The Green Knight

(Entry)
Type: model
EntryId: 70ac-86c0-8107-20d6
Hidden: false
Costs: 275 pts

Constraints:

max(roster): 1
Options (4)
Rules (7)
Aura of the Fey
If his Wounds value is ever reduced to zero, he will instantly disappear into thin air. However, in the Remaining Moves part of the following Bretonnian Movement phase, the Bretonnian player may attempt to reawaken the Green Knight as described in Guardian of the Sacred Sites, following all the same rules. However, each time the Green Knight is slain, a -1 is suffered on the next dice roll made to awaken him. If he does not appear, a test may be taken during each following Bretonnian Remaining Moves phase to see if he returns. For calculating Victory Points, the enemy only gets full Victory Points for the Green Knight if he is not on the table at the end of the game.
Guardian of the Sacred Sites
The Green Knight is not deployed with the rest of the army, but follows the entry rules for Ambushers instead, with the following exception that he may appear in the first turn instead of the second.

When the Green Knight is awoken, he must be placed in either a forest or a water terrain piece anywhere on the table, but otherwise follows the rules for Ambushers as normal. If no forest of water feature is present, he may enter from any table edge using the normal rules. 

During the game, the Green Knight may disappear at will and reappear in another location completely. If the Green
Knight is within (or moves into) a forest or water terrain piece during the Remaining Moves phase, then he may instantly be removed from the table and replaced anywhere on the table within another forest or water terrain piece, facing in any direction. He may not move any further that turn. Note that he still may not end his move within impassable terrain.
Ethereal
Ethereal creatures treat all terrain as open terrain for the purposes of movement. They may not finish their movement inside impassable terrain. They are never slowed by any special rule, spell or item that would otherwise reduce their movement or stop them from moving completely.

The Models have both the Magical Attacks and Unstable. Ethereal models can only be wounded by spells, magical attacks and magic weapons or effects. Ethereal creatures block line of sight normally and cannot see through anything that would block the line of sight of normal units. Characters that are not themselves Ethereal are not permitted to join units that are (even if they become temporarily Ethereal for some reason).
Terror
Models that cause Terror also cause Fear. In addition,
the following rules apply. Fear-causing models or
models with Immunity (Fear) treat Terror-causing
monsters as causing Fear, rather than Terror – this is an
exception to the rule that makes Fear-causing creatures
immune to Fear. Terror-causing models have the
Immunity (Fear/Terror) special rule.

Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Unbreakable
Unbrekable Models have Immunity (Psychology) and passes Break tests automatically. Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character was to become temporarily Unbreakable for some reason).
Unstable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.

Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
Ward Save (5+)
The value of a ward save will always be shown in a model's entry. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source; single Ward saves with a better value than 4+ are always specified as such.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.

Profiles:

Model MWSBSSTWIALDType
Green Knight

4

7

3

4

4

3

6

4

10

Cavalry (Special Character)