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====Characters==== *'''Cyberwolf:''' A wolf with metal bitz on them is somehow special enough to be a character. Attaching him to other wolves grants the squad ''Scouts 6"'' while he gets +1 to hit and wound an enemy below half-strength. *'''Iron Priest:''' The wolfy Techmarine. While he's otherwise identical in terms of rules, he does have special armaments that are stuck onto him: a high-powered Tempest Hammer good for pasting TEQ and a Helfrost Pistol that can either be a puny hand flamer or something on-par with a weaker plasma pistol with high AP and Damage. *'''Wolf Lord on Thunderwolf:''' Your equivalent to the Captain. His giant wolf provides the same movement, Toughness and OC boosts as a bike, but instead of a twin bolter he now has some supporting attacks in melee. He now provides his attached squad of Thunderwolves a +1 to advance and charge rolls as if he were a company champion. *'''Wolf Guard Battle Leader:''' Your equivalent to the Lieutenant. <tabs> <tab name="Terminator"> Also grants his lord a 4+++, which makes him quite handy for blocking out snipers. While he can only grab a combi-weapon for an alternative gun, his melee weapon choices remain quite wide, including being able to dual-wield power weapons. </tab> <tab name="Thunderwolf"> Provides his unit a single-use ability to move d6" after getting shot, which at the very least gets them within charging range. Of course, he gets the wide list of melee weapons for use on top of the supporting bites from his pet wolf. </tab> </tabs> *'''Wolf Guard Pack Leader:''' Replacing the old option to upgrade Blood Claws/Grey Hunters/Long Fangs, these guys only grant a single-use re-roll of a battle-shock test and nothing more. Well, he's able to join any units already joined by another character, making something of disposable fodder for characters, forcing enemies in melee to pick between either fighting the big guy with all the buffs or this separate but equally annoying wolf. **Comes in standard, jump pack, and terminator varieties, but their armaments are pretty much identical to the captain's except for the terminator, which lets you take a cyclone missile launcher, combi-weapon, and thunder hammer so you can properly support a Long Fangs unit with additional dakka. =====Epic Heroes===== *'''[[Logan Grimnar]]:''' **'''Stormbringer:''' *'''[[Arjac Rockfist]]:''' *'''[[Bjorn the Fell-Handed]]:''' M8" T9 Sv2+ W8 Ld6+ OC3, halves incoming damage. This glorious bastard is simultaneously your best bet at achieving Saga of the Bear (and you can recover from having done it with a Techmarine or Iron Priest) and Saga of the Beastslayer, since he's inherently exposed, durable, and has very good gun choices. If you're going to field Space Wolves in their detachment, you should consider him an auto-include. He has an array of gun choices, most of which you'll never make, so here's the short list of tempting ones. **Multi-melta: Better than the Twin Lascannon at achieving Saga of the Beastslayer, but requires you to get close to your target to make that happen. If you have a credible plan for getting close, this is your best bet. **Plasma Cannon: Ideal A*BS*D in Hazardous mode, ''plus'' you can use Hazardous to attempt Saga of the Bear on your own terms. Not the ''best'' at Saga of the Beastslayer, but has perfectly adequate range. **Twin Lascannon: Has the range and offensive oomph to really let you go for Saga of the Beastslayer on your own terms, as soon as you've rendered something wounded enough to probably die in one shot. If you're scared of the Plasma Cannon's Hazardous mode, this is your best bet for sitting back at range. *'''[[Canis Wolfborn]]:''' *'''[[Harald Deathwolf]]:''' *'''[[Krom Dragongaze]]:''' *'''[[Lukas the Trickster]]:''' *'''[[Murderfang]]:''' *'''[[Njal Stormcaller]]:''' *'''[[Ragnar Blackmane]]:''' *'''[[Ulrik the Slayer]]:'''
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