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==Tabletop== For 90 pts Chaplains have a Veteran stat line with +1WS, 2Ws, and LD10. They've got a bolt pistol and Crozius which counts as a powermaul, and a 4++, with access to Terminator armor, ranged, special issue, and chapter relics like other Independent Characters. Chaplains are more a support character than a singular power house, giving their unit re-rolls to hit, and Fearless. Vanilla Marine's chaplains have no choice in melee weapons for some reason. Odd considering that codex represents the broadest spectrum of chapters. Only getting to take a powerfist, in place of their pistol. Dark Angels have two: regular ones and Interrogators. Regular ones are identical to the above, but cannot take Terminator Armor and Chapter Relics. They do however have access to melee and ranged weapons. Interrogators come for 20 more points and get the Deathwing, Preferred Enemy (Chaos) and ''Fear'' rules and a near-captain stat line with -1WS, and access to every piece of wargear expect heavy weapons, they practically outstrip regular Captains in every way unless you pimp out a captain with loads of expensive gear. If you use them they're best used in either the Black Knights or Deathwing Knights. Wolf Priests are probably an oddity among the Space Wolves, since they can take multiple ranged options but no melee. They also have access to Chapter Relics, Terminator Armor and Runic Armor, other than having a 4++ thanks to the wolf talisman. Having the same stat line of regular chaplains, these guys are even more support-focused than their vanilla counterparts. Thanks to the half-apothecary gig, they give Feel No Pain(6+) to the unit they're in, along with Favoured Enemy, making them the perfect scrub-sitters, making the weakest units in your army able to hold their own in a fight, especially if supported by big numbers. Wolf Priests also have Counter Attack and Acute Sense, much like every other unit in a Space Wolf army. Best use for a Wolf Priest is to stick them in a big Blood Claws unit (or even better, Swift Claws) and use them to target the opponent's infantry. Favoured Enemy allows you to use an abundance of plasma guns with relative safety and kinda makes up for the Blood Claws' WS3 and BS3, while FNP gives your guys a chance to last even against stronger opponents, at least for a while. Unfortunately, the lack of melee options means the Wolf Priest is not gonna be much useful in challenges against MEQs, so you better give him a Wolf Guard pack leader properly kitted for the task, while the Wolf Priest and the Blood Claws drown the rest of the enemy unit with the sheer amount of attacks. <gallery> image:SpaceMarineChaplains.png|<center>Chaplains</center> image:BloodAngelsChaplain.png|<center>Death Company</center> image:DarkAngelsChaplain.png|<center>Interrogator-Chaplain</center> image:IronFather.png|<center>Iron Father</center> image:UlrikTheSlayerModel.png|<center>Wolf Priest</center><center>(''[[Ulrik the Slayer]]'')</center> image:DeathwatchChaplainOrtanCassius.png|<center>Deathwatch</center><center>(''[[Ortan Cassius]]'')</center> image:GreyKnightChaplain.png|<center>Grey Knight</center> </gallery>
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