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===Big Names=== As before, your Tyrants, Bruisers, and Hunters can all purchase names that grant additional rules for them as signs of their greatness. *'''Deathcheater:''' 20pts. It gives a 3++ Ward when down to the last wound. It's pretty shit since it doesn't stop the attacks dealing multiple wounds (things you take against Ogres (Asmmuning they don't have to choose between also taking a high strength weapon)) and the rare Heroic Killing Blow. *'''Mountaineater:''' 20pts. Your big guy can't be wounded on anything better than a 3+, which would be nice except that it means nothing to anything automatically wounding him. *'''Kineater:''' 20pts. Tyrants only. Any friendly unit within 12" of a Kineater roll 3D6 for their Panic tests, discard the highest, which can bolster a charge or gunline. *'''Giantbreaker:''' 15pts. Adds +1 to Strength and makes the model unable to refuse challenges or flee from a charge. Stack it with an Ogre Blade or Great Weapon to see all sorts of fun spring up. *'''Mawseeker:''' 15pts. Add +1 to Toughness (pushing to a T6 or hero level wizards to T5), but suffer Stupidity. Useful? Well, you used to be able to take Armour of Silvered Steel for 10 more points in 8th, but now you must have the option for that level to take it(you only go up to medium or light). It can work best on a TYRANT or the relatively armorless hunter as they have the best chance of 83.33% to pass without additional roll modifiers. A current alternative is Glittering Scales or Gambler's amour. *'''Beastkiller:''' 15pts. Hunters only. He gains a +1 to wound all war beasts, monsters, and monstrous cavalry. What sucks is that this doesn't stack with any magic weapon, meaning your only means of hitting harder lies with a great weapon. Remember that this also affects ranged weapons, with Harpoon Launchers wounding Dragons on 4+. *'''Daemonkiller:''' 15pts. Tyrants only. Gives Terror if you need it. On damage-dealing character, a -2 ld can mean deference of attacking another unit next turn or not getting your charge bonuses next combat round. *'''Brawlerguts:''' 10pts. Ogre on foot gains D3 Impact hits. It bumps up the extra damage heroes inflict (though still a 1/3 chance of no extra impacts). *'''Wallcrusher:''' 10pts. Adds a bonus impact hit upon using Ogre Charge and goes through any fortification. While it's now only 10 points, it's still pretty situational, and now it can't be combined with Brawlerguts as different sources of impact hit don't stack. *'''Longstrider:''' 5pts. +1 Movement gives a lone unit some additional means of getting business done. Cheaper than The Boots of Flight or Arabyan Carpet. Let them keep up with an entourage of Yhetees. Better on a Hunter, so he doesn't slow down the beast he is with.
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