Allegiance Abilities
An Order of the Sacred Lady army may take one of the following Battle Traits:
1. Knightly Cavalcade: Whenever any Order of the Sacred Lady unit with the Knight keyword in a Knightly Cavalcade army captures an objective or destroys an enemy unit whose starting points value was greater than their own, this unit receives a Chivalry Point, which is added to its own pool. During your hero phase, each unit with Chivalry Points may spend them to activate one of the following Knightly Virtues, providing it has enough Chivalry Points for that Virtue:
Virtue of Stoicism (1 Chivalry Point): Unflappable in the heat of battle, the Knights maintain a cool aura of disciplined pragmatism.
Until your next hero phase, if this unit fails a Battleshock test, it may re-roll the dice used.
Virtue of Noble Disdain (1 Chivalry Point): Disgusted at the foe eschewing the martial values of meeting one's foe face-to-face, the Knights fight all the harder to show these cowards the error of their ways.
Until your next hero phase, this unit may re-roll all failed hit rolls in close combat if the target unit has one or more missile weapons.
Virtue of Knightly Temper (2 Chivalry Points): With hearts of stone and resolute tempers, the Knights stand unbowed and spill the blood of the foe with every strike.
Until your next hero phase, for each close combat attack this unit makes that successfully hits and wounds the target, the unit may make an additional attack - roll to hit and wound with this attack as normal. These attacks do not generate any additional bonus attacks.
Virtue of Purity (2 Chivalry Points): With the Lady in their every thought, the Knights, through their loyalty and heroism, have been rewarded with her blessing for a time.
Until your next hero phase, whenever this unit suffers a wound or mortal wound, roll a dice. On a 5 or more the wound is ignored. If this unit already has such a save, add 1 to this roll whenever it is made.
Virtue of Dominance (3 Chivalry Points): The refusal of the Knights to take even a single backward step instills fear in the hearts of the common bully and blackmailer, for the favoured tools of their trade have now backfired on themselves.
This unit may only activate this Virtue if it did not fail a Battleshock test in its previous turn. If it does so, whenever an enemy unit within 6" of this unit fails a Battleshock test, double the number of models that flee.
Virtue of the Ideal (3 Chivalry Points): Emboldened by their success, the Knights seem to become peerless in their skill-at-arms, cutting down enemies right and left without ever breaking their stride.
Until your next hero phase, add 1 to the Attacks characteristic of this unit's melee weapons and add 1 to hit rolls and wound rolls for this unit's close combat attacks.
2. Pauper Crusade: Whenever any Order of the Sacred Lady unit with the Commoner keyword in a Pauper Crusade army suffers at least 25% of its unit as casualties in a single phase or passes a Battleshock test, this unit receives a Devotion Point, which is added to its own pool. During your hero phase, each unit with Devotion Points may spend them to perform one of the following Acts of Faith, providing it has enough Devotion Points for that Act:
Insane Charge (1 Devotion Point): Possessed of a heroic courage, the Peasants hurl themselves into the enemy in a renewed assault.
Until the next hero phase, add 4 to this unit's charge rolls.
Unyielding Bravery (1 Devotion Point): Trusting in the Lady to see them through, the Peasants display unusual courage in the face of their foe.
Until the next hero phase, this unit automatically passes all Battleshock tests it is forced to take, and may receive any Devotion Points from this as normal
Inspirational Heroism (2 Devotion Points):
All friendly Order of the Sacred Lady units with the Commoner keyword within 12" of this unit gain a Devotion Point.
Sacrificial Assault (2 Devotion Points): The Peasants fervently leap upon their bewildered foe, bashing and hacking at them with their simple weapons until they are no more. Often the Peasants are slain in the process, but this is a sacrifice they believe is worth making in return for an eternity in the Lady's care.
This unit may only perform this Act if it engaged in combat. If it does so, pick one enemy unit. This unit and that enemy unit both suffer D6 mortal wounds.
Rallying Call (3 Devotion Points): Believing the course of battle to be on their side, the Peasants call upon comrades who have fled to return to the fight and gain a chance to redeem themselves in the eyes of the Lady.
