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==Old stuff== AKA all the dudes that were removed in the Grand Alliance Chaos book with their models out of print and stuff. The rules are still available in the PDF on the website and stuff, but if you didn't already own these models... well, getting them will be kinda hard (Except Malagor whose model was retconned as a regular Great Bray-Shaman) * '''Gorthor The Beastlord:''' Your greatest champion. He's very fast and an okay fighter, but don't throw him at anything competent, as he is primarily a buffer, having the exact same Command as the normal Beastlord, but without that bullshit restriction, so you get infinitely more mileage out of it. Each turn he can heal a wound (he has 8 on his profile) or inflict one to a nearby enemy. If he charges he can re-roll his hit rolls with his weapon, the Impaler and inflict 1d3 mortal wounds to his enemy. He also re-rolls wound rolls against heroes, so he can (with the extra help of his assistant and Tuskgor) kill most heroes in one charge phase. * '''Khazrak The One-eye:''' 6 attacks plus a number of extra attacks equal to the number of enemies within range of his weapon (3"), so he can kill foot soldiers with ease. THIS is what Decimators wish they could be. He can decimate any infantry he wades into but with his 6 guaranteed attacks and rerolls, he is never completely fucked against Heroes. His dark mail offers him a good save (3+) and gives a -3 to cast penalty to enemy wizards within 12". His command ability allows friendly units within 16" to retreat and then charge in the same turn, which would work great for stuff with charge bonuses, but since the only one of those you have are chariots... * '''Wargor Standard Bearer:''' Gets +1 to hit and wound rolls if, before rolling the dice, you let loose a bestial warcry. More seriously, if he plants his standard Brayherd units within 18" get +1 to their wound rolls. Kind of essential to get Gors able to do anything, Bestigors get nasty with this too. * '''Malagor, the Dark Omen:''' A mighty spellcaster with two spells per turn and a +1 to cast if he has already cast a spell this turn. He has a nifty ability that gives him a chance of protecting himself in close combat. * '''Morghur, the Master of Skulls:''' The other powerful spellcaster in the army. He's immune against long-range attacks and spells, can turn your guys into[[Chaos Spawn|Chaos Sp... THOSE]], which is actually always a good trade, especially if you take some shitty Ungor and turn him into a rampaging 5-Wound abomination. But remember that, with Beastmen Bravery, that guy you killed with Morghur's ability can end up making others run, so play accordingly. He also has a signature spell powerful against heroes with bad bravery, of which there are more than you'd think. Thanks to his ranged attacks protection, and 2-level spell capability, he's very very good at supporting your units with Mystic Shield, or even Inspiring Presence if you don't have anyone better to be the General. * '''Ghorros Warhoof:''' Very decent as a fighter Hero, almost having the same profile as a Vampire Lord, his true value lies in boosting a unit of Centigors, turning them from very meh to pretty good. His command ability further boosts Centigors. His wonky Bravery is completely irrelevant as Heroes never take Battleshock anyway. If you use him with Centigors, you will probably only use one unit of Centigors, so Inspiring Presence is better in any case.
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