Army of Breland - WordPress.com...Army of Breland Table of Contents Special Rules - 3 Army...

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Army of Breland Sebastien Roblin This document is fan-made contentand is not intended for commercial purposes. All references to the Eberron Campaign Setting including its territories, religion, and characters are reserved by and Copyright Wizards of the Coast. The images in the document are copyright Wizards of the Coast. The game mechanics and unit cards are Copyright Sebastien Roblin 2011.

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Page 1: Army of Breland - WordPress.com...Army of Breland Table of Contents Special Rules - 3 Army Organization - 4 Heroes of Breland - 5 Brelish Legions - 7 Light Foot of Breland - 9 Elite

Army of Breland

Sebastien Roblin

This document is „fan-made content‟ and is not intended for commercial

purposes. All references to the Eberron Campaign Setting including its

territories, religion, and characters are reserved by and Copyright Wizards

of the Coast. The images in the document are copyright Wizards of the

Coast.

The game mechanics and unit cards are Copyright Sebastien Roblin 2011.

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Army of Breland Table of Contents Special Rules - 3

Army Organization - 4

Heroes of Breland - 5

Brelish Legions - 7

Light Foot of Breland - 9

Elite Cavalry - 11

Elite Infantry -13

Redcloak Battalion - 15

Brelish Bear Riders - 16

Warforged of Breland -17

Artillery - 19

New Magic Items -22

Once a Backwater Kingdom Born on the Bones of the Past… Millennia ago the Goblins of Dhakaan built a great vertical city in the cliffs that

overlooked hilt of the Dagger River, an abandoned ancient place that was claimed by the great

pirate and explorer Malleon the Reaver. His pirate kingdom was later conquered by the human

settlers from Wroat led by Breggor Firstking and renamed the ancient metropolis „Sharn‟- and

between these two cities did a vast land of tropical forests and green farming fields become the

Brelish nation.

A Crown of Fiery Idealists, a Nation of Independent People

Breland was long known for its independent populace and its parliamentary democracy wholly

unlike the absolute monarchies of Thrane, Karnnath, and Aundair. The settlements of the Bear

Kingdom were peopled by diverse and independent folk, and when King Jarot Galifar breathed

his last breath, Princess Wroann of Breland refused to recognize the succession of her sister

Mishann, Princess of Cyre, proclaiming the time had come for a new era of liberty and

democracy. Instead what was to come was a new era of blood and iron…

Riven but Unbroken… Breland fought with neighboring Cyre, Thrane, and Aundair, and while the Brelish people fought

like maddened bears to protect their borders, their eagerness to die for the freedom of others was

never great and ther offensives ill-fated. But greater threats came within when the Goblins of

Darguun and the monsters of Droaam rose in rebellion. No amount of magical firepower and

noble sacrifice could keep these long repressed monsters from attaining their freedom- and so did

Breland lose both her Western and North-Eastern frontiers and gain powerful new enemies.

Now the Sleeping Giant Has Awakened… Few anticipated the industrial power and vast population that would grow in the cities of the

Brelish heartland. Alliance with the Gnomes of Zilargo has given them access to advanced

magical weapons, while the Cannith Foreghold of Sharn produced legions of Warforged. Agents

of the elite King‟s Citadel range the Khorvaire furthering Brelish plots. When the ashes of the

Last War burned out in the day of Mourning, Breland was left the mightiest of Five Nations, and

Boranel the most popular of its monarchs. But it said that those at the top are the first to be

toppled, and as crime and insurgency spread within, and the rising powers of Droaam and

Darguun hatch their plots, how long can it be before the Brelish Bear again treads the fields of

battle?

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Special Rules

Brelish Archery Brelish archery is the best in the Five Nations, not only because many of the individual archers are more

skilled, but because of a doctrine emphasized swift fire support to units on the frontline where it is needed

most.

Whenever a Brelish unit is charged, any Heroic Characters attached to the unit may attempt to pass a

leadership test. If the test is passed, any Brelish unit within 18” that has not already fired that turn may fire at

the enemy charging the unit as Defensive Fire. This may be made in addition to any Defensive Fire made by

the unit receiving the charge. A unit that performs Defensive Fire under these circumstances may not shoot

again on the same turn, but may perform other actions as usual.

Charismatic Leadership

Perhaps Breland’s greatest asset during the Last War was the charisma and tactical brilliance of its

heroes, officers and adventurers alike. A diverse group in race, social class, and combat skills, they often had

a devotion to the democratic ideals of the Brelish crown that the common soldier lacked, wedded to a flexible

and spontaneous approach to leadership at lower ranks that the hierarchal and aristocratic militaries of

Karnnath and Aundair lacked. Mixing force of personality with a flexible approach to tactics, even low-

ranking Brelish commanders were quick to rally support from nearby units and implement complex tactical

plans rather wait for a distant General’s commands to arrive too late to make a difference.

Whenever a Brelish unit is Charged or performs a Charge, any Heroic Character attached to the unit may

attempt to pass a Will Save to give one of the following commands. If the Will Save is passed, the command

takes effect, otherwise there is no effect. Each individual Hero may use the Charismatic Leadership ability

only once per turn.

Covering Fire! Use when a Brelish unit charges an enemy unit. One friendly unit that has not yet been

activated that turn, within 8” of the charging unit before it made its move, may make ranged attacks or cast

spells against an enemy unit being charged that turn, timed to hit just before the Brelish troops enter contact.

The unit providing Covering Fire may not shoot or cast spells that turn when it is activated but may still

Reform and Move as usual.

Flank Them! Use when charged by an enemy unit. The Brelish play may immediately charge a friendly unit

that has not yet been Activated within 8” of the unit charged into support of that particular combat. The unit

must be within range and have a line of effect to charge as usual, and may flank the enemy unit if that is the

best angle to enter contact (as will often be the case).

Hold the Line! Use when an unengaged unit is charged by an enemy unit. If the Will Save is passed, then the

Brelish Unit suffers no penalties to any Will Saves taken if it loses the Tides of Battle at the end of the turn.

This effect does not last into subsequent turns.

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Brelish Military Organization

Rank Unit Organization

Captain Platoon 3 Infantry Squads

(10 Men each)

Major Company 3 Platoons

Colonel Regiment 3 Companies

Field Marshall Legion 1 Cavalry Regiment

1 Infantry Regiment

1 Archery Regiment

Army Organization The Army of Breland follow the standard rules for force organization in Balanced Games: 1 Elite unit may be

taken for every Common unit in the army, and 1 Rare unit may be taken for every two Common units in the

army.

Unit Type Core Special Rare

Light Infantry Brelish Infantry

Heavy Infantry Royal Guard Infantry Dragoons

Warforged Infantry

Redcloak Battalion

Monster Infantry

Archers Brelish Archers

Scouts Brelish Rangers Citadel Strike Team

Spellcasting Unit Brelish Battlewands Citadel Strike Team

Light Cavalry Brelish Lancer

Heavy Cavalry Brelish Heavy Cavalry

Monster Cavalry Bear Riders

Large Monsters Warforged Titans

Siege Artillery Ballista

Catapult

Magical Catapult

Siege Staves

The Brelish Army

Over the course of the war, the Brelish

army was expanded from a small assortment of

professional military units with territorial

responsibilities to a vast army of citizen soldiers

raised in Legions organized to defend Breland‟s

various cities and provinces. The basic

maneuver unit of the army was the Regiment,

typically named after the city from which it

soldiers were recruited from, and these were in

turn organized into Legions of 2-3 Regiments

that mixed infantry, archers, and cavalry in

roughly balanced numbers. Early in the war,

Breland‟s levied soldiers lacked professional military training and equipment,but by the end of the war the

enormous military-industrial machine was capable of producing a competent, if unspectacular soldiery.

