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Ogre Kingdoms Special Characters (Amended & New)

original thread ↗

These Ogre Special Characters are intended to work alongside this list. Any and all critique is welcomed (aside from fluff, obviously - I don't have it up yet)!


LORD CHOICE
Greasus Goldtooth………..Pts: 600
         M WS BS   S   T W I A Ld
Greasus  5  6  4 5(10) 6 6 1 4  9
Equipment: Sceptre of the Titans, Overtyrant’s Crown
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Paymaster Tyrant, Gnoblar Palanquin, Rampant Bribery, Goldtooth Tribe

Paymaster Tyrant – Greasus counts as the army’s Battle Standard Bearer. All friendly units within his line of sight gain +1CR (this includes any unit Greasus joins).

Gnoblar Palanquin – Greasus may always march, has an additional 5 Attacks striking at S2, and counts as having a Sword Gnoblar that may be “re-used” once a turn. In addition, Greasus is Unit Strength 6, and his Bull Charge causes D6 Impact Hits rather than the usual 1.

Rampant Bribery – At the start of each of the opponent’s turns, Greasus may nominate D3 enemy units within his line of sight. These units become subject to Stupidity for the remainder of the turn (this has no effect on units that are Immune to Psychology).

The Goldtooth Tribe – Greasus must always be the general of any army he is included in. At least two units of Ironguts must be fielded in an army led by Greasus.

Sceptre of the Titans – Any friendly Ogre Kingdoms unit that is fleeing at the beginning of the Ogre player’s turn, and is within Greasus’ line of sight, must rally automatically. In addition, the Sceptre grants Greasus Strength 10 in combat (included in his profile above), causing D3 wounds. This does not affect his Bull Charge.

Overtyrant’s Crown – The Overtyrant’s Crown makes Greasus and any unit he joins Immune to Psychology, as well as giving them a 4+ Ward Save against all non-magical missiles.

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LORD CHOICE
Ghark Dwarfdealer Ironskin………..Pts: 485
           M WS BS S T W I A Ld
Ghark      6  6  4 5 5 5 4 5  9
Juggernox  7  4  - 6 5 5 0 4  5
Equipment: Handweapon, Ironfist, Kalcotory Plate, Brace of Handguns
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Ironskin Tribe, Juggernox

Kalcotory Plate – The Kalcotory Plate grants a 2+ Armour Save.

Ironskin Tribe – Ghark must always be the general. In any army led by Ghark Ironskin, Leadbelchers are a 1+ choice, and 2 units of Leadbelchers may be taken for each Special Choice (rather than just one).

Juggernox – The Juggernox is Bad-Tempered, a Large Target, has a Thunderous Charge, and causes Terror. The Juggernox has a 3+ Armour Save and a 5+ Ward Save, and its Close Combat attacks count as magical. The Juggernox has a S2 Flaming Breath Weapon that ignores Armour Saves.

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LORD CHOICE
Skrag the Slaughterer………..Pts: 400
       M WS BS S T W I A Ld
Skrag  6  5  3 5 6 5 3 4  8
Equipment: Skrag’s stump-blades count as two hand weapons, and he is accompanied by two Tooth Gnoblars.
Magic: Skrag is a Slaughtermaster, and as such is a Level 4 Wizard who uses Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Terror, Immune to Poison, Killing Blow, Frenzy, Unit Strength 6, Gorge-Blessings of the Great Maw, Army of the Slaughterer

Gorge-Blessings of the Great Maw – Skrag and his Gorgers receive the blessings of their ever-hungry god according to the table below. The “Models Killed” column refers to the number of models killed by Skrag in Close Combat; models killed by Gut Magic or running down fleeing units do not count toward this total. When a new level on the table is reached, the bonuses take effect immediately, and are cumulative, although Skrag is only ever automatically restored to his starting number of Wounds after his first kill.
Models Killed     Effect on Skrag                         Effect on Gorgers
      1+          Skrag is automatically restored to      All Gorgers that have not yet entered
                  his starting number of wounds,          play will do so at the start of the next
                  and gains Regeneration.                 Ogre Kingdoms turn.
      5+          Skrag gains +1 Attack.                  All Gorgers gain +1 Attack.
     10+          Skrag may re-roll failed rolls to hit.  Gorgers may re-roll failed rolls to hit.
     15+          Skrag becomes Unbreakable.              All Gorgers gain Regeneration.

