 285 35
31
1 Damsel (Life)
Heroes / Wizard / wh_dlc07_brt_cha_damsel_life_0
Damsel (Life)
Proponents of the Lore of Life protect and heal friendly troops and allies, whilst forestalling their foes at every turn.
250 1000 250 1 3420 900 15 55 40 34 22 285 15
32
1 Damsel (Life) (Warhorse)
Heroes / Wizard / wh_dlc07_brt_cha_damsel_life_1
Damsel (Life) (Warhorse)
Proponents of the Lore of Life protect and heal friendly troops and allies, whilst forestalling their foes at every turn.
450 1100 275 1 3840 900 15 55 40 34 22 285 35
33
1 Damsel (Life) (Barded Warhorse)
Heroes / Wizard / wh_dlc07_brt_cha_damsel_life_2
Damsel (Life) (Barded Warhorse)
Proponents of the Lore of Life protect and heal friendly troops and allies, whilst forestalling their foes at every turn.
500 1200 300 1 3840 900 40 55 40 34 22 285 35
34
1 The Green Knight (Shadowsteed)
Heroes / Melee Specialist / wh_dlc07_brt_cha_green_knight_0
The Green Knight (Shadowsteed)
The holder of secrets and keeper of the way, whose strength is the quester's ultimate test.
1800 1800 0 1 5266 700 0 100 33 60 50 430 85
35
1 Damsel (Heavens)
Heroes / Wizard / wh_main_brt_cha_damsel_0
Damsel (Heavens)
Those with knowledge may summon great gusts of wind or fearsome arcs of lightning to harass their enemies.
250 1000 250 1 3420 900 15 55 40 34 22 285 15
36
1 Damsel (Heavens) (Warhorse)
Heroes / Wizard / wh_main_brt_cha_damsel_1
Damsel (Heavens) (Warhorse)
Those with knowledge may summon great gusts of wind or fearsome arcs of lightning to harass their enemies.
450 1100 275 1 3840 900 15 55 40 34 22 285 35
37
1 Damsel (Heavens) (Barded Warhorse)
Heroes / Wizard / wh_main_brt_cha_damsel_2
Damsel (Heavens) (Barded Warhorse)
Those with knowledge may summon great gusts of wind or fearsome arcs of lightning to harass their enemies.
500 1200 300 1 3840 900 40 55 40 34 22 285 35
38
1 Paladin
Heroes / Melee Specialist / wh_main_brt_cha_paladin_0
Paladin
The bravest of warriors, Paladins charge into battle either mounted or on foot, bringing righteous death in the Lady's name.
400 1000 250 1 3688 600 85 65 34 45 40 390 40
39
1 Paladin (Pegasus)
Heroes / Melee Specialist / wh_main_brt_cha_paladin_3
Paladin (Pegasus)
The bravest of warriors, Paladins charge into battle either mounted or on foot, bringing righteous death in the Lady's name.
875 1350 337 1 4456 600 85 65 34 45 40 390 85
40
1 Paladin (Barded Warhorse)
Heroes / Melee Specialist / wh_main_brt_cha_paladin_4
Paladin (Barded Warhorse)
The bravest of warriors, Paladins charge into battle either mounted or on foot, bringing righteous death in the Lady's name.
650 1200 300 1 4168 600 105 65 34 45 40 390 70
Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
41
160 Peasant Mob
Infantry / Axe Infantry / wh_dlc07_brt_peasant_mob_0
Peasant Mob
Rejoice! For a Knight of Bretonnia provides your shield…
100 100 25 160 8640 100 15 36 33 18 10 16 8
42
120 Men-at-Arms
Infantry / Sword Infantry / wh_dlc07_brt_inf_men_at_arms_1
Men-at-Arms
Though not noble or powerful like Knights, these men take great honour to take up arms in defence of home.
250 250 63 120 7800 100 30 50 30 27 26 26 10
43
120 Spearmen-at-Arms
Infantry / Spear Infantry / wh_dlc07_brt_inf_spearmen_at_arms_1
Spearmen-at-Arms
Put a spear in a man's hand and tell him to brace and he will. He will also hope, and pray.
250 250 63 120 7800 100 30 50 30 18 30 22 4
44
1 Grail Reliquae
Infantry / Support Infantry / wh_dlc07_brt_inf_grail_reliquae_0
Grail Reliquae
The interred remains of Knights are defended violently by those whose existence gives them purpose.
300 300 125 1 3474 700 40 85 40 24 28 45 12
45
120 Men-at-Arms (Shields)
Infantry / Sword Infantry / wh_dlc07_brt_inf_men_at_arms_2
Men-at-Arms (Shields)
Though not noble or powerful like Knights, these men take great honour to take up arms in defence of home.
