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==== Da Lonerz ==== Your specialists (mechanics, standard-bearers, medics, and slavers) that are too cool to travel about in mobs, and thus strut across the battlefield all by their lonesome. Keep them close to other units so they don't get sniped. *'''[[Mekboy]]''': Restores a lost wound to one {{W40kKeyword|Vehicle}} (there is nothing that states you cannot repair units with fly) within 1" at the end of each Movement phase (a vehicle can't be repaired more than once turn, so no stacking). Once per battle an accompanying '''Grot Oiler''' can assist to repair two wounds instead of one, and serves as an extra wound. Particularly handy around any of your {{W40kKeyword|Vehicles}} that might hurt themselves with Zzap Guns and Kustom Mega-Blastas. Being cheaper than a Big Mek he can't heal as well, but is a budget alternative if you don't have a lot of vehicles. ** Kustom Mega-Slugga can only be replaced by Legends weapons. ** He is pretty useless but there is one use for him. If you run Ghazzy in a battlewagon take 2 as they are the cheapest singular models in the codex and put them in the two remaining slots to protect Ghazghull from death due to the vehicle being destroyed. *'''[[Nob#WAAAGH!_Banner_Bearer|Nob with WAAAGH! Banner]]''': The banner gives {{W40kKeyword|<CLAN>}} units within 6 inches +1 to hit in the Fight phase, meaning damn near everything in your army will be hitting on 2+ or 3+ if killa saws/PK's. Absolutely brutal on Slugga Boyz. The Nob is a character, so be sure to keep him bubblewrapped, as his save is pretty lackluster. **It stacks with extra banners or Warboss ability but due to +1/-1 limit it will only remove negative modifiers imposed by the enemy, unless you are running PK/killsaws, than hitting with PKs on 2+ :). ** Removes penalty for using Power Klawz. Sadly, he can no longer grab one without Legends, making him a bit lackluster as a fighter. ** They are somewhat overcosted for what they do and in many cases just redundant when a warboss with his similar buff is around. However, do note his buff works even with non-CORE units, allowing a +1 to hit in melee for things which normally have no access to this, such as Killa kans. *'''[[Painboy]]''': {{W40kKeyword|<CLAN>}} {{W40kKeyword|Infantry}} or {{W40kKeyword|<CLAN>}} {{W40kKeyword|Biker}} units within 3" ignore wounds suffered on a 6+ thanks to '''Dok's Tools'''. This save applies to any and all wounds - including mortal ones - not just those that would normally allow a save, such as those caused by perils of the warp. The save is applied to individual damage unlike with armour save or invul. He can attempt to heal a multi-wound model within 1" of 2 wounds on a 2+ (which you can rerolled once with the '''Grot Orderly'''). You want this guy near your big 20+ Boy mobs if you run any or as many key units as possible. In melee he has access to a Power Klaw and 'Urty Syringe (which always wounds on a 2+ for Infantry and 6+ for Vehicles/Monstrous Creatures). **This guy lost a lot of his value due to nerf of big blobz of infantry. For smaller units he is not worth that much. **Note that medi-squig strat is gone so no extra healing or healing Ghazghull. *'''[[Painboy|Painboy on Warbike]] (Legends)''': Same as above, except with 14" Movement, T5 and 5 wounds. Pretty great to use with Bikers or Nob Bikers due to the extra wounds they now have, or for keeping up with Stormboyz or positioning properly to give 6+ to 3 units of Boyz. He's more expensive than a Warboss on a bike with PK. *'''[[Runtherd]]''': He's got 4 wounds and has 3 attacks. He doesn't take up a Slot if you have some grots. At 40pts he is equal to ~8 Grots, so not that expensive either. To be worthwhile you need at least 3 units of Grots around him. Almost mandatory if you are using '''Grot Shields'''. Can take various crude implements such as Grot Prod gives {{W40kKeyword|Gretchin}} one of two 3" auras: ** Ignore modifiers for Combat Attrition checks(#FeedTheSquig) ** Add 1" to movement. ** Utterly useless due to how bad grots are and how much he costs. Skip. ** No longer an Elite. You can only bring one for each unit of {{W40kKeyword|Gretchin}} {{W40kKeyword|Infantry}} you have.
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