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Warhammer 40,000: Kill Team (HoR)/Tactics/Orks(7E)
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== Special == *'''Nob''': They run the same as before, though they do have some options for weapons, Ammo Runtz, bikes, and 'Eavy Armour. Sadly, there's no way to bring more of them. *'''MegaNob''': The big killy TEQ, these guys can either go with Kombi-shootaz or replace his hands with killsaws to make murderous noise. If your Nob Boss grabs Mega Armour, you can take them as Core Choices, which is definitely a good idea if you're running against stuff like Deathwing. *'''Deff Kopta''': These goofy little things run like they have in the big 'dex. Lots of shooty stuff, but still pretty flimsy. *'''Flash Gitz''': While generally similar to codex, they do have their bosspole replaced with a Gitpole: a banner that allows models within 3" to re-roll their Mob Rule on a 1-3. Not bad, since he can definitely reinforce some shoota boyz. *'''Mek''': A regular Mekboy, he's a stripped-down Mek Boss, though he can get a Killsaw for a hand, but it's hella expensive for it. Get him an Oiler instead, it'll help more. *'''Killa Kan''': While these guys do work the same as the Codex, they're probably worse off now, because they're hardcapped at 0-2, meaning that if one ever goes down, the other's going to have to test for morale, and there's nothing helping him from getting shaken. *'''Dok''': A Painboy with a strangely nerfed -1 S/W/I/A, he's a unique model that gives FNP to all Orks within 6", with the option to buy a Grot Orderly to give one git a re-roll on the FNP. Keep him nested in a mob, but keep him from the front. Strangely enough, he is not a character(which means no Look Out Sir to increase his survivability).
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