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Warhammer 40,000: Kill Team (HoR)/Tactics/Orks(7E)
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== Leaders == *'''Boss Nob''': He's pretty much straight from the codex with an extra wound. He's not great as a leader, but he's really here for versatility: Taking a bike gives you more bike slots, taking a rokkit pack gives you more stormboyz. He's pretty much a stand-in for the Warboss in terms of choices, so he's got variety, including Ammo Runtz, Attack Squigs, and a Gitfinda. Also, don't be fooled by him being a Nob, he's more than just-above-average in close combat. With T 4 and W 3, he can withstand a lot of punishment, and at S 4 with Furious Charge, he is likely to smash whatever he hits, too. Get upgrades like Big Choppa, 'Ard Armour and Metul Skull, and you'll have a raw beast: No, he doesn't have any trick he does or any enemy he kills best, he's just hard and hits hard. **'''Boss Kommando''': For a cheap fee, he gains Stealth and Move Through Cover in exchange for mobility and Mega-Armour. Doing this gives you more Kommando slots, so use if you're going to be leading them. This author favours the Boss Kommando, simply for being easy to get into the front lines, and for easy of navigation in the cover-filled games of Kill Team. Never, ever place him in some ruin far away from the front lines with a Big Shoota, daring your enemy to try and dig him out. Ever. I dare you. **'''Boss Meganob''': 22 Points gives you the options of a MegaNob Boss with the ability to take more MegaNobz. If you want to take a very assaulty build, you can replace his weapons with Killsaws, which is an insane and funny option for an already stupid-killy Team Leader choice. Bear in mind that this option makes him very, very expensive for an Ork, making it almost mandatory for him to carry success himself. Never take against Tau Crisis Suits, too much Plasma and Fusion. *'''Boss Mek''': A Big Mek with +1W/-1Ld, he's about as versatile as the Boss in terms of options barring the rokkit. Enjoy your special tools... For a price. Of fucking 30 pt. That not so bad, you say? Well, the Boss Nob gets everything the Boss Mek gets (combat-leader stat-line) for 18 freaking pts, while the Boss Mek gets a combat statline, access the weird, funny but usually kinda lousy Mek Armoury focussed on shooting, and Repair Tools, for '''30 Motherfucking Points.''' Design oversight? Oh-ho-ho yeah. He even starts with Choppa and Slugga for Mork's sake! Do not take, unless you want to have some fun - Meks do their job better. *'''Weirdboy''': Same as the codex with a new wound, he's kinda strapped in terms of power (Only Frazzle, 'Eadbang, or Warpath) and can only take basic wargear. Not very motivating a take up front, though he's by no means bad, just kinda limited. Remember that you can use powers, and THEN charge, which is actually really good for a model with a combat statline and a special combat weapon. Then again, he's 45 pts... *'''Kaptin''': A boss taken right from the Flash Gitz, a free Bosspole and Gitfinda and armed with a Snazzgun, his upgrades are either one ammo runt (which is weak considering the Boss Nob gets up to 3) and his list of wargear, which gives him better support and, for some reason, better leadership abilities in combat... Kinda the Mek thing again, though this time he's actually not half bad, as ranged leadership-models aren't exactly bad for Orks. Might be the most competetive choice, simply because of the hilarity that is the Snazzgun, Gitfinda and Mek with More Dakka! combo.
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