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Page 1: th - · PDF fileadd enough of the fantasy realm to the aesthetic such as demigryph cavalry and the hippogriff riding King Louen. This new faction, based on the ... blood thirsty marauders,
Page 2: th - · PDF fileadd enough of the fantasy realm to the aesthetic such as demigryph cavalry and the hippogriff riding King Louen. This new faction, based on the ... blood thirsty marauders,

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Page 3: th - · PDF fileadd enough of the fantasy realm to the aesthetic such as demigryph cavalry and the hippogriff riding King Louen. This new faction, based on the ... blood thirsty marauders,

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Deus Vult is a project that was written to facilitate the old Bretonnian kingdoms

and bring them up to speed in the more modern Age of Sigmar game. This

involved some points tweaks as well as some rules updates to existing warscrolls

and the addition of the Faith system.

Care was taken to reference the old 5th and 6th edition Bretonnian army books as

well as to borrow heavily from imagery rooted in the Arthurian legends.

This army is a hard-hitting cavalry charging army, just as the Bretonnian army of

old was, and is based around historical looking models that can be obtained from

pretty much anywhere. As such, it is an army designed for historical players to

involve themselves in Age of Sigmar with their historical armies, though as you

will find there is still a bit of the

fantastical that can be found here to

add enough of the fantasy realm to

the aesthetic such as demigryph

cavalry and the hippogriff riding

King Louen.

This new faction, based on the

ancient legends of the Times of

Myth, worship their goddess The

Lady of the Lake, and from that

worship springs their battle cry

Deus Vult or “God wills!”.

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There are two primary orders that make up the Circle of Deus Vult. The first step

of creating your army is to identify what order your force represents. The order

that your force represents will determine the Battleline troops that you have

available to you as well as what Virtues your general can select from.

The Order of the Knights Hospitaller – Defenders of the weak

and protectors of the faithful, the Knights Hospitallers patrol

the mortal planes and safeguard those people traveling from

marauding orruks, blood thirsty marauders, or any other

number of enemies that call the planes their home.

If your force represents the Order of the Hospitaller then your force is comprised

mostly of peasantry and pilgrims. All units of Pilgrims, Men-At-Arms, Peasant

Bowmen, and Knights Errant count as Battleline.

The Order of Breton – Descendants of the ancient Breton

line and followers of the old (some would say very old) ways.

The Order of Breton recognizes their King and twelve

Marshalls that seat upon a circular table of stone to discuss

kingdom affairs.

Each Marshall and the King himself rules over a small

province, and are considered politically equals though all Marshalls defer to the

King for overall commands.

These knights also command peasant armies in times of war, though are

more renowned for their glittering cavalry charges and massed ranks of

armored steel.

All units of Men-At-Arms, Peasant Bowmen, Knights Errant, and

Knights of the Realm count as Battleline.

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Every unit and warscroll battalion in Warhammer Age of Sigmar owes allegiance

to one of the Grand Alliances of Order, Chaos, Death, or Destruction. Many

units and warscroll battalions also have more specific allegiances – for example,

Deus Vult or Paladins. If all the starting units and warscroll battalions in your

army are Deus Vult then it has the Deus Vult allegiance. A Deus Vult army can

use the abilities found on the following pages.

Battle Traits Armies with the Deus Vult allegiance may have the following abilities:

Blessings of the Lady – The army is blessed by the Lady of the Lake and receives a

special 5+ save against any ranged missile attacks. This save is taken after failed

saves, and cannot be affected by Rend. Additionally, these saves may be taken

even against Mortal Wounds.

God Wills! – Knights of Deus Vult are devastating on the charge. On any turn

that any mounted unit or character charges, any to-wound roll of 6 or more counts

the damage inflicted as Mortal Wounds.

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The Lady’s Favor – The army is blessed

supernaturally by the Lady of the Lake,

not only in her blessings (above) but in

great feats and deeds. The army starts the

game with D6 Faith Tokens, which can be

represented by anything you wish (tokens,

write them down, etc)

The army can utilize Faith Tokens by

spending one on a unit, warmachine, hero,

or monster before that entity takes an

action. Only one faith token can be spent

on one entity at a time, though multiple

faith tokens can be spent in a turn.

