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==Abilities Overview== * '''[Double] Charge!:''' A fighter can use this ability if there is a visible enemy fighter within 6" of a fighter. This fighter makes a bonus Move action to finish closer to a closest visible enemy fighter than at the start of that Move action. (All) **''Plop this on any fighter and get stuck in!'' * '''[Double] Shield Bash:''' After fighter's next Move action, pick visible enemy fighter within 1" and roll a dice. On 4-5 allocate 1 damage point, on a 6 a number equal to ability value. (Ardboy with Shield) **''Horrible ability. Never use it. The Ardboyz with Shield do little damage and this ability is too random to deal reliable damage.'' * '''[Double] Warchanter's Beat:''' Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by friendly models within 6" of this model (Orruk Warchanter) **''A double that gives +1 Attack to ALL friendly models within 6"? TIME TA' DUFF 'EM UP BOYZ!'' * '''[Double] Duff Up Da Big Thing:''' Until the end of fighter's activation add 2 to Attacks and Strength characteristic of fighter's Attack actions with Range characteristic of 3 or less and that action target an enemy fighter with a Wound characteristic of 15 or more. (Brutes) **''Great for your Brutes and Brute Boss to take down very tough targets.'' * '''[Triple] Waaagh!:''' Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter, when this fighter uses this ability, until the end of battle round. (Leader) **''THE quintessential ability of this warband. Use it often!'' *Gore-grunta Charge (Triple, all Orruk Gore-Grunta): Allocate up to 6 damage to an enemy at the end of a Move action. * '''[Triple] Da Grab an' Bash:''' Pick a visible enemy fighter within 1" of this fighter a roll a dice. On a 3+, until the end of battle round, that fighter cannot make Move actions or Disengage actions. In addition, on a 6, this fighter can make a bonus Attack action against that enemy fighter. (Brute Boss with Klaw) **''Great for when you want to block an enemy hero or important enemy fighter, while also allowing your boyz to attack.'' *Foot of Gork (Triple, Weidnob Shaman): Pick a visible enemy fighter within 12" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 2 - 5, allocate 1 Damage point to that fighter. For each roll of 6, allocate 3 damage points to that fighter. * '''[Quad] Rampaging Destroyer:''' Until the end of this fighters activation, add 1 to Attack characteristics of Attack actions made by this fighter. In addition, each time an enemy fighter is taken down by an Attack action made by this fighter this activation, this fighter can make a bonus Move action. (All) **''Decent Quad. Use it to destroy an enemy fighter and then get stuck in some more.'' *Mighty Waaagh! (Quad, Orruk Megaboss): Add up to 6β³ to the Move characteristic of nearby friendly fighters (9β³).
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