Lady Élisse Duchaard

(Unit)
Type: unit
Category: Named Characters
Categories: Faction: Kingdom of Bretonnia, Characters, Named Characters, Faction: Kingdom of Bretonnia - Errantry Crusade
LinkId: 509e-5757-d73a-9c06
Hidden: false

Constraints:

max(roster): 0
Options (1)

Profiles:

Unit Troop TypeUnit Size
Lady Élisse Duchaard

Monstrous cavalry (named character)

1

Special Rule
Arcane Backlash:

Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies. Lady Élisse may apply a+1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.

Armoured Hide:

The hide of some creatures forms natural armour and improves their armour value ( and that of their rider). By how much armour value is improved varies from model to model, as shown in brackets after the name of this special rule.

Note that a model that wears no armour is considerer to have an armour value of 7+ for the purposes of rules that improve armour value.

Aura of the Lady:

Any unit this character has joined gains the Magical Attacks special rule.

Beguiling Aura:

Enemy models must make a Leadership test before making any rolls To Hit against the model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.

Blessings of the Lady:

Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:

• A 6+ Ward save against any wounds suffered.

• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.

Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.

Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady. The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask! Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.

Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.

Counter Charge:

This special rule can only be used by units that consist entirely of models with this special rule. When a unit with this special rule is charged in its front arc by an enemy unit whose troop type is ‘cavalry,’ ‘chariot’ or ‘monster’, it may declare a ‘Counter Charge’ charge reaction:

Counter Charge: The unit surges forward to meet the enemy charge. Measure the distance between the two units. If the distance is less than the Movement characteristic of the charging unit, the charged unit has not enough time to meet the enemy charge and must either Hold or Flee instead.

Otherwise, pivot the unit about its centre so that it is facing directly towards the centre of the charging enemy unit. After pivoting, the unit moves D3+1" directly towards the enemy unit. Both units are considered to have charged during this turn.

Fleeing units and units already engaged in combat when charged cannot Counter Charge. A unit can only Counter Charge in response to one charge per turn, even if charged by multiple units. Once all charges have been declared, the inactive player can choose which charging unit to Counter Charge. The unit will then Hold against the other charging units.

Lore of the Lady:

A Wizard with the 'Lore of the Lady' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or a spell from the 'Lore of the Lady'.

Magical Attacks:

Any attack made or hit caused by a model with this special rule, or made using a weapon with this special rule, is a ‘Magical’ attack.

Note that all spells are considered to have this special rule, as are any hits caused by magic items.

Magic Resistance:

The Casting roll of any enemy spell (including Bound Spells) that targets a unit that includes one or more models with this special rule suffers a modifier, as shown in brackets after the name of this special rule (-X).

Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.

Shield of the Lady:

If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.

Stomp Attacks:

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that always strike at Initiative 1 (regardless of modifiers) and that hit automatically using the unmodified Strength characteristic of the model.

Swiftstride:

A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result.

Spell NumberTypeCasting ValueRange
The Lady's Wrath

Enchantment

9+

Self

Remains in Play. Whilst this spell is in play, the caster, their mount and any unit they have joined gain a +1 modifier to theu Strength characteristic (to a maximum of 10) and imrpve the Armour Piercing characteristic of their weapons by 1.

Burning Gaze

Magic Missile

10+

5D6

Draw a straight line , 5D6" in length, from the caster's base edge. Any enemy model whose base falls under this line suffers a single Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal).

The Lady's Gift

Enchantment

7+/10+

12"

Remains in Play. If this spell is cast with a casting result of 7 or more, the target friendly unit gains the Regeneration (6+) special rule. If this spell is cast with a casting result of 10 or more, the target friendly unit gains the Regeneration (5+) special rule. This spell may target a friendly unit engaged in combat.

Modifiers:

set max(roster) 1
1000+ limit::points of any in roster
Used By (2)