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====Character Warbeasts==== *'''Despoiler:''' Situationally powerful. Without Mordikaar all it really has going for it is Arcane Suppression, not really worth a ten-point beast with no offensive potential; with Mordikaar, you reduce the ARM of nearby enemies so he can kill stuff and the Void Spirits you put into play actually pull their weight. Crit Brutal Damage on the tail is pretty nice. *'''Molik Karn:''' King of the Cyclopses. He's a heavy warbest with two Weapon Master (!) falchions with Reach; combine with Bronzeback Animus and Makeda3 feat and you can walk through enemy infantry like they weren't there. He has both Future Sight and Intuition on the same model, Fury 5 if near Makeda, Side Step for starting the rape chain and Fate Walker to finish it. Note that Fate Walker doesn't grant Sprint so if you have an Archidon you can make Molik Karn move twice after he attacks in melee. If you're a not WMH player, this stuff basically makes Molik Karn one of the strongest pieces in both games as he is incredibly consistent at hitting targets and swings for a bullshit amount of damage as well as being able to reposition a pretty decent distance afterwards. The joke with this guy is that your army and warlock is an attachment to him instead of the other way around. But makes sure you have support for him, on his own he can end up doing less damage than a Bronzeback and for a greater cost and lower survivability. *'''Tiberion:''' A Sentry on all the steroids. Unlike the Sentry he has Shield Guard, his Animus means most people are only getting one attack in on him. His giant mace has POW 18 and slams the target on a critical. He never, ever moves outside his own activation, whether you want him to or not.
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