Alright, for this installment we are doing things a little different. I'm avoiding listing an average points cost per unit, as each single model can wind up costing you a lot anyways, just giving you perspective on what to equip them with, and how to do it.
Chapter Master:
Fluff-wise, this is the Space Marine in charge of his chapter. Game-wise, the strongest single character in the Codex.
Pros: Extremely tough and delivers a lot of punishment in assault. Allows Orbital Bombardments once a game. Lots of upgrades. Allows you to purchase Honor Guard squads. 4+ invulnerable save.
Cons: Expensive. Very, VERY, expensive.
Recommended Upgrades: Terminator armor or artificer armor. You're already spending a minimum of 125 points on him, make him survive as long as possible. Aside from that, a combi-melta will grant a nice, Str 8 attack right before the charge. Always give him at least a power sword, if not a power fist. Thunder hammers and relic blades are more or less unnecessary for him, or not worth their price.
Tactics: If in power/artificer armor, keep him in a squad in a Rhino. You can pause the vehicle to drop an Orbital Bombardment on your opponent, and it's a powerful enough character that it may force him to commit more units to attacking that squad. If in Terminator Armor, toss him in a Land Raider with a squad of Terminators and Honour Guard. Then unleash them on your opponent's command units.
Honour Guard:
Act as bodyguards for the Chapter Master. Excellent assault unit.
Pros: Come standard with boltgun, bolt pistol, power weapon, and artificer armor. Only a few upgrade options, but they are effective.
Cons: Expensive (115 points for 3, 35/model after that.)
Recommended Upgrades: Give your champion a thunder hammer and digital weapons. If you have 5, take a couple of relic blades for higher-strength attacks. A few auxiliary grenade launchers are effective as well, no matter how many you use. Always take the Chapter Banner.
Tactics: Honour Guard are made to eliminate special characters and commanders. Get them to assault range with your opponent's HQ as fast and safe as possible, then assault.
Space Marine Captain:
The Space Marine in charge of a Company. Not as many wounds or attacks as the Chapter Master, but cheaper.
Pros: Options, gives access to Command Squads, cheaper than a Chapter Master
Cons: Expensive for what you get.
Recommended Upgrades: Same as Chapter Master. Note that if you have a Captain on a bike, you may take Bike Squads as Troops.
Tactics: Same as Chapter Master
Command Squad:
Similar to an Honour Guard, a small squad with commander abilities and a lot of upgrade options.
Pros: Apothecary, Company Banner, have the ability to combi-weapon spam, can give out power weapons like candy.
Cons: Expensive (115 for 5 models, upgrades cost extra)
Recommended Upgrades: Company Standard, Company Champion, a couple of combi-meltas, some power weapons, and some power fists.
Tactics: The Apothecary grants the Feel No Pain USR to the squad, making it (in my opinion) superior to the Honour Guard. You can use as a tough unit of shock troops to support your main force, or make them into character hunters. Keep in mind they cannot have jump packs, and can be placed on bikes.
Librarian:
The Librarian is the Space Marine psycher unit.
Pros: Psychic powers, psychic hood, force weapons, and psychic powers.
Cons: Not as well-endowed stat-wise as some of the other Independent Characters, Perils of the Warp attacks.
Recommended Upgrades: Don't waste your points upgrading his bolt pistol. If you do you're doing it wrong, he shouldn't be using it anyways (except for that bonus attack). Epistolary is a bonus, but pricey. Terminator armor is iffy (will explain in Tactics). As far as Psychic Powers go, the 4 main ones I will suggest are Smite, Force Dome, Null Zone, and Might of the Ancients. They have a wide range of uses. Avenger, Machine Curse and Quickening can be quite handy, but have their problems (Avenger is a template weapon, so will probably not get used more than once, Machine Curse only works on vehicles, and only causes a Glancing Hit, if he is in a squad, they all must fire at that vehicle, and if he is in a squad, he will only benefit from half of Quickening). Avoid Gate of Infinity (if he moves with a squad, you can lose members of said squad) and Vortex of Doom (if he fails, you put a S10 AP1 blast template on top of your Librarian), even though they at first seem to have the most potential.
Tactics: Librarians are rather fragile, as Independent Characters go. He needs to be in a squad. Similarly, his psychic powers (and therefore points) go to waste locked up in a Land Raider. If you put him in a tactical squad, he creates new avenues for that squad to explore, and his force weapon gives them a bit of commander hunting ability. He does best in a Tactical Squad, either in a Rhino, casting, or on foot (and remember, you cannot fit models with Terminator armor in a Rhino).