Using Faith Tokens allows the unit,

warmachine, hero, or monster a bonus that

the player chooses from the following list

• When charging, the unit may roll 3D6 and take the two highest values

• The unit may re-roll any missed to-hit rolls in that turn

• If the unit counted as charging, each model gains +1 additional attack on

one of their melee weapons (not the steed’s)

• The unit may re-roll any failed saves in that turn

• The unit may both run and charge in that turn

• The unit may re-roll Battleshock checks against it

Additional Faith Tokens may be generated during the battle in the following ways:

• Gain a Faith Token if a hero is a part of a melee combat and an enemy unit

that he is facing is destroyed

• Gain D3 Faith Tokens if a hero slays an enemy Hero or Monster

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In addition to their command abilities, if they are a Hero, the general of a Deus

Vult army can take a Command Virtue from the list below. Pick the virtue that

best suits your general’s personality, or alternatively you can roll the virtue

randomly. Named characters may not choose a Command Virtue.

Knights Hospitaller Virtues

D6 Command Virtue 1 Virtue of the Blade – the general gains +1 Attack on all melee weapon

profiles 2 Guardian’s Virtue – the general gains +1 to all Saves 3 Virtue of Duty - any combat that the general is a part of, all Deus Vult

units within that combat gain +1 to their Bravery 4 Virtue of Stealth – the general must be on foot. He and D3 units gain the

Ambush special rule (refer to the Rangers warscroll in this documentfor these rules)

5 Righteous Zeal – the army generates an additional Favor Token at the beginning of the game

6 Virtue of Noble Disdain – the general hates any units with missile weapon profiles. In melee combat he may re-roll any misses on the first round of combat against those units. Additionally, any Deus Vult unit within 3” of him is immune to the Battleshock effects of missile weapons (meaning they do not count the casualties inflicted by missile weapons toward their Battleshock rolls)

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The following virtues are for the Order of Breton heroes.

Order of Breton

D6 Command Virtue 1 Virtue of Knightly Temper – the general may generate an additional

attack for every one of his attacks that both hit and wound successfully. These additional attacks do not generate further attacks.

2 Virtue of Heroism – the general inflicts double damage against any enemy monsters/behemoths.

3 Virtue of Duty - any combat that the general is a part of, all Deus Vult units within that combat gain +1 to their Bravery

4 Virtue of the Ideal – the general gains an additional melee attack and all melee attacks he rolls are +1 to hit. Additionally, enemy units engaged in a melee involving the general are at -1 to their Bravery

5 Virtue of the Impetuous – the general and a unit within 3” of him may roll 3D6 when charging

6 Virtue of the Joust – the general may re-roll any hits when charging with any lance weapon

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These artefacts of legend have been carried over from knight to knight for

generations. Some of them are whispered to have origins in the Time of Myths

and Legend. These can be blessed weapons, magical armour, or trinkets and

standards. All are powerful tools in the hands of the Order.

Two of your Heroes may choose an artefact of legend. No one hero may have

more than one artefact. The artefact should fit the appearance of the model, or the

heroic backstory you have given them. Alternatively, you may randomly select one.

Knightly Heroes may wield Weapons, Armour, Trinkets, or Standards. Damsels

may wield Mystic Talismans. Named characters may not choose anything here.

MAGIC WEAPONS – any Deus Vult hero may take a weapon. The weapon picked takes the profile of the melee weapon that the hero is carrying (pick one) and augments it as noted. This cannot be a weapon used by a mount.

D6 WEAPONS 1 Sword of Absolution – this

weapon is blessed with potent anti-death runes and hails from the Times of Legend. All Death units within 3” of the hero take a mortal wound during the Hero’s Hero Phase. The weapon does +1 damage to any Death model.

4 Sword of Heroes – against monsters/behemoths this weapon does D6 damage

2 Silver Lance of the Blessed – this lance receives +1 to wound on the charge and all attacks automatically hit.

5 Heartwood Lance – the bearer may re-roll all failed to-wound rolls

3 Sword of the Quest – Rending value of this weapon is -3.

6 Birth Sword of Antiquity – enemies wounded must re-roll any successful saves

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ENCHANTED ARMOUR – any Deus Vult knightly-hero may take enchanted armour. The armour chosen replaces the Save value given for the hero’s warscroll as indicated. Any shield bonuses that the warscroll may have are added in addition to the armor given here unless otherwise noted. If the item is not a normal piece of armor (a helmet for example) then use the warscroll’s save as normal.

