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Warhammer 40,000: Kill Team (HoR)/Tactics/Feral Orks(8E)
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==New Weapons== ===Melee=== *'''Pair of Choppas''': Most units will have these, SU AP0 D1, but with two additional attacks, meaning your basic troops will be throwing out 4 attacks a turn. *'''Sticka''': Taken with a shield for free on several of your units, you gain +1S and -1AP, but it's usually not worth losing two attacks for. *'''Uge Choppa''': Your tin opener, Hits at +2S AP-2 D2. Again, you lose two attacks for it, so against hordes you are better off with the pair of choppas. *'''Big Stabba''': This thing hits like a javelin missile, so use it as such. Tough, multi wound units like battlesuits and transports will hate this. *'''Warbeast Steed''': This comes with all of your mounted units, and gives you two extra S6 AP-1 attacks. Always welcome. *'''Rune Clubs''': Only used by the warchanter, they give and extra attack and AP-1 D2. *'''Drum Bangas''': An extra attack and +1S. *'''Giant totem''': Gives +3S and D2, but with no AP it is very situational. *'''Shamanic Stave''': +2S AP-1 D3. Not bad at all. *'''Attack Squig''': See armoury. ===Ranged=== *'''Bow 'n' Arrowz''': Short range and underwhelming, but with +1 to hit. Usually better to stick to melee weapons. *'''Throwin' Stickas''': A 12" S6 AP-1 D2 assault weapon, but the only units that can use it are BS5+, so you can realistically only expect it to hit a third of the time. *'''Blowgun''': Always wounds non-vehicle models on a 2+, but with no AP and D1. That said, it's only 2 points. *'''Sharp stuff''': A serious contender for worst weapon in the game, with 12" range and S2. With assault 2 and lots of cheap grots the volume of fire can add up quickly though. *'''Booming Voice''': Effectively a 10" flamer with S5 AP-1, that the warchanter gets. Pretty good. *'''Roks''': Most of your ork units come with these, and there's no reason not to throw them. They get +1S if the user advanced, but with -1 to hit they will only be hitting on a 6+. Just throw them anyway. *'''Stink Squig''': See armoury.
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