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Warhammer 40,000: Kill Team (HoR)/Tactics/Grot Rebels(7E)
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==Special== You can only take 0-2 models from the special section in any combination of killa kans, grot tanks and giant squigs. *'''Killa Kan''': Good unit all round, with a good selection of weapons to choose from. Just remember that one of these costs 1/5 of your points in a standard 250pt game, so don't go overboard. *'''Grot Tank''': Its a 10 armour tank with a big shoota. The thing is, if you're able to take transports, you could take a trukk for the same number of points, which is the same thing but with one more hull point and transport cappacity, and it doesn't use up a special slot. Sure, the grot tank gets a wider variety of weapons, but if you only want to take a big shoota or rokkit launcher then you can safely skip this one. *'''Giant Squig''': Survivalble with T5 W3 and a 4+ armour save, and capable of mincing infantry in close combat with up to 6 S5 attacks with I4. Just remember that with random attacks its output can be inconsistant, and with no AP it will struggle with MEQs and TEQs. *'''Taktikul Advizors''': Yet another squad of 3 grots for 15 pts, this one gives all friendly units within 6" range and counter-attack and counts as a banner, but more impotantly, any fleeing unit that ends their turn within 6" automatically passes the leadership test to regroup. Your units will be running away alot so this could be helpful, even if it's radius is limited. Also lets you keep using your grot taktik(s) if your leader goes down. Overall a good choice. *'''Grot Oiler Skwad''': A squad of 3 grots for 15 points (seems like a common theme). One model in the unit can exchange its shooting attack to perform a repair roll, which repairs a lost hull point, weapon dostroyed or immobalised result on a vehicle on a 6+, which is increased by one for each additional model in the squad. This means they start repairing on a 4+, which can be increased by adding more grots to the squad at 5pts each. Usually these kind of units have limited usefullness in kill team, but with the increased number of vehicles in this list, it can be really powerful. *'''Grot Orderly Skwad''': The second last squad of 3 for 15pts, these guys are your medics, but they work a bit differently than usual. Instead of giving out feel no pain within a radius, they give it out to all friendly models, so keep them hidden and out of the enemys shooting range, and let them buff your team. Nice. It also lets all your models count as toughness 3 for calculateing instant death, but this is only useful for the gitsnikka boss, as he is the only unit which has more than one wound and less than 3 toughness. *'''Ammo Runt Squad''': The last 15pt squad of 3, these guys give friendly models within 6" rerolls on to hit rolls of 1 in the shooting phase. If you went for mek guns you'll get the most value out of keeping a squad near them. For 5 pts they can give a unit within 6" twin-linked and gets hot! until the end of the turn, which is nice.
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