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Warhammer 40,000/Tactics/Kill Team(8E) Xenos
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===Ork Tactics=== *'''[Core] Dakka Dakka Dakka (1 CP)::''' A unit that's already fired in the Shooting phase can fire again. **An absolute steal for what it does. Use on a tooled-up loota or flash git for [[Celestial Lions|"Ork Sniping"]] at it's best. *'''[Core] Grot Shield (2 CP):''' If a unit is within 2" of a gretchin, they can deflect any shooting attacks made against them onto the gretchin instead until the end of the Shooting phase, so always keep your grots close to your important boyz. *'''[Core] Krump 'Em (1 CP):''' When a unit in the kill-team fights, it gains +1 Strength until the end of the fight phase. *'''[Core] [[Monty Python|Just A Flesh Wound]] (2 CP):''' When a model in the Kill-Team is taken out of action, roll a d6; on a 4+ that model takes a flesh wound instead. *'''[Core] Gnasher Squig (2 CP):''' At the start of the fight phase, pick an enemy model that is within 1" of any of your models and roll a D6. On a 4+, that enemy model suffers 1 mortal wound. **A bit overkill for your more choppier models, this tactic is actually best suited for Grots as it essentially makes them mortal-wound landmines. Use it to potentially get a gretchin out of a bad position, or even just throw the bugger at a reckless enemy model. *'''[Core] Mek's Special Stikkbomb (2 CP):''' When choosing a model to attack with a stikkbomb, the stikkbomb becomes Grenade d3 and adds 1 to its Strength and Damage. **An almost complete waste of CP. You trade half your possible hits for a slight boost in S&D on something that is arguably never even going to land a single hit. It also lacks any AP, meaning that if you happen to actually hit and wound your target, it is very likely that it'll just shrug off the damage anyways. ( Can be useful on a demolitions specialist in Arena. ) *'''[Krogskull] Joyride (1 CP, Sector Imperialis Killzone):''' When choosing a model that is within 1" of a Galvanic Servohauler, the Servohauler moves with the model as if it was a friendly model. Both models are treated as having 2d6" movement (rolling once for both), may not advance, cannot move vertically, and must end their moves within 1" of each other. *'''[Krogskull\Elites] Pyromaniak (1 CP):''' Use when shooting with a burna; it deals d6 hits instead of d3 hits. *'''[Krogskull\Elites] Itchin' For a Fight (2 CP):''' When selecting a model to fight in the fight phase, gain 1 attack for each enemy model within 1" of the selected model. *'''[Krogskull\Elites] Dead 'Ard (1 CP):''' When a model suffers a mortal wound, roll a d6 for it and all future mortal wounds received. They are ignored on a 5+. *'''[Krogskull\Elites] 'Ere We Go, 'Ere We Go! (1 CP):''' Re-roll one of the charge dice when charging. *'''[Krogskull\Elites] Indiscriminate Dakka (1 CP):''' A selected unit can fire twice for Overwatch. *'''[Krogskull\Elites] WAAAAGH! (2 CP):''' Use on your turn in the Movement Phase. If your Leader is on the battlefield and is not shaken, the whole Kill-Team gets 1" of extra movement and adds 1 to all advance and charge rolls. *'''[Elites] Kunnin' Infiltrators (Reserve) (1 CP)::''' Take up to 3 Kommandos out of reserve and set them up anywhere more than 5" from an enemy. *'''[Toofrippa] Shattered Stone (1 CP, Sector Imperials or Sanctoris):''' If an a model on your kill team shoots in the Shooting Phase, and misses with every shot, choose one of the targets that is within 1" of terrain and roll a d6 for each attack that targeted that model. On a 6, they suffer a mortal wound.
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