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====Infantry==== *'''Hounds of Morkai:''' Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get ''Devastating Wounds'', ''Precision'' and ''Anti-Psyker 4+'' so you know just who to throw these bastards to. On top of that, they can target one enemy within 12" during the shooting phase (upped to 18" if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they're a psyker. If they fail, the unit isn't only battle-shocked but now take a -1 to hit with any ''Psychic'' weapons they use. *'''Long Fangs:''' RAW unplayable, as RAW they aren't {{W40Kkeyword|adeptus astartes}}, but ''hopefully'' no opponent will be a stickler for that. Significantly better than baseline Devastatator Squads: not only can you take a Wolf Guard Pack Leader in Terminator Armor for a pair of additional missile launchers, but instead of gaining '''Ignores Cover''' from Remaining Stationary, you gain re-rolling 1 to hit, which is ''better''. *'''Skyclaws:''' Give the Blood Claws jump packs but no longer gives them the {{W40kKeyword|Battleline}} keyword. Otherwise remain just as inclined to charge, but they sadly don't get the ability to deal mortal wounds on the charge. *'''Wolf Guard:''' Absolute trash. If you're in a Gladius detachment so you're not forced to drop the good stuff, just take a real Command Squad. *'''Wolf Guard Terminators:''' Combination regular/assault terminators. *'''Wolf Scouts:''' Veterans as scouts, and they have the firepower to show. On top of the missile launchers and heavy bolters, they can also grab special guns if the bolter and shotgun don't cut it for them. Their sergeant, meanwhile, has a lot of fancy tools to employ both in melee and at range. *'''Wulfen:'''
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