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===Troops=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-ogors-en.pdf Ogors]:''' Can choose between Club/Blade and Iron Fist (Every time you roll a 6 to save the closest enemy model suffers a mortal wound) or two Clubs/Blades (reroll every 1 to hit). They also reroll every 1 to wound in the turn they charged (or just reroll any failed wound roll of the unit haves 10+ models). Bellower give -1 Bravery to every enemy unit within 6", while the Standard Bearer can choose between the Great Beast Skull (roll a dice every time an enemy model from a unit within 6" escapes: on a 6 another one escapes) and the Tribal Banner (reroll every 6 in Battleshock Phase), and the latter can take the Lookout Grot (an extra 6+ save against missile weapons). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ogor-ironguts-en.pdf Ironguts]:''' Ogors+1, with better Save, better Bravery, Rend and higher damage on their weapons. Yes. Constant. Damage. 3. They also have a powerful once-a-game buff, but you may only use it if an '''OGOR''' ran during the game up to this point, which limits its application drastically, as Ogors don't run easy. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-gorgers-en.pdf Gorgers]:''' They can start the game in reserves and then are placed on the field within 12" from enemy units in your first movement phase, which is quite far away. Other than that, they are faster Ogors with worse saves but much stronger attacks. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ogor-leadbelchers-en.pdf Leadbelchers]:''' Shooty guys. Amusingly they deal more damage in melee than when shooting, as in melee, they trade one attack for better Rend compared to regular Ogors (and you ''so'' need Rend) and in exchange get a pretty short-ranged gun with random (D3) shots that become D6 if they didn't move AND there are no enemies within 3". This requirement, combined with the 12" range will usually mean that you need some sort of dragnet to ever take full advantage of their guns and even then they're crap-shoots. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-ogor-ironblaster-en.pdf Ironblaster]:''' First chariot/Warmachine thing. Rerolls hits when shooting against units with 10+ models, while the Rhinox deals extra damage in melee in the turn it charged. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-grot-scraplauncher-en.pdf Scraplauncher]:''' Second one. Similar bonuses, except that instead of rerolling it deals more damage against bigger units (goes from D3 to D6 against units with 10+ models to 2D6 against units with 20+ models). Also it's a catapult, so it can shoot against stuff it can't see. In exchange, its less likely to actually hit and wound. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ogor-grots-en.pdf Grots]:''' So Gnoblars are now a variant of Grots now, deal with it. They deal 2 attacks each <s>in melee</s>(doesn't specify melee only, "attacks" are also done at range, so it affects both counts) if the unit has 20+ models, and 3 attacks each if they are 30+. Yes, they're all weak attacks, but they're tons and tons of weak attacks. Do you care that most of these 50 dice won't do anything? No, because you'll get to roll another 100 of them! Can also be made immune to Bravery via a Tyrant's Command, so yeah, fearless Grots.
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