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Bretonnian team roster

The Bretonnian roster has 4 positions. The cheapest player is the Bretonnian Squire at 50,000 gp, the quickest is the Bretonnian Knight Catcher with MA 7, and the strongest is the Bretonnian Squire with ST 3. Team re-rolls cost 60,000 gp each.

Make Bretonnian cards

How the team plays

Bretonnians are a hybrid roster with an odd shape: the cheap linemen are the tricky ones and the knights are the muscle. Bretonnian Squires cost 50k, have ordinary human stats and start with Wrestle, a cheap way to put a ball carrier on the floor. The knights all share Dauntless and better armour. Grail Knights are the blitzers, MA 7 with Block, Dauntless and Steady Footing on AV 10+. Knight Catchers add Catch and Nerves of Steel on AV 9+, and the Knight Thrower has Pass, Dauntless and Nerves of Steel.

Dauntless on every knight means the team can blitz a Big Guy or a ST 4 blocker without an assist. Scoring falls to the Knight Catchers and Grail Knights, both at MA 7. Squires absorb the punishment and are cheap to replace. What the team lacks is Dodge: nobody starts with it, and Agility is a primary only for the catchers, so Squires dodge at AG 3+ with no help. The league is the Old World Classic.

Positions

PositionQtyCostMASTAGPAAVSkills & traitsPrimarySecondary
Bretonnian Squire
Lineman, Human
0-1650,000 gp 633+4+8+ WrestleGA, S
Bretonnian Knight Catcher
Catcher, Human
0-285,000 gp 733+4+9+ Catch, Dauntless, Nerves of SteelA, GS
Bretonnian Knight Thrower
Thrower, Human
0-280,000 gp 633+3+9+ Dauntless, Nerves of Steel, PassG, PA, S
Grail Knight
Blitzer, Human
0-295,000 gp 733+4+10+ Block, Dauntless, Steady FootingG, SA

Primary and Secondary show which skill categories the position can learn. See advancement costs.

Building a starting roster

A typical 1,000,000 gp build takes both Grail Knights (190k) and both Knight Catchers (170k), one Knight Thrower (80k) and six Squires (300k), 740k for eleven players. Three re-rolls at 60k each bring it to 920k, and an apothecary for 50k leaves 30k spare. Coaches who want the second Thrower tend to drop the apothecary rather than a re-roll, because Squire Wrestle blocks and knight Dauntless rolls both ask to be re-rolled. The second Thrower is the easiest thing to leave for later.

Advice for newer coaches

Blitz ST 4 targets with a Grail Knight and roll Dauntless first; a knight who matches strength and has Block is a safe blitz. Use a Squire's Wrestle on the ball carrier when you have no Block nearby, since both players go prone and the ball comes loose. Hand the ball to a Knight Catcher when he is marked; Nerves of Steel ignores the marking penalty. Avoid relying on Steady Footing to save a Grail Knight who dodges through two tackle zones; it saves on a 6 only.

Leagues and special rules

Old World Classic

Star Players this team can hire