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==={{color|#cc9900|Artefacts Of Power}}=== A {{AOSKeyword|hero}} can get one, in addition other heroes can get more for certain battalions: '''{{color|#cc9900|Da Boss's Hoard}}''' {{AOSKeyword|Megaboss}} only #'''Armour of Gork:''' 6+ ward save, add +1 to hit for '''bearers''' melee weapons, lose 2" to your move and you can't run. <s>Likely it won't be taken over Amulet of Destiny.</s> After December 2021 FAQ nerfed amulet of destiny ward save from 5+ to 6+ Armour of Gork might actually be in a pretty good place as a better alternative on fast heroes (mawkrusha will still fly 10' with it). Might be good on having on a 2nd Mawkrusha in your army. #'''Destroyer:''' Pick a melee weapon, once per battle at the start of combat phase, add +3 to the damage of that weapon until the end of that phase. When you absolutely need to kill an important enemy unit or trigger smashing and bashing or take an objective. Works best with Their Finest Hour, Ironjawz Waaagh and Inspired Triumph. Obviously pick a melee weapon with the best stats (attacks). In combination with Fast Un mount trait and Mighty Destroyers can create a Maw-Krusha Missile that can fly 36' and then charge 2d6 and absolutely destroy anyone! Forces your opponent into playing defensively, Yes let them fear you! #'''The Boss Skewer:''' Add 1 to bravery for friendly {{AOSKeyword|Ironjawz}} units wholly within 18" of the bearer, subtract 1 from enemy units within 12". Probably not a bad option for a second artefact against bravery reducing armies (Legion of Blood etc.) Instead of taking a pole just keep one CP for 3x Inspiring Presence from MegaBoss. ** Artefacts of power and command traits that affect attacks made by friendly models '''do not''' affect attacks made by their mounts, unless noted otherwise. **While Artefacts from battletome aren't bad they lack of what our heroes really need - more protection, thankfully Core Rules allow us to pick '''Amulet of Destiny''' for 6+ ward save which is important for keeping our Megaboss alive. (since amulet of destiny has been nerfed from 5+ ward save to 6+ in December 2021 FAQ it's not as important as it used to be) **'''Arcane Tome''' from Core Rules can be helpful as a secondary artefact as well: **Since our Weirdnob shaman doesn't have any + casting you can give this artefact to basically any hero to save points on a dedicated Mystic shield caster. **Give it to your Megaboss on foot and he will for sure make a good use of Flaming weapon with his 8+ attacks (even if someone will kill him). Give it to your Megaboss on Maw-Krusha and you can protect yourself with Mystic Shield or improve your Maw-Krushas Fists damage to 4! (or 5 if buffed by Violent Fury from a warchanter). **Ironjawz general Weirdnob Shaman hero with Arcane tome and Touched by the Waaagh! can cast 2 spells with average +2 to cast roll also inflicting 2x d3 MW to any unit in 6'. In addition to spells he casted Weirdnob Shaman can also cast 2d6 range d3 mortal wounds Green Puke spell in the end of the hero phase if 10 or more {{AOSKeyword|Ironjawz}} MODELS are in 12' from him, you have to roll 6+ to cast it, that is d3 more mortal wounds in 6' from Touched by the Waaagh!. Not to mention you can actually cast spells that deal mortal wounds. Weirdnob is a very fragile hero though, especially in 6' from enemy.
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