Whereas Breland‟s vast legions offered it staying power, Breland‟s Army also included a number of

more famous professional units that contributed more offensive capabilities. Before the war, Breland already

had a professional force of Ranger Wardens that served it well. Breland‟s flamboyant Dragoon units and

Battle Wands, its extensive magical artillery train, and the elite soldiers of the King‟s Swords and the Red

Cloak battalion were famed across Khorvaire. These elite units made up a small portion of the overall army

compared to Aundair or Karnnath, but they were always at the forefront of major Brelish military operations.

Mercenaries Breland made extensive use of mercenary soldiers during the last war, most notably the hobgoblins of

Darguun and wands from Zilargo. To a lesser extent, Valenar Warriors were also employed in some

battlezones, and the ubiquitous Deneith Blademarks were frequently deployed as garrisons. Breland‟s use of

mercenaries backfired on more than one occasion, and this led the Brelish military to employ mercenaries

largely in supporting roles.

Elite mercenary units were more rarely employed by Breland, often in supporting roles (protecting the

rear of the army or in reserve), or employed as emergency response units sent to stabilize situations in lightly

defended sectors of the border. Units found often in Brelish employ include elite Daargul Tiger riders, crack

Deneith Strike teams, and even the occasional Talentan Soar wing squadron.

Brelish Armies may take Common Mercenary units as Elite choices, or Elite Mercenary units as Rare

choices. Brelish Armies may take Common Warforged units as Elite choices, and Elite Warforged

Units as Rare choices.

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Heroes of Breland

An unlimited number of Heroes may be taken as long as the points spent on Heroes and their equipment is

less than or equal to 40% of the Army‟s value in points.

Standard Heroic Classes Available: Artificer, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Rogue,

Sorcerer, Wizard

Races Available: Human (Default), Changeling, Dwarf, Elf, Gnome, Halfling, Shifter

Unique Hero Types: Dark Lantern (page 13), King‟s Shield (page 6)

Legendary Heroes: Brother Malice (page 9), King Boranel (see below), Lady Urika Rowan (see page 11)

Mercenary Heroes Available: House Cannith Artificer, House Phiarlan Spy, House Vadalis Beastmaster

Brelish Ranks and Titles: Brelish Heroes tend to come from either

the Brelish Army or the King‟s Citadel, the elite intelligence and

special operations branch under direct command of the King.

The Brelish Army officer Corps is a mix of enlisted

commoners and adventurers who attain rank by merit and aristocrats

who purchase low-level commands by commission. Commoners and

highborn alike are promoted or demoted based on their performance

in battle. Officers in the army are ranked Captain, Major, Colonel,

and Field Marshall (see Army Organization for their units of

responsibility.) Most officers are Fighters, but some may also be

Paladins, Rangers, and Rogues, or even include some individuals

with an arcane education. The Red Cloak Battalion includes many

elite Heroes of particularly diverse origins.

Brelish Rangers and Druids are part of the organization of Brelish

Rangers, and are known as „Wardens‟.

The King’s Citadel is organized into various branches. The

defensive and offensive combat branches, the King‟s Swords and

King‟s Shields, includes Fighters and Paladins, whereas the covert

branches, the Dark Lanterns and the Shadows, includes Bards,

Fighters, Rangers, and Rogues. The King‟s Wands encompass spell

casters of all types.

Breland has historically been a relatively secular nation, but this indifference to divine doctrines has

also made it very tolerant of diverse beliefs. As a result, Brelish Clerics may be either of the Sovereign

Host or the Silver Flame.

King Boranel Legendary Hero, Human Points Fort HP Melee Str Attack Ranged Attack Reflex Mobility Caster Will

3. King Boranel 225 5 3 +3(4) +1 4 +2(3) 2 6 5(4) - 6 Armor Enchanted

Plate Armor

Shield

Resistances____________

Deflection 2 (Shield and Sword)

Immune to Critical Strike (Armor)

Immune to Sneak Attack (Armor)

Immune to Fire (Ring)

Special Abilities _________ Inspiring Leadership Aura

Shield Breaker (Enchanted Sword)

Tactical Leadership

Master Horseman: Accompanied units

of Cavalry may Move and Rally as if

they were Light Cavalry.

Weapons______ Adamantine Enchanted Sword

Enchanted Longbow

Feats _________ Power Attack

Spirited Charge

Retinue _________ 0-2 Ghost Tigers

0-4 King‟s Shields

7

Mount______ Moonwatcher +35 Points

+1 +1 2 9

(Barded Magebred Horse)

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Brelish Druids and Rangers – New Companions Even during times of peace, Breland maintained a force of trained Ranger Wardens that patrolled

Breland‟s long borders, protecting more isolated communities from brigands and monstrous attacks, and

alerting regular military forces of threats they could not handle on their own. During the Last War, the force

of Rangers was greatly expanded with rural recruits, but the veteran Wardens of the force played key role

leading such units, scouting ahead of regular forces and helping lead regular military units to battle.

Benefitting from the Crown‟s dealing with House Vadalis, many

Brelish Ranger‟s acquired their own personal Warbear mounts.

Warbears may be taken as mounts by Brelish Rangers, Druids,

and Fighters.

Magebred Warbear – Large Mount

+1 +2 3 6 3 7

Fearsome

Points: 55 Points

Equipment Option: Barding +10 Points

Breland‟s many forests also attracted many Druids to their shadowed depths, most notably the tropical

expanses of the King‟s Forest in southern Breland. While fewer in number than the druids of the Eldeen

Reaches, Brelish Druids still play a vital role in patrolling the depths of these jungles and working with the

Ranger Wardens to counter the attacks of invaders and brigands within the woods. These Brelish Druids may

benefit from the King‟s well known fondness for the once

nearly extinct Ghost Tiger, and many have taken these

fearsome great cats as companions.

A Brelish Druid may take a Ghost Tiger as an animal

companion.

Ghost Tiger – Companion

+2 +2 2 3

Trample +2

Points: 45 Points

King’s Shield Bodyguards The King‟s Shields are the elite bodyguards and security personnel of the Brelish Crown. Stalwart and

patriotic, the King‟s Shield lack the magical warding of the Deneith‟s Sentinel Protectors but otherwise are

just as capable of interposing themselves between any who would seek to harm Breland‟s leaders- and more

than likely survive to make them regret such ambitions.

