Grimgor Ironhide

(Unit)
Type: unit
Category: Special Characters
Categories: Lord, Characters, Orc, Special Characters, Heroes
EntryId: 064c-59f9-cafb-fee8
Hidden: false
Costs: 400 pts

Constraints:

max(force): 0
Options (3)
Rules (6)
He's da Boss
This model must be your General, regardless of the Leadership value of any other characters in your army.
Awesome Fighter
If Grimgor is still alive at the end of a close combat round in which he fought, add +2 to the combat resolution of his unit in addition to all normal bonuses. However, if this bonus applies then such is his foes' rush to put as much distance as possible between themselves and the rampaging monster, that enemy units which do break and flee will move 3D6" regardless of their normal Movement rate. If they fail to rally, subsequent flee moves will be at their normal rate.
Bodyguard (Orcs & Goblins)
Grimgor is always accompanied by a Bodyguard of equally scarred and grizzled. Black Orc veterans from his days in the wastes. He may not leave this unit. The following rules apply:


- The Bodyguard must be at least 9 models strong, not counting Grimgor. The points for the first 9 models are included in the cost above. Up to 10 more Black Orcs may be added to the Bodyguard at a cost of +13 points per additional model.


- The Bodyguard is equipped with choppas, additional hand weapons and heavy armour.


- The Bodyguard has a Musician.


- The Bodyguard has a Standard Bearer who carries the magical Blasted Banner. The unit carried this all the way from the Blasted Wastes and they're not going to lose it now! The Bodyguard (and Grimgor) is Stubborn whilst they retain the banner.


- The Bodyguard is in addition to the one unit of Black Orcs you are normally allowed in your army. This means that an army led by Grimgor may have up to two units of Black Orcs in total.


- No characters, except Grimgor, may join his Bodyguard. Grimgor may not leave it.


- When setting up a game, Grimgor and his Bodyguard deploy at the same time as other characters.
Ignore Greenskin Panic:
Black Orcs and Giants expect normal Orcs and Goblins to run away and would be disappointed if they didn't . Consequendy, when an Orc or Goblin unit (any type), a Snotling Swarm or Snotling Pump Wagon is destroyed. breaks or flees past. Black Orc units and Giants do not need to test for panic. See the Wuhammer rulebook for the complete Panic rules, pages 80-81
Quell Animosity
Quell Animosity: Black Orcs do not test for Animosity. Furthermore, the stem scowls and menacing sneers of the Black Orcs are so threatening that a unit which fails an Animosity test when led by a Black Orc character, or within 6" of a Black Orc character or unit, will ignore the roll and must immediately roll again. If this second roll is also failed then even the menacing presence of the Black Ores can't keep the greenskins in order, and a roll on the Animosity table is taken as usual. If the Black Orcs are fleeing then they cannot quell Animosity in other units nearby.
Hatred
Troops fighting in close combat with a hated foe may re-roll any misses When they attack in the first turn of any combat. This bonus only applies in the first turn of a combat and represents the unit venting its pent up hatred on the foe. After the initial round of blood mad hacking they lose some impetus and subsequently fight as normal for the rest of the combat.
Troops who hate their enemy must always pursue them if they flee. They cannot attempt to avoid pursuit by testing their Leadership as other troops can. They must even pursue if behind a defended obstacle.

Profiles:

Profile MvWSBSSTWIALdSvSv+USBase
Grimgor Ironhide

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Modifiers:

add category Core
add error Please enable "Allow special characters?"
0 selections of Allow special characters? in force (recursive)
remove category Heroes
remove category Special
set max(force) 1
1+ selections of Allow special characters? in force (recursive)