Return all models that have fled due to the failure of a Battleshock test to this unit.
Determined Resolve (3 Devotion Points):
Until your next hero phase, whenever this unit suffers a wound or mortal wound, roll a dice. On a 4 or more the wound is ignored. If the unit already has such a save, add 2 to the roll made.
3. Order Battlehost: In the first Battle Round, instead of rolling to decide who gets priority, the Order of the Sacred Lady player may opt to automatically act second, and declare that his army is praying to the Lady for her Blessing. If they do so, in every Battle Round of the game, if the Order of the Sacred Lady player acts first, all friendly Order of the Sacred Lady units may re-roll their charge rolls until the next Battle Round. Alternatively if the Order of the Sacred Lady player acts second, until the next Battle Round, whenever a friendly Order of the Sacred Lady unit suffers a wound or mortal wound, roll a dice. On a 5 or more the wound is ignored. If the unit already has such a save, add 1 to the roll instead.
Command Traits:
Traits of Chivalry (Characters with the Knight keyword only):
1. Beastslayer: This Knight is particularly accomplished at ridding the Realms of all manner of foul monsters.
Add 1 to the damage characteristic of this model's melee weapons when fighting a model with the Monster keyword.
2. Disciplinarian: A veteran battlefield commander, this Knight does not hesitate to bellow orders to his comrades as regularly as can be.
If this model does not move, run or charge this turn, all friendly Order of the Sacred Lady units within 16” of this model may re-roll failed wound rolls when fighting enemy units with a starting points cost greater than their own.
3. Pure of Heart: Untouched by the desires of mortal men, this Knight strikes fear into those who are slaves to them, rendering them dumbfounded as he smites them with impunity.
Add 1 to hit rolls for melee attacks made by this model against enemies with the Chaos, Death or Destruction keywords.
4. Famed Duke: A celebrated noble from one of the many kingdoms that reveres the Lady, this Knight knows exactly where to place his authority to best use.
Whenever this model activates a command ability, roll a dice. On a 5 or more, do not spend a command point.
5. First into the Fray: This Knight is always the first among his brethren to hurl himself into any melee, and this heroism inspires his comrades to ever greater heights of chivalric derring-do.
This model may run and charge in the same turn. In addition, whenever this model charges, all friendly Order of the Sacred Lady units within 12" of this model at the start of its charge move may add 1 to their Bravery until your next move phase.
6. Grail Champion: This Knight has succeeded in his Grail Quest, and has earned the respect of his Order brothers accordingly.
Whenever this model is hit by a missile attack and is within 3” of one or more units of Grail Knights and/or Grail Knights on Gryph-Chargers, pick one of these units and roll a dice. On a 4 or more that unit is hit by the attack instead.
Traits of Peasantry (Characters with the Commoner keyword only):
1. Downtrodden Revolutionary: This peasant has had an unusually bad run-in with the Knights of the Lady, and is eager to free his brethren from what he sees as a haughty, thieving upper class.
No units with the Knight keyword may be included in an army led by this model. However, all units with the Commoner keyword in the army may add 2 to their Bravery.
2. Dirty Fighter: This peasant learned everything he needed to know about fighting from travelling the darkest alleyways at night, and isn't afraid to use his skills in war.
Once per turn, in the combat phase, this model may elect to incapacitate an enemy Hero within 3" of him and in the same combat. If he does so, he makes his close combat attacks against the target Hero as normal, but if the target Hero suffers at least one wound from these attacks, they suffer a single wound and may not perform any attacks themselves this battle round. If they have already attacked this battle round, the target Hero may not attack in the next battle round. This may not be performed against a Hero riding a mount and/or a Hero with the Monster keyword.
3. Heroic Outlaw: Having garnered a reputation of being a loveable rogue and become used to living life on the run, this man has learned the secrets of stealth well and has led some of his men into setting up a potent ambush.
At the start of the battle, before deployment, this model and one unit in your army with the Commoner keyword may elect to wait in ambush. If they do so, do not deploy them normally. In any of your hero phases, you may deploy these models anywhere on the battlefield more than 3” away from any board edge and more than 9” away from enemy models. These models must deploy in this way before the fourth battle round, or they are destroyed.
