The Ravenswyrd

(Entry)
Type: model
EntryId: 7305-2c2b-0b2f-7ec2
Hidden: false
Costs: 145 pts

Constraints:

max(roster): 1
Options (2)
Rules (6)
Loner
The Ravenswyrd may never be the army's General, and he cannot ever join any unit.
The Ravens
Each of the two Ravens gives the Ravenswyrd an additional Attack that is resolved at WS 3 and S 3. These attacks do not benefit from any bonuses or Magic Weapons.

If the Ravenswyrd is wounded, roll a D6 for each wound suffered. On a 2+, the Ravenswyrd may ignore the wound and reduce his S, T or A by 1 instead. On a 1, one of his Ravens are slain instead. If both Ravens are killed then the Ravenswyrd will also die and is removed from the table.

In addition, roll a D6 at beginning of the Norse turn. On a roll of a 6 the Ravenswyrd may increase his S, T or A by 1. This increase may not take it above the Ravenwyrd's starting characteristics.
Counter-Charge
A unit where the majority of the models have this rule can declare to use Counter-Charge as a charge reaction (including Frenzied units) if they are charged to the front by an enemy that is more than its M value away from the Norse unit.

Before the enemy roll their charge distance, the Norse unit must take a LD test. If failed, treat the charge reaction as a Hold. If passed, the Norse unit moves 2D3" forwards using Random Movement, but stopping within 1" of any enemy unit. They may also use any Quick to Fire weapons they might have before they move.

The enemy unit then rolls their charge distance and complete the charge as normal. If the charge is successful, then both units will count as charging in the ensuing combat phase.
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).
Blood Rage
Whenever a model with this rule makes a successful charge (including Counter-Charge, Pursuit and Overrun), they are subject to Frenzy in the following round of close combat.
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.

Profiles:

Model MWSBSSTWIALD
Ravenswyrd

4

7

5

4

4

2

6

3

10

Infantry (Special Character)