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Warhammer 40,000: Kill Team (HoR)/Tactics/Orks(8E)
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====Ranged Bitz==== *'''More Dakka''': Guns with Assault/Heavy 2 or higher only. Two more shots on that shoota might not sound like much, but then why aren't you throwing it on a Flash Git so he pretty much has a guaranteed chance of hitting someone? *'''Penetrata Rounds''': +1 AP for your gun. *'''Bigga Bore''': +1 S for the gun. *'''Gitfinda''': +1 BS for your gun, which can make for some actually effective Ork shooting. Maybe even [[Ork Snipers]]... *'''More Kombi''': Lets you make combi-weapons out of anything. No, seriously, anything...well, except other Kombi-weapons, so no triple-kombis. *'''Portyble''': Lets a heavy gun move and fire without issue. Totally worth it on the one loota with a gun you badly need. *'''Promethium Squig Fuel''': Skorchas/Burnas only. Adds +1 to wound, which does more than the Bigga Bore will. *'''Deep Pockitz''': Unavailable to weapons with random shots. Your ork can now overwatch twice, which is great for shootas. *'''Autoslugga''': Turns your slugga into a 5-shot slugga. That's pretty freaking crazy there, and then to stack that on top of your swings? Best of luck, whoever's on the receiving end. *'''Extra Snazz''': Snazzguns only. Your Snazzgun now triggers the extra shot on a 3+, meaning more bullets all the time. *'''Fragga Rounds''': Assault weapons without random shots only. An extra point of BS within half the gun's max range is usually where your charging range is, and unless you've got some lootas or dedicated shoota boys, that tends to be charging range.
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