Army of the Slaughterer – Skrag must be the army general. In an army led by Skrag the Slaughterer, Gorgers are a Special choice rather than a Rare, and in addition 2 Gorgers may be taken for each Special choice (rather than just 1). An army led by Skrag MUST contain at least 2 Gorgers (therefore using up 1 Special choice).

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LORD CHOICE
Golgfag Maneater………..Pts: 380
          M WS BS S T W I A Ld
Golgfag   6  7  4 5 5 5 5 6  9
Maneater  6  4  4 5 4 3 3 4  8
Unit Size: Golgfag and two Maneaters.
Equipment: Golgfag has a Handweapon, Ironfist, Great Weapon, Heavy Armour, a Brace of Handguns, a Luck Gnoblar and a Sword Gnoblar. His Maneaters have a Handweapon and Light Armour, and may otherwise purchase equipment as detailed in the Maneater unit entry.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Stubborn, Immune to Psychology, Golgfag’s Maneaters
Options:
- Golgfag may be accompanied by additional Maneaters, bought in the same manner and at the same cost as specified in the Rare section of the army list. Note that they do not occupy a Rare slot.
- One of the Maneaters accompanying Golgfag may be upgraded to a Standard Bearer for +25pts. The Standard may pass from model to model as normal, despite Maneaters not being ‘normal’ rank-and-file models.

Golgfag’s Maneaters – Golgfag is accompanied by a unit of at least two Maneaters – they do not take up a Rare choice, nor may he leave the unit at any time (unless, of course, they are all killed and he survives). Upgrades and equipment may be purchased for them as normal, with the exception that up to two upgrades may be purchased, instead of the usual one – for these purposes, Golgfag counts as a Maneater.

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LORD CHOICE
Braugh Slavelord………..Pts: 350
                M WS BS S T W I A Ld
Braugh         6  6  4 5 5 5 4 5  9
Corpse-Slaves  6  2  2 3 3 1 2 1  3
Unit Size: Braugh, and 12 Corpse-Slaves
Equipment: Braugh wields his Soulbinder Chains, and wears Heavy Armour and the Skinned Gut-Trophy. His Corpse-Slaves wield Handweapons.
Special Rules:
Braugh Only: Ogre Club, Bellowers, Bull Charge
Whole Unit: Cause Terror, Weary Dead, Slavelord
Options:
- Up to 24 additional Corpse-Slaves may be purchased to join the unit, at a cost of +6 points per model.

Weary Dead - Braugh and his Corpse-Slaves are Unbreakable. However, if they lose a combat, you must remove a number of Corpse-Slaves equal to the amount the combat was lost by. If Braugh dies, his Corpse-Slaves are removed from play at the end of that turn.

Slavelord – Braugh is tied to his Corpse-Slaves by magical chains, and as such may not leave the unit for any reason. As long as there are at least 5 Corpse-Slaves in the unit, Braugh benefits from Look-Out, Sir! as normal.

Soulbinder Chains – The Soulbinder Chains count as a magical Flail. If Braugh or any of his Corpse-Slaves kill a model with a Unit Strength of 2 or less, then one Corpse-Slave is created in its place. Models created by the Soulbinder Chains are added to Braugh’s unit, and do not affect its Victory Points value.

Skinned Gut-Trophy – Grants a 6+ Armour Save that may be combined with other equipment normally. In addition, when rolling to hit against Braugh, the attacker suffers -1 to its Weapon Skill, to a minimum of 1.