4. Keen Huntsman: A regular participant in his sovereign's hunts, or a Pauper Sovereign skilled at directing the hunt, this individual is especially quick to battle.
This model, and any unit he is within 3" of at the start of his turn, may re-roll failed Charge rolls.
5. Hired Sword: This man is a self-serving mercenary at heart, and thus seeks to make his fortune in killing the most notorious and dangerous foes.
This model may re-roll hit rolls when fighting enemies with the Hero and Monster keyword.
6. Village Reeve: Though not a king, this man is still a high-ranking member of the community he governs, and his men take heart at his presence.
All friendly units within 12" of this model may re-roll failed Battleshock tests. In addition, if the this army is a Pauper Crusade, after deployment and before battle begins, pick one friendly unit with the Commoner keyword anywhere on the battlefield. That unit starts the battle with a Devotion Point.
Traits of the Blessed (Characters with the Fay keyword only):
1. Tongue of Silver: When this lady speaks, even the most hideous and abominable are powerless to resist her commands to lay down their arms.
In every combat phase in which this model is engaged in combat, pick one enemy unit in the combat and roll a dice. On a 5 or more that unit may not be picked to fight in this combat.
2. Eligible Bachelorette: This lady is seen by many Knights as an especially attractive potential bride, and all her potential suitors eagerly jostle to receive her favour.
All friendly units with the Knight keyword within 12" of this model may re-roll failed charge rolls.
3. Gifted with the Blade: Unusually for a lady, this woman is so skilled with a sword that she could give young Knights-Errant a run for their money!
Add 2 to the Attacks characteristic of one of this model’s melee weapons.
4. The Lady’s Prodigy: Of all the Lady's prophetesses, this lady is one of her most favoured, having been granted immeasurable power by the Goddess during the time spent away from her people.
Add 2 to all casting, unbinding and dispelling rolls made by this model.
5. Alma Mater: One of the eldest yet wisest of the Lady's Damsels, this woman has earned the unyielding respect of her younger sisters.
All friendly units with the Fay keyword within 12” of this model may re-roll hit and wound rolls of 1 for all their attacks.
6. Enchanting Beauty: This lady is so delicate, fair and enchanting to behold that foes are constantly distracted by her natural elegance.
All enemy units attacking this model must subtract 1 from their hit rolls.
Artefacts of Power:
Relics of the Order (Characters with the Knight keyword only):
1. The Silver Lance of the Blessed: A weapon that can only be wielded by the purest of heart, to wield the Silver Lance is to bear a weapon as light as a feather yet as true as the keenest arrow, but if the aspirant user becomes tempted to use it for evil motives, he will be consumed in a searing white flame.
This artefact may only be used by a model that has a mount. A model equipped with this artefact may perform its close combat attacks at the beginning of the close combat phase, before any other units are picked to fight in that combat phase. However, if the model rolls six or more 1s during the course of the game, it is instantly removed as a casualty, regardless of its remaining wounds.
2. Gilded Cuirass: Inscribed with delicate filigree letters that glow in the brightest sunlight, this breastplate invokes the Lady's healing love upon the wearer.
At the beginning of every hero phase, roll a dice. On a 4 or more, the wearer may recover a wound lost earlier in the battle.
3. Antlers of the Great Hunt: The hero's helmet is adorned with the magnificent antlers of a the quarry of a particularly successful hunt, slain by the Knight himself, which bestow upon him virility, long life and exceptional huntsmanship.
The model equipped with this artefact may roll an additional dice and pick the two highest when making charge moves.
4. Gauntlet of the Duel: When the Knight casts down this enchanted gauntlet in challenge, it magnifies even the tiniest sliver of pride in the challenged foe into a surge of righteous self-belief.
At the beginning of the combat phase, if there are one or more enemy Heroes engaged in the same combat as the model equipped with this artefact, it may challenge one of these heroes to single combat. If it does so, the two heroes must be placed in direct base contact anywhere up to 6" away from the combat, and must choose each other as the target for their close combat attacks. Neither character may pile back into the combat, and no unit from either side may charge or shoot either of the characters, until one of the characters is slain or flees as the result of a failed Battleshock test.
