* BRETONNIAN KNIGHT SKILLS -
When the Knight advances and gains a skill roll D86 on the table below
Your Knight masters the Shield. If armed with a shield roll 103 every time he is wounded. The result is the number
of Wounds the shield deflected. Monsters that ignore Armour may not ignore the shield used this way.
Your Knightis trained in fighting fire-breathing Monsters without getting burned. If ht by a fre-based attacker Roll 103.
4+ he manages to avoid the flames and is unaffected.
24-36 KNIGHTLY TEMPER
Once per Adventure. Ifthe Knight misses when trying to strike he becomes overcome by anger and trys to slay the
Monster with one blow. Any hits in the following turn against the same Monster do 1D6 per Battle-level of the Knight.
41-46 BATTLE CHARGE
Once Monsters are placed on the board he may elect to go first regardless of Initiate or who carrys the Lantern.
54__WHIRLING FLAIL
Only useable if wielding a Knightly Flail. Acquiring this skil the Castle Armoury gives him a Knightly Flail that gives
+2 Str. Itis difficult to use, After hitting a creature resolve damage as normal then roll 106.
1 Pick a random adjacent warrior (including self). Do normal damage modified for Armour & Toughness.
2-3 Normal Hit
4-5 One extra attack against the Monster. Roll to hit again as usual.
6 The fall performs one attack against every adjacent Monster, Resolve each atiack as normal,
The Knight learns how to bind and patch his wounds, Once per adventure per Batile-level he may spend a whole tum
binding his wounds and recover 1D6 wounds,
62-63 SHIELD BUTT
The Knight uses force to break from pinning. Roll to break ftom pinning as normal. Success and he bashes the
Monster in the face with his shield. Monster takes 1D6 + (2 per Battle-Level) in Wounds, modified as usual, This
knocks back the Monster a square if possible.
The Knight learns weak spots on Monsters. At the end of the Warrior phase he may choose an adjacent Monster that
thas lost at least half of its Wounds. Roll 1D8. The number rolled is the number of Wounds the Monster takes with
no deductions. On a 1 you deal 1 Wound but the Monster lashes out. The Knight is hit automatically, roll normal damage.
66 HEROIC DEATH
If the Knight is ever reduced to 0 Wounds, rol 1D5 + St. 8+ the Knight finds an inner energy and keeps fighting. He stays
standing and may immediately fight another round of combat just as if he had received another Warnor Phase, Afterwards
he falls unconcious and wil die at the end of the round as usualy unless healed.