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The Great Commorragh Campaign Enemies
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==Greenskins== ===Gretchin (1 Glory)=== SIZ 6 DEX 15 STR 6 CON 15 DMG 2d6, Stun 6, MW 15 HP 21, UNC 5, Armor 1 (+4 Parry) Stabba 6 *Cowards: Gretchin always fail Valorous rolls due to a Major Wound. ===Mekboy (10 Glory)=== SIZ 14 DEX 10 STR 12 CON 16 DMG 4d6, Stun 14, MW 16 HP 30, UNC 8, Armor 6 (+5 Parry) MekTool 12 *Mob Roolz: Orks have a bonus to Valorous rolls equal to the number of Orks nearby. Typically there are 2d6+3 Orks close enough to count. ===Ork Boy (15 Glory)=== SIZ 18 DEX 8 STR 16 CON 18 DMG 6d6, Stun 18, MW 18 HP 34, UNC 9, Armor 6 (+4 Parry) Slugga 8, Choppa 14 *Mob Roolz: Orks have a bonus to Valorous rolls equal to the number of Orks nearby. Typically there are 2d6+3 Orks close enough to count. ===Big Mek (20 Glory)=== SIZ 18 DEX 10 STR 16 CON 18 DMG 6d6, Stun 18, MW 18 HP 34, UNC 9, Armor 8 (+5 Parry) Blasta 12, Choppa 16 *Mob Roolz: Orks have a bonus to Valorous rolls equal to the number of Orks nearby. Typically there are 2d6+3 Orks close enough to count. ===Mad Boy (20 Glory)=== SIZ 18 DEX 8 STR 16 CON 20 DMG 6d6, Stun 18, MW 20 HP 36, UNC 9, Armor 7 (+4 Parry) Slugga 8, Choppa 14 *Mob Roolz: Orks have a bonus to Valorous rolls equal to the number of Orks nearby. Typically there are 2d6+3 Orks close enough to count. *Mad: Madboyz are crazy even by Orky standards. If there is a Weirdboy close enough for Mob Roolz they automatically pass all Valorous tests and they treat their UNC rating as 0. ===Weird Boy (30 Glory)=== SIZ 16 DEX 12 STR 16 CON 16 DMG 5d6, Stun 16, MW 16 HP 32, UNC 8, Armor 12 (+6 Parry) Koppah Staff: 16 (DMG 6d6, never dropped or broken) *Mob Roolz: Orks have a bonus to Valorous rolls equal to the number of Orks nearby. Only Madboyz are typically crazy enough to be nearby and most Weirdboyz have 1d6+2 of them. *Psykik Powerz: Weirdboyz have a variety of powers to enhance their allies and smash their enemies. In melee most of them just amount to their weapon dealing +1d6 Damage and never breaking or being dropped. *Bzzt!: Whenever a Wierdboy suffers a Major Wound they can psychically transfer half the damage to a nearby Mad Boy who then must make a HP test. If he succeeds he takes the damage normally, otherwise his head explodes.
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