D6 ARMOUR 1 Gilded Cuirass – This armor

grants the character a 4+ save. Additionally, the hero regenerates a wound at the beginning of their Hero Phase.

4 Duaradin Great Helm – the hero may re-roll any failed saves.

2 Armor of the Midsummer Sun – this plate armor grants the character a 4+ save. Opponents suffer a -1 penalty on all to-hit rolls vs the wearer and his mount with missile weapons and in melee combat as it magnifies the light of the sun and reflects into the enemies’ faces.

5 Armour of the White Knight – this armor and shield combination confers a 3+ save to the hero. The shield must always be used, so the hero cannot use a two-handed weapon. The hero’s melee weapon profiles are adjusted so that the To-Hit values are 2+ (the mount’s profile attacks are not affected)

3 The Shield of the Lady – this shield adds +1 to the save of the wearer (replacing any shields that the wearer has). This increases the special save of the Blessings of the Lady by +1 for that character.

6 Hospitaller’s Shield – this shield provides a +1 save bonus. Additionally, this shield overrides the Lady’s Blessing and confers a 5+ special save that the hero may take after failed saving throws. This 5+ cannot be modified by rend and can be taken even against Mortal Wounds.

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LEGENDARY TRINKETS – any Deus Vult Hero may take a Legendary Trinket. These take the form of small items or potions.

D6 TRINKET 1 Hunting Horn – This horn

may be used once in the game. Sound the horn in the Hero phase. Until the beginning of your next hero phase, no enemy unit may fly. They are forced to use ground movement.

4 Antlers of the Great Hunt – any enemy unit engaged in melee involving the Hero must roll two dice for Battleshock and choose the highest result.

2 Blessed Icon of the Lady – this revered and ancient item grants protection against the arcane. If a magical spell ever targets the Hero or a unit within 3” of the Hero, the Hero may roll 2D6 to dispel it even if they are not a spellcaster. If the Hero is a spellcaster, they may roll 3D6 to dispel it. This allows for multiple dispel attempts, overriding the base rules that only allow spellcasters a certain number of attempts per turn. Additionally, no line of sight is required to the enemy caster.

5 Tress of the Legendary Mistress – from antiquity this ancient braid of hair is imbued with wrathful enchantments. The bearer may choose one enemy model at the beginning of each melee. That model is hit by the hero on a 2+ regardless of other modifiers.

3 The Ruby Goblet – once the hero has been wounded for the first time, he may never be wounded on better than a 4+ from any source.

6 Gauntlet of the Duel – the hero may issue a challenge to any enemy hero. That challenge must be accepted and no other enemy models may target the Hero while this duel is ongoing.

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MYSTIC TALISMANS – Deus Vult Damsels may select an item from the Mystic Talismans list.

D6 TRINKET 1 The Silver Mirror – this item

may be used once per battle. This item will automatically dispel an enemy spell without the need for rolling. The normal qualifiers for being able to dispel a spell are still required (distance and line of sight) Additionally, the enemy caster that cast the spell suffers D3 mortal wounds.

4 Prayer Icon of the Lady – this item can be used once per battle. Use before a spell is attempted to be cast. The spell does not require to be rolled for to cast, and no enemy caster can attempt to dispel it.

2 Sacrament of the Lady – these thin wafers have been blessed by the Lady herself. The damsel may cast an additional spell in their Hero phase.

5 Chalice of Malfleur – Before the caster attempts to dispel an enemy spell, she may sip from the chalice. On the roll of a 1, she suffers D3 mortal wounds. On the roll of a 2-6 she may roll 3D6 and discard the lowest when dispelling.

3 The Verdant Heart – any wood or forest the caster is standing within grants +2 cover to the caster. Additionally the caster gains +1 to cast while standing within a wood or forest terrain.

6 Potion of Healing – the caster may drink this in their Hero phase. They recover D6 wounds.

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MAGICAL STANDARDS – Standard Bearer Heroes may select a magical standard from this list

D6 STANDARD 1 Banner of the Lady – all enemy

units engaged in melee with the bearer of this banner suffer -D3 to their Bravery (roll for each unit) for that turn.

4 Twilight Banner – the Hero and any one unit within 3” of him may move through impassable terrain, buildings, etc as if they were Flying. They may not end their turn on impassable terrain or within a building.

