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====Beast Snagga==== By led unit: *'''Beast Snagga Boyz:''' Beastboss, Painboss, Wurrboy *'''Squighog Boyz:''' Nob on Smasha Squig *'''Beastboss:''' Generic big guy but with extra keyword and 6+++. Does the same unit buff as vanilla Warboss (+1 to melee hit rolls) but on Beast Snagga Boyz only and gets Devastating Wounds in the turn he charges. *'''Beastboss on Squigosaur:''' M10 T10 Sv3+/4+++ W9 Ld6+ OC3; doesn't lead units, but gets an aura effect that allows all {{W40Kkeyword|Beast Snagga}} units (including the big sellers, himself, Hunta Rigs, and Kill Rigs) within 6" to re-roll their charges and not only gets a discount on Heroic Interventions by making them 1CP only, but can be targeted by one even though you already used one on another character. **That defensive statline is nearly as good as you could have asked for given that he ''hasn't'' got '''Lone Operative'''; in fact, against quite a lot of potential threats, he's harder to kill than Thraka without a bodyguard. Still, this guy ''can't'' have a bodyguard, so expect him to draw a lot of fire. Against "standard" MEQ lascannon fire (A1 BS3+ S12 AP-3 Dd6+1), it'll take ''about'' 11 shots on average to kill him, and that's without MEQ-standard Oath of Moment (re-rolling hits and wounds). So if you want him to survive until your own first turn semi-reliably, bring three of him. *'''Nob on Smasha Squig:''' Yes, this guy is a character now. Leads Squighog Boyz and gives them - you guessed it - the same "+1 to hit in melee" buff as every Warboss. His Big Choppa has '''Anti-vehicle 4+''' and '''Anti-monster 4+''', but in the Waaagh! turn they get buffed to 3+. *'''Painboss:''' *'''Wurrboy:''' An alternative Weirdboy with the Beast Snagga 6+++. His Eyez of Mork remain a pretty powerful laser beam of psychic energy that gets more shots the more boyz are in his mob. However, just like the Weirdboy, getting 10+ models in the mob gives the Eyez ''[Hazardous]''. His one letdown is that he's stuck with a basic S5 AP0 CCW and nothing else to fight up close with his Beast Snaggas. **Roar of Mork is a risky psychic power (as much as they are these days), but pulling it off makes one enemy within 18" take -2 to any battle-shock or Leadership tests they make on their turn.
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