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=== Fortifications === *'''[[Mekboy Workshop]]''': The new codex changed a lot and almost made it worth taking. It would make it worth it if Kustom Jobz were not so heavily nerfed. Firstly, the costs were reduced by 15 points. Secondly the effects and special rules got an overhaul: ** (Big) Meks now repair an additional wound when within 1" of the main building. This one you will not used much as most of static gunline build is gone. ** Including a Mekboy Workshop lets you take each Kustom Job twice (still only one per Model). Not massive as Kustom jobs were heavily nerfed and mostly kind of meh, not being worth 70pt investment on top of their normal cost but could be useful in certain very specific builds... still probably not worth it. ** (Big) Meks within 1" gain a unique action. This lets them affix a Kustom job onto a vehicle within 3" without spending any points or increasing the Power Level. While it is stated that the restrictions of how many of each Kustom Job can be included in your army still apply, it says nothing about giving an additional Kustom Job to a vehicle. The only downside is that at the end of each round you roll a D6 for each Kustom Job gained that way and a 1 means you lose that job and also can't regain it again. This one is fluffy but requires one of your vehicles to stay behind. It might be viable on a stompa or something big or very, very fast to hang back a turn before zooming into the fight with it's new chrome rims. Very orky, but again kustom jobz are kind of crap now... So probably not. *'''[[Big'ed Bossbunka]]''': Because of course Orkz needed new setpieces. This is essentially a Gargant's head that got ripped off and turned into a fortress. It looks cool as hell and is as fluffy as they go. By default it comes with the Gaze of Gork - a dual-mode weapon that can either turn into a line-of-death that can reliably ding monsters and splatter anything below them at S9 AP-4 D3 or a massive blast that spills over to others nearby the initial target. Of course, this is also open-topped so you can throw a pack of boyz to bunker in here and open fire, and you have the option for big shootaz to pile it on. ** You can buy the Shoutin' Pole, which can make an encamped Warboss' aura become even bigger. While this is appreciated by covering more boyz, it also requires that you camp your boss in here - and that's not proppa orky. ** for 75pt it is quite nice piece to hide lootas or tankbustas in. However range is a problem as its most effective weapon is only 18". Since ork Static gunline is non existent this limits its usability significantly. ** There's nothing stopping you from tellyporting this in for 2 CP and dropping a bunker full of Lootas behind your enemy's army or right smack in the middle of the table… except the enemy screening.
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