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===Heroes=== *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-infernal-guard-command.pdf Infernal Guard Castellan]:''' (120pts) Your main HQ and pretty hardy with 5 Wounds, 8 Bravery, and a 4+ Save. His weapon is decently killy (4 Attacks, -1 Rend, 2 damage), and as a sidearm, he has a pistol that inflicts a Mortal Wound on a Hit roll of 6. If you feel a need to bog something big even further, he also has a Command Ability that makes all Chaos Dwarfs gain +1 to wound against a single unit within 12" of the Castellan. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-infernal-guard-command.pdf Infernal Guard Battle Standard Bearer]:''' (100pts) He has an aura that gives models wholly within 18" both +1 Bravery (Making them as tough as their non-Chaos brethren) and re-roll wound rolls of 1 for melee attacks. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-daemonsmith.pdf Daemonsmith]:''' (100pts) The closest thing to a Wizard with a mix of engineer you'll get. For combat, he has either his Darkforged Weapon (Which gives 2 attacks and 2 damage) or his PyreRune staff (Which can cause d3 wounds but wounds on a 3+). He has a special spell, Ash Storm, which casts on a 6 and causes a target within 36" to suffer -1 to all Hit rolls (in the Combat phase and the Shooting phase) and it canβt run for the rest of the turn. To add on this, he also gains +1 to unbind if he has taken a Wound. He has a powerful short-range shooting attack that on a 2+, 1 unit in 6" takes D3 Mortal Wounds (War machines take D6). He's the guy you want if you need to distract the enemy long enough to get close enough to kill. **Putting him on a Balewind Vortex gives the Ash Storm a 42" range. **Alternatively, leave one or two in the backfield. All of your war machines get a very useful boost of some kind when they're near a Daemonsmith, and his abilities seem tailor-made for screwing with people who try to get close enough to your war machines to charge them. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-bull-centaur-taurruk.pdf Bull Centaur Taur'ruk]:''' (160pts) The generic Bull Centaur hero. He lost his weapon options and can now only be armed with a great weapon. But that's okay because it hits like a truck (5 attacks 3+/3+/-2/3). His Command Ability gives +1 to melee attacks for him and any other Bull Centaurs wholly within 12". Like other Bull Centaurs, he innately gets +1 to charge rolls and his hooves hit for D3 damage in a turn in which he charges. For competitive players he is an autoinclude.
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