Combat- Strike to Injur - Basically now gives you a 50/50 chance of taking someone out of action, but you still have to hit and wound first. Expert swordsman - only when you charge, and you got to be using swords. So have two swords and this could be a good skill. Shooting -Quick Shot - ahhh double cross bow bolts in the eyes. smilingOrk.gif Eagle Eyes - extra range - always a good thing. Nimble - move and shoot with those crossbows. Trick shooter - gitz trying to hang out in cover are now gonna get it. Strength -Mighty blow - That extra Str bonus is a good thing. Resilient - good thing for not getting hurt as often. Would effectively make some things a Str 2 vs. Toughness 4. Fearsome - causing fear is always a good thing. Also good that you can ignore it then too. Strongman - kinda iffy on this. I like the fact of being able to swing on intiative, but if our initiative is still low then whats the point? Speed -Lightning Reflexes - since only the boss can take this anyhow, but I still have reservations just like strongman. Sprint - 12 " charge range would surprise some people. But I don't want to have my warboss running it all alone. Ork Da Kunnin' plan - being able to reroll all failed route tests is a good sure way that you don't run away until you feel like it.