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Warhammer 40,000/Tactics/Kill Team(8E) Xenos
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===Ork Commander Tactics=== *'''[Commanders] Mega-Waaagh! (Aura) (2 CP):''' Use at the start of the battle round if your Kill-Team includes a non-Shaken Warboss. For the rest of the round, it gains an aura that allows friendly models within 6" of it to roll 3d6 on charges instead of 2d6, discarding the lowest result. *'''[Commanders] Dok's Tools (Aura) (1 CP):''' Use at the start of the battle round if your Kill-Team includes a non-Shaken Painboy. For the rest of the round, it gains an aura that grants friendly models within 3" a FnP on a 6+ (if they already have FnP, they can reroll FnP rolls of 1). Additionally, at the end of that round's Movement Phase, you can remove a flesh wound for a friendly model within 3". *'''[Commanders] Kustom Force Field (Aura) (2 CP):''' If you Big Mek has a Kustom Force Field, use this at the start of a round. Friendly models within 6" gain a 5++ against shooting saves. *'''[Wurldkilla] Duff 'Em Up (Aura)(1 CP):''' +1 Strength to models within 3" of your Commander *'''[Wurldkilla] Breakin' Heads (1 CP):''' Inflict a mortal wound on a friendly model within 3" of your Warboss, and models within 6" are no longer shaken. *'''[Elites] Red Skull Commandos (Aura) (1 CP):''' Use at the start of the Fight phase. Kommandos within 6" of Boss Snikrot can reroll 1's on hit rolls. *'''[Da Red Gobbo] Raise da Icon! (Aura) (1CP):''' Use at the start of the Shooting phase. Gretchins within 6" from Da Red Gobbo ignore the penalty to their hit rolls for one of their flesh wounds, unless Da Red Gobbo is shaken.
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