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Age of Sigmar/Tactics/Old/Warscrolls Compendium/Orcs & Goblins
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===War Machines=== *'''Goblin Spear Chukka:''' This Warmachine needs to be tended to by its 3-grot crew, but you can lose one git and at least fire at max capacity, though you lose out on about an inch of movement. On the flipside, the Crew gets cover from being behind the war machine. The weapon itself is decent, good -2 rend, d3 damage and gets +1 to hit when targeting a Hero while having a Bully next to it gives re-rolls to hit. *'''Goblin Rock Lobber:''' This needs its 4 crewmen to work optimally, as losing one forces it to not only lose an inch of mobility, but also makes it hit on a 4+. That can be compensated, however, depending on the unit you aim as hitting a 10+ mob gives you +1 to hit (Which makes it a bigger priority to do so earlier on, when you still have the full crew to hit on a 2+). Get a Bully with them and roll a 6+ to hit and you get to fire a second shot. *'''Doom Diver Catapult:''' The big reason to keep the crew here? Range. Every grot with it adds 10" to its range (20"-50"). While the thrown gobbo isn't too shabby a weapon (3+/3+/-1/d3 or d6 depending on if the Bully's there or not), its deviousness lies in its ability to aim. The weapon needs no line of sight to fire its payload, and even if it misses its intended target, it has a 50/50 chance to still hit another target within 10". *'''Snotling Pump Wagon:''' A bunch of Snotlings on a ramshackle thing with random movement. They're armed with the same Snotling weapons with the melee being boosted by bringing an Orruk within 6", while they also gain Scything blades, which is at least a decent weapon instead of being shit. Roll a double on movement or charging, and you get d6 wagon attacks.
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