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===Battle Traits=== *'''Trampling Charge''': After an {{AOSKeyword|OGOR}} or {{AOSKeyword|Rhinox}} unit makes a charge move, you can pick 1 enemy unit within 1" of the unit and roll a number of dice equal to the unmodified charge move. Add 2 to each dice if the unit is a monster or 1 if it has 3 or more models. For each 6+, deal 1 mortal wound. *'''Grasp of the Everwinter''': At the start of your hero phase, roll 1 die for each enemy unit within 3" of any {{AOSKeyword|BEASTCLAW RAIDERS}} units. If the roll is equal to or less than the battle round, the unit takes D3 mortal wounds. **Makes being around even the cats dangerous. Worth throwing in a Raider for the AoE Damage. *'''Might Makes Right''': When determining who controls an objective, {{AOSKeyword|OGOR}} models count as 2, {{AOSKeyword|OGOR MAWTRIBES HERO}} models count as 5 and {{AOSKeyword|OGOR MONSTER}} models count as 10. Unless you’re bringing in hordes, good luck getting these guys to budge, even lone heroes like Bloodpelt and Icebrow Hunters can contest objectives from smaller units. *'''Ravenous Brutes''': Based on the distance between them and enemy models, {{AOSKeyword|OGOR}} units gain certain buffs, divided into two states called “Hungry” and “Eating”. “Hungry” is being more than 3 inches away from the enemy, which grants them +2 to Movement, and while at 3 inches or fewer they are “Eating” and get +2 to Bravery. This makes them an adaptable and surprisingly fast faction. **the +2" makes ogors fast, foot troops will move 8", mounts move 11" and Stonehorns move 14". Not Cavalry or Slaanesh speeds, but it's widespread and consistent. *'''Gulping Bites''': At the end of each combat phase each enemy unit within 3" of an {{AOSKeyword|GUTBUSTER OGOR}} unit gets d3 mortals on a 4+ die roll. **used to be an extra attack on your units, now it has smaller potential damage but better chance to crunch the better armored units in your enemy's army. *'''The Beasts of Winter''': Your special Montrous Rampages, one for Stonehorns and another for Thundertusks, both only usable on a turn in which the unit charged, the Stonehorn can make a 3d6" move passing over stuf as if it was flying, it must end within 3" of something and rolls for every unit it moved over with a 2+ dealing d3 mortals. The Thundertusk gets to apply Strikes-Last on a roll of 3+ to whatevers within 1", until the end of the following combat phase. Your Stonehorns can suddenly burst through the enemy battleline and engage a juicier target (a lone support hero perhaps, or a ranged unit) and your Thundertusks get to swing first against dangerous stuff for two combat phases, needless to say these are both really good. *'''Everwinter Prayers''': Each {{AOSKeyword|BEASTCLAW RAIDERS PRIEST}} can know 1 prayer in addition to any other prayers they know. In your hero phase, each of them can chant 1 prayer. Each prayer can only be attempted once per phase.
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