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===={{color|#009933|Leaders}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_wurrgog_prophet_eng.pdf Wurrgog Prophet]''': (170pts) A 7 wound wizard who can cast and unbind 2 spells and is pretty good in a scrap for a caster. His mask has changed. Now he gets the Wurrgog mask standard and instead of casting or unbinding or dispelling he can instead at the start of your hero phase roll a 3+ to do D3 mortal wounds to an enemy within 12". Afterward you can attempt to do it again, if you succeed you do more mortal wounds, however if you roll a 1 or 2 you take d6 mortal wounds (which you can save with the warpaint ward). And you can keep doing that as many times as you like, with good rolls you can wipe out a squad, with bad you'll be dead after a couple rolls so essentially a really high-stakes Russian roulette ability. His Fists of Gork spell has a good 24" range and rolls as many dice as models in the unit, doing mortal wounds on 6's <i>unless</i> you cast on a 10+, in which case it does the damage on 4+! So now the Wurrgog has changed up to now being a pure Mortal wound generator. A couple of Wurrgog Prophets in your army can put out a potential insane amount of mortal wound spam, since the Wurrgog Mask is now an ability not an artefact and can really help with anti-armour. But remember your giving up casting and unbinding to do this, and you might blow up your prophets in the process, so weigh the pros and cons of doing this. **Glowin' Tattooz can greatly increase your Wurgog chances of Zapping someone with a Mask. **Mask ability works at the start of hero phase, Heroic Recovery (like all heroic actions) also works at the start of hero phase. You can heal your wounded Wurgog with it and then start Zapping! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_big_boss_eng.pdf Savage Big Boss]''': (65pts) A melee force multiplier. Decent melee fighter with an ability allowing another Boneplitterz unit nearby to fight immediately after he does. Now for only 65 points you are getting a 7 wounds in 6+ armor with 6 3+ 3+ -1 2d attacks! Still an effective melee hero and can put out some good damage in combat. He is vulnerable but you are taking one anyway for Great Hunters CT. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_wardokk_eng.pdf Wardokk]''': (80pts) Cheap caster with no unique spell but the ability to do buff friendly units with his dances on a 3+ instead of casting/dispeling ES. He can heal friendly {{AOSKeyword|Bonesplitterz}} unit within 12', increase save rolls by 1 for {{AOSKeyword|Bonesplitterz}} unit or give a {{AOSKeyword|Bonesplitterz}} wizard within 12' +1 to cast/unbind/dispel. Although the buffs don't stack, you can heal a unit more than once with a couple of these guys. Never leave home without two. No longer a Priest. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_maniak_weirdnob_eng.pdf Maniak Weirdnob]''': (100pts) A nutter on a piggy, another wizard with surprisingly good melee abilities (if you are lucky) and move 12'. His inbuilt spell allows a unit of Bonesplitterz to add +1 to wound rolls for melee weapons. Nothing terribly fancy but still good and now one of your best way to get that with the rules changes to some other units. Also gets the buff to its mounts attacks on the charge as other Boarboys, meaning if you have too he can also be a potential recipient of the Glowy Green Tusks spell for a little more offense on the charge. Overall still the Bonesplitterz fastest and best non-Big Boss hero in combat. Can be good for keeping up with Boarboys and Boarboy Maniaks lists to give them buffs such as Glowy Green Tusks as he is still our only mounted hero option that can keep up with them realiztically.
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