Ghorros Warhoof

(Entry)
Type: model
EntryId: 1869-6740-649f-4e91
Hidden: false
Costs: 155 pts

Constraints:

max(roster): 1
Options (4)
Rules (8)
Father of Beasts
Should Ghorros be killed, all Beastmen units in the army receive a +1 bonus to their LD when taking Primal Fury tests.
The Sons of Ghorros
Ghorros must be deployed with a unit of Centigors, and may not leave it. His Centigor unit is comprised of his most able sons and has +1 WS. Such is his kin's devotion that Ghorros can always use the 'Look Out, Sir!' rule, provided there is at least one other Centigor in his unit still alive.
Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor. Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.

In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that does not deploy using Ambushers.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. 

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Primal Fury
At the beginning of each round of close combat, each engaged unit with Primal Fury must take a LD test. If the test is passed, that unit gains Hatred until the end of the close combat phase. In addition, if the successful roll was a double, they also gain Frenzy until the end of the close combat phase.
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, rather than 2D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. Whenfleeing or pursuing, they roll 3D6, and discard the lowest result.

Swiftstride has no effect on models using a M value lower than 4.

Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 3D6 (discard the lowest)

Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6
Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
Drunken
Roll a D6 for each Centigor unit at the beginning of each of their turns and consult the Drunken Table to see the effects of their rampant alcoholism until the start of their next turn.

Profiles:

Model MWSBSSTWIALDType
Ghorros

8

5

3

5

4

2

3

4

8

Cavalry (Special Character)

Drunken Table
01-02

Drunken Stupor: The unit is subject to Stupidity.

03-04

Drunken Frenzy: The unit is subject to Frenzy.

05-06

Drunken Bravado: The unit is subject to Stubborn.

Modifiers:

set min(force) 1
1+ The Sons of Ghorros in force (recursive)