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HERO CHOICE
Ogrog Crittercatcher………..Pts: 285
           M WS BS S T W I A Ld
Ogrog      6  5  4 5 5 4 4 4  9
Cavebeast  6  4  - 5 5 4 2 4  5
Unit Size: Ogrog Crittercatcher and two Cavebeasts
Equipment: Two Handweapons, Ogrog Crittercatcher’s Reel-In Crossbow, Light Armour, Hunting Spears
Special Rules:Ogre Club, Bellowers, Bull Charge, Cause Fear, Sic ‘Em Boys, Loner, Beastkiller

Ogrog Crittercatcher's Reel-In Crossbow – The Reel-In Crossbow fires as a Harpoon Crossbow, with the following exceptions:
Whenever a model with the Large Target Special Rule is successfully hit and wounded by the Reel-In Crossbow, Ogrog may choose to take a Strength Test.
If he fails or chooses not to take a Strength Test at any point, the bolt is ripped out and the model must immediately take an additional wound, but may thereafter move normally.

If he passes, the bolt stays embedded in the creature. In this case, the Ogre Kingdoms player must roll 2D6. This is the distance in inches the enemy model must immediately move directly (i.e. through terrain and other models) toward Ogrog. This special movement ignores all movement penalties, and any units (friendly or otherwise) the model moves through take D6 Hits at the model's base Strength, taking Panic Tests as normal. If the model comes into contact with impassable terrain during this special move, treat it as though Ogrog had failed his Strength Test.

If the model moves into base contact with Ogrog during this special move then Ogrog counts as charging in the next Combat Phase. If the model does not move into base contact with Ogrog during this special move then he may choose to take a Strength Test at the start of the next Ogre Kingdoms player's Shooting Phase, with the same effects as described above. This lasts until the Ogre Kingdom's player chooses not to take a Strength Test or fails one – during this time, the enemy model may choose to move during its turn, but may not March or Fly.

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HERO CHOICE
The Wendigo………..Pts: 275
         M WS BS S T W I A Ld
Wendigo  7  5  3 6 5 4 6 4  8
Equipment: Two Magical Handweapons
Special Rules: Ogre Club, Bellowers, Cause Fear, Scale Terrain, Bonechill, Primordial Frost, Mountain Legend

Primordial Chill – All models in combat with the Wendigo have their Weapon Skill and Initiative reduced to 1, and lose the Always Strikes First rule (if they have it). Shooting directed at the Wendigo or any unit he joins suffers from a Ballistic Skill penalty of -1.
Models fleeing from or pursuing the Wendigo roll one additional D6 and discount the highest result in order to determine how far they move. Models with the Icy Presence rule or Flaming Attacks are unaffected by the Primordial Chill.

Freezing Breath – The Wendigo has a S3 Breath Weapon that ignores Armour Saves and Regeneration. In addition, any unit that takes a casualty from the breath must pass an Initiative Test at the end of the turn, using the majority Initiative. If it fails, it may not move during its next Movement Phase.

Mountain Legend - The Wendigo may never be the army general, and may only ever join Yhetee units.

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HERO CHOICE
Llanog, Pitfighter of Many Names………..Pts: 255
        M WS BS S T W I A Ld
Llanog  6  6  4 5 5 4 3 4  8
Equipment: Handweapon, Ironfist, Heavy Armour, Champion’s Gutplate, Biff the Herald Gnoblar
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Prizefighter

Prizefighter –  Llanog may re-roll failed rolls to hit in Close Combat.

Champion’s Gutplate – Grants a 6+ Armour Save that may be combined with other equipment normally. Llanog may specifically choose an enemy model to challenge, rather than issuing a general challenge, and that model may not refuse. Combat Resolution gained from a challenge by Llanog is doubled (including Overkill) although normal limits still apply.

Biff the Herald Gnoblar – At the start of each of your turns, roll a D6 – this is the number of Llanog’s names Biff is able to announce before running out of breath. You may choose up to this number of Big Names to apply this turn to Llanog – he benefits from their effects until the start of his next turn.
This allows him to re-use the Deathcheater, Firebreather Big Names. If Llanog is reduced to one wound while using the Feastmaster Big Name, he must automatically choose that Big Name at the start of his next turn to remain alive. If he chooses to use the Eyebiter Big Name, nominate the affected character immediately after choosing your Big Names – you may choose a different one next time you use the Name.

