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Codex - Orks Angry Greenskin Edition
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====Da Green Ghost==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Cost ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Boss Snikrot | 65 pts | 5 | 2 | 5 | 5 | 3 | 4 | 4 | 9 | 6+ | Infantry (Character) | 1 Boss Snikrot |- |} <br style="clear: both; height: 0px;" /> '''Wargear:''' *'''Two Mork’s Teeth''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 5 | Melee, Shred |- |}<br style="clear: both; height: 0px;" /> *'''Stikkbombs''' '''Special Rules:''' *'''Fleet''' *'''Furious Charge''' *'''Independent Character''' *'''Mob Rule''' *'''Red Axes''' *'''Sneaky, Sneaky:''' If Boss Snikrot joins Kommando Mob that is held in Reserves, and no other Independent Characters join the unit, then Snikrot’s unit can move on from any table edge when they arrive from Reserves. No dice roll is required to determine where they enter from; the Ork player chooses. In addition, Boss Snikrot and his unit gain the Shrouded special rule on the turn they arrive from Reserves, until the start of their next turn. *'''Boss of da Red Skull Kommandos:'''Boss Snikrot can only join Kommando Mobs. '''Options:''' *May take ’eavy armour - 4 pts *May replace slugga and choppa with mega armour, twin-linked shoota and power klaw - 40 pts *May take items from the '''Ranged Weapons''', '''Melee Weapons''', '''Runts and Squigs''', '''Orky Know-wots''' and/or '''Gifts of Gork and Mork''' lists.
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