King’s Shield Infantry, See Races, Common Points Fort HP Melee Str Attack Ranged Attack Reflex Mobility Caster Will

2. King’s Shield 60 5 2 +2 +1 3 +2 2 5 5 1 4 Armor Plate Armor

Shield

Points

Special Abilities _________ Fanatical

Bodyguard: King‟s Shields must be

attached to another Heroic Character,

and must remain in base contact for the

rest of the battle. All attacks (Melee,

Ranged, or Spell) that hit that character

are instead resolved against the King‟s

Shield.

Weapons______ +5 Points

□ Halberd □ Crossbow

Spells______ May have Focused Light Healing for

+15 Points

0-1 Level 1 Arcane Abjuration Spells

+10 Points

0-1 Level 2 Arcane Abjuration Spells

+10 Points

Mount______ Magebred Mount+12 Points

+0 +1 1 9

Barding +10 Points

Races______ Human (Def), Elf, Dwarf

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Famous Units 39

th Infantry Regiment: Thought lost in the

fey Talorn forest in 972,only to exit in 998.

21st Cavalry Regiment: Liberated Eastern

Breland from Cyran forces in the Battle of

Kennrun (993).

Free Company of Archers: Main Brelish

fighting force at the Battle of the Galifar Heirs.

Grey Geese Archers: Veteran unit engaged

in the Battle of Cairn Hill

Brelish Legions Breland raised vast infantry armies over the

course of the Last War, enlisting countless common folk

from its many provinces and territories. At the

beginning of the last war many of these „volunteers‟ had

received only the most basic training, but over the course

of the war Breland‟s infantry was generally trained and

equipped to a reasonable standard. While more electic

and elite unit abounded, the standard Brelish Legion

engaged in combat operations on all fronts was

composed of three regiments, one each of Infantry,

Archers, and Cavalry formed around men levied from

the populace, commanded by a Field Marshall.

Brelish Infantry Brelish infantry were equipped at a minimum

with chain shirts or studded leather, but by the end of the

Last War many veteran units were equipped with full

chain mail, scale mail, or breast plates. Pole arms (either

spears or halberds) were the standard weapon, though some enlisted units were provided only with swords,

while others were fielded with pikes when these weapons became available.

The average Brelish infantry man lacked the martial discipline of his Karnnathi counterparts or the

nationalistic spirit or religious fanaticism of the Aundarians and Thranes. Instead, they relied upon

cooperation with cavalry and elite units, support from archers and battle wands, and above all, charismatic

tactical leadership from a more motivated officer corp.

Brelish Archers The Brelish Army was renowned for the quality

of its archery, and archers often served in equal

numbers as regular infantry in Brelish Legions,

typically making up the 2nd

regiment of three. Farmers

and woodsmen in Breland‟s extensive rural hinterlands

had a long tradition of using longbows for hunting and

self-defense, and many of Breland‟s foes would remark

upon the measurably superior accuracy of certain

Brelish archery regiments. More important than their

level of skill, however, is that Brelish commanders

trained their archery units to rapidly deliver supporting

fire to infantry units, so that their arrows landed where

they were needed most instead of being spread out over

enemy units in wasteful barrages.

Brelish Lance The Brelish Army fielded many large cavalry regiments during the Last War, the majority of which

were raised from ordinary citizens with riding experience. While heavy cavalry units received the most glory,

the bulk of Brelish cavalry units were more lightly armed and armored, tasked with scouting ahead of armies

and perform flanking attacks on the battlefield. Over

the course of the war, Breland invested heavily in

purchasing magebred horses from House Vadalis that

made their light cavalry units faster and harder hitting

than those of other nations. Light horse typically

operated in Lances of 4 riders plus a Captain, which

in turn were grouped 3 Lances to a Cavalry

Squadron, and 6 Squadrons to a Regiment. While not

as glamorous or skilled as the knightly lances of the

Brelish Army, Brelish light cavalry were instrumental

in facilitating the flexible combined-arms tactics that

typified Breland‟s military doctrine.

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Brelish Infantry Infantry, Ranked, Human, Common Base Points: 5

Unit Size: 10-40

Command _______ Musician +4 Points

Standard + 8 Points

0-1 Sergeants +8 Points

2

Armor Class Fortitude Hit Points Will Mobility

4 4

1

3

5

Melee Skill Melee Strength Melee Attacks Reflexes

+0

+0

1

3

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+0

1

Resistances____________

Deflection 2 (Shield and

Sword)

Special Abilities _________

Equipment__________________ Light Armor

May exchange for Heavy Armor +1 Point

Shield

May exchange for Halberd +1 Point

May exchange for Pike +2 Points

Sword

May exchange for Spear +1 Point

Brelish Archers Infantry, Human, Common Base Points: 7

Unit Size: 10-40

Command _______ Musician +4 Points

Standard + 8 Points

0-1 Sergeant +4 Points

+1

Feats _______ Upgrade to Veteran

Archers +1

+2 Points

Armor Class Fortitude Hit Points Will Mobility

4 4

1

3

5

Melee Skill Strength Melee Attacks Reflexes

+0

+0

1

3

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+0

+1

1

Special Abilities _________

Equipment__________________ Light Armor

May be equipped with Heavy Armor +2 Points

Shield

Crossbow- Range 30”

May exchange for Longbows –Range 30”

Free

Brelish Lance Light Cavalry, Human,Common Base Points: 13

Unit Size: 5-15

Command _______ Musician +12 Points

Standard + 6 Points

0-1 Captain +15 Points

+1 +1 4

Feats _______ Upgrade to Veteran

Archers +1

+3 Points

Armor Class Fortitude Hit Points Will Mobility

4 4

1

3

8

Melee Skill Melee Skill Melee Attacks Reflexes

+0

+0

1

3

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+0

1

Resistances____________

Deflection 2 (Shield &

Mounted)

Special Abilities _________ Horse Mount

+0 +0 1

Replace with Magebred Horses

+0 +1 1 9 +3 Points

Equipment__________________ Light Armor

May be equipped with Heavy Armor +2 Points

Shield

Spear

May be equipped with Bows – 24” Range +3 Points

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Light Foot of Breland

Brelish Rangers Breland has long maintained a force of Warden Rangers to

patrol its vast frontiers and many forests. These Wardens often

operate in autonomous bands of 11 including rural recruits with

wilderness fighting skills and spell casters to provide magical

support. Well trained and flexible, Brelish Rangers typically

operated far ahead of Brelish armies, gathering vital intelligence on

enemy units, harassing their lines of communication, and

ambushing the enemy‟s own advance elements. Ranger units

played an especially vital role in the Brelish retreat from Droaam,

providing early warning of monstrous attacks and raining arrows

down upon their columns to buy more time for regular forces to

reach defensive positions and refugees to escape.

Brelish Battlewands

Breland‟s extensive artificing and magewright industries in

Sharn gave Breland a sizeable number of trained and variously

talented spellcasters. While most were common magewrights with

a limited capacity to cast deadly spells in battle, when equipped with relatively inexpensive wands, they could

unleash a storm of low level magic every bit as deadly as an apprentice wizard. Usually led by a number of

more experienced arcanists, Battle Wand units were formed out of a core of such magewrights levied from

civilian occupations, and provided vital offensive magical support to the Brelish military.

Some Brelish armies, such as those led by Lady Urika Rowan, employed Battle Wands as their

primary striking force, but Brelish battle-wand units were usually limited in their command of more powerful

magics than the spell wielding units of Aundair, and were vulnerable to fast attack units and skilled archers.

