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==Allegiance== ===Allegiance Traits=== ;Mighty Destroyers : Now a command ability, pick a unit wholly within 12" or 18" if the unit is your general. If the there are no enemy models within 12" then you can move. If they are within 12" then you can make a charge. IF they are within 3" then you can immediately swing in melee. Noticeably more powerful. Especially as it has the same timing as abilities like warchanter buffs, our new re-roll to wound spell but sadly not at the same time as Megaboss' waaagh. ;Smashing and Bashing : If an Ironjawz unit completely destroys an enemy unit in the combat phase then choose another Ironjawz unit that has not fought yet in this combat phase can pile in and attack instead of waiting till later in the phase. ;Eager for Battle : Increase charge rolls for Ironjawz units by 1. ===Command Traits=== #'''Hulking Muscle-bound Brute:''' Roll a d6 after charging, deal d3 mortal wounds to a target within 1" on a 2+. #'''Live to Fight:''' Re-roll failed wound rolls in the turn the general charges. #'''Brutish Cunning:''' Roll a dice in the enemy charge phase. On a 5 or more a friendly Ironjaws unit within 12" may charge as if it was your charge phase. Happens before enemy charges. #'''Bestial Charisma:''' Inspiring Presence affects D3 units. #'''Prophet of the Waaagh!:''' Re-roll the dice for Waaaagh! or Mighty Waaagh! If you don't have the command ability you may use the Orruk Megaboss version. #'''Ironclad:''' Re-roll save rolls of 1 ===Ironjawz Artefacts=== #'''Armour of Gork:''' In the combat phase, umodified save rolls of 6 cause the attacker to take a mortal wound. #'''Destroyer:''' One melee weapon increases the damage by 1. #'''Daubing of Mork:''' Ignore wound or mortal wound inflicted on a 6. #'''The Golden Toof:''' Ironjawz units wholly within 12" don't have to take battleshock tests #'''Metalrippa's Klaw:''' Pick one melee weapon and change it's rend to -3. #'''The Boss Skewer:''' Friendly Ironjaws wholly within 18" increase bravery by one. Enemy models within 12" subtract their bravery by 1. ===Ironjawz Spell Lore=== If your army has Ironjawz allegiance, each '''WIZARD''' gets to choose one of these. Bear in mind that as per the core rules FAQ, allied Wizards don't get one - so it's only the Weirdnob Shaman. #'''Brain-busta''': Casting value 5. Pick a visible enemy unit within 15", roll 2d6. If you beat their Bravery, they suffer d3 mortal wounds. If you didn't, they suffer 1. #'''Mighty Eadbutt''': Casting value 5. Pick a visible enemy '''HERO''' within 16" - it suffers 1 mortal wound or d3 instead if it's a '''WIZARD''' #'''Da Blazin Eyes''': Casting value 6. Pick a visible point within 4d6" of the caster. Draw a straight line 1mm wide between the caster and that point. Roll a dice for each <i>enemy model</i> touched by the line; for each roll a 5+, their unit takes a mortal wound. #'''Da Great Big Green Hand of Gork''': Casting value 7. Choose a friendly '''IRONJAWZ''' unit that is wholly within 24" of the caster and is not within 3" of any enemy models. Take them off the table and set them up again anywhere more than 9" from enemy units. They can't move in your following movement phase, but can attempt to charge in the charge phase. #'''Bash em Ladz''': Casting value 8. Until your next hero phase, all friendly '''IRONJAWZ''' units get to reroll wound rolls so long as they are wholly within 12" of the caster when attacking. #'''Power of da Waaagh''': Casting value of 8. Count up the number of friendly '''IRONJAWZ''' units wholly within 18" of the caster that contain at least two models. Roll that many dice. Each roll of a 3+ allows you to pick an enemy unit within 24" of the caster and hit them for d3 mortal wounds. Each roll of a 6 hits them for d6 mortal wounds instead. Unless you have a better idea, Da Great Big Green Hand of Gork is the one to pick. The ability to basically teleport a unit is a real game-changer for Ironjawz, and you have various bonuses to make a subsequent charge roll easier (+1 from the allegiance abilities, +1 if you're running Bloodtoofs, +2 for 'Ardboyz musicians. You can even technically do your Ironfist move after teleporting, although that might get errata'd out eventually, who knows)
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