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===Wolf Brothers=== Where the Blood Brothers are for getting stuck in quickly, the Wolf Brothers are for getting as many attacks as possible. Between their spells and their loadouts, you should be sure to get all the attacks you want in any situation. ====Special Rules==== *''Counter:'' When this unit is charged, you can give one melee weapon an extra attack. All of your infantry can pick it up so you can make your army quite defensive. ====Psychic Spells==== *'''Fury (4+):''' Friendly unit within 12" gains Furious. You definitely want to set this off whenever possible. *'''Hurricane (4+):''' Two enemy units within 6" take 4 hits, making it a diet Lightning Cloud. *'''Storm (5+):''' Enemy unit within 18" takes -1 to their next shooting rolls. You absolutely want this to protect a vulnerable unit as they make their attack. *'''Thunder (5+):''' Enemy unit within 12" takes 3 AP 2 hits, making it better for punching big boys. *'''Wrath (6+):''' Enemy unit within 12" can be thrown 6" in any direction, leaving them out of a weak unit's hair or right in the sights of a charging mob. *'''Lightning (6+):''' Enemy unit within 12" takes 2 AP 3 hits. The inverse of Thunder, making it for blasting vehicles. ====Units==== *'''Lone Wolf:''' A genuine beatstick of a hero that's cheaper than the grave captain. Perhaps most remarkable is its option for pet guard wolves (for bonus attacks) as well as a great wolf mount instead of a bike, thereby granting the rider extra melee weapons as well as Impact 3. *'''Wolf Rookies:''' Take pathfinders and toss them into basic brother armor. Their quality won't be as good, but you'll be able to buy them weapons that would normally be impossible. *'''Wolf Brothers:''' Your basic battle brothers, though their weapons lack anything with heavy punch. You can also give them jetpacks or bikes to fill in a hole you want - ones that could normally be filled with the appropriate base units. *'''Werewolves:''' While more expensive with a 3+ defense, these guys are genuine melee monsters with Fast and Regeneration. While normally without any shooting, you can give them backpack grenade launchers to give at least a cursory effort at softening up crowds before ripping into them with the variety of evil implements at their disposal. *'''Wolf Destroyers:''' What makes these guys different from the stock destroyers? It's their ability to replace their storm rifles with base assault rifles (at a discount of 5 points even!) and then buy an attachment that's normally only for champions and captains. *'''Wolf Riders:''' Take bikers and replace their bikes with angry wolves with Impact 3 and 3 AP 1 attacks to add to the frenzy. Almost all their options focus in on that, though you could also be a square and grab a plasma pistol or assault rifle for some variety. *'''Wolf Walker:''' It comes stock with a pretty fierce blast weapon, but it's capable of taking just about any other weapon the walker could normally take. If you want a melee focus, you could either make its fists claws with Rending or take a big axe with AP 4 Deadly 3 and a shield to make sure it's not focused on too much. *'''Fang Gunship:''' This ship is strapped with a devastating cannon tailor-made to wipe off mobs with ease and missiles to kill single targets. This can be added on to with extra guns as well as room to carry 11 models. *'''Wolf Jet:''' The less focus-firing equivalent of the Fang with slightly less evil twin frost cannons and twin laser cannons. Aside from that, they can carry the same upgrades as the Fang aside from the one replacing missiles.
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