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==Warclan Battalions== All war-clans follow the same template, they have 1 required battalion but with some minor changes, and sometimes another unit is also required. Additionally, you can have 0-1 of other battalions and specific units. And any number of additional '''BONESPLITTERZ''' units. They all give abilities like regular battalions but additionally give Allegiance abilities, such as an artifact, command ability, or spell. Finally, if they contain all other 0-1 battalions and units they get the same ability of the 'Savage Warclan' battalion. ===<span style="color:#4c741c;">Bonegrinz Warclan</span>=== ''Found in the Bonesplitterz Battletome.'' '''''Needs one 1 Kunnin' Rukk to start out, though said Rukk must include 4-10 units rather than 2-5. May then take 0-1 Wurrgog Prophet, 0-1 Kop Rukk, 0-1 Snaga Rukk, 0-1 Teef Rukk (can contain up to 6 units of big stabbas) and 0-1 brutal rukk. Any number of other '''BONESPLITTERZ''' units may be taken.''''' Whenever a unit of savage orruks, savage Orruk Arrowboys, or savage big stabbas is destroyed, roll a dice, on a 6 you can set up a replacement unit 6" from board edge and 9" from enemy models, this counts as its movement in the next phase. In addition, you can add +1 to bravery for every unit in this Warclan when a monster is destroyed for the first time. Command Trait - A general in the Bonegrinz Warclan can choose this to be his command trait: '''Bring it down, Ladz:''' Any unit in the Warclan within 12" from the general can choose the result of the monster hunter allegiance ability. Ultimately the least useful Warclan, however needing only the kunnin' rukk battalion, it sees a lot of use as just an extra battalion due to the popularity of the kunnin' rukk and the extra artifact. Additionally, it is unclear if the replacement battalion requires reinforcement points, <s>but it is assumed that it does making it pretty useless in pointed play.</s> Not anymore in the new edition reinforcement points are a thing of the past. MOAR BOYZ ===<span style="color:#4c741c;">Drakkfoot Warclan</span>=== ''Found in the Bonesplitterz Battletome.'' '''''Needs 1 Wurrgog Prophet and 1 Kop Rukk to start out, though said Rukk must include 3-6 Wardokks rather than 2-5. May then take 0-1 Snaga Rukk, 0-1 Teef Rukk, 0-1 Brutal Rukk, and 0-1 Kunnin Rukk, all of which (except the Teef Rukk) may include a Wardokk. Any number of other '''BONESPLITTERZ''' units may be taken.''''' An Orruk Warclan that focuses, somewhat unusually, on Magic. A Drakkfoot Warclan passes any Casting roll on a Double, even if it's less than the Casting Value. It also offers magical defense as well as attack, allowing any unit to ignore an enemy spell cast against it on the roll of a 6. Magic - Every wizard in the drakkfoot Warclan knows blood Waaagh! although only one may attempt to cast it per hero phase. '''Blood Waagh!:''' Casting value 8. If cast, pick a '''BONESPLITTERZ''' unit within 6". That unit can pile in and attack. Between the Wurrgog prophet, the unique spell, and the ability to run a kunnin rukk you can get quite a few extra attacks per turn using this Warclan and is a pretty good reason to take the somewhat lackluster kop rukk ===<span style="color:#4c741c;">Icebone Warclan</span>=== ''Found in the Bonesplitterz Battletome.'' '''''Needs one Snaga Rukk to start out, comprised of 4-15 Savage Boarboy Maniaks rather than 2-10. May then take 0-1 Wurrgog Prophet, 0-1 Teef Rukk, 0-1 Kop Rukk, and 0-1 Brutal Rukk (which can have up to 2 additional Savage Boarboy units). Any number of other '''BONESPLITTERZ''' units may be taken.''''' Any boar mounted unit in this Warclan increases its to 11" from 9". In addition, any monster that suffers a wound from a unit in this Warclan in the combat phase can only be selected to attack after everything else has attacked. Artifact of Power - ONE hero from this Warclan can instead choose Da Iceborn Skull. '''Da Iceborn Skull:''' all damage suffered is halved (rounding down) and the bearer heals 1 wound. This is a pretty underwhelming battalion but can be useful, the monster slowing ability can be a bit meh since it is pretty easily countered and dictates your attacks somewhat. However, the artifact it provides is amazing and the speed bonus is nothing to turn up your nose at. Ultimately just another battalion to take if you are already heading in this direction.
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