Deus Vult is a project that was written to facilitate the old Bretonnian kingdoms and bring them up to speed in the more modern Age of Sigmar game.

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3 Deus Vult is a project that was written to facilitate the old Bretonnian kingdoms and bring them up to speed in the more modern Age of Sigmar game. This involved some points tweaks as well as some rules updates to existing warscrolls and the addition of the Faith system. Care was taken to reference the old 5 th and 6 th edition Bretonnian army books as well as to borrow heavily from imagery rooted in the Arthurian legends. Deus Vult forces are found in Hysh, the realm of order and light, and have played a role in protecting its domain alongside Tyrion and Teclis since the Age of Myth. This army is a hard-hitting cavalry charging army, just as the Bretonnian army of old was, and is based around historical looking models that can be obtained from pretty much anywhere. As such, it is an army designed for historical players to involve themselves in Age of Sigmar with their historical armies, though as you will find there is still a bit of the fantastical that can be found here to add enough of the fantasy realm to the aesthetic such as demigryph cavalry and the hippogriff riding King Louen. This new faction, based on the ancient legends of the Times of Myth, worship their goddess The Lady of the Lake, and from that worship springs their battle cry Deus Vult or God wills!. 3

4 There are two primary orders that make up the Circle of Deus Vult. The first step of creating your army is to identify what order your force represents. The order that your force represents will determine the Battleline troops that you have available to you as well as what Virtues your general can select from. The Order of the Knights Hospitaller Defenders of the weak and protectors of the faithful, the Knights Hospitallers patrol the mortal planes and safeguard those people traveling from marauding orruks, blood thirsty marauders, or any other number of enemies that call the planes their home. If your force represents the Order of the Hospitaller then your force is comprised mostly of peasantry and pilgrims. All units of Pilgrims, Men-At-Arms, Peasant Bowmen, and Knights Errant count as Battleline. The Order of Breton Descendants of the ancient Breton line and followers of the old (some would say very old) ways. The Order of Breton recognizes their King and twelve Marshalls that seat upon a circular table of stone to discuss kingdom affairs. Each Marshall and the King himself rules over a small province, and are considered politically equals though all Marshalls defer to the King for overall commands. These knights also command peasant armies in times of war, though are more renowned for their glittering cavalry charges and massed ranks of armored steel. All units of Men-At-Arms, Peasant Bowmen, Knights Errant, and Knights of the Realm count as Battleline. 4

5 Every unit and warscroll battalion in Warhammer Age of Sigmar owes allegiance to one of the Grand Alliances of Order, Chaos, Death, or Destruction. Many units and warscroll battalions also have more specific allegiances for example, Deus Vult or Paladins. If all the starting units and warscroll battalions in your army are Deus Vult then it has the Deus Vult allegiance. A Deus Vult army can use the abilities found on the following pages. Battle Traits Armies with the Deus Vult allegiance may have the following abilities: Blessings of the Lady The army is blessed by the Lady of the Lake and receives a special 5+ save against any ranged missile attacks. This save is taken after failed saves, and cannot be affected by Rend. Additionally, these saves may be taken even against ranged Mortal Wounds. God Wills! Knights of Deus Vult are devastating on the charge. On any turn that any mounted unit or character charges, any to-wound roll of 6 or more counts the damage inflicted as Mortal Wounds. 5

6 The Lady s Favor The army is blessed supernaturally by the Lady of the Lake, not only in her blessings (above) but in great feats and deeds. The army starts the game with D6 Faith Tokens, which can be represented by anything you wish (tokens, write them down, etc) The army can utilize Faith Tokens by spending one on a unit, warmachine, hero, or monster before that entity takes an action. Only one faith token can be spent on one entity at a time, though multiple faith tokens can be spent in a turn. Using Faith Tokens allows the unit, warmachine, hero, or monster a bonus that the player chooses from the following list When charging, the unit may roll 3D6 and take the two highest values The unit may re-roll any missed to-hit rolls in that turn If the unit counted as charging, each model gains +1 additional attack on one of their melee weapons (not the steed s) The unit may re-roll any failed saves in that turn The unit may both run and charge in that turn The unit may re-roll Battleshock checks against it The player may spend five faith tokens to bring back any unit that has been slain. This is done in the Hero phase and the unit may be set up on any table edge at least 9 from an enemy model. Additional Faith Tokens may be generated during the battle in the following ways: Gain a Faith Token if a hero is a part of a melee combat and an enemy unit that he is facing is destroyed Gain D3 Faith Tokens if a hero slays an enemy Hero or Monster 6

