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======Named Characters====== *'''[[Logan Grimnar]]:''' Everybody's favourite Santa returns once more to the HQ slot but he's no less a killing machine than before. He comes equipped with Terminator armour, a 4++ invulnerable, a storm bolter and a big ol' axe, and is a venerable mountain of wounds, attacks and MANLINESS. He gained the Chapter Master keyword and ability (one Space Wolf Core unit within 6" re-rolls all failed hit rolls). He always counts as having completed his Warlord Trait, so his Chapter Master and Captain abilities are extended to 9", and Space Wolf units within 6" automatically pass morale tests. The Axe of Morkai now functions as either a thunder hammer without the hit penalty (not that your WS2+ models take the penalty to begin with) or an S+2 AP-3 D1 make-two-hit-rolls-for-each-attack GEQ blender. All for a neat 155pts. **'''[[Logan Grimnar]] on Stormrider:''' For a mere 25pts extra, he can take his sled. Bumping his stats to T6, W14 (making him lose Look Out, Sir, ''and'' he can't benefit from Company Vets anymore), and M10"/7"/4" (that's right, in his weakest state it would be faster if he could legally get out and walk). He also gains 6 of the Thunderwolves' teeth and claws (S+1 AP-2 D1), because fuck GEQs. He can also advance and charge like other Thunderwolves, but he can't Deep Strike. Beware, though; he swaps Infantry for Chariot, so some rules, abilities, or stratagems may not apply to him. ***Don't be dumb - this is exactly as bad an idea as it looks. If you need a mobile Chapter Master, field one on a bike, thunderwolf or just shell out cash for a Storm Eagle, StormRaven or Land Raider. Logan's Sled is just too fragile, plain and simple. *'''[[Arjac Rockfist]]:''' "<s>Mjolnir</s> Foehammer to me!"*cough* The Anvil of Fenris is your Wolf Guard Battle Leader in Terminator Armour. His standard Lt. aura is mostly a secondary role; his primary one is flattening enemy Characters and Monsters. S5 and A4 puts him above other WGBLs, in conjunction with his buffed thunder hammer which he can YEET at an enemy unit. 12" Assault 1 S10 AP-3 D3, gains +1D against Character or Monsters, with the melee profile being that same S, AP, D, and rules. His Champion of the Kingsguard rule lets him re-roll failed hit rolls in melee against Characters as well, meaning it's the same as re-rolling 1s to hit since he's WS2+. He's also one of the only Marines to have kept an 8th edition storm shield, meaning he has a 3++ invulnerable save (and a 2+ save, not a 1+). ** He's 120pts compared to a Battle Leader Hammernator's 105pts. For those 15pts, you gain what amounts to a meltagun, +1S (which is +2 after you account for the hammer), +1A, trading 1+/4++ for 2+/3++ (which is usually better), and an excellent character smasher. The only reason you'd take a generic Battle Leader in Terminator Armour is for relics or a Warlord Trait of your choice instead of Arjac's fixed Warlord Trait (the Bear, which is the 6+++ FNP that turns into an aura when the warlord loses his first wound), or if you really wanted to trade his melee prowess for long-range prowess, i.e. a storm bolter. *'''[[Njal Stormcaller]]:''' Sticking the Tempest that Walks inside a suit of Runic Terminator Armour is a no brainer. At 140 pts he's got an extra wound, 5++ and the ability to deep strike. Along with his improved stat line Njal knows 3 Tempestas powers along with Smite so he can pick and choose which 2 he wants to cast with +1 on he psychic tests. He can also deny 2 enemy powers per turn with a re-roll on all of the attempts, combined with his psychic hood this gives you a damn good chance of denying an opponents powers which really matters with all the Smite spam out there this edition. Nightwing is still underwhelming but Assault 3 strength 3 shots are better than nothing. Play aggressively and drop him with another deep striking unit so he can support them, throw out Powers and shut down enemy casters. *'''[[Bjorn the Fell Handed]]:''' Now that Bray'arth got taken out back and shot in the kneecaps by FW, Bjorn is roughly tied for toughest non-Leviathan Dreadnought now. T8 W8 Sv3+/5+++ fnp and Character makes him very hard to kill. He's kept his Captain re-roll 1s to hit aura but hasn't got the Captain keyword, meaning you can take him and a captain and a chapter master if you really want, and gained Duty Eternal from the Codex, meaning any damage he does suffer is reduced by 1. In melee, he packs five S12 AP-4 Dd6 re-rolling failed wound rolls punches, before you calculate shock assault. For shooting, he comes standard with a heavy flamer and assault cannon, the latter of which can be