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The Trebuchet
#1
Ogre
MA
5
ST
5
AG
2
AV
9
R
0
B
37
P
0
F
0
G
6
Cp
0
In
0
Cs
2
Td
0
Mvp
1
GPP
9
XPP
0
SPP
9
Injuries
 
Skills
Big Guy
Bone Head
Mighty Blow
Thick Skull
Throw Team Mate
Guard
This big man is in the service of Dunham the Grail Knight. He has served him for a very long time and Dunham often just let The Trebuchet loose on the battlefield and hopefully he will do some good. After each battle (game) The Trebuchet will get a big roasted pig and some kegs of beer. This is often enough to keep him calm to the next battle. The Trebuchet is very strong but very very BONE HEADed These means that he have a MIGHTY BLOW that easily crushes people but sometimes he just stands around trying to remember his own name. He got the name The Trebuchet from the way he throws enemies during a battle.
Dunham the Grail Knight
#2
Blitzer
MA
7
ST
3
AG
3
AV
8
R
17
B
42
P
0
F
0
G
6
Cp
0
In
0
Cs
1
Td
1
Mvp
1
GPP
10
XPP
0
SPP
10
Injuries
 
Skills
Block
Guard
Only when a Questing Knight has proved his valour and purity beyond all doubt does the Lady of the Lake appear to him in a vision, rewarding him not only with the sight of the Grail, but also permitting him to drink from it. Few indeed are allowed to sup from this, the holiest of Bretonnian artefacts, and only those knights of unblemished purity survive a taste of the blessed waters from the chalice. Those who drink from the mystical chalice are changed forever, granted lifespans many times that of normal men, as well as other, stranger gifts. From that moment on the knight is irrevocably committed to the service of the Lady and the Grail, a bond that can only be broken by death.
 
Alsandair the Questing Knight
#3
Blitzer
MA
7
ST
3
AG
3
AV
8
R
1
B
25
P
0
F
0
G
4
Cp
0
In
0
Cs
1
Td
0
Mvp
0
GPP
2
XPP
0
SPP
2
Injuries
m
Skills
Block
Questing Knights live a solitary existence, the Lady of the Lake their only companion. Driven by visions of the Lady and the Grail, a knight may travel for countless leagues. The quest for the Grail knows no physical boundaries and it is common for a Questing Knight to travel far beyond his domain and often beyond the realm of Bretonnia itself. As he searches, the knight strives to prove himself to the Lady, performing good deeds, slaying foul beasts, entering into single combat with great and terrible foes, or through valour on the field of battle. Throughout all, the quest is always foremost in the knight’s mind, daring to hope that one day his efforts will be rewarded with a sight of the Grail. Few Questing Knights ever achieve this honour, many are slain in combat with mighty and fearsome foes. Others live their whole lives without sight of the Grail, their souls in constant yearning for it.
Eoghan the Grail Knight
#4
Blitzer
MA
7
ST
3
AG
3
AV
8
R
0
B
17
P
0
F
0
G
2
Cp
0
In
0
Cs
0
Td
0
Mvp
0
GPP
0
XPP
0
SPP
0
Injuries
 
Skills
Block
 
The Green Knight
#5
Blitzer
MA
7
ST
3
AG
3
AV
8
R
0
B
8
P
0
F
0
G
1
Cp
0
In
0
Cs
1
Td
0
Mvp
1
GPP
7
XPP
0
SPP
7
Injuries
 
Skills
Block
Guard
Tiernan the Standard Bearer
#6
Catcher
MA
8
ST
2
AG
3
AV
7
R
24
B
3
P
0
F
0
G
6
Cp
0
In
0
Cs
0
Td
2
Mvp
0
GPP
6
XPP
0
SPP
6
Injuries
m
Skills
Catch
Dodge
Block
 
Uilliam the Scout
#7
Catcher
MA
8
ST
2
AG
3
AV
7
R
67
B
3
P
0
F
0
G
6
Cp
0
In
0
Cs
0
Td
4
Mvp
2
GPP
22
XPP
0
SPP
22
Injuries
 
Skills
Catch
Dodge
Block
Side Step
Daimhín the Scout
#8
Catcher
MA
8
ST
2
AG
3
AV
7
R
0
B
0
P
0
F
0
G
0
Cp
0
In
0
Cs
0
Td
0
Mvp
0
GPP
0
XPP
0
SPP
0
Injuries
 
Skills
Catch
Dodge
 
Breandan the Bowman
#10
Thrower
MA
6
ST
3
AG
3
AV
8
R
48
B
15
P
43
F
0
G
6
Cp
12
In
0
Cs
0
Td
0
Mvp
0
GPP
12
XPP
0
SPP
12
Injuries
 
Skills
Pass
Sure Hands
Accurate
Unlike men-at-arms, bowmen are not equipped from the armories of the castle and turn up to battle in all manner of garb. Likewise, their longbows will often be their own possessions, handed down from father to son (though it is a rich family that can afford more than a single bow) and accordingly can be of variable quality. Like men-at-arms, peasant bowmen are not very reliable if left to their own devices, but under the stern gaze of a knight they can aspire to adequate, though not exceptional, deeds.
Gregor the Man-at-arms
#12
Lineman
MA
6
ST
3
AG
3
AV
8
R
0
B
3
P
0
F
0
G
3
Cp
0
In
0
Cs
0
Td
0
Mvp
0
GPP
0
XPP
0
SPP
0
Injuries
 
Skills
 
Sedric the Yeoman
#13
Lineman
MA
6
ST
3
AG
3
AV
8
R
0
B
30
P
0
F
0
G
6
Cp
0
In
0
Cs
3
Td
0
Mvp
1
GPP
11
XPP
0
SPP
11
Injuries
 
Skills
Block
All men-at-arms dream of one day becoming a yeoman, possibly because of the folk stories that tell of yeomen being raised to knighthood after performing a great service or some brave deed. The truth is that it is almost unheard of for a peasant to be elevated in this way - the nobility have no wish to sully their ranks with low-born commoners.
Roibeárd the Man-at-Arms
#14
Lineman
MA
6
ST
3
AG
3
AV
8
R
0
B
13
P
0
F
0
G
6
Cp
0
In
0
Cs
2
Td
0
Mvp
0
GPP
4
XPP
0
SPP
4
Injuries
 
Skills
While not terribly strong or skilful, men-at-arms provide the knight with a body of troops with which he can safeguard his domain. When the knight is summoned away to war he will take many of these troops with him but will always leave enough behind to safeguard his castle and, if needs be, shelter the local villagers until he returns. In more peaceful times the men-at-arms perform routine tasks, watching the borders of the domain and patrolling the knight’s lands.
 
Heremon the Yeoman
#16
Lineman
MA
6
ST
3
AG
3
AV
8
R
0
B
17
P
0
F
0
G
6
Cp
0
In
0
Cs
3
Td
0
Mvp
0
GPP
6
XPP
0
SPP
6
Injuries
 
Skills
Block
All men-at-arms dream of one day becoming a yeoman, possibly because of the folk stories that tell of yeomen being raised to knighthood after performing a great service or some brave deed. The truth is that it is almost unheard of for a peasant to be elevated in this way - the nobility have no wish to sully their ranks with low-born commoners.