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==4th Edition== {{topquote|Trust me, boss. As long da Trukk stays on me back, da humies'll never hear a sound from it.|Boss Snikrot, prior to the great trukk ambush of Armageddon.}} *'''Squad Broken!''': Units stopped scoring if they were below half strength. While this made little difference on 10 or 20-man infantry units, it made quite a bit of difference if you were taking vehicle squads. Players would deliberately take odd-numbered squad sizes to increase the threshold for half. *'''Chonky Broodlords:''' The ability to Run/Advance did not exist as a default ability in 4th Edition. Rather, a unit composed entirely of models with Fleet could move an extra D6" in the shooting phase, and still charge. This ability was critical for units like Genestealers which did not want to be caught in the open. The problem? [[Fail|A Broodlord was required to stay in a unit of Genestealers, but did not have Fleet]], [[Derp|thus slowing down its unit to die to Bolter fire]]. *'''Snikrot Shuffle:''' Boss Snikrot was made a unit upgrade for Kommandos, giving his unit the ability to appear from any table edge through "Behind Enemy Lines." However, due to the way Behind Enemy Lines was worded, Snikrot was granting the unit the ability, rather than the unit itself being upgraded to have the ability. Thus, although arguably unintentional, it became legal to use Snikrot to [[Creed|"smuggle"]] decidedly unsneaky Ork Characters alongside him; one must imagine they were carrying the Boss's Bike Fred Flintstone-style. *'''Shokk Attack Slingshot:''' The 4th edition Ork Codex reintroduced the Shokk Attack Gun from 2nd edition. The weapon would fire a Strength 2d6 large blast, with a variety of special effects should a double or 11 be rolled for the Strength. A roll of double fives would accidentally shoot the Big Mek out of his own gun, instantly locking him in close combat with the enemy unit he meant to target. [[awesome|This was not a blooper but a feature]]. The real issue however was that the rules for 40k stated that an Independent Character could only join or leave a unit during the Movement Phase and the Shokk Attack Gun was fired in the Shooting Phase. [[derp|Thus, his unit would technically be locked in close combat with the same unit that the Big Mek teleported into, even if they were on the opposite side of the map]]. [[That Guy|A rulelawyering player]] [[cheese|could theoretically exploit this]], [[rage|locking the Big Mek in combat to both give the Ork unit additional pile-in moves, as well as make it immune to being shot at]]. *'''Tau Piñata:''' The Tau Orca was billed as being a super-heavy transport flyer, one capable of carrying and deploying several squads in one turn thanks to a unique special rule that allowed it to disembark multiple squads at any point during its move (drop some off, move to the next point, repeat). The problem was that it had only one access point (its rear ramp) so if the units it carried were at their maximum size, they were too large to be deployed normally since all the models could not all be placed within 2" of the access point. This in turn meant the only way for the Tau player to get their troops on the board was to [[derp|hope the enemy player blew up the Orca in midair, and hope the troops inside survived the landing and didn't burst on the ground like the blueberries they were.]] Given the armour value of the vehicle (Rhino armour) and how easy it was to destroy, this ended up happening more often than not. This also started the trend of the Orca being a useless piece of shit that was a flying deathtrap to anyone inside of it, and this issue remained unfixed all the way through 4th, 5th, 6th and 7th edition.
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