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Warhammer 40,000: Kill Team (HoR)/Tactics/Feral Orks(8E)
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===Leaders=== *'''Feral Chief''': An absolute beast in melee with 4 WS2+ S7 attacks at AP-2 D2, but with BS5+ his ranged output is lacking. His special rules let units withing 8" advance and charge, and he can force a rout test to pass by inflicting D3 wounds on a friendly non-grot model within 6". Fairly pricey at 50pts base though. *'''Beastie Boss''': Same stat line as the Chief, but more survivable with and extra wound an toughness, 14" movement and extra attacks from the warbeast. All for only 8pts more. You do lose the chiefs support rules though. *'''Feral Shaman''': Gets some really handy psychic powers, and a pretty great damage output in melee. This is not a psyker you want staying back out of combat where it can be shot at. *'''Feral Warchanter''': A great support leader. Chooses a chant at the beginning of the shooting phase. **'''Stunning Shout''': Choose an enemy unit within 12". That unit and every unit within 4" cannot fire overwatch this turn. Lets you charge masses gun lines, which would normally be a terrible idea. **'''War song''': Targets a friendly unit within 12". That unit hits on a 2+ and rolls 4 dice to charge keeping the highest 2. Hilarious on a big stabba team, very good otherwise. **'''Call to Action''': Choose an enemy unit withing 12". Friendly models may re-roll to hit rolls that target this model for the rest of the phase. As it is written, this only affects the current shooting phase, so not that great.
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