Nevertheless, Battle Wands, with their flamboyant names, customized uniforms, and signature spells often

gained fame and glory for their iconoclastic leaders and daring battlefield exploits.

Brother Malice Legendary Hero, Half Elf Points Fort HP Melee Str Attack Ranged Attack Reflex Mobility Caster Will

3. Brother Malice 160 5 2 +2(3) +1 3(4) +3(5) 4 6 6 2 5 Armor Light Armor

Special Abilities _________ Arcane Archer: All attacks count as

Enchanted and may have any Elemental

property (Flaming, Freezing, or

Lightning) on a given turn

Critical Strike: Ranged attacks only

Pathfinder

Tactical Leadership

Weapons______ Twin Weapons

Sun Splitter

Greater Enchanted Longbow

+1 to Ranged Strength

Feats Precise Shot

4

Spells______ 1 Level 1 Ranger Spell

1 Level 1 Arcane Spell

castable At-Will

Brother Malice A talented archers and competent Sorcerer, Malice is a veteran leader and trainer of the Brelish Rangers

who first became famous for a successful deep-penetration sabotage mission of the Cyran lightning rail.

Late in his career, when his team was ambushed spying on Thrane troop movements, he grew famous for

his casual parting shot before fleeing, which he later learned slew the formidable General Krayci.

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Famous Units Sharn Tower Wands: Fought

a rearguard defense against the

Goblins at the battle of

Maargul Pass and later at Silver

Lake

Wroat Wands: Engaged

Eldeen forces at Silver Lake

Roses of Sharn: All-female

wand company famous for

raining devastating spells on the

Thranes at the battles of Cairn

Hill.

Brelish Battle Wands Skirmishers, Human, Elite Base Points: 15

Unit Size: 4-12

Command _______ 1-3 Battle Mages

4 +15 Points

Spells_______

Caster Level 0

Magic Missile At-Will

0-1 Scorching Rays Spells

per Battle Wand +10 Points Battle Mage

Caster Level 1

1 Level 1 Arcane At-Will

1 Level 1 Arcane Spell

0-1 Level 1 Arcane Spell

+10 Points

0-1 Level 2 Arcane Spell

+15 Points

Armor Class Fortitude Hit Points Will Mobility

3 4

1

3

5

Melee Skill Melee Skill Melee Attacks Reflexes

+0

+0

1

3

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+1

1

Resistances____________

Deflection 2 (Arcane Shield

Ritual)

Equipment__________________ Wand

Exchange with staves Free

Sword

Equip with Crossbows- Range 30” +3 Points

Brelish Rangers Skirmishers, Human, Common Base Points: 11

Unit Size: 6-11

Command _______ Musician +4 Points

Standard + 8 Points

0-2 Battlewands

+15 Points

0-1 Ranger Warden

+19 Points

+1 2 2 4 4

Armor Class Fortitude Hit Points Will Mobility

4 4

1

3

5 Melee Skill Melee Skill Melee Attacks Reflexes

+0

+0 1

3

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+1(2)

+1

1

Special Abilities _________

Infiltrators

Spells _________

Battlewand Caster Level 0

1 At-Will Spell

0-2 Level 1 Spells +10 Points

Equipment__________________ Light Armor

Longbow- Range 30”

Sword

Ranger Warden

0-15 Points of Feats and Magic Items

May be equipped with Dual Weapons +2 Points

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Elite Cavalry

Heavy Cavalry Breland‟s many noble families provided a steady supply of patrician youth eager for the chance to win

glory and future political power through exploits on the battlefield. While the heavy cavalry was not

exclusively an aristocratic preserve, noble wealth and military training were critical in outfitting the expensive

armor and horses fielded in Breland‟s cavalry units.

Unlike the elite cavalry of Thrane or Karnnath, Breland‟s heavy cavalry were not formed around

knightly orders, (knighthoods, however, being granted on occasion by the King of Breland), but Breland‟s

advantages in population and industrial production allowed them to field heavily armored horsemen in larger

numbers than Cyre or Aundair, and a ready supply of the Crown‟s

coin often paid for the best quality of magebred horses from House

Vadalis.

Heavy Cavalry were fielded in lances of 4 and Squadrons of

12, and often employed as assault units on the battlefield, though the

most talented Brelish generals tried to capitalize on their mobility as

well, especially that of units equipped with magebred steeds.

Brelish Dragoons While all sides of the conflict employed dragoon units that

rode to battle on horse and dismounted for combat, the Brelish

dragoons had a special degree of prominence. Outfitted in flashy

uniforms and armed and armored to the teeth, Dragoon units would

often race ahead of the army to capture key positions and then

dismount to hold off forward elements of the enemy armies until

their own units could catch up. Other generals profited from their

mobility by sending them on risky flanking missions to try to

circumvent the enemy line.

The Dragoons attracted brave and even foolhardy warriors,

often of noble blood, willing to take the risks of operating well

ahead of friendly forces- a task they were usually well equipped to

perform with magical support from an artificer and special

weaponry and equipment as befit their mission.

Lady Urika Rowan Legendary Hero, Human Points Fort HP Melee Str Attack Ranged Attack Reflex Mobility Caster Will

2. Lady Rowan 190 5 2 +2(3) +1 3 +2(3) 2 5 9 2 5 Armor Enchanted

Light Armor

Shield

Resistances____________

Deflection 2 (Mounted, Shield)

Cloak of Resistance: Re-roll Saves

caused by Spells

Special Abilities _________ Tactical Leadership Aura

At Any Cost: Artillery and spell casters

may target Template attacks against

Engaged enemy units, but must always

roll to scatter as for a Catapult.

Level the Catapults!: Artillery units in

Urika‟s army can perform Covering Fire

and have the Brelish Archery ability.

Weapons______ Steel Quill

Enchanted Cavalry Spear May be thrown as a Javelin with 18”

range. Units suffering casualties from

Steel Quill take a -1 penalty to Will

Saves taken that as result of losing

more than 50% of their models from

Spells or Ranged Attacks.

Retinue: Rowan’s Wrights May accompany a single unit of Battle

Wands which count as a Common

instead of Elite unit. May be upgraded

to +1 Ranged Attack for +3 points

each.

5

Mount______ Magebred Horse

+0 +1 1 9

Spells______ 1 Level 1 Arcane Spells

1 Level 2 Arcane Spell

(From Wands)

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Famous Units Blues and Irons: Famously

flamboyant Dragoon regiment

engaged at the battle of Cairn Hill

Ardev Dragoons: Wiped out by

Goblins in the battle of Maargul

Pass

1st Wroat Dragoons: Broke through

the Cyran lines at the Battle of

Saerun Road before being destroyed

during the day of Mourning.

