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====Transports==== *'''Battlewagon:''' The partybus is still here and it's really tough to get rid of now: M10 T10 Sv3+/6++ W16 Ld7+ OC5, and incoming AP worsens by 1, to the standard maximum of 0. With transport space for ''22'' {{W40kKeyword|Infantry}} that can all fire out of it as well, at least without upgrades - of which you absolutely shouldn't pick (some of) the ranged weapons unless you have some way of improving the wagon's abysmal +5 to hit with all of them. Much more interesting is the classic 'Ard Case (which bumps it from T10 to T12, same as a Land Raider, but removes its Firing Deck) and the melee weapons, most of which can reduce MEQs to mulch and you have no reason not to take. Keep it cheap, fill it with Boyz, Nobz, or some other melee beatstick, and go to town. **Guns: You can take a lobba and up to 4 big shoots and there is literally no reason not to, so ''always'' do so. The killkannon blocks 10 transport spots, so never take it, but the kannon and zzap gun ''only'' prevent Thraka from riding without reducing capacity, so unless you want to put Thraka in it (he'll take up 18 spots), always take a kannon (the zzap gun would be better, but you have no way to re-roll hits with it). **Melee: Always take the Deff Rolla, Grabbin' Klaw, and Wreckin' Ball, since they're all free. **Ard Case: You don't have an assault ramp, but you also aren't exactly chock full of good models to shoot out of this thing. Take an Ard Case on a wagon intended to carry a bunch of slugga wielders, but leave it off as soon as the guns become remotely interesting. Remember, if you have a Mek nearby, that +1 to hit applies to any and all Firing Deck weapons. *'''Hunta Rig:''' M10 T10 Sv3+/6+++ W16 LD7+ OC5, with 21 transport spots, all of which can fire but can only hold {{W40Kkeyword|beast snagga infantry}}. Plus, when this model is destroyed, you can re-roll the dice to determine how many mortal wounds the unit suffers (ordinarily, this will take you from 1/6 of the model count to 1/36 of it, on average). *'''Kill Rig:''' A Kill Rig in every way, with the following three exceptions: you lose 10 pips of transport capacity, you gain a psychic gun: R24 Ad3 BS('''Torrent''') S12 AP-3 Dd6 with '''Hazardous''' and '''Psychic''' (this, of course, also inflicts the {{W40Kkeyword|psyker}} keyword on you), and your special rule changes from safely bailing out when destroyed to trying to psychically buff some nearby ork unit: you roll 1d6, and on a 1 you take 1d3 mortals, on a 2+ you grant +1S to the target's melee weapons, and on a 6+ you grant '''Lethal Hits''' to the target's melee weapons in addition to the +1S. *'''Big Trakk<sup>IA</sup>:''' *'''Kill Tank<sup>IA</sup>:'''
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