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=== Dedicated Transports === *'''[[Trukk]]''': Only T6 and a 4+ makes it squishy for a light vehicle, but more durable than you'd think. This transport is extremely limited in what it can carry. Tankbustas can only be transported as a small unit. A 12-strong unit of Boyz would rather be 30 Boyz strong, but 12 Boyz can get 5+ Armour from the 'Ard Boyz Stratagem and be somewhat decent if a bit expensive. Nobz can make do if you don't take Ammo Runtz. Frankly Nobz, small units of Tankbustaz and Burnas seem to be the only units that benefit from Trukks. After they deposit their passengers they can tie up an enemy unit in melee for a turn (they might even get lucky if you put a Wreckin' Ball on there) and has a good chance to survive assuming the target wasn't a dedicated melee unit. ** You can use Boarding Party to give a bunch of PK Nobs a few free swings at a vehicle with no risk to themselves. Even if/when the Trukk is wrecked, you can still make it useful with the Loot It! Stratagem afterwards. ** '''Ramshackle''': Reduces the damage done to it to 1 on a roll of 6, but it's unreliable. Hilarious when it gets hit for 12 damage from a supremacy suit only to flip over and keep going. ** '''Mounted Gun''': Comes with a Big Shoota that can't be removed, but you can swap for a Rokkit Launcha via Index version. ** '''Melee''': Can take either a Grabbin' Klaw or Wrecking Ball. Trukks number of attacks and strength degrades with wound loss, not recommended to take. ** '''Stikkbomb Throwa''': Basically a regular Stikkbomb with double range, can fire only with a unit embarked on it. *'''"Chinork" [[Warkoptas]] (Forge World)''': Thought the Trukk was squishy? Think again. With only T5, 8W and a 4+ save to speak of, the Chinork lacks 'eavy armor of any sort. You can use it to Deep Strike ten ladz. Movement of 16" plus 8" advancing gives a 24" movement. A much more worthwhile take than a trukk, assuming your enemy doesn't have a strong anti-air presence. Now with Open-Topped. **'''Deffguns''': Gets two of these Loota weapons for free. **'''Rattler Kannons''': Can swap the Deffguns for two of these. Heavy 2d6 24" S5 AP-2 Dmg D3 shots apiece. Sounds nasty. Two of them will generally average three saves for anything T4 or T3, which sounds meh, but AP-2 and Dmg D3 means that could leave a mark; just be careful what you aim at. ***Nice, but the issue is that you have to move in order to use them. Moving means your heavy weapons hit on 6s, which is an unusual problem for an ork, given all our Assault weapons. Bypassed with the More Dakka Stratagem. **'''Bigbomms''': Unfortunately, these are now legends-only and cost 6 points each. While still somewhat useful, they only are usable with legends, and it's upt to you whether it's worth 12 points for the two of them. Drop them on units you move over, deals a mortal wound to each model in the unit (max 5) on a 5+. ***Must also take one Skorcha, Rokkit Launcha, Kustom Mega Blasta, or Big Shoota. Sadly the Skorcha will be out of range if you deep strike (8"R, must Deep Strike >9" away), but given that you can move it 24" then fire a Skorcha at full effect, you're obviously going to deploy it normally if you take these. Take a Big Shoota if you like the idea of rolling 3+4d6 S5 shots from one transport. *'''Kart (Open Play, Chapter Approved 2018)''': The first of the looted wagons. It can carry only a tiny mob of 10 boyz and lacks the beloved Trukk's open top, but it has a big shoota on top and the option to buy a fuckton of shootas to compensate and grab a stikk bomb launcha and either 2 skorchas or 2 Big Shootas. While it's now a constant S6 T7 and rocks a spiffy 3+, it lacks '''Ramshackle''' and it loses BS as it takes damage. **'''Big Red Button''': Once per battle during shooting, you can roll a d3 to get one of three different results (Instant move 6", +1 S to all guns, regen d3 wounds)
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