300 300 81 120 7800 100 30 50 30 27 34 26 10
46
120 Spearmen-at-Arms (Shields)
Infantry / Spear Infantry / wh_main_brt_inf_spearmen_at_arms
Spearmen-at-Arms (Shields)
Put a spear in a man's hand and tell him to brace and he will. He will also hope, and pray.
300 300 81 120 7800 100 30 50 30 20 38 22 4
47
120 Men-at-Arms (Polearm)
Infantry / Halberd Infantry / wh_main_brt_inf_men_at_arms
Men-at-Arms (Polearm)
Though not noble or powerful like Knights, these men take great honour to take up arms in defence of home.
450 450 113 120 7920 100 30 56 30 22 40 25 6
48
120 Battle Pilgrims
Infantry / Sword Infantry / wh_dlc07_brt_inf_battle_pilgrims_0
Battle Pilgrims
Although a fierce foe to Bretonnia's enemies, Knights should be wary of their kleptomaniac tendencies…
550 550 137 120 8280 100 30 80 30 32 31 31 18
49
120 Foot Squires
Infantry / Greatsword Infantry / wh_dlc07_brt_inf_foot_squires_0
Foot Squires
Every Squire dreams of becoming a Knight, and every Knight dreams of having a better Squire…
700 700 175 120 8280 120 70 70 28 26 24 35 18
50
120 The Holy Wardens of La Maisontaal (Battle Pilgrims)
Infantry / Sword Infantry / wh_pro04_brt_inf_battle_pilgrims_ror_0
The Holy Wardens of La Maisontaal (Battle Pilgrims)
Former grave wardens of the abbey who fight alongside Grail Knights, yearning to accrue relics and slivers of their glory.
750 750 187 120 8280 100 30 90 30 40 33 44 22
51
120 Beastslayers of Bastonne (Foot Squires)
Infantry / Halberd Infantry / wh_pro04_brt_inf_foot_squires_ror_0
Beastslayers of Bastonne (Foot Squires)
The Squires of the ‘Beastslayer’ Duke are amongst the hardiest of Bretonnian infantry, taking his epithet as their name for good reason.
850 850 213 120 8280 120 80 80 28 29 50 25 6
Missile Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
52
90 Peasant Bowmen
Missile Infantry / Missile Infantry / wh_main_brt_inf_peasant_bowmen
Peasant Bowmen
Although inaccurate, Peasant Bowmen provide a cheap, plentiful line of defence against the oncoming enemy.
400 400 100 90 4860 90 15 36 33 10 14 22 3 22 160 17
53
90 Peasant Bowmen (Fire Arrows)
Missile Infantry / Missile Infantry / wh_dlc07_brt_inf_peasant_bowmen_1
Peasant Bowmen (Fire Arrows)
The flame of the Lady goes with this arrow, and so too the low-born archer before long…
450 450 113 90 4860 90 15 36 33 10 14 22 3 22 160 21
54
90 Peasant Bowmen (Pox Arrows)
Missile Infantry / Missile Infantry / wh_dlc07_brt_inf_peasant_bowmen_2
Peasant Bowmen (Pox Arrows)
Let poisoned arrows fly, and by blessed grace find their mark, though the bowmen may never know why.
450 450 113 90 4860 90 15 36 33 10 14 22 3 22 160 17
Cavalry & Chariots
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
55
60 Mounted Yeomen
Cavalry & Chariots / Cavalry / wh_main_brt_cav_mounted_yeomen_0
Mounted Yeomen
From horseback, these Yeomen bring death across the battlefield to where it's needed most.
400 400 100 60 5040 100 30 50 33 26 26 28 36
56
60 Knights Errant
Cavalry & Chariots / Shock Cavalry / wh_dlc07_brt_cav_knights_errant_0
Knights Errant
The most junior of Knights, they fight determinedly to make a name for themselves.
700 700 175 60 5700 100 80 60 33 26 28 30 54
57
60 Knights of the Realm
Cavalry & Chariots / Shock Cavalry / wh_main_brt_cav_knights_of_the_realm
Knights of the Realm
The Knights ride down their enemies with a thunderous charge and a cry of valour.
950 950 238 60 6240 100 90 75 33 32 28 37 68
58
60 Questing Knights
Cavalry & Chariots / Cavalry / wh_dlc07_brt_cav_questing_knights_0
Questing Knights
He who undertakes the quest must never flinch and never waver, until at last he finds the sacred Grail, and sups.
