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=== Troops === *'''[[Ork_Boy#Slugga_Boyz|Slugga Boyz]]''': Thirty Boyz with Sluggas and Choppas, and three of them can take Big Shootas, Rokkit Launchas, or Burnas. Your bread and butter as an Ork player, they do their job. *'''[[Ork_Boy#Shoota_Boyz|Shoota Boyz]]''': Same as above, but with Shootas instead of Sluggas and Choppas, a point cheaper per Boy, but their Nob's a point more expensive to upgrade. Go see the 8th Edition Tactics for a more detailed assessment of the benefits of Sluggas versus Shootas. *'''0-2 [[Ork_Boy#Stikk_Bommas|Stikk Bommas]]''': A unit that'll be lost from the Codex entirely in future publications, rendered unnecessary by giving their trademark gear to literally everyone. One of thirty Stikkbommas brings a Slugga, CCW, and Frag and Krak Stikkbombz into battle, and can bring Tankbusta Bombz too, whilst three can pack either a Big Shoota, Rokkit Launcha, or Burna. *'''0-2 [[Burna Boyz]]''': If only they were Troops in later editions too, though in fairness they aren't nearly so well equipped as their successors. The ten of them come with Sluggas and Choppas as standard, with the options for the whole squad to take Frag and/or Krak Stikkbombz, and up to four can take Burnas. Can be lead by a Mekboy instead of a Nob, who doesn't replace another member, giving them eleven models in total. *'''0-2 [[Tankbustas]]''': Another unit that moved from Troops to Elites in later editions. Each of the ten Tankbustas comes with a Slugga, CCW, Frag Stikkbombz, and Tankbusta Bombz, and up to three may take Rokkit Launchas for a couple of points MORE than other mobs pay for the SAME weapons. **'''Tank Hunters''': Their Special Rule allows them to always pass Tank Shock tests, and adds +1 to all Armour Penetration rolls, so these guys are really more aimed at taking down tanks in melee with their Tankbusta Bombz than at range. *'''[[Gretchin|Gretchin Mobz]]''': You get one Slaver and between ten and thirty Gretchin armed with [[Shootas'an_Dakkas#Grot_Blasta|Grot Blastas]], which also don't have a profile in your [[Meme|sacred text]]. In this addition Gretchin share the same low BS of Orks, so you don't take these guys for their accuracy. Instead they have some nifty Special Rules to buff your Boyz out; **'''Living Shields''': Does what it says on the tin, and gives Ork mobs behind them a 5++ Cover Save, with each save, successful or not, resulting in one of the Gretchin models being removed. **'''Better Footing''': If a Gretchin mob's in Difficult Terrain, and a non-Mega Armoured Ork mob moves through the same Difficult Terrain, the Orks may use the Grots as stepping stones and re-roll their movement dice. **'''Mine Clearance''': And last but by no means least, again self-explanatory. If a Gretchin mob moves into a Minefield, roll 3D6 and remove that many Gretchin and the Minefield, but if there aren't enough Gretchin models to meet the number rolled, the Minefield remains and the Gretchin mob's still wiped out anyway. They give a 5++ Cover Save more easily and reliably than a Kustom Force Field, and you aren't reliant on a single model to provide it.
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