Iron Orc

(Entry)
Type:

model

EntryId:

8fe0-38d8-cd8b-5d54

Hidden:

false

Costs: 19 pts

Constraints:

min: 15
max: 30
Options (1)
Weapons:

Profiles:

Global AdvMarDisRsrRules
Iron Orcs (Global)

4

4

8

Fearless, Unruly

Defensive HPDefResArmAegRules
Iron Orcs (Defensive)

1

5

4

2

Shield

Offensive AttOffStrAPAgiTags
Iron Orc

1

5

4

2

2

Orc, Metal Armour

Brood Rivalry, Weapon Master, Paired Weapons, Great Weapon, Hand-and-a-Half

Size HeightTypeBaseRarity
Iron Orcs (Size)

1

Orc, Metal Armour

25×25

Extraordinary

Rule
Fearless:

A unit containing Fearless automatically passes Panic Tests, cannot choose Flee! as a Charge Reaction (unless it is already Shaken, or the entire unit has Feigned Flight).
In addition it ignores the effects of Horror.

Unruly:

Command Tests taken by a unit containing this rule 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.

Weapon Master:

The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat.
In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority 1. of weapon choice).
All Rank-and-File models in a unit still need to choose the same weapon.

Hand-and-a-Half:

The model part ignores Two-Handed, and its weapons count as a Hand Weapon for the purpose of Shield (while keeping other rules and modifiers).

Melee Weapon
Paired Weapons:

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

Great Weapon:

+2 Str, +2 AP, always Agi 0. Two-Handed

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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