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==...And Now== Their comeback in 7th Edition with Curse of the Wulfen is one that made a rather average-tier army with the coming of Decurions back into a great melee army, and these guys were a centerpiece for it. For 30 points each, these bastards come with a disappointing BS2 but S5, 2 Wounds, 3 Attacks, all that attack at Initiative 5, and get Bulky, Feel No Pain, and Rage in addition to their basic rules. Though they only have a 4+ save, their mobility (as well as FNP) more than makes up for it by allowing them to run and charge at the same turn (with re-rolls to charge). Making a Leader adds +1 Ld and Attack, same as any other. While Wulfen are melee monsters, their weapons do give them a chance to fight a specific enemy. While they're modestly effective against mobs with their basic CCWs, they can grab some weapons to boost their effectiveness. Stormgrag Auto-Launchers are cheap add-ons that give the Wulfen a ranged attack at the strength of a flamer. Frost Great Axes are two-handed Power Axes +3 (Making them S8 AP2) that can ignore Unwieldy on the first turn of a battle, making them beastslayers. This weakness of Unwieldy is offset by a special rule the Wulfen get that allows them to pile in and attack on the initiative step they are killed, even if they already rolled their attacks. In the case of the axe, this guarantees that they'll always have a chance to hit. [[Miscellaneous Weapons#Frost Claw|Frost Claws]] are S+1 AP2 [[Lightning Claws]], which gives them remarkable reliability in damage, which is a must since Leaders are stuck with these weapons. They can also grab a Thunder Hammer and Storm Shield, which is incredibly expensive, but gives them both an insanely powerful weapon and a kickass Invulnerable save. However, the most standout thing they can add is '''The Curse of the Wulfen''', a rule that makes all Space Wolves models that aren't vehicles or wolves/servitors gain some benefit based on what they're doing. Every turn, you need to roll a dice. Every Space Wolf within 6", every Blood Claw/Skyclaw/Swiftclaw within 12", and every Long Fang within 3", gets a result based on one of two tables: Those not in combat use the "Hunt" table, while those in combat use the "Kill" table. Hunt gives them either HoW and re-rolling charges, additional moving distance, and Furious Charge with d3 bonus moves on the charge (unless it has Rage). Kill gives them +1 Initiative, re-rolls to wound in combat, or gain the ability to pile in and attack on the turn they are killed in combat. When 2-5 of them get fielded as a formation (the ''Wulfen Murderpack''), they get the ability to make a bonus attack if they roll a 6 to-hit (though no further ones) and add +1 to their Curse Tables, allowing for a new effect to allies on the "Hunt" and "Kill" tables: "Hunt" lets them make a move out of the movement phase without penalty, while "Kill" gives a bonus attack.
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