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HERO CHOICE
Haugn Headsqueezer Skullsucker Braingobbler………..Pts: 220
       M WS BS S T W I A Ld
Haugn  6  3  2 4 5 4 2 3  7
Equipment: Handweapon, Cranial Cup, Tooth Gnoblar
Magic: Haugn is a Butcher, and as such is a Level 2 Wizard who uses Gut Magic.
Special Rules: Ogre Club, Bellowers, Bull Charge, Cause Fear, Immune to Poison, Headsqueezer, Skullsucker

Headsqueezer – Haugn may cast the Braingobbler Gut Magic spell multiple times in a single Magic Phase, and will always cast it on a roll of a 3+, ignoring any increases in Casting Value. Haugn also knows the following two spells in addition to the rest of the Gut Magic Lore.

‘Marespitter (3+ To Cast, Gut Magic) – A nominated Ogre unit within 6” of the caster causes Terror while this Gut Magic spell is in play.

Bileslurper (3+ To Cast, Gut Magic) – A nominated Ogre unit within 6” of the caster has the Frenzy rule while this Gut Magic spell is in play. The caster must take a Toughness test or immediately become subject to Frenzy himself.

Skullsucker – On any turn in which Haugn causes an unsaved wound in Close Combat, roll a D6. On a 4+ the brain is undamaged, and he receives an additional Power Dice to use as normal in his next Magic Phase. In addition, enemy units taking a Panic test caused by a Braingobbler spell cast by Haugn suffer a -1 penalty to their Leadership.

Cranial Cup – Bound Spell, PL3. One Use Only. Select a single model within 18” of Haugn, ignoring all targeting restrictions. That model’s base leadership is reduced by two for the rest of the game. If the model is a wizard, that model also forgets one spell, of the controlling player’s choice.

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HERO CHOICE
Jib, Runtlord Noseking of the Lowlands, Gnoblar Head-Honcho………..Pts: 215
       M WS BS S T W I A Ld
Jib    4  4  4 3 4 4 5 3  7
Oglas  6  3  2 4 4 - 2 3  7
Equipment: Jib has a Handweapon, the Whipping Whip of Whipping, and wears the Head-Honcho Helm and Light Armour. He also carries a Gnoblar Thiefstone.
Special Rules: Oglas the Unfortunate, Runtlord, Gnoblar Horde

Oglas the Unfortunate – Oglas’ attacks benefit from the Ogre Club rule, and he has a Bull Charge (note that the Strength of his Impact Hit does not benefit from Gnoblar ranks behind him!). Jib and Oglas may join no Ogre units, but may join units of Gnoblars.

Runtlord – Gnoblar units within 12” of Jib may use his Leadership as though he were the General, and do not Bicker. In addition, any Gnoblar unit Jib joins may be made to re-roll failed Leadership-based tests.

Gnoblar Horde – Ogre Kingdoms armies including Jib apply the following changes:
* Gnoblar Fighters count toward the minimum number of required Core units, and Ogre Bulls are no longer a 1+ Choice.
* Gnoblar Fighters may be given Shields or Additional Handweapons for +1pt/model, or may swap their Sharp Stuff for Slings for +1pt/model.
*Gnoblar Fighters may be upgraded to Musicians or Standard Bearers as normal, for +4pts and +8pts respectively.
* One unit of Gnoblar Fighters may be upgraded to Manbiters for +2pts/model. Manbiters are equipped with Flails, and have +1S and +1Ld.

Whipping Whip of Whipping – Grants +1A. Enemy units in combat with Jib lose any charging bonuses, as though they were attacking a defended obstacle.

Head-Honcho Helm – Jib has a 4+ Ward Save, which he may re-roll if failed.

