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====Special Characters==== *'''Brother-Captain [[Arvann Stern]]''' - A solid close-combat character, pretty much a standard Brother-Captain with a force sword, but with two gimmicks. His first gimmick is the Strands of Fate ability, with which he can reroll a single to-hit, to-wound, or saving throw per turn; however, for every such roll you take, [[Tzeentch|your opponent also gets to make the same kind of roll]]. Don't abuse it, or a canny opponent will use it to screw you over. The second gimmick is a special version of Banishment that allows him to reduce the Invulns of ALL Daemon units within 12" of him (instead of a single unit within 24"). Give him some room to fire it and they will fall. He also comes with the Sanctuary power by default, so he's a good pick if you plan on bringing some allied THSS termies, or just to increase the durability of your standard termies if you expect lots of AP1/2. *'''[[Castellan Crowe]]''' - Your average Brotherhood Champion with a better statline, some extra toys (like Cleansing Flame), and +17% points. Sacrifices Nemesis Force Weapon for a generic Close Combat Weapon. He has IC now, and he no longer buffs his enemies when charged. He's still pretty beastly, especially with Hammerhand, to make that not hurt in most cases. He uses both champion stances at the same time, so he gets Smash in addition to re-rollable 2+/4++ saves while in challenges. Remember that with Smash you can choose to attack only once at double strength, which is instant death vs most opponents that aren't Monstrous Creatures. Also remember that Smash gives you AP2 on all attacks, overriding the Sword's natural AP nil, and that excess wounds from a challenge now spill over to the rest of the squad, so keep him in a challenge if you want to see results. He is pretty good vs generic enemy characters, but does worse against things that could take him out in one shot, since even a re-rollable 4++ will eventually fail him. He can really add a lot to a unit as he is now an independent character. *'''Grand Master Voldus, Master of the 3rd Brotherhood (Triumvirate of the Primarch)''' - For 240 points, he has the exact same statline as a Grand Master, but with ML3 and Lore Master as his Warlord Trait. He possesses the ''Malleus Argyrum,'' a Nemesis Daemon Hammer without unwieldy, allowing him to strike at I5. You'll probably be taking him over a Librarian with a Domina Liber Daemonica from now on, as having 5 guaranteed Sanctic powers ''in addition to'' 3 Wounds and Str 8/10 at initiative is too good to pass up. *'''Inquisitor Solomon Lok (Forgeworld)''' - Someone forgot about this dude? Tucked away inside Imperial Armour 4 volume 2 is this little fella who can be taken as a HQ choice for Grey Knights. He's an ordo xenos inquisitor with artificer armour, a refractor field, a master-crafted power sword and a bolt pistol w/ psybolt ammunition. His Warlord trait gives him and his retinue FnP within 3" of an objective which is pretty meh as the unit will be T3 anyway most likely. He's nothing special but if you wanted to fill a HQ slot for cheap and take a very pretty model in the process he's your dude. Surprisingly good against MEQ in CC though, with I5, 4 Attacks base an MC power-sword and digi-weapons means he hits first and rerolls a fair bit. Funnily enough too he's the only Inquisitor the Grey Knights can take in a regular army, even though he's Ordo Xenos and not Malleus (yes, even Hector Rex can only be taken in an Inquisition list).
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