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===Space Wolves Melee Weapons=== *'''Chainsword''' Has taken over the old '2CCW' trick of giving units an extra attack in close combat. Can be given to almost everyone in a Space Wolf army. *'''Power Fist''' Sx2 User AP-3, D3 damage, -1 to hit. Having a few of these will make up for your lack of heavy weapons. Fortunately, the effect of Hunters Unleashed cancels the hit penalty, so your fists will hit much more often. *'''Power Sword''' S User AP-3. The dedicated anti-infantry power weapon. Definitely has its uses on pack leaders, but for only 3 pts more characters can get a Frost Sword which is simply better. *'''Power Axe''' S+1 AP-2. The 'balanced' power weapon option, probably one of the better pack leader options. Characters can get a Frost Axe for only 5 pts more. *'''Power Maul''' S+2, AP-1. Has a niche in the vanilla Space Marine arsenal but here there are better alternatives for getting to S6 in close combat. *'''Lightning Claw''' S User AP-2, with re-roll to wound and +1 attack if you've got two. Anyone who can get these can get Wolf Claws instead, which are straight-up better at 1 extra point, whether you take one or two. Never get these. *'''Thunder Hammer''' Like a Power Fist, but deals 3 damage instead of d3. All the strengths (and the -1 to hit modifier) of the Power Fist, with none of the random damage. Costs the same as a Power Fist on non-Characters, so it's a flat better choice than a Fist for Sergeants. 5 points more than a fist for Characters. The extra reliability could mean the difference between one-shotting a Centurion or get an Assault Drill in the face, so consider that 5 points investment over a Fist. Again, Hunters Unleashed helps a lot with its reliability. **As at CA2019, these things cost 40 points on Character models, so make sure you pair it with Wulfen Stone and Saga of the Wolfkin to make the most out of it. *'''Tempest Hammer''' A Thunder Hammer that deals a Mortal Wound on a 6. (Nerfed in the FAQ to still have a penalty to hit.) Only available to the Iron Priest. *'''Frost Sword''' S+1 User AP-3. These are why you play Space Wolves. Combine the best qualities of the Power Sword and Power Axe for a minimal increase in points. *'''Frost Axe''' S+2 AP-2. A great way of getting to S6 in close combat. They are a bit less cost-effective than frost swords, though. *'''Wolf Claw''' S+1 AP-2, with re-roll to wound and +1 attack if you've got two. Costs 1 point more than Lightning Claws for either one (7 points) or two claws (11 points) as of Chapter Approved 2019.
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