2 Valorous Standard – all friendly units within 12” of the Hero may roll 2D6 when rolling Battleshock and discard the highest result.

5 Standard of Steel – one unit within 3” of the Hero takes Battleshock with no negative values applied.

3 Banner of Defense – all friendly units within 12” of the Hero add +1 to any saves.

6 Banner of the Chalons – enemy units in melee contact with this unit may not fire ranged weapons whilst engaged in melee.

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The ancient spellcasting techniques of the times long past are still practiced by the

damsels within the Deus Vult orders. The powers granted by the Lady of the

Lake are tied to the natural order and to the lands itself, and the damsels can turn

the environment against their enemies.

Each Damsel in a Deus Vult army may choose to generate an additional spell from

this chart in addition to the spells that she already may know. Pick one that best

matches the backstory of the model. Alternatively, you can roll a dice and

randomly assign the power to your damsel.

Each spell cast from this table heals the caster of a wound suffered.

D6 SPELL 1 Summon Wind – Cast on a 5+.

Choose a unit (friend or enemy). Roll a D6. On a 1 nothing happens. On a 2-5 the unit is driven away from the caster D3+1”. On a 6 the unit is driven away D6+2”. This cannot remove a unit from the table.

4 Nature’s Wrath – cast on a 7+ and cast on a terrain feature within 18” of the caster. Any enemy units within 6” of the terrain suffer D6 mortal wounds as the land lashes out against the enemy.

2 Entanglement – Cast on a 6+. Choose an enemy unit within 18”. That enemy moves, runs, and charges at half speed (round down). If the spell is cast on a 10+ the unit may not move at all until the beginning of the caster’s next Hero phase.

5 Ossify – cast on an 8+. Target friendly unit within 18” gains +2 to their Save rolls until the beginning of the caster’s next Hero phase.

3 Guide – Cast on a 6+. Choose a friendly missile unit within 18”. That unit gains +1 to hit on their turn of shooting.

6 Regrow – cast on a 9+. Target friendly unit recovers D3+1 wounds worth of models slain.

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The warscrolls listed on these pages are largely lifted straight from the Bretonnian

or Empire / Free Peoples warscrolls with some minor adjustments here and there

to a few of them.

All Deus Vult warscrolls presented here keep their Order tag, but lose any

Bretonnian or Empire or Free People tag. Instead, they gain the Deus Vult tag.

Any other keywords are kept.

Blessed Lake

A Blessed Lake is a terrain feature that the Deus Vult player may purchase for 100

points in their army. This should be roughly 12”-14” in diameter and counts as

Impassable Terrain. It grants the following benefits:

• The Blessing of the Lady is increased to 4+ for the Deus Vult models on the

table. Note that this is useless if the army does not have the Deus Vult

allegiance.

• Damsels within 12” of the lake gain a +1 to cast and dispel attempts

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King Louen counts as a Leader and a Behemoth and costs 380 points to include in your force.

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The Fey Enchantress counts as a Leader and costs 160 points to field

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The Green Knight counts as a Leader and costs 200 points to field

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A Breton Marhsall counts as a Leader and costs 140 points to field

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A Paladin costs 80 points to field, and a Paladin BSB costs 100 points to field

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Damsels cost 100 points to Field.

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Men-At-Arms cost 70 points for 10 and can be fielded in a max unit of 50 models.

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Peasant Bowmen cost 130 points for 10 and can be fielded in a max unit of 50 models

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Battle Pilgrims cost 65 points for 5 and can be fielded in a max unit of 30 models

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Mounted Yeomen cost 100 points for 5 and can be fielded in a max unit of 20

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Knights Errant cost 200 points for 8 and can be fielded in a max size of 24

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Knights of the Realm cost 220 points for 8 and can be fielded in a max unit of 24

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Questing Knights cost 180 points for 5 and can be fielded in a max unit of 20

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Grail Knights cost 200 points for 5 and can be fielded in a max unit of 20

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Pegasus Knights cost 200 points for 3 and can be fielded in a max unit of 12

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Demigryph Knights cost 200 points for 3 and can have a max unit of 12

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Field Trebuchets count as Artillery and cost 220 points

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Foot Knights cost 160 points for 10 with a max unit size of 30

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Woodsmen cost 75 points for 5 with a max Unit Size of 15