Brelish Heavy Cavalry Cavalry, Human, Elite Base Points: 24

Unit Size: 4-12

Command _______ Standard +14 Points

Magic Banner

+0-25 Points

Musician + 7 Points

0-1 Knight Captain

2 +14 Points

Armor Class Fortitude Hit Points Will Mobility

7 4

1

4

8(7)

Melee Skill Melee Skill Melee Attacks Reflexes

+1

+0

1

4

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+0

1

Resistances____________

Deflection 5+ (Shield &

Mounted)

Special Abilities _________ Horse Mount

+0 +0 1

Replace with Magebred Horses

+3 Points

+0 +1 1 9

Equipment__________________ Plate Armor

Barding

Shield

Lance

Brelish Dragoons Infantry, Ranked,Human, Special Base Points: 10

Unit Size: 6-12

Command _______ Musician +6 Points

Standard + 12 Points

Magic Banner

+0-50 Points

0-1 Hussar Sergeant

+1 +12 Points 0-1 Hussar Artifcer

+15 Points

Spells_______

Hussar Artifcer 1

1 Artificer Aura 0-1 Artificer Spell

+10 Points

Armor Class Fortitude Hit Points Will Mobility

5 4

1

4

5(4) Melee Skill Melee Skill Melee Attacks Reflexes

+1

+0 1

4

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+1

1

Resistances____________

Deflection 2 (Shield and

Sword)

Special Abilities _________

Outflank

Dragoon Deployment: Unit

may move 12” after being

deployed, or may advance 12”

for „free‟ when entering from

Reserves.

Equipment__________________ Heavy Armor

Shield

Sword

Exchange for Spear or Halberd +1 Points

Exchange for Great Weapon or Flail +2 Points

Equipped with Bows or Short Bows +3 Points

Equipped with Crossbows-Range 30” +4 Points

Hussar Sergeant

0-15 Points of Feats and Magic Items

Hussar Artificer

0-25 Points of Feats and Magic Items

Lady Urika Rowan An aristocrat and formerly a magewright, Urika studied in

Breland‟s military school at Quenrist and was given command

of a mixed Legion of Wands, Rangers and Dragoons. Rowan

proved an unorthodox commander who emphasized the use of

Battle Wands, hit and run tactics, and aggressive forward

deployment of artillery. Her willingness to sacrifice her own

troops left her known as the „Bitch General‟, but her able

guidance was responsible for extricating the Brelish survivors

of the catastrophic Battle of Maargul Pass and destroying a

giant-born eldritch machine at the Battle of Butterfield, saving

a column of Brelish refugees.

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Elite Infantry

Royal Guard Infantry The Brelish Royal Guard is charged with the defense of major population centers from Breland, and

though far from the most elite unit in the Brelish army, is better equipped and led than most Brelish infantry

units. During the Last War, Royal Guard units were largely deployed in garrisons to defend Brelish cities and

maintain internal security in the surrounding regions. Following the end

of the Last War, the guard retained much of the army‟s professional

core. Each of Breland‟s major cities has a Royal Guard detachment- the

battalion in Sharn, led by Captain Toras Cant, is famously corrupt and

involved in local extortionate rackets.

King’s Citadel Strike Team While traditionally operating individually under cover, teams of

King‟s Citadel Agents were at times deployed in teams on the

battlefield. Sometimes their mission was to operate in support of

frontline troops by assassinating enemy commanders and mages,

disabling enemy war machines, or neutralizing magical wards. Just as

often, however, the operations of regular troops were actually large

scale diversions for the King‟s Citadel unit‟s objectives. Citadel Strike

Teams were typically composed of a mixture of Dark Lantern‟s, the

skilled infiltrators and assassins of the Citadel, the elite soldiers of the

King‟s Swords, and highly trained spellcasters from the King‟s Wands.

On rare occasions strikes teams were specialized with members from only one branch, and most of them were

usually led by leaders of even greater prowess than the team‟s regular members.

Dark Lantern Operative The King‟s Dark Lanterns are the elite secret agents of the Brelish crown, skilled warriors that have

been placed through the ultimate training in stealth, subterfuge, and sometimes even magic. Selected only

from the most talented individuals of Brelish ancestry with a proven dedication to the crown, Dark Lanterns

usually operate individually and under cover, but are sometimes dispatched in teams with other members of

the King‟s Citadel tasked with penetrating enemy strongholds, destroying key enemy bases, or assassinating

commanders and mages. Dark Lanterns are expected to function autonomously, and should they choose to

flash the magical signet rings that proclaim their identity to a Brelish citizen, they can usually count on the

obedience and support of even highly placed Brelish commanders.

Dark Lantern Hero, See Races, Common Points Fort HP Melee Str Attack Ranged Attack Reflex Mobility Caster Will

2. Dark Lantern Agent 60 5 2 +2 +1 3 +2 2 5 5 1 4 3. Dark Lantern Elite 100 5 3 +3 +1 4 +3 3 6 5 2 5 Armor Light Armor □

Shield □

Points

+5

Resistances____________

Evasion

Special Abilities _________

Infiltration

Sneak Attack (Level 2)

Sneak Attack +2 (Level 3)

Tactical Leadership

Weapons______ +4 Points

□ Throwing Knives

+6 Points

□ Bow □ Crossbow □ Twin Weapons

+8 Points

□ Longbow □ Great Weapon

Races______ Human (Default), Changeling, Elf,

Dwarf, Gnome

Spells______ Level 1-2 0-2 Level 1Bard or

Ranger Spells +10 Points

Level 2 0-2 Level 2Bard or

Ranger Spells +15 Points

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Brelish Royal Guard Infantry, Human, Common Base Points: 9

Unit Size: 10-30

Command _______ Musician +5 Points

Standard + 10 Points

Magic Banner

+0-25 Points

0-1 Royal Guard Sergeant

+12 Points

2 4

Armor Class Fortitude Hit Points Will Mobility

5 4

1

3

5(4)

Melee Skill Strength Melee Attacks Reflexes

+1

+0 1

4

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+0

+1

1

Resistances____________

Deflection 2

Special Abilities _________ Mixed Team: May freely mix

models armed with crossbows

and spears within the same unit.

Equipment__________________ Heavy Armor

Shield

Crossbow – 30” Range

May exchange for Spear Free

Sword

Royal Guard Sergeant

0-15 Points of Feats and Magic Items

Citadel Strike Team Skirmishers, Human, Rare Base Points: 22

Unit Size: 3-8

Command _______ 0-8 Dark Lanterns

(Default model)

0-8 King‟s Swords

0-3 King‟s Wands

0-1 Team Leaders

3 5 +20 Points

+15 Points

Spells_______

Team Leader 0

King’s Wand 2

1 Arcane At-Will

0-2 Level 1 Spells

+10 Points

0-2 Level 2 Spells

+15 Points

(May choose from

Arcane and Divine spells)

1 King‟s Wand may have

Light Healing for +20

Points

Armor Class Fortitude Hit Points Will Mobility

4 4

1

4

5

Melee Skill Melee Strength Melee Attacks Reflexes

+2(3)

+1

2

5

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+1(2)

+(1)

2

Resistances___________ Dark Lanterns

Evasion

Special Abilities Infiltrators

Sneak Attack

Enchanted Weapons: The

unit‟s attacks are Magical and

have a +1 equipment bonus to

Ranged and Melee Skill.