5. Morning-Star of Unbinding: This mighty morning-star is imbued with a hatred of magical trickery. It will entangle and rip any sorcerous artefact from the hands of the foe, unless a spiked orb to the head settles the matter first.
Whenever the wielder of this artefact rolls a 6 or more to hit in the combat phase when attacking an enemy Hero, roll a dice. On a 4+, the enemy hero loses their Artefact of Power if they have one.
6. Armour of the Midsummer Sun: This enchanted armour gleams with the light of a summer's day, blinding the wearer's enemies as the Knight charges headlong into them.
Enemies attacking the wearer in the shooting and combat phases must subtract 1 from their hit rolls.
Trinkets of the Pauper Kingdoms (Characters with the Commoner keyword only):
1. Ancient Helm: Taken with all intended reverence from the corpse of a deceased Knight of the Lady, this battered helmet, when worn, has elevated the Peasant no end in the eyes of his fellows.
While the wearer is alive, at the beginning of your hero phase, roll a dice. On a 4 or more you receive 1 additional command point.
2. True Love's Tress: This Pauper carries a lock of hair from his beloved wife or significant other. One of the most valuable possessions he has, he will fight all the harder to preserve and defend it as if the owner herself was present on the battlefield.
The bearer may re-roll all failed wound rolls in the combat phase, and may increase the Rend characteristic of all his melee weapons by 1.
3. Truffle Hound: The Peasant is accompanied by one of these notoriously ugly dogs, used to hunt for Truffle Fungi that are buried beneath the ground. If the handler is foolish enough to allow the canine to eat one of said truffles, the mongrel will become paranoid enough about rivals to potential females for it to savage pretty much any male creature that dares come near it, even its master!
At the end of every combat phase, if the handler is locked in close combat, roll a dice. On a 4 or more an enemy unit suffers D6 mortal wounds. On a 1 the handler suffers D6 mortal wounds.
4. Gallows Oak Shield: The Gallows Oak is a species of tree blessed with particularly hard and resilient bark, making it a suitably strong makeshift gallows for hanging criminals. A shield fashioned from such wood will protect the wielder with the tree's unyielding constitution.
Worsen the rend and damage values of all attacks that target the wielder by 1.
5. Beastculler Longbow: This longbow, fashioned from the Elderyew tree, is unerringly accurate, allowing even a novice archer to fell a mighty Orruk in one shot.
In the shooting phase, you may roll a dice for 1 enemy unit within 30" of this model. On a 5 or more the unit suffers D3 mortal wounds. If the enemy unit is within 15" of this model, they instead suffer D3 mortal wounds on a 3 or more.
6. Stoicbrew Cask: Copied from a recipe first devised by Duardin in the Age of Myth, Stoicbrew Ale is a favourite tipple of peasants embarking upon a Pauper Crusade, for it renders the imbiber utterly unflappable even in the very epicentre of a melee.
In your hero phase, you may pick a friendly Order of the Sacred Lady unit within 6" of this model to drink from the cask. If you do so, that unit may add 1 to its Bravery until your next hero phase.
Treasures of the Grail Damsels (Characters with the Fay keyword only):
1. Silver Mirror: While at first glance it resembles a simple lady's hand mirror, this artefact has the power to reflect enchantments and amplify them to lethal levels upon the magic-users that cast them.
Once per battle, when an enemy Wizard successfully casts a spell or endless spell, the wielder may choose to deflect the spell's power with the Mirror. If she does so, the target spell/endless spell is immediately unbound/dispelled. In addition, the enemy Wizard suffers D6 mortal wounds.
2. Foreboding Chalice: Fashioned into the shape of a skull, this jewel-studded goblet will give any who continually sup from it one of two things: salvation or death.
At the start of your hero phase, the bearer may drink from the Chalice. If she does so, roll a dice. On a 1 she suffers a mortal wound. On a 2 or more you may add 1 to the casting roll of every spell the bearer attempts until your next magic phase.
3. Verdant Heart: This pulsing, mossy stone of unknown origin glows with the light of life. All around the bearer, plants both benign and hostile thrive and prosper, and appear to protect the bearer against those who would do her harm as if they had lives of their own.
