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Warhammer 40,000: Kill Team (HoR)/Tactics/Orks(8E)
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===Leaders=== *'''Boss Nob''': He's pretty much straight from the codex with two more wounds and a nice WS 2+. He's pretty much a stand-in for the Warboss in terms of choices, so he's got variety, and with his ability to make Nobz core, you'll be welcoming the opportunity. Get upgrades like the Big Choppa, 'Ard Armour and Metul Skull, and you'll have a raw beast: No, he doesn't have any trick he does or any enemy he kills best, he's just hard and hits hard. **'''Biker Boss''': The boss riding a bike. If the basic boss is tanky as-is, this makes you an even tankier and faster boss with a decent degree of mobility. It also helps that he removes the hardcap on bikers. **'''Stormboss''': The Stormboy boss. You become freakishly fast, and while you lack the Warboss' 2+ WS, you're able to make it to any number of charges with your speed. And then you can let your uncapped list of Stormboyz follow suit. **'''Kommando Boss''': He's actually a fair bit cheaper than the basic Boss. Doing this gives you Core Kommandos, so use if you're going to be leading them. Some favour the Boss Kommando simply for being easy to get into the front lines and for the incredibly strong cover saves. Never, ever place him in some ruin far away from the front lines with a Big Shoota, daring your enemy to try and dig him out. Ever. I dare you. **'''Tankbusta Boss''': Rounding out the specialty-boss list is the Tankbusta, which is here to blow up anything heavy...Yyyeeeash, don't expect to see much use here. You won't be seeing many vehicles beyond the odd sentinel, and seeing that his weapons focus entirely on shooting up heavy AP with a poor BS, you'll be missing more than not. And don't expect removing the cap on Tankbustas to help much either. *'''Mek Boss''': A Big Mek with one less wound. He's got himself quite a hefty list of equipment to make him worth more than the basic mechanic. Alongside the likely-unused repair rule, you grant an aura of 9" where Tactical Actions are forbidden (Awesome for fightan), a gun that teleports models, and another that robs an enemy of cover without needing to shoot a thing. Combine this with a wide list of inventory and the three kustom bitz afforded by being a Mek, and you have a powerhouse of a boss. *'''Weirdboss''': Same as the codex with a missing wound, he's kinda stuck as-is and can only take basic wargear. Not very motivating a take up front, though he's by no means bad Remember that you can use powers, and THEN charge, which is actually really good for a model with a combat statline and a special combat weapon. Then again, he's 52 pts... *'''Kaptin''': A boss taken right from the Flash Gitz, complete with an overwhelming addiction to Dakka and makes Flash Gitz Core. While he loses access to his only upgrades, he possesses access to Kustom Bitz equalled only by the Mek Boss.
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