The Peasant's Duty
- can use leadership of a knight within 6" (providing he's not fleeing)
- no victory points for capturing the standard of a unit with peasant's duty
The Grail Vow
- Immune to psychology but no Knight's vow or Questing Vow can join them
- starts the game with the lady's blessing, no need to pray
- attacks count as magical
The Questing Vow
- ignore panic caused by peasant duty units
- re-roll failed psychology tests
- cannot be joined by anyone with the Knight's vow
- cannot use a lance (magical or not)
The Knight's Vow
- ignore panic caused by units with Peasant's duty