The Green Knight cannot be broken, but if he is ever beaten in combat, he will lose one wound (with no saves of any kind allowed) for every point that he lout the combat by. If the Green Knight is destroyed by combat resolution in the first round of combat. the enemy may overrun as normal
The unit do not take Panic tests.
Unit causes Terror. Troops who are confronted by monsters or situations that cause terror must test to see whether they overcome their terror. If they fail, they are completely terrified and are reduced to gibbering wrecks. Troops only ever test for terror once in a battle. Once they've overcome their terror they are not affected again. If a creature causes terror then it automatically causes fear as well, and all the rules described for fear apply. However, you never have to take a Terror and a Fear test from the same enemy or situation - just take a Terror test: if you pass the Terror test then you automatically pass the Fear test, too. As any unit of Troops only ever takes one Terror test in a battle, any subsequent encounters with terrifying monsters or situations will simply count as fear. A unit must make a Terror test if charged by or wishing to charge an enemy that causes terror. A unit must make a Terror test at the start of its turn if there is an enemy which causes terror within 6".
The Green Knight is an insubstantial, ghastly being that can pass through barriers as if they were not there at all. He suffers no movement penalties for moving over or through any kind of terrain. He never suffers any movement penalties, even from such things as magical effects. He can even move through impassable terrain, so long as he does not end his move within impassable terrain. Ile may not, however, move through other units. Nevertheless. the Green Knight does block line of sight (no one can see through him), and cannot see through anything himself that would normally block line of sight. Because he is Insubstantial, he can't be harmed except by magical attacks, Daemons or other ethereal creatures, though he may be affected by spells as normal. He also cannot join or be joined by units or characters.
All knight units have a 6+ Ward save against any attack, or 5+ against S5 attacks- Regardless of whether the Bretonnian army prays or not, the Green Knight always has a 5+ Ward save.
The Green Knight is not placed on the board during deployment. In the Remaining Moves phase of any Bretonnian Movement phase, the Bretonnian player may attempt to awaken the Green Knight. Roll a dice — he will awaken on the dice roll of a 3 or more. If he does not awaken that turn, then the player may try again the following turn, and so on. When the Green Knight is awoken, he may be placed within any 'natural' terrain piece on the table that is difficult ground or very difficult ground (including forests, rivers, marshes, rocky outcrops but not constructed things like buildings. etc). What is 'natural' terrain should be decided before the game starts, and at least one suitable piece should be placed on the table. The Green Knight may move normally on the torn he appears. 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 'natural' piece of scenery during the Remaining Moves phase, then he may instantly be removed from the table and replaced anywhere on the table within another 'natural' piece of terrain, facing in any direction. He may not move any further that turn. Note that he still may not end his move within impassable terrain.
A being of supernatural power, the Green Knight can never truly be slain. If his Wounds are ever reduced to zero, he will instantly disappear into thin air. However, in the Remaining Moves pan of the following Bretonnian Movement phase, the Bretonnian player may attempt to reawaken the Green Knight as described in Guardian of the Sacred Sites above. 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 (eg. after he is slain for the first time, he will awaken the following turn on a 4+ rather than a 3+. After the second time, he awakens on a 5+, etc). If he does not appear, a test may be taken during each following Breumnian 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.
The steed of the Green Knight is not slowed by its banding, and so its Movement is 8”
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25x50