Chaplain:
In fluff terms, he leads the chapter and company spiritually into battle. In game terms, he is a commanding unit that lends assault buffs to the unit he is with.
Pros: He gives the unit he joins the Fearless USR and the Liturgies of Battle ability (the turn they assault, they may re-roll all rolls to hit). To boot, comes with a 4+ Invulnerable save and a power weapon. He's fairly cheap.
Cons: Like the Librarian, not as stacked as some other IC's.
Recommended Upgrades: Give him digital weapons, to further his assault abilities, or Terminator armor. It is not unknown to replace his boltgun/pistol with a power fist.
Tactics: He needs to be in a dedicated assault unit, be it Terminators, Vanguard Veterans, Assault Squads, or just on a Bike. But he does the most damage where he will be assaulting multiple times.
Master of the Forge/Techmarine:
In fluff, they maintain all of the chapter's equipment. In game, they can fix vehicles and provide some nasty support.
Pros: Servo-arm/Harness, Bolster Defenses, Blessing of the Omnissiah, artificer armor, MOTF only: BS 5, conversion beamer, can take Dreads as Elites or Heavy Support.
Cons: Not very stacked, stat-wise.
Recommended Upgrades: Always take either a Servo-Harness or conversion beamer. Besides the additional servo-arm attack, it provides lots of ranged firepower to your model. Combi-meltas as well. Give him at least a power weapon, if not thunder hammer. If you do not take Servitors, mount the model on a bike (it allows him to move quickly around the table to perform repairs/keep at longer range for the conversion beamer.
Tactics: Techmarines and Masters of the Forge are some of the few IC's that work best on their own. You want them mobile and either repairing vehicles (always good), or at range shooting. Due to the servo-harness, conversion beamer, and combi-spam (and MOTF getting BS 5), they excel at range, and are not as effective up close. If you to put them in a squad, keep the Servo-Harness and thunder hammer, as you can slow down any characters (thunder hammer), and get 3-4 S 8 attacks (4-5 when assaulting).
Servitors:
Half-machine servants to the Techmarines, can be used to aid in repairs and give some offensive firepower.
Pros: Cheap, disposable, equipped with servo-arms and/or heavy weapons.
Cons: Mindlock, cannot take transports or bikes (to keep up with a Techmarine/MOTF on a bike)
Recommended Upgrades: 5 Servitors, 2 with Plasma Cannons
Tactics: I honestly do not support using them. They cannot move and shoot, more or less must be in a unit with the Techmarine/MOTF, and count as a squad (therefore preventing him from joining another squad, making them slightly more useful). however if you equip him with a conversion beamer, he can sit in place and fire with it, and his servitors, and use them to soak up wounds.
Now that that is over with, I shall go over the individual special characters. I have removed the pros and cons section, as well as the recommended upgrades (few have options), because for the most part their cons are their points cost. Essentially, these units need to be viewed by how they affect the table, as opposed to a stricter discipline of pros, cons, points, and what how many attacks they give.
Marneus Calgar:
Points: 250 (+15 for Armor of Antilochus)
Tactics: First, he allows you to take up to 3 Honour Guard Squads. You probably can't afford them, but if you can, take them. Second, he allows your entire army to choose whether or not they pass or fail any given morale or pinning tests. Effectively, he makes your army Fearless, but better. Once that is out of the way, he is a beast of a model. 2 power fists and the ability to re-roll any fails to wound make him fairly nasty, even up against Greater Daemons and 'Nid Monstrous Creatures. Add in Assault 2 24" AP2 weapon, he can pack a hell of a punch. But, in all reality, you get him for reason 2. Having an entire army choosing whether they pass or fail any leadership checks can tilt the game in your favor. A lot. For placement, give him his Armor for 15 points, and either an Honour Guard or some Termies in a Land Raider. Use as directed. If assault lasts more than 2 turns, contact a physician.
Captain Cato Sicarius:
Points: 200
Tactics: He gives several buffs to the game. He allows you to re-roll the Seize the Initiative die, all other Space Marine units can use his Leadership for Morale and Pinning tests, and you can give one squad of your choice Counter-Attack, Infiltrate, Scout, or Tank Hunters. That is a lot to pack into one model. He himself is a tough model, with 3 wounds, a 2+ armor save, 4+ invulnerable save, and Feel no Pain. He also has the ability to use a single attack and cause Instant Death to an enemy model, giving rise to a possibility of killing your opponent's characters outright. Either give him a Command Squad, or fit him in a Tactical Squad. He demands to be on the front lines. For the Emprah.
