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Warhammer 40,000: Kill Team (HoR)/Tactics/Grot Rebels(7E)
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==Armoury== ===Kill Team Uprgades=== *'''Bad Counting Skills''': Your team counts as being 5 models larger than it is when calculating rout tests. Since you will usually be failing rout tests this is an alright buy for 5pts. *'''Big Boom Booby Trap''': Lets your infintry models roll a leadership test when charged which, if successful, allows you to hit the charging unit with a small blast with S5 AP5 and strikedown. Decent, but it can only be used successfully once per game, and the need for a leadership test harms it's usefullness. *'''Poor Battle Awareness''': Lets you ignore the first rout test. *'''Snotling Infestation''': You nominate a piece of terrain the the beggining of the game to be infested with snotlings, which make enemy units in the piece of terrain test for pinning at the start of every turn. Could be good or useless depending on which piece of terrain you put in in, and the pinning can be even more useful if you opted for the hit `em while dey are down grot taktik. *'''Surprise Party''': When the first unit with the single unit rule gets removed it is placed into deep strike reserves. All the units which would benefit from this cost less or the same points as the uprgrade, so its better just to get more units. ===Gitsnikka Boss Only=== *'''Dedkilly Squig Juice''': Gives a close combat weapon poisoned 3+. Gives your boss some much needed killing power, if he manages to hit in the first place. *'''Fancy Hat''': +1 leadership for 5pts. Given the low leadership of your units its an alright take. *'''Fungus Fueled Reflexes''': Gives your boss a 5+ invuln agaist overwatch and close combat. You generally don't want your boss charging into close comabat so this can be skipped over. *'''Most Kunning of Runts''': Replaces stealth with shrouded. Gives you boss some much needed survivability. ===Infintry Leaders Only=== *'''Grot Attendunt''': Lets you ignore a wound, but only once. Also counts as an ammo runt. Not bad for 5pts. ===Mega Armour Boss Only=== *'''Super Mega Grot Armour''': Upgrades his invulnrable save from 6+ to 5+ and lets you take toughness tests to ignore strikdown or concussion. At T3 this will work 50% of the time. ALright uprgrade overall. ===Killa Kan Kapn Only=== *'''Mega Killa Kan''': Turns your kan into a Deff Dread. Super killy, but you might as well paint a massive target on it as it will likely be shot at by everything you opponent has. That said, in the dense terrain of kill team it should be easier to keep it alive long enough to be useful. Worst case scenario it can function as a [[DISTRACTION CARNIFEX]]. ===Killa Kan Kapn and Tank Kommanda only=== *'''Loud-yella''': Increases your inspiring presence range to 12". Its a shame there is not way to combine it with fancy hat. ===Slava Boss Only=== *'''Squiggoth-Prodda''': A combination of the grabba stikk and grot-prod, gives you throttle for fighting challenges and high voltage for dealing with high toughness units and transports. It also gets haywaire and AP4. Not a bad take if you're running a slava boss. ===Grot Tanks and Tank Kommandas only=== *'''Blitzkrieg!''': Gives infantry with 6" fleet and adds 1D3 to the initiative test after having loist an assault or when checking for sweeping advance. Alright take for 5 pts if your doing lots off assault. *'''Doza Blade''': Another 5 point upgrade, this one lets you reroll failed dangerous terrain tests. In the dense terrain of kill team this can be handy. ===Mega Armour Grots Only=== *'''Stabalizers''': Gives relentless and move through cover. A steal at only 5 pts. For some reason RAW you can't take this for a mega armour boss. ===Grot Infantry Only=== *'''Handful of Sand and Dirty Tricks''': Forces an enemy model to test initiative at the begining of close combat or be blinded for the rest of the phase. Great upgrade against low I units like Necrons or Orks, but skip this one if fighting against Eldar. Synergises well with hit 'em while dey are down.
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