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==Army Rules== '''Primal Fury:''' The common rule of almost all Gors and Ungors. In close combat, the unit takes an Ld test and, if successful, gets the Hatred rule for the round (they can re-roll to hit for the turn). If the success was a double, they gain frenzy for that combat round. While this sounds good, you must understand that one of the Beastmen's major weaknesses is their low Ld, so they won't pass as much as you want them to without a Lore of Wild shaman. Keep close to a general, attach a hero, or give them '''''The Banner of Outrage''''' to maximize results. *Probability this goes off: Ld6: 41.67%, Ld7: 58.33%, Ld8: 72.22% Ld9: 83.33% '''Unruly:''' A new Curse and Blessing for 9th ed for Your Gors and Ungors. They have the Berserk Rage part of frenzy active at all times. If they ever fail the test relating to this (which tends to be pretty easy with how low their unmodified Ld when not near a lord: ''Ld6: 58.33%, Ld7: 41.67%, Ld8: 27.78% Ld9: 16.67%''), but get to they can re-roll their charges if they do fail. *This rule will go off if an enemy is within 11" of their front Face. *Getting the most out of Unruly will often oppose Primal Fury. If you need a long charge, the unit can't be near a source of leadership, and maximizing Primal Fury requires staying close to your general and shaman while not failing Berserk Rage. '''Mark of Chaos:''' At last (again), the beastmen can claim marks for themselves, as well as the appropriate God-Lores. As with the WoC, these marks are priced differently from Characters and units, but only Beastlords, Doombulls, Wargors, Gorebulls, Bestigors, Minotaurs, and Bray Shamans can buy a mark (Bray Shamans must take god's lore if they take a mark, Khorne's prejudice is still in effect). Your Warlord and BSB must be of the same mark, and your Marked units treat each other as Suspicors or Distrusted Allies if they have different marks. (Keep in mind that having your wizard have an opposite mark to your frontline can let you do some friendly fire shenanigans.) *'''Mark of [[Khorne]]:''' Grants frenzy. **It's harder for your unit to hold thier position by not chasing after those fleeing archers, but they get more attacks (especially if augmented by weapons, banners, and magic) and are harder to chase off by Psychology attacks. *'''Mark of [[Nurgle]]:''' Adds +1 to Toughness but -2 Initiative. **You're going to move slower than molasses, but the jump from toughness 4->5 makes you a wall *'''Mark of [[Slaanesh]]:''' Grants Immunity (Psychology) and Stubborn. **While not ASF-tier godly, this allows your furries to keep giving and taking without fear and without busting your bank. *'''Mark of [[Tzeentch]]:''' Provides a Magic Resistance (1) and 6++ Ward Save. **An alternative mark for tanking, giving a more evergreen ward save, and you don't lose anything. '''Beastmen Ambush''': Gone are the shitty-ass restrictions that ruined this tactic for Beastmen players! Units gain Ambush if not mounted, and now all add a +1 to all rolls to determine whether your Gors, Ungors, and Centigors arrive from reserves, which is a far better gift. Improves Ambush arrivals by +0.166%, arriving 5/6 of the time. '''Forest Strider''': Many of your models can walk through forests with no trouble.
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