Chief Librarian Tigurius
Points: 230
Tactics: Tigurius allows you to re-roll any reserve rolls you make (including successful ones). If you are playing using deep strike or other reserves, this is extremely useful. Also, he is a beast of a psycher once that is done. He gets all the psychic powers, and can cast 3 per turn. In assault, he has a master-crafted force weapon, allowing him to re-roll fails to hit. The problem is, he is in regular Power Armor. For a special character, he is rather fragile, and must be protected and used carefully. And at 230 points, he's rather expensive to have to worry about that.
Chaplain Cassius:
Point: 125 pts
Tactics: For an extra 25 points, you're getting a normal Chaplain with Toughness 6, Feel no Pain, and a master-crafted combi-flamer. Not a bad option, especially if you have an extra 25 points in your 500-1000 point army and wish your HQ option had a bit more surviveability.
Chapter Master Pedro Kantor
Point: 175
Tactics: Kantor is the reason you take Sternguard Squads. When he's leading your army, they become scoring units (making them actually useful, in my opinion). They do not count as Troops, but they can still hold objectives. He also grants your army the Stubborn USR. Finally, all units within 12" of him gain +1 attack. As a model, he has the Orbital Bombardment and Honour Guard given to any Chapter Master, and he himself is more or less normal. He has normal power armor, meaning you need to be a bit careful with him, and for range he has Dorn's Arrow, which is an AP 4, assault 4, storm bolter. Altogether, he is a decent package, considering the price.
Captain Darnath Lysander
Point: 200
Tactics: Alright, he gives your army Stubborn, as Kantor. He also provides you with the Bolster Defenses ability. For this guy, you want to put him with a large contingent of your forces, as he gives any squad he joins the ability to re-roll fails to hit with any bolt weapons. And he is fairly stacked, statwise. 4 Wounds, Terminator Armor, a Storm Shield, and Eternal Warrior means he will be alive and kicking well into the game. To boot, he has a master-crafted thunder hammer that strikes at S 10. He can deliver a decent amount of pain for his points cost.
Shadow Captain Kayvaan Shrike
Point: 195
Tactics: If Kantor is the reason you get Sternguard, Shrike is why you get Vanguard. He gives your army fleet, and can infiltrate with whichever squad he is in. Considering he has twin lightning claws that have the Rending rule and a jump pack, putting him in a Vanguard squad and infiltrating them seems almost natural.
Forgefather Vulkan He'stan
Point: 190
Tactics: First, using him makes all your flamers and melta weapons twin-linked. If you're playing a short range army or taking lots of them, then he is almost a must. Stat-wise, he's a normal Chapter Master (though he does not get an Honour Guard), with a few exceptions. He gets artificer armor (2+ save) and his Kesare's Mantle (3+ invulnerable), giving him good longevity, for a decent price. Further, he gets his Gauntlet of the Forge (heavy flamer), and the Spear of Vulkan (master-crafted relic blade), meaning he doesn't have a whole lot of ranged power, and not a high number of attacks, but can be rather devastating at close range, especially in the right squad. Either put him in a Tactical Squad, or with Terminators, and allow him to get in close.
Kor'sarro Khan
Point: 160 (+45 for Moondrakkan)
Tactics: Pay the points for Moondrakkan. If you don't, you shouldn't be playing White Scars, which are supposed to be based entirely around bike squads. When given that, he gains Fleet, and you can take Bike Squads as Troops (as a Captain on a bike). Aside from that, he gives any squad he joins Hit and Run and Furious Charge, and you may give your entire army (including transports) Outflank. Depending on how you wish to run your army, this changes the game entirely, as pretty much nowhere on the table is "safe," for your opponent to stay. Finally, he has the same stats as a regular Chapter Master, including power armor, and a power sword that allows "to wound" rolls of 6 to cause Instant Death. This, combined with being on a bike, Furious Charge, and Hit and Run, can cause him to be a rather potent character hunting unit.
Chapter Master:
Fluff-wise, this is the Space Marine in charge of his chapter. Game-wise, the strongest single character in the Codex.
Pros: Extremely tough and delivers a lot of punishment in assault. Allows Orbital Bombardments once a game. Lots of upgrades. Allows you to purchase Honor Guard squads. 4+ invulnerable save.
Cons: Expensive. Very, VERY, expensive.
