Tretch Craventail
| M | WS | BS | S | T | W | I | A | Ld |
| Tretch Craventail |
5 |
5 |
3+ |
4 |
4 |
2 |
6 |
3 |
6 |
Saves:
Armour 4+ (Medium Armour, Lucky Skullhelm), Missile 5+ (Medium Armour), Parry 6+ (Additional Hand Weapon), Ward 4+ (Lucky Skullhelm)
Scurry Away!:
All models in the Skaven army use the rules for Swiftstride when fleeing.
Strength in Numbers:
Units with this special rule add what would be their Combat Resolution bonus from ranks to their Leadership value for any Psychology and Break tests. To calculate the Leadership of a unit with this rule, first determine the unit's Leadership as normal and then add the rank bonus of the unit to this value, up to a maximum Leadership of 10. A Skaven General confers his basic Leadership, and units then modify it with their own rank bonus -- any bonus from the ranks of the General's own unit is not passed on to units within his Inspiring Presence range. If a Skaven unit ever loses its rank bonus, it also loses its Leadership bonus (e.g. a fleeing unit has no rank bonus, so must use its basic Leadership).
Verminous Valour:
If a Skaven player refuses a challenge, the Skaven character is placed in the back rank of the unit and may not attack, but the unit may still use the model's Leadership value or the Hold Your Ground! ability.
Tretch's Raiders:
Tretch can choose one unit of Clanrats or Stormvermin in your army (as long as it does not have a Weapon Team) to deploy as Ambushers -- if so, Tretch must deploy with this unit. In addition, he and his unit re-roll all failed To Hit rolls when attacking in the flank or rear.
Stay Here, I'll Get Help!:
Once per friendly turn, at the start of any phase, Tretch can leave any unit he is with and make a move of 2D6" as if it was the Remaining Moves phase.
110 points
Hero · Infantry (Unique)