1100 1100 275 60 6480 100 80 75 33 40 39 48 41
59
24 Pegasus Knights
Cavalry & Chariots / Flying Cavalry / wh_main_brt_cav_pegasus_knights
Pegasus Knights
Stronger and faster than the mightiest warhorse, the Pegasus Knight swoops across the battlefield with a powerful airborne charge.
1100 1100 275 24 6072 100 80 75 33 36 32 56 75
60
60 Grail Knights
Cavalry & Chariots / Shock Cavalry / wh_main_brt_cav_grail_knights
Grail Knights
The Grail Knights charge the enemy line with a furious stampede of hooves and the Lady in their thoughts.
1500 1500 375 60 6480 100 90 80 33 38 34 38 78
61
60 Grail Guardians
Cavalry & Chariots / Cavalry / wh_dlc07_brt_cav_grail_guardians_0
Grail Guardians
The holy relics of the Lady, the most sacred in all Bretonnia, are guarded by the most fervent and fearsome of warriors.
1600 1600 400 60 7440 100 120 85 33 42 58 43 50
62
24 Royal Pegasus Knights
Cavalry & Chariots / Flying Cavalry / wh_dlc07_brt_cav_royal_pegasus_knights_0
Royal Pegasus Knights
The rarest of all steeds, only the most noble of Bretonnians ride these dignified, sophisticated creatures into battle.
1600 1600 400 24 6552 100 80 80 33 42 36 61 75
63
8 Royal Hippogryph Knights
Cavalry & Chariots / Flying Monstrous Cavalry / wh_dlc07_brt_cav_royal_hippogryph_knights_0
Royal Hippogryph Knights
A hippogryph is no easy prize, but its power in battle makes the effort to tame one worth it.
2000 2000 500 8 8416 100 90 75 33 46 36 135 50
64
60 Defenders of the Fleur-de-lis (Knights Errant)
Cavalry & Chariots / Shock Cavalry / wh_pro04_brt_cav_knights_errant_ror_0
Defenders of the Fleur-de-lis (Knights Errant)
The personification of purity and devotion, striving to become the most honourable Knights of the Realm.
900 900 225 60 5700 100 80 70 33 36 36 30 54
65
60 Knights of the Lionhearted (Knights of the Realm)
Cavalry & Chariots / Shock Cavalry / wh_pro04_brt_cav_knights_of_the_realm_ror_0
Knights of the Lionhearted (Knights of the Realm)
From the home of the first great companion, Thierulf the Lionhearted, come the most ferocious of Bretonnia’s Knights.
1200 1200 300 60 6240 100 90 85 33 41 36 37 68
66
60 The Companions of Quenelles (Questing Knights)
Cavalry & Chariots / Cavalry / wh_pro04_brt_cav_questing_knights_ror_0
The Companions of Quenelles (Questing Knights)
Countless forays into the ever-dangerous realm of the fey bordering their homeland has honed these Knights’ skills.
1600 1600 400 60 6480 100 80 85 33 50 48 48 41
Missile Cavalry & Chariots
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
67
60 Mounted Yeomen Archers
Missile Cavalry & Chariots / Missile Cavalry / wh_main_brt_cav_mounted_yeomen_1
Mounted Yeomen Archers
Archery from horseback is fast and dangerous to the enemy, who have little time to react.
500 500 125 60 4500 100 30 45 33 18 16 22 15 18 125 17
68
60 Wardens of Montfort (Mounted Yeomen Archers)
Missile Cavalry & Chariots / Missile Cavalry / wh_pro04_brt_cav_mounted_yeomen_ror_0
Wardens of Montfort (Mounted Yeomen Archers)
The elite of Montfort’s low-born, saddled castle defenders often sent out to harass besiegers with their noxious arrows.
750 750 188 60 4500 100 30 55 33 24 22 22 25 18 125 21
Artillery & War Machines
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
69
4 Field Trebuchets
Artillery & War Machines / Catapult / wh_main_brt_art_field_trebuchet
Field Trebuchets
Walls are nothing to the blast of trebuchet fire, and a man's skull fares even worse.
650 650 163 4 4512 3100 15 40 20 10 6 30 5 22 440 153
70
4 Blessed Field Trebuchets
Artillery & War Machines / Catapult / wh_dlc07_brt_art_blessed_field_trebuchet_0
Blessed Field Trebuchets
The trebuchet - far superior to the catapult - hurls thrice-blessed stones at the enemy, crushing them with devout fury.
850 850 213 4 4512 3100 15 40 20 10 6 30 5 25 440 208