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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Wolves
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==Wargear== *'''Master-Crafted Weapon''': It's an MC weapon. Keep for your combat weapons or pistols. Maybe the low-fire guns. *'''Overcharged Weapon''': Gives a single gun +1S but also Gets Hot, which makes it a bit risky. It's especially worse on Plasma weapons, as they now explode on a 1 or 2. *'''Suspensors''': A rather nice upgrade, this allows a Heavy weapon to fire at full BS even if the model moved, but only at half-range. Pretty good take for Long Fangs to keep the fire coming. *'''Smoke Grenade''': A harmless grenade that gives you a Large Blast worth of temporary 5+ cover until the next turn. If you ever felt like playing [[Cyrus]], roll it. *'''Auxiliary Grenade Launcher''': Allows a gun to fire a grenade as well as fire, this won't get much use unless you have a strict idea how to use it. *'''Auspex''': See codex; spend a shooting turn to drop an enemy's cover save by 1. *'''Bionics''': A cheap way to grab a 6+ FNP. ===Leaders Only=== *'''Helbiter''': An S5 AP4 Bolt Pistol with Helfrost, making it pretty much key for sniping the weak. It's pretty much the Helfrost half of the Bite of Fenris, now pistol-sized. *'''Wulfjaw''': An S+1 AP4 Chainsword with Rending and Strikedown. Rather decent for managing challenges and small combat with Rending. If they try to run, then Strikedown will make sure that they'll stay where you can hit them. Otherwise, the Frost Sword is slightly better in exchange for the rules and a slightly higher pricetag. *'''Amulet of Russ''': It's a 5++ Invul. Buy it if you have the room. *'''Mark of the Wulfen''': A rather bizarre tool from the old codex, this replaces all your weapons. Instead, the Leader just gets d6+1 Rending CCW attacks. Absolutely monstrous, but will screw you over with Overwatch. Bring security if you need to get this. *'''Wolf Tooth Necklace''': Old Codex Tool #2. The ability to always hit on a 3+ is a rather nice boost, especially when going up against other MEQ and higher. The issue is that this will also screw you over when fighting stuff like Tau and swarms, which usually would give you a boost on the to-hit roll, now become only a 50-50 shot. Take only if you're up against MEQ and TEQ armies. *'''Wolf-Tail Talisman''': Old Codex Tool #3. Adamantium Will is a decent bonus to resist any oncoming powers. ===Pack Leader Only=== *'''Tyrfang''': A Frost Sword with a special rule granting it d6 bonus attacks. The problem is that if you roll a 1, the Pack Leader now has to take an S5 AP3 hit. Beware the roll if you fumble it. *'''Wolf Helm''': Grants models within IP a re-roll on all morale. Rather handy. *'''Saga of the Frontrunner''': Expands the IP range from 6" to 12". Good for coverage, but the reliability won't be any better. *'''Keen Senses''': A fluffy and nice rule, this allows the Pack Leader to fire at and charge hidden models. The issue is that they're still in cover, so you better find a way to either ignore it or buy bonus grenades to charge through it. *'''Pelt of the Dire Wolf''': Stealth is something of an incredible take, as the cover gets a lot better. The fact that it's cheap also means that grabbing it is even easier to fit into a playstyle you're working with. ===Rune Skald Only=== *'''Bifrost Gauntlets''': A re-rollable 3+ armor is rather weird, but using it is a good idea for up-close fighting or if you expect heavy firepower to mess with you from the backfield. *'''Staff of Blizzards''': A curious weapon, it's an S4 AP- Template, but not a flamer. Instead, it merely blinds. It lends a hand to the mobs so that they don't get pulped so quickly. *'''Chooser of the Slain''': Remember that one rule that made Rune Priests awesome at denying as well as boosting firepower? Yeah, they're back, but a little different than before. Now you have to mark a single model and when firing anything (including Witchfire powers), you get +1 BS. It's a bit disappointing the fire support isn't available to other models, but this is a handy way to ensure priority removal. ===Long Fang Ancient Only=== *'''Helfrost Rifle''': A handheld Helfrost Cannon, but now it's just Assault 1 with Helfrost. The idea of just wiping out flimsy things makes this a real good grab against weak mobs who tend to have shit Strength and thus die fast. ===Iron Priest Only=== *'''Saga of the Iron Wolf''': Another old codex tool, this grants +1 to repair rolls. Only grab for transports. ===Wolf Skald Only=== *'''Allfather Totem''': This banner grants Space Wolves within 6" of him Rage, making them much better on the charge. Grab it for the massed assaults you take him for. ===Thunderwolf Only=== *'''Jagged Barding''': Grants +1S on HoW hits. Pretty nice for the assault. ===Terminator Only=== *'''Auto-Launcher''': Gives a Termie infinite Assault Grenades, but they can't be thrown as weapons. Rather nice with the fine tools you get with the Wolves. *'''Cataphractii-Pattern Terminator Armour''': Gives a 4++, but exchanges Relentless with S&P. Beware using this, because you're giving up the option to Overwatch for a better Invul. *'''Tartaros-Pattern Terminator Armour''': Grants the wearer Sweeping Advances. Definitely a more advisable choice over the Cataphractii, as this is cheaper and offers more mobility. *'''Teleporter''': A Termie gives up assaulting for a turn and gets a 2d6" shunt wherever he wants. Good for setting up traps.
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