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===Special=== *'''Loota''': Oh, that the flying ''fuck'', HOR? You see those randomized deffguns? Now you can replace up to two of them with a metric fuckton of heavy weapons from all across the Codices. You pretty much have yourself the premier heavy platform here. *'''Flash Gitz''': These guys remain gun-crazed, though they lack their saves. They can buy that back, at least, and get a Kustom Bit as well. *'''Nob''': They run the same as before, though they do have some options for weapons, a cybork body, and the ability to buy a Tribal Banner for an aura of re-rolling 1s to hit in combat without being the boss. If you take a Boss Nob and need more firepower, you should get more. **'''Nob Biker''': The faster and tougher nob. If you take them, it's for a good fast force to crush GEQs with. **'''MegaNob''': The big killy TEQ, these guys can either go with Kombi-shootaz or replace his hands with killsaws to make murderous noise. *'''0-1 Deff Kopta''': These goofy little things run like they have in the big 'dex. Lots of shooty stuff, but still pretty flimsy. *'''0-1 Dok''': A weaker Painboy, but he remains the roaming bubble of an extra save, even if he lost anything else. Despite what you think, you'll be needing that bubble, and maybe an orderly or two. *'''Runtherd''': With Grots being more useful on their own, the reasons you'd pick this pretty much amount to needing a whole mob of grots actually able to hit someone. This is unfortunately kinda iffy in regards to using the gunz *'''0-3 Ork Gun''': The basic artillery (Kannon, Lobba, Zzap Gun) that give some basic and direct guns for your base grots to pilot. However, you need those grots to operate it, as nothing else can use them. **'''0-3 Mek Gun''': On the same hardcap as Ork Gunz. Twice the price of a Big Gun, but they're a hell of a lot more FUN* in comparison. The Smasha's probably the best of the lot here, as the Bubblechucka's random as hell, the MegaKannon's got overheat issues unless you bring a Mek along, and the Tractor Cannon's useless in HoR, where flyers are nonexistent. *'''Spanner''': A regular Mekboy. He can get a Killsaw for a hand, but it's hella expensive for it. Get him an Oiler instead, it'll help more. *'''Burna Boy''': They're Boyz. With Burnas. Try hiding your Burnas in cover, in places where your opponent rarely looks - With a bit of luck, you can end up with a hilarious "Oh fuck, you had a Burna there all the time?!" moment. *'''Kommando''': Same as the 'dex, with one being able to buy a Burna, a Rokkit Launcha, or a Big Shoota. If you get a Boss Kommando, they're able to get bigger numbers to aid the Leader. Don't underestimate the power of Line of Sight - Your opponent might not want to go out of their way to spot a single, lone Ork. Generally great for hogging objectives and cover. **'''Kommando Nob''': Available for every 5 Kommandos. Bigger, nastier, and able to pick better choppy bitz. *'''Tankbusta''': These are the same as codex, with two out of the five being able to purchase Tankhammers or pistols. Situational, depends on the amount of heavy armour you encounter. It's still best not to run a lot of these, as their tendency to flail around doing nothing is way too high to consider them valuable unless up against sentinels. **'''Tankbusta Nob''': Available for every 5 Tankbustas. A basic stat-up for little benefit besides being a Nob. **'''Bomb Squig''': You can take two for every five Tankbustas. They remain full-on kamikaze units, unable to cap anything while dying means nothing for the Rout check. If you do intend to blow them up, make sure you have plenty of bodies for it. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]] [[Category: Orks]]
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