It’s that time of the week again - Top Ten time! Last week we ranked the Top Ten units in 40K. This week we’re looking at the Top Ten Special Characters in 40K. This is not a one-on-one arena deathmatch. We can argue for hours about who will kick whose ass. This is a list ranking the characters in order of power in the game itself, not against each other. Also, I am still not including any of the new Dark Eldar Special Characters until I see them on the table. So, onto the rankings.
Honorable Mentions: Guardsman Marbo,
Nightbringer, Marneus Calgar, Deathleaper, Doom of Malan’tai, Darnath
Lysander, Ursarkar Creed.
Mephiston is a strange character to
play. You see his toughness six and six wounds with a 2+ armor save and
no independent character and think he’s indestructible. However, he
has no invulnerable save and can’t join a unit for protection. Granted,
he kicks some serious ass in close combat with his WS seven and
initiative seven along with his psychic abilities. However, he’s a
little too fragile to be any higher on the list.
9. Commander Dante (Blood Angels)
Dante is one of those characters that is
very versatile. He can hold his own in close combat and take out a Land
Raider with his infernus pistol. He debuffs an opponents independent
character of your choosing and doesn’t scatter at all when deep striking
(great for that initial shot with the infernus pistol). He’s got great
mobility with his jump pack and decent durability with his 2+/4++ save
and four wounds.
8. Kairos Fateweaver (Chaos Demons)
Fateweaver is more of a buffer and
shooter than close combat, however he does these things well. He can
fire three weapons at three different targets, and he allows friendly
units within 6 inches to re-roll armor, cover and invulnerable saves.
I’m sure everyone’s run into a Fatecrusher list at one point or
another. On top of all this, he can deal out instant death in close
combat and has five toughness and three wounds with a 3++ save. Throw
in wings for mobility and Eternal warrior and you have yourself a
brute. He’d be higher if not for his Oracle of Eternity downside of
leadership tests on failed saves. One failed leadership test and he
flies away.
7. Njal Stormcaller (Space Wolves)
I’m not going to get into a discussion of
how the Space Wolves are against psykers altogether yet sport one of
the best psykers in the game. Njal is a monster knowing all the Space
Wolf psychic abilities, carrying a staff that nullifies opponents’
psychic abilities within 24″ on a 3+ and wounds Demons on a 2+, the
ability to wear Terminator Armor, and his Chooser of the Slain,
Nightwing. On top of all this he has his Lord of Tempest rule which
just brings the awesomeness every turn.
6. The Swarmlord (Tyranids)
Arguably, he’s the best close combat
character in the game. He sports a WS of nine, making marines hit him
on fives. He’s toughness six with five wounds. He has a 3+ armor save
and 4++ save in close combat. Oh yeah, he inflicts instant death and
makes the opponent reroll successful invulnerable saves, me likey. He
passes along either Preferred Enemy, Furious Charge, or Acute Senses to a
friendly unit within 18 inches each turn. You add +1 to reserve rolls
and can reroll your outflank die to see from what table edge the unit
will arrive. And finally, he can cast two psychic abilities a turn
seriously gimping his target with Paroxysm or healing himself with Leech
Essence.
5. Logan Grimnar (Space Wolves)
There are many different “Logan Bombs”
running around in 40K right now. With his The High King rule, he can
bestow Relentless, Preferred Enemy, Fearless, or Tank Hunters on his
squad to create some real nastiness out of Drop Pods. Once per game he
gives every friendly model within 18 inches +1 attack. The real
powerhouse item, though, is his Axe Morkai. This allows him to strike
at initiative with a frost blade or hit with a powerfist dividing his
attacks between the two as he sees fit. Throw in Terminator Armor and
Eternal Warrior and you have a true close combat tank.
4. Eldrad Ulthran (Eldar)
Eldrad is hands down the best
buffer/debuffer in the game. Three psychic abilities a turn and Runes
of Warding make a tough game for any opponent. His Divination allows
you to redeploy units creating advantages for yourself. Plus, he rolls
three dice for psychic tests and picks the two lowest and has a
Ghosthelm just in case he fails it. Add in a 3++ save and you will
almost never take a wound from Perils. Dooming a unit then guiding a
Dire Avenger unit right before they Bladestorm never gets old.
3. Abaddon the Despoiler (Chaos Space Marines)
There are few units in the game I fear
more than one with Abaddon attached to it. Abaddon sports every mark in
the Chaos codex raising his toughness to five, initiative to six,
attacks to four, and invulnerable save to 4++. On top of that his Demon
Sword Drachnyen and Talon of Horus combine to give him strength eight
at normal initiative and +D6 attacks while re-rolling to wound. I got
rolled by him once when he hit with 11 attacks at initiative five and
strength eight. Ouch.
2. Ghazghkull Thraka (Orks)
Ghazghkull is one of the toughest
characters in the game to get rid of. Toughness five, four wounds,
Eternal Warrior, 2+/5++ saves and his super Waaagh making his 2+ save a
2++ save for a turn making him tougher than a Land Raider. Also, don’t
forget he’s pounding you with his strength ten Power Klaw and seven
attacks on the charge while you try to figure out how to kill him.
WAAAAAAAGH!!!!!!!!!!
1. Vulkan He’stan (Space Marines)
Not many characters in the history of 40K
have evolved the meta game as much as Vulkan. Granted, he’s a beast in
close combat with the his relic blade and 2+/3++ saves along with his
heavy flamer. It’s his Chapter Tactics that make Vulkan so great. With
mech being the flavor of fifth edition, Vulkan’s army wide twin-linked
meltas, multi-meltas, flamers, and heavy flamers are phenomenal. Throw
in master-crafted thunder hammers, and you have an army ready for
anything. He does all this for a measly 30 points more than a similarly
equipped Captain. Sheesh.
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