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===Dedicated Transports=== *'''Trukks:''' Available as Dedicated Transport for 12 eager Orks and our main transport in the ork codex. Most units now have access to this as a dedicated transport (Ork Boys, Nob squads, Meganob, Burnas...) but it's mostly a mixed bag due to its fragility. If you field one, don't expect it to stick around for long. When choosing upgrades, it's often better to get more vanilla Trukks than a few "super"-Trukks. On one hand, it's a fast, cheap, open-topped vehicle which can provide your Orks with an amazing assault range. On the other hand, it's very fragile (AV 10, Open-topped, 3 HP)causing them to explode when looked at. Due to their habit of exploding, it's risky to add on fancy bits (otherwise learn the lesson of putting your all your eggs in one basket.) **Note that a Mob can purchase a Dedicated Trukk, even if it cannot fit inside it. Though it's a fringe use, keeping an empty Obsec Trukk or two in Reserve can help with scoring Maelstrom objectives. Deffkoptas do it better, but the Trukk doesn't use up a FA slot, meaning another Bike or other unit option. **In conjunction with the new Mob Rule, when the Trukk explodes, you'll typically lose the orks inside unless they're wearing 'Eavy Amour, which ups their cost. An alternate option is to fill them with special units, like Meganobs who can shrug off the explosions. **12 regular Ork Boyz are not adept at dealing with enemies in assault, save those who shouldn't be in assault anyway. While they can mess up Tau, or Tactical Marines, the moment they charge into a unit of Grey Hunters, the results aren't pretty. **Ramshackle downgrades penetrating hits to glances on a 6+ now. *'''Battlewagons:''' The most durable non-Super-Heavy-Vehicle transports we have. One thing most armies should have is some way to reliably deal with heavy armour, especially of the Land Raider variety. Marines and Guard get Meltaguns and Lascannons. Eldar get Lances. Tau get Meltaguns and Railguns. Tyranids get Zoanthropes (and the Tyrannofex to a lesser extent). Orks get the Battlewagon (note that since the nerf of the Deffrolla, the Battlewagon is no longer the anti-heavy armour beast-machine it used to be. You're much better off using Mek Gunz and Deff Dreads to take on those large metal boxes. Still great transports though). Costing 110 points, you start off with a chassis, and no gun. From there, you have several options: **'''Weapons:''' ***'''Rokkits/Big Shootas:''' The Wagon can take up to 4 Rokkits and/or Big shootas for 5 points each. ***'''Killkannon''' for 30 points, but it reduces the transport capacity to 12 (still fits a unit of Nobs+Warboss+Painboy just fine). The Killkannon Wagon is best used at distance, so if you are going to fill it with a unit, make sure said unit '''doesn't''' want to be in combat. Also, keep in mind that the Killkannon is an ordnance weapon which means that other guns and passengers (as of the FAQ) will be shooting snapshots whenever you let that Killkannon loose. If you absolutely, positively have to have it, go cheap: give the battlewagon that killkannon you want, an 'Ard Case, and Extra Armour. Grot Riggers and Reinforced Ram if you really want it to live. ***'''Kannon, Lobba, or Zzap gun''' for 10 points. This depends on how you want to use your Battlewagon. A Kannon can be fun with 4 Rokkits and Tankbustas inside to create a rokkit-crazed Wagon of Glory. The Lobba is interesting as Barrage ignores the Orks' typical BS2. Considering the amount of firepower your wagon is going to be attracting, the Zzap Gun is perhaps the least useful option of the three to take due to the chance of Gets Hot and the low BS of the Wagon making the risk-to-reward ratio deeply unfavorable.
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