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RARE CHOICE
The Great Belching Crawcannon of Gib………..Pts: 300
                    M WS BS S T W I A Ld
Crawcannon          -  -  - - 7 5 - -  -
Ogre Loader         -  3  2 4 - - 2 3  -
Gib’s Gnoblar Crew  4  2  3 2 - - 3 6  6
Unit Size: The Crawcannon, 1 Ogre Loader, Scrapmaster Gib, and his 5 Gnoblar Crew, all on a single Chariot Base.
Unit Strength: The Crawcannon and its crew have a combined Unit Strength of 6.
Equipment: The Gnoblar Crew are equipped with Handweapons and Sharp Stuff, while the Ogre Loader has a Handweapon.
Special Rules:
Ogre Loader Only: Ogre Club
Whole Unit: Cause Fear, Eclectic Crew, Groundquaking Belch, One Man's Scrap

Ecletic Crew – The Crawcannon is so vast, rickety and scaffolded, and its crew so small and fidgety, that they are all modelled on the same base, and share a statline in the same manner as a Chariot. As such, the crew of the Crawcannon may not leave it for any reason – if they would flee, treat them as being automatically run down, and the Crawcannon ‘spiked’ as it finally collapses on itself. Otherwise, treat the Crawcannon as a normal war machine where applicable (may not march, etc).

Groundquaking Belch – The Crawcannon fires using the following procedure:
Range: 72” Strength: 10 Damage: D6+1 Wounds Armour Saves: None Allowed
1) Align the Crawcannon at the target and declare the distance you are aiming.
2) Roll two Artillery dice and add the scores to the distance aimed. The shot travels forward this distance aimed before striking the ground.
3) If you roll a Misfire, refer to the Crawcannon Misfire chart. Otherwise place the small template with the hole over where the shot strikes the ground. All models completely under the template are hit automatically, while models partially under the template are hit on a 4+.
4) Roll the Artillery Dice again to establish how far the shot bounces – move the template that many inches directly forwards. All models touched by the template as it moves are hit on a 4+.
5) If you roll a Misfire for the bounce roll, the ball sticks in the ground and does not bounce.
6) Work out the effect of hits normally. Models have no armour saving throw for a Crawcannon hit.

Crawcannon Misfire Table:
D6 Roll (If two Misfires were rolled, apply a -1 penalty to the roll, to a minimum of 1):
1: Boom!: Remove the Crawcannon and all Crew as casualties – all models within 2D6” take a single S5 Flaming hit.
2-3: Choke: Remove one Gnoblar Crew. The Crawcannon may not fire this turn or the next.
4-5: Gag: The Crawcannon takes D3 wounds and does not fire this turn.
6: Hurl: Fire the Crawcannon as normal, re-rolling any result of a Misfire, and ignoring it if the re-roll is the same. Rather than using the small template to determine hits, use the Large Template. The Crawcannon will not fire again this game.
One Man’s Scrap – The crew of the Crawcannon are Stubborn. In addition, once per game you may choose to re-roll a single Artillery Dice roll for the Crawcannon.

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Thoughts?
*insert witty signature here*
Wow very creative, I like biff the herald gnoblar. I am waiting for a gnoblar hero though! :D The wendigo also is very awesome-sauce. Te craw cannon mhhmm hard to hit with but seemingly cheese when it does as it uses a st ten template! with d6=1 wounds.
Proud owner of 2250 ogres, 2000 dwarfs, and 1500 empire, as well as 750 romans (different game)

"ITS A TRAP" says my pet gnoblar Ackbar

n00b
Some interesting ideas, I also like the wendigo and your butcher character.  I think the pitfighter character is a little complex but then again I haven't read the new big names that you came up with.  One thing about the gnoblar character is the removal of bulls, I almost think that should go to Ghark Ironskin instead.  Making fighters count (trappers should too) and the extras for gnoblars are enough IMO.
Quote from: Randroid on Sep 21, 2009, 07:59:44 PM
I would totally play a Bear army. Bears riding bears?!

Canon Characters:
Greasus Goldtooth - The most powerful Tyrant in the Mountains of Mourn, the obscenely fat and obscenely rich Greasus is the one largely responsible for pulling them into an occasionally cohesive nation of sorts, and is grudgingly recognized as the technical ruler of any Tribe within shouting distance of his heralds.