Recommended Upgrades: Terminator armor or artificer armor. You're already spending a minimum of 125 points on him, make him survive as long as possible. Aside from that, a combi-melta will grant a nice, Str 8 attack right before the charge. Always give him at least a power sword, if not a power fist. Thunder hammers and relic blades are more or less unnecessary for him, or not worth their price.
Tactics: If in power/artificer armor, keep him in a squad in a Rhino. You can pause the vehicle to drop an Orbital Bombardment on your opponent, and it's a powerful enough character that it may force him to commit more units to attacking that squad. If in Terminator Armor, toss him in a Land Raider with a squad of Terminators and Honour Guard. Then unleash them on your opponent's command units.
Honour Guard:
Act as bodyguards for the Chapter Master. Excellent assault unit.
Pros: Come standard with boltgun, bolt pistol, power weapon, and artificer armor. Only a few upgrade options, but they are effective.
Cons: Expensive (115 points for 3, 35/model after that.)
Recommended Upgrades: Give your champion a thunder hammer and digital weapons. If you have 5, take a couple of relic blades for higher-strength attacks. A few auxiliary grenade launchers are effective as well, no matter how many you use. Always take the Chapter Banner.
Tactics: Honour Guard are made to eliminate special characters and commanders. Get them to assault range with your opponent's HQ as fast and safe as possible, then assault.
Space Marine Captain:
The Space Marine in charge of a Company. Not as many wounds or attacks as the Chapter Master, but cheaper.
Pros: Options, gives access to Command Squads, cheaper than a Chapter Master
Cons: Expensive for what you get.
Recommended Upgrades: Same as Chapter Master. Note that if you have a Captain on a bike, you may take Bike Squads as Troops.
Tactics: Same as Chapter Master
Command Squad:
Similar to an Honour Guard, a small squad with commander abilities and a lot of upgrade options.
Pros: Apothecary, Company Banner, have the ability to combi-weapon spam, can give out power weapons like candy.
Cons: Expensive (115 for 5 models, upgrades cost extra)
Recommended Upgrades: Company Standard, Company Champion, a couple of combi-meltas, some power weapons, and some power fists.
Tactics: The Apothecary grants the Feel No Pain USR to the squad, making it (in my opinion) superior to the Honour Guard. You can use as a tough unit of shock troops to support your main force, or make them into character hunters. Keep in mind they cannot have jump packs, and can be placed on bikes.
Librarian:
The Librarian is the Space Marine psycher unit.
Pros: Psychic powers, psychic hood, force weapons, and psychic powers.
Cons: Not as well-endowed stat-wise as some of the other Independent Characters, Perils of the Warp attacks.
Recommended Upgrades: Don't waste your points upgrading his bolt pistol. If you do you're doing it wrong, he shouldn't be using it anyways (except for that bonus attack). Epistolary is a bonus, but pricey. Terminator armor is iffy (will explain in Tactics). As far as Psychic Powers go, the 4 main ones I will suggest are Smite, Force Dome, Null Zone, and Might of the Ancients. They have a wide range of uses. Avenger, Machine Curse and Quickening can be quite handy, but have their problems (Avenger is a template weapon, so will probably not get used more than once, Machine Curse only works on vehicles, and only causes a Glancing Hit, if he is in a squad, they all must fire at that vehicle, and if he is in a squad, he will only benefit from half of Quickening). Avoid Gate of Infinity (if he moves with a squad, you can lose members of said squad) and Vortex of Doom (if he fails, you put a S10 AP1 blast template on top of your Librarian), even though they at first seem to have the most potential.
Tactics: Librarians are rather fragile, as Independent Characters go. He needs to be in a squad. Similarly, his psychic powers (and therefore points) go to waste locked up in a Land Raider. If you put him in a tactical squad, he creates new avenues for that squad to explore, and his force weapon gives them a bit of commander hunting ability. He does best in a Tactical Squad, either in a Rhino, casting, or on foot (and remember, you cannot fit models with Terminator armor in a Rhino).
Chaplain:
In fluff terms, he leads the chapter and company spiritually into battle. In game terms, he is a commanding unit that lends assault buffs to the unit he is with.
Pros: He gives the unit he joins the Fearless USR and the Liturgies of Battle ability (the turn they assault, they may re-roll all rolls to hit). To boot, comes with a 4+ Invulnerable save and a power weapon. He's fairly cheap.
Cons: Like the Librarian, not as stacked as some other IC's.
Recommended Upgrades: Give him digital weapons, to further his assault abilities, or Terminator armor. It is not unknown to replace his boltgun/pistol with a power fist.
