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.
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?
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.
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.
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)
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
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.
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
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.
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
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)
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.
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
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
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
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
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
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
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
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
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
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.