switched for a heavy plasma cannon, multi-melta, twin lascannon, or helfrost cannon. At M6", he has a fairly nippy power-waddle as well, and he's only 175pts with the assault cannon. ** He's an excellent addition to gunline armies compared to a regular Captain. The same aura, better shooting, tougher, and a better deterrent against enemies who get too close. *'''[[Harald Deathwolf]]:''' This guy, right here. Exceedingly tough at T5 W7 2+/4++, and his Mantle of the Troll King lowers any damage received by 1 (suck it, Dreadnoughts). He's a thunderwolf captain that can outflank, and has the same leadership-sharing aura chaplains have, but with a different name. His former frost axe is now a masterwork power axe with a buff on it, coming out at S+2 AP-2 D2 and unmodified wound rolls of 6 inflict an additional MW. *'''[[Canis Wolfborn]]:''' Dog Dogborn has returned as a Thunderwolf "Company Champion" with Frost lightning claws (S+1 AP-2 D2 re-roll failed wound rolls) instead of the master-crafted power sword and combat shield on a real company champion. His unique aura boosts him to a borderline auto-take if you have a Thunderwolf Deathstar, as he grants +1A with Thunderwolf and +2A with Fenrisian Wolf teeth and claws (he works on Ragnar's chariot, but only adds +1A, not the +2A you'd expect from it having two wolves); he won't buff them as much as a captain or lieutenant on a thunderwolf will, but he's a reasonably solid third buff to them. That being said, he's a glass cannon at T5, W6, Sv3+, and no invulnerable save - his only nod to durability is that he has outflank, letting him keep up with Harald. He has a bolt pistol and frag and krak grenades, but his BS is a laughable 5+, so that's a marginal downside compared to a real company champion. ** It's a fine question how anyone with BS5+ - he's less accurate than an ''Ork'' - managed to rise through the ranks of a Space Marine Chapter, even given how non-compliant the Space Wolves are. *'''[[Krom Dragongaze]]:''' A fairly inexpensive but fluffy alternative to a regular footslogging Wolf Lord/Captain. At 90 pts he boasts an extra attack, his Wyrmclaw is a +3 strength, AP-2 D2, and he reduces enemy units' combat attrition tests within 3" by 1. Awesome model, and offers something different from the usual Wolf theme. Cheaper than similarly equipped Wolf Lord, making him the budget choice. *'''[[Ragnar Blackmane]]:''' Got Primarised in the last edition. As expected he gets the extra wound and attacks (he is A7) that all Primaris have, but more conspicuously he replaces Shock Assault with his old Berserker Rage, giving him 3 attacks when Shock Assault would trigger instead of one. Additionally, he lets nearby Space Wolves within 6" make a consolidation move of 6" instead of the usual 3". And he has a re-roll charge aura for friendly SW non-vehicles within 6β. Get this guy in an Impulsor with either Incursors, Reivers, Bladeguard Veterans, or Assault Intercessors (Give the Sarge something tasty) and then RIP AND TEAR, UNTIL IT IS DONE! Put short, this guy is a beast, but he won't carry you to victory on his own and requires a little support and strategy to truly shine. **'''Ragnar Blackmane (Legends):''' His non-Primaris form comes in at 100 points, which is starting to hit the pricey side for a footslogging Lord. He's got an extra attack but has lost his Furious/Berserk charge bonuses of previous editions so isn't quite the whirlwind of charging death he used to be. His War Howl now grants all units within 6" re-rolls to failed charge rolls, Insane Bravado doubles his heroic intervention range and his Frost Sword hits at S5 AP-4 D2, chewing through anything without a decent Invulnerable save. If you're using a number of deep striking units Ragnar's a decent bet to support them in a pod, allowing anyone around him a better chance of hitting that first turn charge with his re-rolls. More expensive than a Smash Lord, and re-rolling charges is something Wulfen give. *'''[[Ulrik the Slayer]]:''' Ulrik's a named Master of Sanctity with +1 to BS, W, and A, 9" to his Leadership-boosting ability, and the Slayer's Oath, which greatly improves his support ability provided he's managed to kill a Character or Monster (which isn't terribly likely, especially with his low mobility). Slayers oath now allows all Litanies cast to auto-cast instead of wounding bonuses, so he is more a buffer instead of a beater. Also has an AP-2 Crozius, for an almost relic blade. **Even though he is footslogging, he has options to get where he is needed, and can seriously buff other units when he gets there. He is currently 30pts above a regular wolf priest.
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