The Green Knight




Blooded

"Blooded" is a term I use to describe the condition where the Green Knight Fails to regenerate his wound.

Break Teasts

No special rules apply. If the Green Knight fails a break test he will flee as normal (ie, away from the enemy).

Regeneration

Remember that no matter how many wounds an opponent causes to the Green Knight, only a single D6 is rolled for regeneration (as he has only one wound). This roll is made at the "End" of the phase in which he recieves the wound (be it the shooting phase, comabt, magic, etc).

If the Green Knight breaks from a close combat he still makes his regeneration roll, if he took a wound, at the end of the close combat phase.

Missile Attacks

The Green Knight may regenerate wounds suffered from missile attacks, including from warmachines, and magic/spells). However, If he ever take a wound from troops firing on him as a charge response make the regeneration roll IMMEDIATLY, fleeing him if he fails to regenerate (he is Blooded from that point on). This is the only exception to always taking the regeneration roll at the "End" of a phase, and seems to make alot more sense then taking it at the end of his Movement Phase.

Spells/Magic Items

The Green Knight may regenerate wounds suffered from magic spells casted on him. If wounded by such he will make his regeneration roll at the end of the magic phase.

Magic Items used against the Green Knight, and which cause a wound to him CAN be regenerated as normal. However, if he is attacked by any item which causes "Auto. Death" he is not killed, but instead it is assumed he auto. fails his regeneration roll.

Combat and Results

As is normal for characters, excess wounds caused on the Green Knight are discounted towards Results (unless part of a challenge - yes the Green Knight can except and declare challenges).

If the Green Knight takes a wound in the combat then he may NOT fight back that round, even if he regenerates at the end of the phase, as is normal.

Fleeing

The Green Knight basicly has 2 modes of fleeing: the normal kind, when broken in close combat; and the other when he fails to regenerate (a state I have termed "Blooded"). This seconed type is detailed in the Bret. Army book.

Whe Broken the Green knight follows all the normal rules for units/models fleeing whilst broken, and no special rules apply for the Green Knight. This means it is possable for the Green knight to Flee off the table (ouch!!!).

While the Green Knight is broken (not Blooded)and is over-taken by pursuers, instead of removing him as "Dead" keep him on the table. From that point on he is considered Blooded (see below), it being assumed he cannot regenerate while broken. When he is over-taken in this fashion he doesnt immediatly flee a seconed time (for being Blooded), as he has already just fleed as a result of breaking in the previous combat. Simply leave him where he is (move him so that he is at least 1" away from his pursuing foe if needed), facing him towards the sacred place he guards. This rule applies at any time the Green Knight becomes Blooded while already broken.

When Blooded the Green Knight always flees towards the sacred place he guards (not away from the enemy, or towards a table edge), moving around impassable terrain or enemy units/models as needed. He is allowed to move straight through friends, however. He will continue to move this way until he reaches the place he guards (he cannot rally).

House Rule:

The following rule is ment to avoid some of the problems that may occur whilst the Green Knight is "Blooded". I would suggest you adapt it, or at least one like it.

1). He may NOT be charged;

2). He must be moved "around" by all other models on the table (friend/foe);

3). No enemy models can ever be in contact with him (leave a 1" gap between him and all other models/units, if need be);

4). He still obstructs LOS as normal;

5). He can still be attacked by missile/magic as normal (but for what reason is beyond me, as he is already "Blooded").





Other Clarifications

These are random clarifications regarding the Green Knight.

1). The Green Knight may not be the armies general!!!

2). Fire-based attacks DO NOT negate his regeneration ability!!!


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