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==={{color|#cc9900|Warchanter Beats}}=== There are no priests in Ironjawz army, but there are warchanters. Every Warchanter in your army knows a warbeat. Pick one from the table below, you can only use this ability once per turn. (i.e. no point of picking same warbeat with different warchanters, unless you want a back up for a specific chant) Note that this DOESN'T count as an Enhancement, since all warbeats are available on the Warchanter's battlescroll. Since 3rd edition you can cast warbeats on +3 instead of 4+. #'''Get 'Em Beat:''' At the start of ''charge phase'', roll a dice, on a 3+ pick a friendly {{AOSKeyword|Ironjawz}} unit wholly within 12", that unit can charge with 3D6 dice and can attempt a charge from 18". You CAN'T use this with Mighty Destroyers since it only works in charge phase. #'''Fixin' Beat:''' In the hero phase, pick a friendly MODEL within 12" and on a 3+ you heal it for D3 wounds. A warbeat to heal your boss on a cabbage. No keyword so it works on allies/big waagh. #'''Killa Beat:''' At the start of the combat phase, pick 1 enemy unit within 12", on a 3+ your units get +1 to hit when attacking that target in that phase. Most of IRONJAWZ army hits on 3+ anyway but: **Can be pretty useful when you need to debuff a tough target before mawcrusha or a unit of brutes is about to fight it. **Use it on enemy units you're not sure you will kill to start Smashing and Bashing **Ardboyz, Gutrippas, many Bonesplitters Units have 4+ to hit and a lot of attacks and models. This warbeat can help them immensely.
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