Ablenkend
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
The model gains Weapon Master and Light Armour. At the start of each Round of Combat that the model is fighting, if the model is within 12" of one or more other friendlymodelsthatareequippedwithGreatWeapon,PairedWeapons,and/orShield,themodelgainsthecorresponding equipment until the end of the Round of Combat.
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains Creepy-Crawlies.
Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain Hatred against enemy units in base contact with one or more friendly models with Beloved Mascots.
The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The model gains Maximised (Stomp Attacks).
The Wyvern gains Stomp Attacks (D3) and Towering Presence , and its base size is changed to 75×100 mm.
The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.
The model gains Exclusive (Cave Gnasher, Gnasher Dashers) (ignoretherestrictionsinOiitbites!).
The model gains Distracting and Strider (Water Terrain).
Units with Brood Alpha must buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is set to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.
Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
The models gains +3 Armour and Strider(Ruins).
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
The model gains Hard Target(1), Light Troops, Scout, Skirmisher, and Strider and loses Scoring.
The model gains Ghost Step, and model parts with Harnessed gain Poison Attacks.
Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.
If the General is a Darrmu, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Brood Rivalry. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Goblin Cunning are modified, as indicated by D 0-Xquot;. For example, 0-1 (D 0-2) Units/Armyquot; means that if the General is a Darrmu, the Duplication Limit becomes 0-2 Units/Armyquot;.
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
The model part gains Battle Focus, Exclusive (Feral Orc Marauders, Feral Orcs), Frenzy, andLight Armour.
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.
The model gains Magic Resistance (3) and Strider (Forest).
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
The model gains Brood Rivalry and Minimised (Break Tests, Fear Tests, Panic Tests).
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: • Hit: The target suffers 2D6 hits with Strength 4 and Armour Penetration 2. • Partial Hit: Place a Gogtuk Initiate with Mad Git within 3" of the target, following the rules for Summoned Units.
The model gains Fly (6", 12"), Hard Target (1), Light Troops, and Skirmisher.
Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains Maximised (Flee Distance). • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose Fields, Forests, Ruins, or Water Terrain. All models (friend and foe) treat Terrain Features of the chosenTerrain as Dangerous Terrain (1). Models that would normally treat them as Dangerous Terrain (1) treat the Terrain Features of the chosen Terrain as Dangerous Terrain (2) instead. In addition, friendly models with Goblin Cunning gain Strider (X), where X is the chosen Terrain.
Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.
One of a Kind.
The model gains Bodyguard (General). In addition, a Standard Bearer with Headbashers gains Battle Standard
Bearer and can take up to 2 Banner Enchantments with a Special Item allowance with no limit. If the model’s unit
would normally count towards Core, it counts towards Special instead.
Model parts without Harnessed gain March and Shoot, Poison Attacks, and Throwing Weapons(4+) withShots 3.
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
The model gains Creepy-Crawlies, and its base size is changed to 50×50 mm.
Universal Rule.
The model must be the General.
The model's base size is changed to 100×150 mm, and it gains +2 Health Points and 4 additional Goblin model parts.
The model part gains Exclusive, Not a Leader, Stubborn, Weapon Master, and Plate Armour.
The model part gains Exclusive (Iron Orc Chariots, Iron Orcs), Weapon Master, and Plate Armour.
The model cannot be the General.
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.
The model loses all Model Rules and gains Personnage, Fearless, Force of Destruction (2D6), Goblin Cunning, Insignificant, Light Armour, Not a Leader, and Random Movement (2D6"), and its base size is changed to 25 mm round. The model must be deployed using Special Deployment rules. At the start of any Player Turn, the owner may choose a friendly non-Fleeing unit of Goblin Rabble or Gogtuk Neophytes. Deploy the model with Mad Git within 6" of the chosen unit and more than 1" away from Impassable Terrain and other units. If the model is not deployed by the endofGameTurn4,itcountsasacasualtyandcannotbedeployedfortherestofthegame.
If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).
Model parts without Harnessed gains Battle Focus, Hatred, and Great Weapon.
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
For each Netter in base contact, enemy units suffer -1 Agility and -1 Armour Penetration, up to -2 each.
Units with models with Oi it bites! cannot be joined by Characters.
Universal Rule.
The model’s unit gains Fear and Fearless.
The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part:
Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks
Each instance of Power 'Shroomis One use Only. Declare usage immediatelybeforethemodelrollstocastanon-BoundSpell. AnyDispellingAttemptmadeagainstthisCastingAttempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt.
In the Movement Phase, the model gains Maximised (Random Movement) (consider only the used 3 dice for the purpose of Shambolic).
Immer wenn das Modell einen Lebenspunkt verliert, erhält es +1 Attackewert. Immer wenn das Modell einen Lebenspunkt erhält, erleidet es -1 Attackewert.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact withanother unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction(stillmovingthroughotherunits)untilitcanbeplaced1"awayfromallotherunits. If,afteranextended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. Ifaunit'sUnitBoundaryiscontactedbyaRicochetmodel'sinitialmove(i.e. excludinganextensionofthemovedistance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.
The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.
When a unit with Running Amok!! moves usingRandomMovement, it must moveinarandomdirectioninsteadof thechosendirection.
The model gains +2 Armour.
Units withShambolic models cannot bejoinedbyCharacters. Whenrollingthedistanceof a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
The model's base is changed to 60 mm round.
The model gains Fortitude (6+) and Random Movement (3D6").
Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. While within 6" of one or more friendly Engaged Great Green Idols, units gain Minimised (Break Tests).
In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It isnot forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.
The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.
The model gains Feigned Flight, Light Troops, and Vanguard and loses Scoring.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].
At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn with the following exception: in the Movement Phase, immediately after Rallying Fleeing units, the unit must perform an Advance Move of D6" as far directlyforwards as possible.
The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.
The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.
When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
If the General is a Tribe Leader, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Goblin Cunning. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Brood Rivalry are modified, as indicated by TL 0-Xquot;. For example, 0-1 (TL 0-2) Units/Armyquot; means that if the General is a Tribe Leader, the Duplication Limit becomes 0-2 Units/Armyquot;.
At themodel part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.
Each unit can only be chosen up to 3 times per Player Turn for the deployment of models with Unprofessional Courtesy.
Beforerollingtohit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
The model part gains Exclusive (Veteran Orc Marauders, Veteran Orcs) and Heavy Armour.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3 Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain †or them as Dangerous Terrain (1). Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
The model gains Frenzy and Impact Hits (D6).
The wielder gains Fearless, Random Movement (3D6"), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.