Feats _______(Choose 0-2)

Blindfight +1 Points

Combat Expertise +2 Points

Power Attack +2 Points

Precise Shot +5 Points

Equipment__________________ Light Armor

Sword

Exchange for Twin Weapons +5 Points

Throwing Daggers– Range 6”

Equip with Bow or Crossbow +5 Points

King’s Sword

Heavy Armor (Affects Mobility of the entire unit)

Shield

Equip Twin Weapons, Great Weapon, or Flail+5 Points

Equip with Bastard Sword +8 Points

King’s Wand

Wand

Replace with Staff Free

Team Leader

0-25 Points of Feats and Magic Items

Signet Ring and Badge of a Citadel Operative

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Famous Redcloaks Captain Khandan “The Hammer”: This

stern and patriotic Dwarf fighter is old enough

to have fought for Queen Wroann in the first

days of the Last War.

Lieutenant Meira “The Huntress”: A

celebrated Shifter Ranger with a deep hatred

for the Thrane and the Silver Flame.

Lieutenant Molin Kaine: This corrupt Red

Cloak is said to work for House Tarkannan

Redcloak Battalion

No Brelish infantry unit is more famed than

the elite Redcloak Battalion, a true force of heroes

that few can match in battle. Often pitted against foes

vastly superior in number, the soldiers of the

Redcloak Battalion were an unstoppable anvil that

refused to break, pressing the fight until only they

were left standing.

The Battalion is composed of a diverse

assortment of professional soldiers of varied talents

and race, outfitted with the best in enchanted armor

and weapons. Their famous Red Cloaks, warded to

protect against enemy spells, bear the emblem of

Breland on the right collar and the unit‟s emblem on

the left: a snarling Displacer beast with the unit‟s

motto “First in Battle, Last to Fall.” Essential to

their reputation of invincibility on the battlefield, the

Redcloak Battalion employs dedicated spell-casters

in each squad. Countermages are charged with

nullifying enemy spells before they can affect the

battalion, and an Adepts provide healing support.

Always small in number, the Redcloak

Battalion was split in two units following the end of

the Last War: one unit of 20 deployed in Wroat, and

other in Sharn as a crisis response unit, led by the

Dwarf Captain Khandan with headquarters located in

the Daggerwatch district.

Red Cloak Battalion Infantry, Ranked, Human, Rare Base Points: 25

Unit Size: 5-20

Command _______ Musician +7 Points

Standard + 14 Points

Magic Banner

+0-50 Points

0-1 Redcloak Sergeant

2 5 +20 Points 0-1 Countermage

+20 Points

0-1 Adept +15 Points

Spells_______

Countermage 2

Dispel Magic At-Will 0-2 Level 1Arcane Spells

+10 Points

0-1 Level 2 Arcane Spells

+15 Points

Adept 2

0-2 Level 1 Divine Spells

+10 Points

0-1 Level 2 Divine Spells

+15 Points

Armor Class Fortitude Hit Points Will Mobility

6 5

1

4

5(4)

Melee Skill Melee Strength Melee Attacks Reflexes

+2

+1(2)

2

4

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+1(2)

+0

1

Resistances___________

Deflection 2 (Shield)

Brooch of Shielding: Immune to Magic Missile

spell

Enchanted Red Cloaks: May

re-roll Saves against spells.

Special Abilities Fanatical

Redcloak Adept:

Light Healing

Feats _______(Choose 0-2)

Blindfight +1 Points

Improved Initiative +2 Points

Power Attack +2 Points

Rapid Shot +4 Points

Shield Bash +3 Points

Equipment__________________ Full Plate Armor

Shield

Bastard Sword

Exchange for Spears, Halberds, or Twin Weapons

Free

Longbow

Exchange for Crossbows Free

Redcloak Sergeant

0-25 Points of Feats and Magic Items

Countermage and Redcloak Adept

Heavy Armor

Staff

Longbow

May exchange for Crossbow for Free

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Brelish Bear Riders

Brelish druids

already had a long tradition

of riding the emblematic

beasts of the Bear

Kingdom when the Brelish

crown approached House

Vadalis with a proposal to

breed domesticated

Magebred bears for

military purposes.

Weighing more than 2,000

pounds and standing 9 feet

tall, magebred Warbears

are relatively docile in the

care of their keepers and

highly trainable. In battle,

their loping stride and

once-repressed savagery

make them a fearsome foe.

Several Brelish

Cavalry units rode heavily

armored war bears during the last war, their bulk and brawn smashing enemy units from their path. Smaller

war bear detachments ridden by Ranger Wardens were deployed as roving patrols along Breland‟s forested

frontiers, threatening a swift and grisly doom to interlopers upon Brelish soil.

Brelish Bear Riders Large Cavalry, Human, Rare Base Points: 75

Unit Size: 3-6

Command _______ Standard +20 Points

Magic Banner

+0-50 Points

Points

Musician +10 Points

0-1 Bear Knight

+1 +20 Points

Armor Class Fortitude Hit Points Will Mobility

5 4(6)

1(3)

4

7(6)

Melee Skill Melee Strength Melee Attacks Reflexes

+1

+0

1

4

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+0

1

Resistances____________

Deflection 2 (Shield &

Mounted)

Special Abilities _________ Fearsome (Mount)

Magebred Warbear Mount

+1 +2 3 3 7

Equipment__________________ Heavy Armor

May be equipped with Barding +5 Points

Shield

Cavalry Spear

Equip with Longbows – 30” Range +5 Points

Bear Knight

0-25 Points of Feats and Magic Items

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Warforged of Breland

Breland was second only

to Cyre in the employment of large

companies of Warforged soldiers

as soon as they became available.

House Cannith‟s creation forge in

Sharn gave them direct access to a

steady stream of increasingly more

sophisticated Warforged warriors,

and a number of Warforged heroes,

such as the Paladin Three,

bodyguard of King Boranel,

attained great influence with the

Brelish crown, eventually leading

to Boranel‟s championing of

Warforged rights. Warforged troops never came close to replacing the role

of conventional troops in the Brelish army, but nevertheless gained an

increasingly prominent role in Brelish military operations through the end

of the war, and were the first to be deployed at the forefront of critical

combats.

More specialized Warforged troops such as Warforged Titans and

Warforged Juggernauts were not as common in Brelish armies as those of

Cyre, but such elite Warforged were increasingly purchased and deployed

in battle as Brelish citizens grew wary of the human cost of the war, and

crack units such as the Red Cloak Battalion proved incapable of being

present everywhere along Breland‟s long frontier for every crucial battle.