Ghark Ironskin - One of the more powerful Tyrants under Greasus, Ghark and his Ironskin Tribe have close ties to the nearby Chaos Dwarfs, resulting in large numbers of Leadbelchers in their ranks. Ghark himself rides into battle on a great mechanical Rhinox, clad in blackened plate armour.

Skrag the Slaughterer - Skrag was a Slaughtermaster who screwed up when preparing a feast, and ended up being thrown into the Gorger-infested caves below his Tribe's mountain. He went psycho, hammered blades into his hand-stumps, terrified the Gorgers into submission/worship, and slaughtered his tribe, becoming the next prophet of the Great Maw.

Golgfag Maneater - Likely the most well-travelled mortal being in existence, Golgfag Maneater is a mercenary known, feared and respected around the globe. Recently he returned to the mountains of his birth for a recruiting drive of sorts, leaving at the head of his very own Ogre mercenary army.

Braugh Slavelord - Braugh was captured by a Necromancer early in his mercenary career, and ended up killing and eating his way out of the situation. The magic chains he attached to his gutplate forced those chained to him to remain in this world whether alive or dead, and he became the most terrifying slaver alive - dealing in both the broken living and restless dead.

Non-Canon Characters:
Ogrog Crittercatcher - As his name indicates, Ogrog is a hunter par excellence, travelling the world to find, capture and beat into submission ever more dangerous and exotic beasts. He finds commission from zoos, fighting pits, nobles human and elf, Clan Moulder and Butchers eager for a different taste.

The Wendigo - A terrible white legend of the mountains. The Wendigo is said to be the coagulated spirits of every Ogre who has starved or frozen to death in the high mountains, the result of a cannibalistic slaughter of an Ogre tribe the day before a festival of the Maw, or even the very first Yhetee, sustained by the blood of the last Sky Titan.

Llanog of Many Names - A pitfighter who has brawled in maw-pit after maw-pit, frequented the gladiatorial arenas of elves light and dark, fought a gibbering beast of the dark woods for King Leoncouer's amusement, and engaged in honour-duels with more than half-a-dozen Nipponese sword-saints. The accolades just keep on stacking, and his Herald Gnoblar can hardly keep up.

Haugn Braingobbler - Haugn keeps ahead of the competition by being a connosieur among Butchers. Eskewing meat and marrow to focus on succulent grey matter instead, Haugn has been called a head-case by his fellows, but none can doubt the effectiveness of his magic. Brains hanging in jars from his flabby veined form, Haugn's ability to spit nightmares and furies directly into the minds of others makes him truly terrifying, but he doesn't let it go to his head.

Runtlord Jib - A Gnoblar formerly of the Lowlands, Jib was so incredibly cunning and vicious that, within months of his arrival, the Ogre Tribe he joined had self-destructed from his machinations, the only one left being his owner, Oglas. Jib now rides the broken Oglas into battle, a lord among Gnoblars, able to call upon the collective might of a thousand greenskinned midgets! More effective armies have been seen staggering from the pub late at night.

The Crawcannon - A vast cannon, looted or bought in Cathay or the Empire, or from the Chaos Dwarfs. The fact that its origins are unknown should speak volumes to its condition - patched with scrap, covered in gnoblar paint and dangling with talismans of the Maw, its barrel has been hammered and welded into a properly Maw-esque shape, and fires "cannonballs" of questionable quality and indeed sphericality at the massed ranks of the enemy.
*insert witty signature here*
Nice :) Like your army list, very strong in certain areas, and certainly suffers from the power hike that all armies receive when they are revised... Very characterful though, and would quite like to use some of them one day maybe :)

JJ
Resident Smiley Spam Artist and Fastest Fingers in the Stronghold.

Raising the forum's smiley count, one post at a time, since 2008

Quote from: Shadowlord on Mar 11, 2013, 01:57:18 PM
After all, painting 100 night goblins is something you do in the morning just before you are off to work.

And I think you missed a 0 when you wrote 11 armies. The correct nr should be 110 armies I would think, based on your painting speed.
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