Ravager

(Entry)
Type: model
EntryId: e294-56fc-ae07-2377
Hidden: false
Costs: 13 pts

Constraints:

min: 5
Options (2)
Rules (4)
Cowardly Despoilers
Units with this rule gain +1 To Hit in the first round of combat if they successfully charge an enemy in the rear or flank. However, if they are themselves charged at all, they suffer a -1 to their Combat Resolution bonus in the first round of combat instead. This rule applies to the Hobgoblins themselves, including any Hobgoblin character in the unit, but not to their wolves.
Treacherous Gits
Models with this rule must test for Treachery at the beginning of each of your turns. Roll a D6. If you roll 2 or more, the unit has passed the test and may fight normally. If the dice roll is 1 then the unit has been affected by Treachery.

To determine what the unit does roll a D6 and consult the Treacherous Gits Table. Note that you do not need to test if the Hobgoblins are already engaged in close combat, fleeing, have pursued a unit of the table or are waiting in Ambush.
Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.

Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.

Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire and Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot. After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so, and the normal -1 To Hit penalty for moving and shooting still applies.

Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and automatically rally in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.

Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.

Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.

Armour Saves
Units containing one or more models with a close combat armour save better than 5+ and/or barding cannot use Fast Cavalry.
Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).

Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.

If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.

A unit that includes one or more Frenzied models cannot choose to restrain pursuit if it beats a foe in close combat. It will either pursue (if the enemy has fled) or overrun (if the enemy was wiped out in combat). Note that if the enemy is wiped out in combat but the Frenzied unit did not charge that turn (or if the combat was the result of a pursuit or overrun charge in the same turn), then the Frenzied unit will reform as normal as it has no other choice of action.

Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.

Profiles:

Model MWSBSSTWIALDType
Ravager

4

3

3

3

3

1

2

1

6

Cavalry