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===Leaders=== *'''Killaboss with Stab-Grot:''' This hero manages to have a bit of variety between either having to a bunch of attacks by wielding two largely similar weapons with -1 Rend (The only difference between the two is the big sword does more attacks and damage but the flail has a slightly better range) or a 3+ save by using a shield instead of the standard 4+. This protection is improved by the stab-grot, who serves as both an always-on sidearm and a shield you can use to potentially suck up one wound. As a leader, he's okay, allowing nearby kruleboyz to only lose one model to a bad battleshock check. *'''Killaboss on Great Gnashtoof:''' The boss on a drake-thing, effectively giving him two similar sets of attacks to rip into the enemy. While he still has his battleshock-mitigation aura, his role is more suited to being up-front and crashing into enemies to gain that +1 to hit when charging. *'''Murknob with Belcha-Banna:''' A hero better-suited for sitting in the middle of the field, able to spread out their commands (As a {{AOSKeyword|Totem}}, they do get the extended range for commands) and auras. One lets them negate the effects of any spells on a nearby unit while the other lets them do some off-turn damage each combat phase. *'''Swampcalla Shaman with Pot-Grot:''' Your creepy wizard who hides in a cave. He comes with the ability to let a nearby unengaged Kruleboyz unit either add +1 to their save rolls or proc Venom-Encrusted weapons on a 5+. Their unique spell is similarly support-focused, making a 12" bubble that takes -1 from enemy charge rolls and adds +1 to friendly {{AOSKeyword|Kruleboyz Orruks}} charges.
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