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Hey folks, I've put together some rules for Bran Redmaw, based upon the older Forgeworld rules and I updated him to fit in better with 8th edition. Any constructive feedback is appreciated. Thanks. THE BLOODMAWS Bran Redmaw’s personal icon is the Bloodied Hunter, for he loves nothing more than to hunt under the full moon. The savagery of his company is legend. Some say the Curse of the Wulfen runs deep within their ranks, for their enemies are often found literally torn to pieces. Bran himself has been seen to attack at the front of a howling pack of Wulfen, and sometimes even succumbs to the Canis Helix himself in the heat of battle. Yet these warriors are also cunning – Bran’s numerous Grey Hunters will often lie in wait to the foe’s rear after the fury of his frontal attack forces their retreat. WOLF LORD BRAN REDMAW 150 pts / PL 8 M WS BS S T W A Ld Sv Bran Redmaw 6” 2+ 2+ 4 4 5 5 9 3+ The Redmaw 7” 2+ 5+ 5 4 5 5 8 3+ WARLORD TRAIT SAGA OF THE HUNTER: A master of the chase, ever has this hero tracked his prey from the shadows. Such a warrior exemplifies his Primarch’s hunting instincts. A unit affected by this saga in your Charge phase can charge even if it Advanced earlier in that turn. DEED OF LEGEND: Successfully charge an enemy unit with your Warlord. WARGEAR THE AXE LANGNVAST is an ancient and storied weapon among the Space Wolves, carried by many heroes into uncounted battles. MASTER-CRAFTED BOLTER, BOLT PISTOL, FRAG & KRAK GRENADES BELT OF RUSS: Bran Redmaw has a 4+ invulnerable save. WEAPON RANGE TYPE STR AP D ABILITIES The Axe Langnvast Melee Melee +2 -2 1 You can re-roll failed wound rolls for this weapon. Master-Crafted Bolter 24” Rapid Fire 1 4 -1 2 - Bolt Pistol 12” Pistol 1 4 0 1 - Frag Grenades 6” Grenade D6 3 0 1 - Krak Grenades 6” Grenade 1 6 -1 D3 - ABILITIES AND THEY SHALL KNOW NO FEAR: Bran Redmaw can re-roll failed Morale tests. JARL OF FENRIS: You can re-roll hit rolls of 1 for friendly SPACE WOLVES units within 6” of Bran Redmaw. CURSE OF THE REDMAW: Since first becoming a Space Wolf Bran has contained the curse of the Wulfen within him, an act of supreme willpower in itself. But, during the heat of battle, when his bloodlust rises, sometimes even his indomitable will cracks and he must succumb to the beast within. At the start of each controlling player’s Movement phases after the first turn, before moving any units, roll a D6, adding +1 to the result for each friendly unit with the SPACE WOLVES faction that is locked in close combat in Bran Redmaw’s line of sight. On a roll of 5+, Bran Redmaw uses The Redmaw profile for the remainder of the game (his Wounds value remains the same, and he does not regain any lost wounds) and he gains the following special rules: BOUNDING LOPE, DEATH FRENZY, CURSE OF THE WULFEN (HUNT), and CURSE OF THE WULFEN (KILL). *REDMAW ONLY* BOUNDING LOPE: The Redmaw can Advance and charge in the same turn, and can re-roll failed charge rolls. DEATH FRENZY: Roll a D6 each time The Redmaw loses a wound; on a roll of 5+ that wound is not lost. If The Redmaw is slain in the Fight phase, once the unit that slew them has made its attacks, you can attack with The Redmaw before removing him as casualty, even if he have already attacked that phase. CURSE OF THE WULFEN (HUNT): You can re-roll failed charge rolls for friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY units that are within 6" of The Redmaw at the start of the Charge phase. The range of this ability is doubled to 12" for friendly BLOOD CLAW units. CURSE OF THE WULFEN (KILL): You can make 1 additional attack for models in friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY units that are within 6" of any unit with this ability when they make their attacks in the Fight phase. The range of this ability is 12" for friendly BLOOD CLAW units. WULFEN are not affected by this ability, nor are units that made a charge this turn while within range of the Curse of the Wulfen (Hunt) ability. FACTION KEYWORDS IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES KEYWORDS CHARACTER, INFANTRY, WOLFLORD
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