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Age of Sigmar/Tactics/Old/Warscrolls Compendium/Orcs & Goblins
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===Heroes=== *'''Gorbad Ironclaw:''' That big bad Boarboss is still pretty frightening in AOS. Sure, he only has a 4+, but with 7 wounds and a 9" moving range, he's still pretty survivable. His badass axe deals 5 3+/3+/-2/d3 attacks, which can easily mulch up anything sub-Stormcast, and even give them a run for their money too. In addition, all Greenskinz models within 6" of him get re-roll wound rolls of 1, so he's worth plonking with a good mob of boyz. His Command Ability makes all Greenskinz within 16" of him add 2+ Bravery and expand his wound re-rolling ability to 16", making him even better for a big Waaagh-charge. *'''Azhag the Slaughterer:''' Big guy. Really big, like 12 Wounds 8 Bravery flying 12-4" movement monster big. His attacks are plentiful, from his 6 3+ (With re-rolls)/3+/-1/1 sure-striking weapons to his Wyvern's 4+/3+/-1/2 attacks (Though the volume decreases as he gets more hurt) or the even deadlier 2 4+/2+ (Though this drops with injuries)/-1/3 attack which can, if it hits but doesn't kill a model, chucks another mortal wound on a 4+. His unique spell (Value 5) makes an enemy within 24" test Bravery on 2d6, with failing inflicting d3 Mortal Wounds, while rolling a result double their bravery forces d6 Mortal Wounds. Meh. His Command Ability's pretty neat though, as he gives an Orruk unit within 18" +1 to all Hit, Run, and Charge rolls for the rest of the turn. *'''Orc Warboss:''' The base proppa Orruk hero, with plenty of loadouts: Choppa/Shield (Which can re-roll saves), Double Choppas (Inflicting 8 3+/3+/-1/1 hits instead of the usual 6), a Massive Choppa (Adding to the Rend and d3 damage at the cost of half your attacks and a weaker hit roll), or a Waaagh! Banner (Which is a joke as a weapon, hitting as hard as most humies. Don't.). He also can ride a boar, giving him better range, though and a spare weapon of average usefulness. Either way, he gets his Command Ability: WAAAGH! This gives all Orruks within 12" of him another attack. No matter what your primary composition of Orruks, always bring this guy if you plan on being a respectable Orruk player. **The Banner makes the boss a '''Totem''', and enables all Orruks within 16" of it to re-roll wound rolls of 1. *'''Orc Warboss on Wyvern:''' Pretty much Azhag, though you lose out on his weapons and get 10 Wounds. However, you're a bit more survivable as you get a shield to re-roll saves. Also, you can still issue Waaaghs as a Command Ability, so he's definitely better for support. *'''Orc Great Shaman:''' A Warboss who's slightly worse in every way (And only has a middling weapon), but becomes a wizard. When placed near a mob of 20 or more, he gets +1 to cast and he has one pretty sweet spell: 3 visible units within 20" of him have to roll d6: On a 2+, they take a mortal wound, on a 6, they eat d3 mortal wounds. He can take a Boar to make him mobile, which is a good idea because he's not someone to throw into a fight and expect to win. *'''Orc Bully:''' Statwise similar to the Shaman but loses a wound and the option for a mount. The only reason you take him is to keep the Grot Crews of nearby warmachines from having to eat Battleshock.
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