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Warhammer 40,000: Kill Team (HoR)/Tactics/Grot Rebels(7E)
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==Core== *'''Grot Skwad''': Your basic grots come in a squad of 5 for 15pts. Like most things on this list, cheap and expendable. *'''Grot Loota Skwad''': This is your heavy weapons team. Either a big shoota, a rokkit launcha or a skorcha with 3 crew. You can take one of these for every grot skwad or grot scavengers unit. *'''Backstabbas''': A squad of 3 grots which are slightly better in close combat due to their 5+ poisoned squig shanks, and the swarm tactics rule, which gives them a 5+ invuln save if there is more than one friendly model locked in the same combat. For 10 points you can get sabeturz, which lets you give one enemy model the Gets Hot! rule on all of its ranged weapons. Could be handy to help deal with that lascannon if you run a vehicle heavy list. *'''Ead Shootas''': Another squad of 3, this time with grot snipas, a 24" S3 AP6 heavy 1 with rending. Pretty underwhelming. *'''Grot Scavengers''': A squad of 5 grots, this time with fire bombz, which count as both frag and defensive grenades, or can get krak bombz for 5 pts, which function as krak grenades. Both of these options have gets hot! and are not single use. *'''Grot Mega Armour''': These are you elite infantry almost MEQs capped at 0-5 without a mega armour boss. They get a few melee and shooting weapon options, but its proably better to keep them ranged as their WS2 doesn't do them any favours in close combat. *'''Squig Rida''': A grot riding on a squig. Gets into combat fast, which you want becuase it won't last long if it's getting shot at. Can be upgraded to an attack squig for rage, a squig hound for acute senses and counter-attack, or a boom squig, which give it fear, and lets it exchange both of its attacks for a single S8 AP4 melee attack, which inflicts a wound on itself on a to hit roll of 1. Furthermore, any to wound roll of 6 on the boom squig will make it blow up, resolving a small bast marker with S8 AP4 and Strikedown. Don't rely on this, as it will only happen a sixth of the time. Capped at 0-5, with no way to increase this. *'''Mek Gun''': Capped at 0-2 and core for some reason, this is your heavy artillery. Gets a kannon as default, but can take a lobba, zzap gun, bubblechukka, kustom mega-kannon or smasha gun. Starts with 3 crew but you can add up to 2 additional crew for 3 pts each, which is generally a good idea becuase the gun is only a tough as the grots controlling it. *'''Ork Runtherd''': Since this is core and doesn't have a cap you could make an entire team out of these guys (not that you would want to). You can only take them if your leader is the slava boss, and they provide a much needed leadership boost to your units within 6". Take a couple and space them to get the most effect. Can take a squig hound for 5 points which inflicts a S3 hit on a grot unit within 6" which failed a morale or pinning check, and gives them a reroll.
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