Black Orc Big Boss (War Boar)
Black Orcs don’t often fight solo, but their obsession with killing things means some willingly end up as one-Orc armies.The Black Orcs who reach the upper echelons of their brutal martial hierarchies pride themselves on being the best fighters found anywhere in the Greenskin tribes. In reality, tribes exclusive to the war-obsessed Black Orcs are rare and it is often the case that smaller Black Orc bands work their way into the other Greenskin tribes – but only serving others when the purpose suits them. More often than not, when the pickings are rich they will stay and work towards supplanting the tribe’s current leaders. Being the biggest and toughest fighters, it usually isn’t long before Black Orcs are no longer following orders, but beginning to issue their own as the undisputed Warbosses and Big Bosses of all they survey. Like lesser Black Orcs, the elites amongst their kind don heavy armour and ironshod boots while brandishing ‘eavy choppas’. Uncharacteristically for Greenskins, they take great care in repairing and sharpening their war equipment between battles, eschewing the usual post-battle activities indulged in by Goblins and regular Orcs such as skull-stacking contests, punch-ups, and other indulgences of frivolous debauchery.
Unit Name Black Orc Big Boss (War Boar) |
Main Unit Key wh2_pro09_grn_cha_black_orc_big_boss_1 |
Land Unit Key wh2_pro09_grn_cha_black_orc_big_boss_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Melee Specialist |
Naval Unit Group Melee Specialist |
Soldiers 1 |
Caste Hero |
Category Cavalry |
Class Command |
Cost 1125 |
Recruitment Cost 1100 |
Upkeep Cost 275 |
Melee Attack 55 |
390 |
├ Melee Weapon wh_main_grn_orc_boar_choppa_black_orc_hero |
├ Melee Damage Base 120 |
├ Melee Damage Ap 270 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 65 |
55 |
├ Base Defence 55 |
├ Shield wh_missile_block_35_metal |
└ Shield Defence 0 |
145 |
├ Armour wh2_main_heavy_metal_110 |
├ Armour Defence 110 |
└ Shield Armour 35 |
4728 |
├ Man Entity wh_main_grn_cha_orc_hero_blood_dismembers |
├ Man Speed 36 |
├ Man Health 8 |
├ Bonus Hit Points 4712 |
├ Mount wh_main_grn_mnt_warboar_warboss |
├ Mount Entity wh_main_grn_cav_boar_hero_blood |
├ Mount Speed 62 |
└ Mount Health 8 |
Leadership (Base Morale) 72 |
Abilities
- Rabble-Rouse
The more prominent the warrior, the better they are at stirring up subordinates to fight the ghastliest of enemies. - Get Back 'Ere!
Da Boss ain't ready to run an' so expects da boyz to stay put too! - Heroic Killing Blow
There are powerful beings who can decapitate a dragon or plunge a sword into the heart of a griffon in one mighty strike.
Attributes
- Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Hide (forest)
This unit can hide in forests until enemy units get too close. - Immune to Psychology
The unit is immune to psychological attacks (fear and terror).
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Melee Expert
Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |