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=== Headquarters === *'''0-1 Warboss''': A very different beast to the lovable guy we're familiar with in later editions, he's only T4 poor lad, but can take up to 80 points of wargear from the armoury, so he'll quickly beef up with extra gubbinz. You MUST include at least one Warboss in your army as stipulated by an unnamed Special Rule. An 'Uge Choppa keeps him cheap and cheerful, whilst a Power Klaw lets him open cans. *'''Warboss's Bodyguard''': A motley crew of lackeys for the boss, which doesn't take up a HQ choice but may only be taken if you also have a Warboss. Limited to between five and ten Nobz, and up to two [[Pigdok]]s, all of whom may take whatever equipment they're allowed from the armoury up to 40 points. If your Warboss's mounted, then every member of his bodyguard must also be mounted. In addition, if the 'Boss's riding a Super Cyboar, then his Nobz must ride Cyboars, and you can only give them Cyboars if it has at least one Pigdok, who doesn't've to ride a Cyboar himself if he doesn't want to. **'''Pigdoks''': Pigdoks're a sort of primitive [[Multiclass|multi-class]] between Mekboy and Painboy, specialising in wrangling beasts such as Boars and Squigs. Each Pigdok you take can attempt to get one unit of Boarboyz, Squiggoths, Herdas, or Madboyz [[Drugs|high]] before the battle begins, giving the entire mob +1S on a 1D6 roll of 6, and a single mob can only be successfully affected in this way once, so you can't overdose them with multiple Pigdoks. *'''0-1 [[Weirdboy|Wyrdboy]]''': An Ork [[Psychic|Esper]], with access to two powers he can choose from each turn. '''Psychic Vomit''''s a S4 Flamer template of stuff better left undescribed, whilst '''Gork'll Get 'Em''''s a S8 '''Blast''' with a range of 72", which manifests as a giant green fist or foot that squashes anything beneath it, which'll be more accurate with his WS/BS3. He can have up to 40 points worth of equipment from the armoury, so give him something nice to make up for everything. **''''Eadbang''': Because his powers come from the gestalt psychic field of the Orks around him, a Wyrdboy'll never be attacked by Daemons when using his powers. His head may occasionally explode, however, meaning he suffers a single Sd6 hit if he rolls snake eyes or boxcars. **'''Wyrdboyz''': Because he really doesn't want to be here on account of ''''Eadbang''', an unaccompanied Wyrdboy always counts as a mob with only one man remaining, so must make a Last Man Standing test at the beginning of each turn to prevent him bolting. **'''Minderz''': Because the Warboss really does want him to be here, if you also have a Brute Mob at least ten-men strong in your army, you may split off between two and five of them to act as an "escort" for your Wyrdboy, but they've got to be normal Brutes, not Nobz or ones with special weapons. As long as at least one Minder remains alive, the Wyrdboy doesn't've to take Last Man Standing tests.
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