7 In addition to their command abilities, if they are a Hero, the general of a Deus Vult army can take a Command Virtue from the list below. Pick the virtue that best suits your general s personality, or alternatively you can roll the virtue randomly. Named characters may not choose a Command Virtue. Knights Hospitaller Virtues D6 Command Virtue 1 Virtue of the Blade the general gains +1 Attack on all melee weapon profiles 2 Guardian s Virtue the general gains +1 to all Saves 3 Virtue of Duty - any combat that the general is a part of, all Deus Vult units within that combat gain +1 to their Bravery 4 Virtue of Stealth the general must be on foot. He and D3 units gain the Ambush special rule (refer to the Rangers warscroll in this document for these rules) 5 Righteous Zeal the army generates an additional Favor Token at the beginning of the game 6 Virtue of Noble Disdain the general hates any units with missile weapon profiles. In melee combat he may re-roll any misses on the first round of combat against those units. Additionally, any Deus Vult unit within 3 of him is immune to the Battleshock effects of missile weapons (meaning they do not count the casualties inflicted by missile weapons toward their Battleshock rolls) 7

8 The following virtues are for the Order of Breton heroes. Order of Breton D6 Command Virtue 1 Virtue of Knightly Temper the general may generate an additional attack for every one of his attacks that both hit and wound successfully. These additional attacks do not generate further attacks. 2 Virtue of Heroism the general inflicts double damage against any enemy monsters/behemoths. 3 Virtue of Duty - any combat that the general is a part of, all Deus Vult units within that combat gain +1 to their Bravery 4 Virtue of the Ideal the general gains an additional melee attack and all melee attacks he rolls are +1 to hit. Additionally, enemy units engaged in a melee involving the general are at -1 to their Bravery 5 Virtue of the Impetuous the general and a unit within 3 of him may roll 3D6 when charging 6 Virtue of the Joust the general may re-roll any hits when charging with any lance weapon 8

9 These artefacts of legend have been carried over from knight to knight for generations. Some of them are whispered to have origins in the Time of Myths and Legend. These can be blessed weapons, magical armour, or trinkets and standards. All are powerful tools in the hands of the Order. Two of your Heroes may choose an artefact of legend. No one hero may have more than one artefact. The artefact should fit the appearance of the model, or the heroic backstory you have given them. Alternatively, you may randomly select one. Knightly Heroes may wield Weapons, Armour, Trinkets, or Standards. Damsels may wield Mystic Talismans. Named characters may not choose anything here. MAGIC WEAPONS any Deus Vult hero may take a weapon. The weapon picked takes the profile of the melee weapon that the hero is carrying (pick one) and augments it as noted. This cannot be a weapon used by a mount. D6 WEAPONS 1 Sword of Absolution this weapon is blessed with potent anti-death runes and hails from the Times of Legend. All Death units within 3 of the hero take a mortal wound during the Hero s Hero Phase. The weapon does +1 damage to any Death model. 2 Silver Lance of the Blessed this lance receives +1 to wound on the charge and all attacks automatically hit. 3 Sword of the Quest Rending value of this weapon is Sword of Heroes This relic sword, crafted from eldritch steel and the blood of titans, is a quite potent weapon striking fear into the hearts of any monster. When striking Monsters / Behemoths, this weapon does D6 damage. 5 Heartwood Lance the bearer may re-roll all failed to-wound rolls 6 Birth Sword of Antiquity enemies wounded must re-roll any successful saves 9

