Black Orc Big Boss

ID: wh2_pro09_grn_cha_black_orc_big_boss_0


Black Orc Big Boss
Melee Specialist
1 1000 250
Armoured & Shielded
Melee Expert
Armour 110
Leadership 72
Speed 33
Melee Attack 55
Melee Defence 55
Weapon Strength 390
Charge Bonus 45


Unit Description

Black Orcs don’t often fight solo, but their obsession with killing things means some willingly end up as one-Orc armies.

Historical Description

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.



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.



This unit provides a leadership bonus to nearby allies. Units within range of both the 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 Armour-Piercing damage. 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 melee attack or melee defence, or high values in both. Some also have melee-focused skills like 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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.20
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 55
Melee Defence 55
Charge Bonus 45
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 72
Bonus Hit Points 4212
Unit Stats
Unit Caste Hero
Unit Weight Heavy
Unit Group Melee Specialist
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost 250
Unit Size 1
Melee CP 850
Missile CP


Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 220
Weapon AP Damage 170
Building Damage 150
Armour Value 110
Missile Block Chance 55