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Age of Sigmar/Tactics/Old/Warscrolls Compendium/Orcs & Goblins
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===Heroes=== *'''[[Skarsnik]], Warlord of the Eight Peaks:''' Skarsnik's combat potential is...modest. His weapon has d6 potential for dakka, Gobbla has the ability to inflict d3 damage (d6 if he rolls a 6 to wound). His big pull, though, is making the natural cowardice of his Moonclan Gobbos into opportunities - if he or any Moonclan unit within 10" retreats, they have a chance of inflicting d3 wounds against a unit within combat range (usually the guy who broke them if it was in combat), while his Command Ability does the opposite by making them immune to Battleshock and goads them into attacking and piling in twice in a mob of little green fury. *'''Night Goblin Warboss:''' Pretty much identical to the plain Gobbo warboss, but with two key differences: Any hit rolls of 6 against the boss' unit count instead as a roll of 1. His Command Ability makes a Moonclan unit within 20" of him do double damage on a wound roll of 6. Whereas Skarsnik makes Night Goblins an anvil with contingencies, the base boss makes them a swarm of pain. *'''Night Goblin Warboss on Giant Squig:''' Taking this is for the mobile Night Goblins. His Command Ability makes all Moonclan units within 10" move and run another inch while any other Squig Hoppers instead get to re-roll their run and charge moves. In combat, he's just about as good as on foot, though he gets another 4 hits on 3+/4+/-1/1 that doubles damage if its charge roll is a double (Don't rely on this.) *'''Night Goblin Shaman:''' A Shaman with the potential to either add +2 to cast or be completely dumbstruck until next Hero Phase. His spell is pretty good also, it's Value 8, but the mushrooms help with that - It inflicts d3 mortal wounds on an enemy, but then can spread out and hit other units within 6" of that first target. Spread that Bad Moon pain on a mob of Chaos Warriors and see the entire setup get shuddered.
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