Feral Orc Marauder

(Entry)
Type:

model

EntryId:

3fe1-59d6-f3ea-6740

Hidden:

false

Costs: 16 pts

Constraints:

min: 10
max: 25
Options (2)
Headbashers:

Profiles:

Global AdvMarDisRsrRules
Feral Orc Marauders (Global)

7

7

7

Unruly, Frenzy, Swiftstride

Defensive HPDefResArmAegRules
Feral Orc Marauders (Defensive)

1

2

4

2

Shield

Offensive AttOffStrAPAgiTags
Feral Orc

1

3

4

0

2

Orc

Brood Rivalry, Crude Weapons, Fury, Light Lance, Paired Weapons

Rule
Unruly:

Command Tests taken by a unit containing this rule gain Maximised.

Frenzy:

Units containing Frenzy must always choose to Pursue (including Overrun) when able to.

Swiftstride:

Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swiftstride gain Maximised.

Shield:

A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1 Arm.
In addition, any Height 1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
Remember that since Shield (and parry) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour.

Attack Attribute
Brood Rivalry:

The model part gains +1 Att while another friendly unit is Engaged in Combat anywhere on the Battlefield.
Only units containing a Rank-and-File model can benefit from this rule.
Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.

Crude Weapons:

The model can never benefit from Parry.
After the First Round of Combat, all of the model parts’ Melee Weapons count as a Hand Weapon for all rules purposes, with Duration: End of Combat.

Fury:

If the attack hits with a to-hit roll of ‘6’, it causes one additional hit (usually this means it causes two hits instead of one). This additional hit is allocated towards the same target.

Devastating Charge:

A Charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Rules and Characteristic modifiers stated in brackets.
For example, a model part with Devastating Charge (+1 Str) gains +1 Str when Charging.

Melee Weapon
Light Lance:

Devastating Charge (+1 Str, +1 AP)
Only models with Centauroid or Mount can use a Light Lance.

Paired Weapons:

+1 Att, +1 Off. Two-Handed.
Attacks made with Paired Weapons ignore Parry.

Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

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