10 ENCHANTED ARMOUR any Deus Vult knightly-hero may take enchanted armour. The armour chosen replaces the Save value given for the hero s warscroll as indicated. Any shield bonuses that the warscroll may have are added in addition to the armor given here unless otherwise noted. If the item is not a normal piece of armor (a helmet for example) then use the warscroll s save as normal. D6 ARMOUR 1 Gilded Cuirass This armor grants the character a 4+ save. Additionally, the hero regenerates D3 wounds at the beginning of their Hero Phase. 2 Armor of the Midsummer Sun this plate armor grants the character a 4+ save. Opponents suffer a -1 penalty on all to-hit rolls vs the wearer and his mount with missile weapons and in melee combat as it magnifies the light of the sun and reflects into the enemies faces. 3 The Shield of the Lady this shield adds +1 to the save of the wearer (replacing any shields that the wearer has). This increases the special save of the Blessings of the Lady by +1 for that character. 4 Great Helm of Solace the hero may re-roll any failed saves. 5 Armour of the White Knight this armor and shield combination confers a 3+ save to the hero. The shield must always be used, so the hero cannot use a two-handed weapon. The hero s melee weapon profiles are adjusted so that the To-Hit values are 2+ (the mount s profile attacks are not affected) 6 Hospitaller s Shield this shield provides a +1 save bonus. Additionally, this shield overrides the Lady s Blessing and confers a 5+ special save that the hero may take after failed saving throws. This 5+ cannot be modified by rend and can be taken even against Mortal Wounds. 10

11 LEGENDARY TRINKETS any Deus Vult Hero may take a Legendary Trinket. These take the form of small items or potions. D6 TRINKET 1 Hunting Horn This horn may be used once in the game. Sound the horn in the Hero phase. Until the beginning of your next hero phase, no enemy unit may fly. They are forced to use ground movement. 2 Blessed Icon of the Lady this revered and ancient item grants protection against the arcane. If a magical spell ever targets the Hero or a unit within 3 of the Hero, the Hero may roll 2D6 to dispel it even if they are not a spellcaster. If the Hero is a spellcaster, they may roll 3D6 to dispel it. This allows for multiple dispel attempts, overriding the base rules that only allow spellcasters a certain number of attempts per turn. Additionally, no line of sight is required to the enemy caster. 3 The Ruby Goblet once the hero has been wounded for the first time, he may never be wounded on better than a 4+ from any source. 4 Antlers of the Great Hunt any enemy unit engaged in melee involving the Hero must roll two dice for Battleshock and choose the highest result. 5 Tress of the Legendary Mistress from antiquity this ancient braid of hair is imbued with wrathful enchantments. The bearer may choose one enemy model at the beginning of each melee. That model is hit by the hero on a 2+ regardless of other modifiers. 6 Gauntlet of the Duel the hero may issue a challenge to any enemy hero. That challenge must be accepted and no other enemy models may target the Hero while this duel is ongoing. 11

12 MYSTIC TALISMANS Deus Vult Damsels may select an item from the Mystic Talismans list. D6 TRINKET 1 The Silver Mirror this item may be used once per battle. This item will automatically dispel an enemy spell without the need for rolling. The normal qualifiers for being able to dispel a spell are still required (distance and line of sight) Additionally, the enemy caster that cast the spell suffers D3 mortal wounds. 2 Sacrament of the Lady these thin wafers have been blessed by the Lady herself. The damsel may cast an additional spell in their Hero phase. 3 The Verdant Heart any wood or forest the caster is standing within grants +2 cover to the caster. Additionally the caster gains +1 to cast while standing within a wood or forest terrain. 4 Prayer Icon of the Lady this item can be used once per battle. Use before a spell is attempted to be cast. The spell does not require to be rolled for to cast, and no enemy caster can attempt to dispel it. 5 Chalice of Malfleur Before the caster attempts to dispel an enemy spell, she may sip from the chalice. On the roll of a 1, she suffers D3 mortal wounds. On the roll of a 2-6 she may roll 3D6 and discard the lowest when dispelling. 6 Potion of Healing the caster may drink this in their Hero phase. They recover D6 wounds. 12

