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===Heroes=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-orruk-warboss-wyvern-en.pdf Orruk Warboss on Wyvern]:''' The big thing of the army. Can choose between rerolling every failed save with his shield or get a second Choppa, which means 2 extra attacks. While every attack on this thing has Rend -1, the Wyvern ones are the real deal, each of them dealing 2-3 damages per hit (and the Barbed, Venomous Tail ones also deal a mortal wound on a 4+ if the attacks didn't kill the target. Its command ability, obviously, is the Waaagh!, giving an extra attack to every '''ORRUK''' within 12", which is, well, unbelievably awesome: its got lots of range, it ''doubles'' the power of your basic units, and works with every Orruk, including Ironjawz and Bonesplitters! This is what makes Greenskinz armies tick. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-orruk-warboss-en.pdf Orruk Warboss]:''' The part where he can choose between the shield and the second Choppa is the same as above, same for the uber-powerful command ability. What changes is that he can now get the Massive Choppa (3 attacks with a 4+/3+/-2/D3 profile) or hold the Great Waaagh! Banner (not that great as a melee weapon, but allows every '''ORRUK''' within 16" to reroll every 1 to wound and gives him the '''TOTEM''' keyword). He can also get the War Boar, which means two more attacks and 4 extra inches of movement. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-orruk-great-shaman-en.pdf Orruk Great Shaman]:''' As expected for a wizard, he isn't that good in melee, but magic is what makes the difference. He gets +1 to casting if there are at least 20 '''ORRUK''' models within 8", and his exclusive spell targets up to 3 units and deals up to D3 mortal wounds to each of them.
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