Ritcher Kreugar

(Entry)
Type: upgrade
EntryId: e484-56b2-676f-3595
Hidden: false

Constraints:

min: 1
max: 1
Options (4)
Weapons and Armour:
Rules (3)
Hatred (Undead)
Troops fighting in close combat with a hated foe may re-roll any misses When they attack in the first turn of any combat. This bonus only applies in the first turn of a combat and represents the unit venting its pent up hatred on the foe. After the initial round of blood mad hacking they lose some impetus and subsequently fight as normal for the rest of the combat.
Troops who hate their enemy must always pursue them if they flee. They cannot attempt to avoid pursuit by testing their Leadership as other troops can. They must even pursue if behind a defended obstacle.
Undead (Regiments of Renown)
The Cursed Company is Undead, and as such the following rules apply to them:


Leader
If Richter is killed, the Cursed Company will quickly begin to crumble to dust. At the end of the phase when Richter is killed, and at the beginning of each of their turns thereafter, the Cursed Company must take a Leadership test. If the test is failed, the unit suffers a number of wounds equal to the number they failed the Leadership test by. No saves of any kind are allowed against these wounds.


Break Tests
The Cursed Company cannot be broken. If the Cursed Company is beaten in combat, it suffers one extra wound for every point they lost the combat by, with no saves of any kind allowed (remember that with the Banner of Malediction, this number is reduced by one).


Immune to Psychology
The Cursed Company is Immune to Psychology. The only exception to this is that Richter Kreugar hates Undead.


Charge Reactions
The Cursed Company can only react by holding their ground.


Marching
The Cursed Company can march as long as Richter is still alive. If Richter dies, the Cursed Company cannot make march moves.


Cause Fear
The Cursed Company and Richter cause fear.
Unbreakable
Some creatures are utterly fearless and will never give up a battle, no matter how hopeless the situation might be. This could be because of the troops' extreme bravery, or because the creatures fighting are not truly alive.
These troops never break in close combat, and they are also immune to panic, terror and fear or any other Psychology rules.
If defeated in close combat (even by fear-causing creatures that outnumber them) unbreakable troops continue to fight on regardless of results.
They may never, however. declare that they are fleeing as a charge reaction, as they will literally die fighting under any circumstances.