13 MAGICAL STANDARDS Standard Bearer Heroes may select a magical standard from this list D6 STANDARD 1 Banner of the Lady all enemy units engaged in melee with the bearer of this banner suffer -D3 to their Bravery (roll for each unit) for that turn. 2 Valorous Standard all friendly units within 12 of the Hero may roll 2D6 when rolling Battleshock and discard the highest result. 3 Banner of Defense all friendly units within 12 of the Hero add +1 to any saves. 4 Twilight Banner the Hero and any one unit within 3 of him may move through impassable terrain, buildings, etc as if they were Flying. They may not end their turn on impassable terrain or within a building. 5 Standard of Steel one unit within 3 of the Hero takes Battleshock with no negative values applied. 6 Banner of the Chalons enemy units in melee contact with this unit may not fire ranged weapons whilst engaged in melee. 13

14 The ancient spellcasting techniques of the times long past are still practiced by the damsels within the Deus Vult orders. The powers granted by the Lady of the Lake are tied to the natural order and to the lands itself, and the damsels can turn the environment against their enemies. Each Damsel in a Deus Vult army may choose to generate an additional spell from this chart in addition to the spells that she already may know. Pick one that best matches the backstory of the model. Alternatively, you can roll a dice and randomly assign the power to your damsel. Each spell cast from this table heals the caster of a wound suffered. D6 SPELL 1 Summon Wind Cast on a 5+. Choose a unit (friend or enemy). Roll a D6. On a 1 nothing happens. On a 2-5 the unit is driven away from the caster D3+1. On a 6 the unit is driven away D6+2. This cannot remove a unit from the table. 2 Entanglement Cast on a 6+. Choose an enemy unit within 18. That enemy moves, runs, and charges at half speed (round down). If the spell is cast on a 10+ the unit may not move at all until the beginning of the caster s next Hero phase. 3 Guide Cast on a 6+. Choose a friendly missile unit within 18. That unit gains +1 to hit on their turn of shooting. 4 Nature s Wrath cast on a 7+ and cast on a terrain feature within 18 of the caster. Any enemy units within 6 of the terrain suffer D6 mortal wounds as the land lashes out against the enemy. 5 Ossify cast on an 8+. Target friendly unit within 18 gains +2 to their Save rolls until the beginning of the caster s next Hero phase. 6 Regrow cast on a 9+. Target friendly unit recovers D3+1 wounds worth of models slain. 14

15 The warscrolls listed on these pages are largely lifted straight from the Bretonnian or Empire / Free Peoples warscrolls with some minor adjustments here and there to a few of them. All Deus Vult warscrolls presented here keep their Order tag, but lose any Bretonnian or Empire or Free People tag. Instead, they gain the Deus Vult tag. Any other keywords are kept. Blessed Lake A Blessed Lake is a terrain feature that the Deus Vult player may purchase for 100 points in their army. This should be roughly in diameter and counts as Impassable Terrain. It grants the following benefits: The Blessing of the Lady is increased to 4+ for the Deus Vult models on the table. Note that this is useless if the army does not have the Deus Vult allegiance. Damsels within 12 of the lake gain a +1 to cast and dispel attempts 15

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20 A paladin may be mounted on a Pegasus additionally. Refer to the Pegasus Knights for Pegasus profile. 20