Warforged Titan Huge Monster, Construct, Rare Base Points: 230

Unit Size: 1

Command _______

Feats (Choose 1)

Cleave +15 Points

Armor Class Fortitude Hit Points Will Mobility

6 7

5

4

6

Melee Skill Strength Melee Attacks Reflexes

+1(2)

+3

(4) 4

2

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+1

1

Resistances____________

Deflection 3 (Construct

Resilience)

Immune to Elemental Damage

Immune to Poison

Construct Resilience 3 Plus +1

bonus to Deflection against non-

Adamantine attacks

Special Abilities _________ Confused

Implacable

Trample +3

Equipment__________________ Natural Armor III

Great Axe

Replace with Shield and Sword +15 Points

Replace with Twin Weapons +10 Points

Warforged Sergeant

0-15 Points of Feats and Magic Items

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Warforged Infantry Infantry, Construct, Elite Base Points: 17

Unit Size: 10-30

Command _______ Musician +6 Points

Standard + 12 Points

Magic Banner

+0-25 Points

0-1 Warforged Sergeant

3 +12 Points

Feats (Choose 1)

Blindfight +1 Points

Cleave +4 Points

Power Attack +3 Points

Rapid Shot +3 Points

Shield Bash +3 Points

Armor Class Fortitude Hit Points Will Mobility

5 5

1

4

5

Melee Skill Strength Melee Attacks Reflexes

+1

+1

2

3

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+1

1

Resistances____________

Deflection 3 (Shield and

sword, Construct Resilience)

Immune to Poison

Construct Resilience 1 Plus +1

bonus to Deflection against non-

Adamantine attacks

Special Abilities _________ Martial Discipline

Equipment__________________ Mithral Heavy Armor (No Speed Penalty)

Shield

Sword

Exchange for Halberd or Flail +1 Points

Exchange for Twin Weapon/Great Weapon+3 Points

Equip with Bows or Crossbows +3 Points

Warforged Sergeant

0-15 Points of Feats and Magic Items

Warforged Scouts Skirmishers, Construct, Elite Base Points: 18

Unit Size: 5-15

Command _______ 0-1 Warforged Scout

Sergeant

3 +12 Points

Feats (Choose 1)

Blindfight +1 Points

Precise Shot +4 Points

Armor Class Fortitude Hit Points Will Mobility

4 5

1

4

5

Melee Skill Strength Melee Attacks Reflexes

+1

+0

2

4

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+1(2)

+0

1

Resistances____________

Deflection 1 (Construct

Resilience)

Immune to Poison

Construct Resilience 1 Plus +1

bonus to Deflection against non-

Adamantine attacks

Special Abilities _________

Infiltrators

Martial Discipline

Equipment__________________ Light Armor

Sword

Equip with Shield +1 Points

Replace with Twin Weapons +3 Points

Longbow

Equip with Javelins- Range 12” +2 Points

Upgrade to Arm Bows (grants Rapid Shot)+4 Points

Warforged Juggernauts Large Infantry, Construct, Rare Base Points: 80

Unit Size: 1-6

Command _______ Standard + 20 Points

Magic Banner

+0-50 Points

0-1 Juggernaut Captain

4 +20 Points

Feats

Cleave +10 Points

Power Attack +5 Points

Armor Class Fortitude Hit Points Will Mobility

6 6

2

4

6(5)

Melee Skill Strength Melee Attacks Reflexes

+2

+2

3

4

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+1

1

Resistances____________ Deflection 3

Immune to Poison

Construct Resilience 2 Plus +2

to Deflection against non-

Adamantine attacks

Special Abilities _________ Fearsome

Implacable

Martial Discipline

Trample +2

Equipment__________________ Plate Armor (No Speed Penalty)

Armor Spikes (count as Flail)

Replace with Twin Weapons or Great Weapon

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Artillery

Brelish Ballista Ballistae were widely employed during the

Last War, both as ship-based weapons as well as on

the field to menace heavily armored warriors with

their skewering projectiles. Later in the war they

gained additional importance as a deterrent against

attacks by airships, and the well-equipped artillery

arm of the Brelish Army was happy to spend the

crown‟s wealth on acquiring magical ballistae that

projected arcs of lightning or rays of fire, as well as

bolts forged out of adamantine or enchanted for

accuracy.

Brelish Catapults Catapults served as the standard siege engine of choice in the Brelish Army, as they did throughout Khorvaire,

playing a critical role in knocking down fortified walls as well as proving lethal to troops on the field packed

in tight formation. Breland‟s alliance with the Gnomes of Zilargo did provide them with a number of batteries

exotic variants. Some Gnomish-made catapults displayed unusual accuracy, or employed clever mechanisms

to reload themselves without need of a crew. The Gnomes also provided magical and alchemical ammunition

employing their advanced techniques in elemental binding, included Earth or Fire elementals bound to the

catapult stones that were hurled directly into the enemy lines or castle walls to sow chaos and panic.

Magical Catapult Ammunition

Magical Ammunition counts as affecting all shots fired by the catapult, except for Elemental Rockshot and

Fireshots, which must be purchased individually.

Ammunition Cost

Adamantine Stone: Counts as Adamantine. The Shield Breaker ability applies to all

models under the template and inflicts 6 Hit Points of damage against walls and buildings.

+25 Points

Elemental Rockshot: These catapult stones have Earth Elementals bound to them; they are

so expensive to fabricate that only a maximum of 3 shots may be purchased. Roll and fire

as normal for catapult, but only the model directly under the hole takes any damage. After

resolving damage, place a marker anywhere within the blast radius, and deploy a unit of

2D3 Earth Elementals within the blast radius as if they had just been Summoned by a spell.

They may not pursue enemy units, nor may they move more than 6” away from the marker.

+30 Points per

Rockshot

Elemental Fireshot: These work identically to Elemental Rockshot, but summon 2D3 Fire

Elementals instead.

+30 Points per

Fireshot.

Fire Stone: Inflicts flaming hits. +10 Points

Freezing Stone: Inflicts freezing hits +10 Points

Catapult Enchantments Cost

Enchanted: The catapult gains a +1 bonus to hit. +15 Points

Masterwork: The catapult may re-roll rolls to see which direction and distance a shot

scatters.

+20 Points per

Rockshot

Self-Loading: The catapult may always fire at full speed, regardless of the number of

surviving crew.

+10 Points per

Fireshot.

Starburst: All models under the template take a Strength +1 hit, including the model under

hole. Cannot be combined with Fireshot or Rockshot ammunition.

+20 Points

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Ballista Artillery, Human, Elite Base Points: 40

Unit Size: 1 Ballista

/3 Crew Command _______ 0-1 Field Artificer

+20 Points

or

0-1 Magewright

+12 Points

+1 +1 4 4

Spells _________

Field Artificer 1

1 Level 1 Artificer Aura

0-1 Level 1 Artificer Spell

+10 Points

Magewright 0

1 At-Will Arcane War Spell

Armor Class Fortitude Hit Points Will Mobility

4

6/4

3/1

3

5 Melee Skill Melee Strength Melee Attacks Reflexes

+0

+0

1

3

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+0(4)

+3

1

Resistances____________

Special Abilities _________

Shield Breaker (Ballista)

Field Artificer:

Light Repair

Equipment__________________ Ballista

Crew:

Light Armor

Sword

Field Artificer or Artificer Apprentice:

If attached, the ballista may have one upgrade:

Adamantine Bolts: Inflicts double Hit Points

damage against walls and buildings, is Adamantine

+15 Points

Enchanted +5 and counts as Magical+15 Points

Lightning Ballista: Replaces Ballista attack.

Measure a 18” Line from the Ballista. All models

under the line take a Strength +2 hit lightning hit.

