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====Special Characters==== *'''Lukas the Trickster:''' WS2+, W5, A5, and a S+1, AP-2, D2, re-roll failed wound rolls melee weapon, he's no slouch in combat. He also has a plasma pistol, so don't overcharge it unless you want to risk becoming a cartoonish pair of smoking boots on the ground. He can also never be hit on a roll of unmodified 1-3, so fear Snipers a little less. He also has a lite version of the old Chapter Master aura, in that Blood, Sky, and Swift Claw units within 6" can re-roll all failed hit rolls. If he's killed in melee, both players roll off; if you win, the enemy unit that killed him suffers d6 MW's. Finally, the bad stuff, he can never have a Warlord Trait and ALL Space Wolf units within 6" suffer -1Ld. ** Lukas saw a deep discount going into 9th, dropping from 110pts to 80pts. ** You may think cramming Lukas and three five-man Blood Claw Packs into a Crusader is a good way to go. You wouldn't be wrong per se, but they will easily be one of the most cowardly Marine units at Ld6. *'''MURDERFANG:''' What Bjorn is to Venerable Dreadnoughts, this guy is to Wulfen Dreadnoughts. As a Character with fewer than 10 wounds, Murderfang can only be targeted with ranged weapons if he's the closest enemy. With a decent screen of infantry and good use of his Murderlust ability, getting him into close combat unharmed is almost too easy. His weapons are the Murderclaws (Sx2, AP-3, D3, re-roll failed wound rolls), a storm bolter, and heavy flamer. Ignore the bolter, you're BS5+. As a Wulfen, he cannot be your Warlord or perform an action. However he gains a the Duty Eternal ability and +3A from Shock Assault instead of +1, so he's swinging his claws eight times if he charges.
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