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35 DEUS VULT DEFENDERS OF THE REALM The Defenders of the Realm are sworn to protect and uphold the lands that they dwell within. The steely charge of a Deus Vult cavalry lance is a terrifying sight to behold, and all enemies of the Free Peoples quail at the thought of facing a wall of blessed steel. ORGANIZATION A Defenders of the Realm battalion consists of the following unit: 1 Breton Marshall 1 Paladin or Paladin Battle Standard 1 Damsel of the Lady 2-4 units of Knights of the Realm 1 unit of Knights Errant 1-3 units of the following: o Questing Knights o Grail Knights o Pegasus Knights o Demigryph Knights ABILITIES Form the Lance: Few foes can hope to stand before the Defenders of the Realm when they are charging full-tilt in their lance formation. Models that charged in that turn may re-roll wound rolls of 1 and their weapons strike with a rend characteristic of an additional -1. Virtue of Stoicism: The Defenders of the Realm are never braver than when they are charging the enemy. You can choose to re-roll battleshock tests for any unit from the Defenders of the Realm if they charged that turn. 35

36 DEUS VULT PEASANT MILITIA Mostly farmers and laborers, the Free People of the realms are trained in combat as well, and can be called upon to form a militia whenever their lords deem it necessary to mobilize for war. ORGANIZATION A battalion of Peasant Militia consists of the following units: 1 Paladin 2 units of Men-At-Arms 2 units of Peasant Bowmen 0-2 units of the following: o Battle Pilgrims o Field Trebuchet ABILITIES The Peasant s Duty: It is the commoner s lot in life to stand firm in the face of the enemy and defend his lord s land whilst he is off chasing glory on the battlefield. You can re-roll hit rolls of 1 for models in a Peasant Militia battalion if they did not move in the preceding movement phase. Shield Wall: The ancient fighting techniques from the world-that-was have carried over through the ages of myth and chaos, and into the Age of Sigmar. Models from the Peasant Militia battalion may add 1 to their save roll if all of the models within the unit are in base contact with itself on a turn that it was charged. In It Together: The peasants of the Free People draw courage, and some small measure of solace, from knowing that they are not alone in their misery when their low-born countrymen stand beside them. Add 1 to the Bravery of all models in a Peasant Militia unit whilst it is within 6 of another unit from the battalion. 36

37 DEUS VULT THE LADY S CHAMPIONS Those inner circle champions of the Lady serve Her devotedly against all manners of evil and strife. These most blessed of prophetesses and warriors carry the light of the Lady deep into enemy territory, burning away the corruption and darkness with their radiance. ORGANIZATION A battalion of The Lady s Champions consists of the following units: 1 of the Fey Enchantress or a Damsel of the Lady 1 to 3 Breton Marshalls 1 to 3 Paladins 1 Paladin Battle Standard 0 to 2 Damsels of the Lady ABILITIES Shield of Faith: Units within 3 of a model from the Lady s Champions Battalion may reroll Blessings of the Lady rolls of 1. The Lady s Favor: in the Hero phase, Deus Vult units within 3 of any of the models within the Lady s Champions battalion heal D3 wounds. This ability can only trigger for a unit once per turn no matter how many champions are within range. Light into the Darkness: at the beginning of the player s turn, any enemy units with the CHAOS or DEATH keyword that are within 3 of a model from the Lady s Champions battalion suffer D3 mortal wounds. 37

38 Deus Vult Unit Min Max Points Role Notes King Louen Louencore Leader, Behemoth Only one of this model can be included Fey Enchantress Leader Only one of this model can be included Green Knight Leader Only one of this model can be included Breton Marshall Leader Paladin /100 Leader Points are for on foot or on pegasus Paladin Battle Standard Leader Damsel of the Lady Leader Men-At-Arms /300 Battleline Peasant Bowmen Battleline Battle Pilgrims Battleline if Hospitaller Allegiance Mounted Yeomen Knights Errant Battleline Knights of the Realm Battleline if Breton Allegiance Questing Knights Grail Knights Pegasus Knights Demigryph Knights Field Trebuchet Artillery Foot Knights Woodsmen Defenders of the Realm 140 Warscroll Battalion Peasant Militia 120 Warscroll Battalion The Lady s Champions 160 Warscroll Battalion Blessed Lake Scenery Deus Vult Allies: Free People, Stormcast Eternals, Devoted of Sigmar, Phoenix Temple, Eldritch Council, Lion Rangers 38

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