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Age of Sigmar/Tactics/Old/2e/Destruction/Orruk Warclans
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==={{color|#cc9900|Battle Traits}}=== ;Eager for Battle : Add 1 to the charge rolls for friendly {{AOSKeyword|Ironjawz}} units. ;Mad as Hell : At the end of any phase, if any wounds or mortal wounds have been inflicted in that phase on an {{AOSKeyword|Ironjawz}} unit that is more than 9" from any enemy units, that {{AOSKeyword|Ironjawz}} unit can move D6". This can be used in conjunction with the shaman's Green Puke spell to damage your own units in your hero phase and get a "free" D6" of movement. ;Smashing and Bashing : If an '''Ironjawz''' unit completely destroys an enemy unit in the combat phase then choose another {{AOSKeyword|Ironjawz}} unit that has not fought yet in this combat phase can pile in and attack instead of waiting till later in the phase. This adds a lot of finesse to an Ironjawz army as the order of activation of each unit becomes extremely important. ;Mighty Destroyers: For 1 command point, pick a friendly {{AOSKeyword|Ironjawz}} unit wholly within 12" of your hero, or 18" if the unit is your general. If there are no enemy models within 12" then you can move. If they are between 3" and 12" away from any enemies then you can make a charge. If they are within 3" then you can immediately fight. A unit cannot benefit from this command ability more than once per hero phase. ;Ironjawz Waaagh!: You can use this command ability once per battle at the start of your combat phase if your army has a {{AOSKeyword|Megaboss}} general Count up all the units that are wholly within 18" of your general and roll a die. On an 11 or lower, all friendly '''Ironjawz''' units wholly within the same range of the general get +1 to their attacks, if the roll is 12 or more then add +2 to their attacks instead.
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