As long as the bearer remains within 1" of a terrain piece, that terrain piece immediately becomes Deadly to all units other than the bearer in addition to any other rules. In addition, at the end of every combat phase, the bearer may regain a wound lost earlier in the battle.
4. Potion Sacre: This potion is said to have been brewed from the tears of a Damsel whose champion died from battle mixed with holy water from a great cathedral dedicated to the Lady.
Once per battle, in your hero phase, the bearer may drink the Potion. If she does so, you may add 4 to any one casting, unbinding or dispelling roll made by the bearer until your next hero phase.
5. Dragon's Claw: Cut from the corpse of a great Dragon slain by Knights of the Lady, this claw has been scrimshawed by artisans and enchanted by Damsels so that it is now a potent talisman which subjects the bearer's enemies to the raging fires of the beast it once belonged to.
Whenever a spell is cast by the bearer upon an enemy unit, that unit suffers D6 mortal wounds in addition to any other effects of the spell.
6. Icon of the Lady: When revealed in its full glory, this icon displays a miraculously painted image of the Lady that inspires unfettered devotion to her.
Once per battle, in your hero phase, the bearer may choose to reveal the Icon. If she does so, until your next hero phase, whenever the bearer suffers a wound or mortal wound, roll a dice. On a 5 or more the wound is ignored. If the bearer already has such a save, add 1 to the roll until your next hero phase.
The Lore of the Lady’s Grace:
1. Valorous Resolve: The Lady instills outstanding courage into the hearts of the faithful.
Valorous Resolve has a casting value of 5. If successfully cast, pick a friendly Order of the Sacred Lady unit within 16" of the caster. Until your next hero phase, this unit may re-roll failed Battleshock tests.
2. Vindictive Banishment: The Lady punishes those enemies who dare defile her sacred shrines and slay her followers.
Vindictive Banishment has a casting value of 6. If successfully cast, pick any enemy unit within 12" of the caster. That unit immediately suffers D6 mortal wounds. If the unit has either the CHAOS, DEATH or DESTRUCTION keywords, it instead suffers D6 + D3 mortal wounds.
3. Ethereal Warding: The Lady instills her most devoted champions with the mystical powers of the Fay, causing them to flicker in and out of the mortal realm such that enemy arrows and blades pass straight through them.
Ethereal Warding has a casting value of 6. If successfully cast, pick a friendly Order of the Sacred Lady hero within 16" of the caster. That unit may ignore all modifiers (positive or negative) to their save rolls until your next hero phase. If the unit already has this ability, it instead may re-roll failed save rolls until your next hero phase.
4. Tactical Foresight: The Lady blesses the commanders of her armies with a tactical resolve that helps to sway the course of the battle in their favour.
Tactical Foresight has a casting value of 7. If successfully cast, pick a friendly Order of the Sacred Lady Hero within 12" of the caster. That hero may immediately activate a single Command Ability without spending a Command Point.
5. Resolute Solidarity: The Lady beseeches her followers to join together in an unyielding shieldwall that deflects enemy missiles as a rock deflects the sea.
Resolute Solidarity has a casting value of 8. If successfully cast, pick two friendly Order of the Sacred Lady units within 18" of the caster. If those units are within 6" of each other, both may add 1 to their save rolls until your next hero phase. If those units are within 3" of each other, both may instead add 2 to their save rolls until your next hero phase.
6. Thundering Momentum: The Lady sends her devout followers into an earth-shattering charge that bowls the front ranks of the foe head-over-heels.
Thundering Momentum has a casting value of 9. If successfully cast, pick one friendly Order of the Sacred Lady unit within 16" of the caster. Until your next hero phase, whenever this unit makes a successful charge move, roll a dice for each model in the unit, adding 2 to each roll if the unit has the Knight keyword. On every roll of a 6 the enemy unit charged suffers D3 mortal wounds in addition to any other damage.
Allies
An Order of the Sacred Lady army may take Allies from the following factions: Fyreslayers, Kharadron Overlords, Idoneth Deepkin, Lumineth Realmlords, Sylvaneth.