+20 Points

Brelish Catapult Artillery, Human, Elite Base Points: 90

Unit Size: 1 Ballista

3 Crew Command _______ 0-1 Field Artificer

+20 Points

or

0-1 Magewright

+15 Points

Spells _________

Field Artificer 1

1 Level 1 Artificer Aura

0-1 Level 1 Artificer Spell

+10 Points

Magewright 0

1 At-Will Wizard Spell

Armor Class Fortitude Hit Points Will Mobility

4 6/4

3/1

3

5

Melee Skill Melee Skill Melee Attacks Reflexes

+0

+0

1

3

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+0

+1

1

Resistances____________ Guards

Deflection 2 (Shield)

Special Abilities _________ Field Artificer:

Light Repair

Equipment__________________ Catapault

Crew:

Light Armor

Sword

Field Artificer or Artificer Apprentice:

If attached, the ballista may have up to one

Enchantment and up to one Ammunition upgrade:

Enhancement Pts Ammunition Pts

Enchanted 25 Adamantine 25

Masterwork 10 Elemental Fireshot 30

Self-Loading 10 Elemental Rockshot 30

Starburst 25 Fire Stone 10

Freezing Stone 10

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Siege Staves The arms race to create bigger and better magical weapons would eventually lead to the creation of

siege staves, massive wizardly staves the size of tree-trunks that expanded the blast radius and range of

common wizard spells immensely, but that could be operated by any well-trained magewright. Designed for

use against mass formations and fortress walls, siege staves were not remarkably accurate, but didn‟t have to

be to wreak devastation over large areas.

Breland was behind Aundair and Cyre in the use of siege staves, lacking the latter‟s extensive magical

industries to produce them in great variety and quantity, but their alliance with the gnomes of Zilargo allowed

them to acquire and field a number of staves that exhibited the Gnome‟s talent in employing elemental magic,

most commonly in the form of enormous fireballs or magical blizzards. While these proved deadly, sieges

staves depended upon vulnerable magewrights to operate them, unlike conventional artillery; guards and

sometime even additional magewrights or field artificers were attached to them to protect against surprise

attacks and shield against counter-battery fire.

Brelish Siege Stave Artillery, Human, Rare Base Points: 90

Unit Size: 1 Stave

1 Magewright

2 Guards Command _______ 0-1 Field Artificer

+20 Points

or

0-1 Additional Magewright

+15 Points

+1 +1 4 4

Spells _________ Field Artificer 1

1 Level 1 Artificer Aura

0-1 Level 1 Artificer Spell

+10 Points

Magewright 0

1 At-Will Arcane Spell

0-1 Ritual (Shield or Mage

Armor) +10

Points

Armor Class Fortitude Hit Points Will Mobility

4 6/4

3/1

3

5

Melee Skill Melee Skill Melee Attacks Reflexes

+0

+0 1

3

Ranged Skill Ranged Strength Ranged Attacks Reflexes

+0

+1

1

Resistances____________ Guards

Deflection 2 (Shield)

Special Abilities _________ Magewright Operator: The

Siege Stave may only fire if

there is at least one Magewright

or Field Artificer left in the

crew, or if joined by a character

capable of casting Arcane spells.

Field Artificer:

Light Repair

Equipment__________________ Siege Stave

Chose 1 of the Following Abilities: Blizzard

Fiery Blast

Lightning Arc

Poisonous Fog

Guards:

Light Armor

Shield

Field Artificer or Magewright:

Sword

Siege Stave Spells Fiery Blast Arcane Siege Spell Blizzard Arcane Siege Spell Range: 60” LOS Target: Large

Blast

Duration: - Range: 60” LOS Target: Large

Blast

Duration: -

Offensive

Effect: Roll to scatter as for a Catapult. All models under

the template take a Strength +0 hit. Units that take

casualties must pass a Fortitude Save or move at half speed

and suffer a -1 penalty to Ranged Attacks.

Offensive

Effect: Roll for scatter as for a Catapult. All models under

the template take a Strength +1 flaming hit.

Lightning Arc Arcane Siege Spell Poisonous Fog Arcane Siege Spell Range: 48” Line Target: Large

Blast

Duration: - Range: 60” LOS Target: Large

Blast

Duration: End of

next Activation

Offensive

Effect: Measure a line originating from the siege stave to

any point 48” away within Line of Sight. Models touched

by the line take a Strength +2 Lightning hit that inflicts 2

Hit Points of damage. Models may make Evasion saves

against these hits.

Offensive

Effect: Roll for scatter as for a Catapult. All units touched

by the template must pass a Fortitude save at -1 or are

unable to make any attacks, cast any spells, move on the

double, charge, or use any special abilities until the end of

the target‟s next Activation.

Counterspell: Gust of Wind

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New Magic Items

Magic Weapons

Steel 50 Points This non-descript magic dagger actually carries the centuries-old soul of one of Breland’s first Dark

Lanterns, back when the Citadel served the King of Galifar rather than Breland. Steel communicates

mentally with its bearer, both as a stern taskmasters and mission specialist, but also by detecting magical

auras and approaching enemies that the Dark Lantern may otherwise be unaware of.

Steel is an Adamantine Greater Enchanted Hand Weapon (+1 Strength and +1 Melee and Shieldbreaker).

Steel grants its bearer the First Strike special ability and the Blindfight Feat. It may be combined with another

hand weapon to count as a Twin weapon, or used alone.

Wondrous Items

Mantle of Breland 35 Points Part of the War Regalia of Galifar, a set of potent magic items worn by the Kings

of Galifar before being stolen and then duplicated by individuals seeking to claim

the legitimacy of the old monarchy. The Mantle of Breland is a thick bear skin

cloak that allows the bearer to assume the ferociously clawed form of Breland’s

famed mascot.

At the beginning of any Unit Activation, the bearer may shift into Warbear form

with the following stats replaced: +2 6 4 7 Fearsome

The bearer may not use any other abilities or benefit from equipment while in

Warbear form. The bearer may shift back into humanoid form at the beginning

of any subsequent Unit Activation.

Sylmsarra’s Shawl (Wondrous Item) 40 Points

This powerful cloak shimmers with iridescent light, especially when the wearer draws

upon its enchantments towards the ends of concealment and trickery. A gift from the

Gnomes of Zilargo to Breland after they entered their in, the Shawl’s creator

disappeared before more could be fashioned- but it is whispered Sylmsarra was

secretly a Yuan-ti snakewoman pursuing her own shadowy agenda. The Shawl was

employed by the King’s Dark Lanterns until it was lost under mysterious

circumstances on a mission in Thrane in 971.

Arcane Illusion Spells cast by the bearer have their duration increased by a Length of

1 turn. The bearer also may cast the Mirror Image Arcane Illusion Ritual and the

Invisibility Level 1 Arcane Spell. The bearer also may purchase additional Level 1

Arcane Illusion Spells for +15 points each. If the bearer does not already have a

Caster Level, the spells are Caster Level 2.

Magic Banners

Boranel Bear Banner 50 Points The personal banner of King Boranel fills the normally practical Brelish citizenry with an uncharacteristic

patriotic pride in their wounded but unbowed King. Any foe who seriously tests the bravery of a unit carrying

the banner will find that by stinging the Brelish bear they have only made it more dangerous.

The unit never takes penalties to Will Saves taken to avoid Routing. If the unit successfully passes a Will

Save to avoid Routing, the unit is subsequently gains the Berserker Rage ability for the remainder of the

battle.