Tactics: He needs to be in a dedicated assault unit, be it Terminators, Vanguard Veterans, Assault Squads, or just on a Bike. But he does the most damage where he will be assaulting multiple times.
Master of the Forge/Techmarine:
In fluff, they maintain all of the chapter's equipment. In game, they can fix vehicles and provide some nasty support.
Pros: Servo-arm/Harness, Bolster Defenses, Blessing of the Omnissiah, artificer armor, MOTF only: BS 5, conversion beamer, can take Dreads as Elites or Heavy Support.
Cons: Not very stacked, stat-wise.
Recommended Upgrades: Always take either a Servo-Harness or conversion beamer. Besides the additional servo-arm attack, it provides lots of ranged firepower to your model. Combi-meltas as well. Give him at least a power weapon, if not thunder hammer. If you do not take Servitors, mount the model on a bike (it allows him to move quickly around the table to perform repairs/keep at longer range for the conversion beamer.
Tactics: Techmarines and Masters of the Forge are some of the few IC's that work best on their own. You want them mobile and either repairing vehicles (always good), or at range shooting. Due to the servo-harness, conversion beamer, and combi-spam (and MOTF getting BS 5), they excel at range, and are not as effective up close. If you to put them in a squad, keep the Servo-Harness and thunder hammer, as you can slow down any characters (thunder hammer), and get 3-4 S 8 attacks (4-5 when assaulting).
Servitors:
Half-machine servants to the Techmarines, can be used to aid in repairs and give some offensive firepower.
Pros: Cheap, disposable, equipped with servo-arms and/or heavy weapons.
Cons: Mindlock, cannot take transports or bikes (to keep up with a Techmarine/MOTF on a bike)
Recommended Upgrades: 5 Servitors, 2 with Plasma Cannons
Tactics: I honestly do not support using them. They cannot move and shoot, more or less must be in a unit with the Techmarine/MOTF, and count as a squad (therefore preventing him from joining another squad, making them slightly more useful). however if you equip him with a conversion beamer, he can sit in place and fire with it, and his servitors, and use them to soak up wounds.
Now that that is over with, I shall go over the individual special characters. I have removed the pros and cons section, as well as the recommended upgrades (few have options), because for the most part their cons are their points cost. Essentially, these units need to be viewed by how they affect the table, as opposed to a stricter discipline of pros, cons, points, and what how many attacks they give.
Marneus Calgar:
Points: 250 (+15 for Armor of Antilochus)
Tactics: First, he allows you to take up to 3 Honour Guard Squads. You probably can't afford them, but if you can, take them. Second, he allows your entire army to choose whether or not they pass or fail any given morale or pinning tests. Effectively, he makes your army Fearless, but better. Once that is out of the way, he is a beast of a model. 2 power fists and the ability to re-roll any fails to wound make him fairly nasty, even up against Greater Daemons and 'Nid Monstrous Creatures. Add in Assault 2 24" AP2 weapon, he can pack a hell of a punch. But, in all reality, you get him for reason 2. Having an entire army choosing whether they pass or fail any leadership checks can tilt the game in your favor. A lot. For placement, give him his Armor for 15 points, and either an Honour Guard or some Termies in a Land Raider. Use as directed. If assault lasts more than 2 turns, contact a physician.
Captain Cato Sicarius:
Points: 200
Tactics: He gives several buffs to the game. He allows you to re-roll the Seize the Initiative die, all other Space Marine units can use his Leadership for Morale and Pinning tests, and you can give one squad of your choice Counter-Attack, Infiltrate, Scout, or Tank Hunters. That is a lot to pack into one model. He himself is a tough model, with 3 wounds, a 2+ armor save, 4+ invulnerable save, and Feel no Pain. He also has the ability to use a single attack and cause Instant Death to an enemy model, giving rise to a possibility of killing your opponent's characters outright. Either give him a Command Squad, or fit him in a Tactical Squad. He demands to be on the front lines. For the Emprah.
Chief Librarian Tigurius
Points: 230
Tactics: Tigurius allows you to re-roll any reserve rolls you make (including successful ones). If you are playing using deep strike or other reserves, this is extremely useful. Also, he is a beast of a psycher once that is done. He gets all the psychic powers, and can cast 3 per turn. In assault, he has a master-crafted force weapon, allowing him to re-roll fails to hit. The problem is, he is in regular Power Armor. For a special character, he is rather fragile, and must be protected and used carefully. And at 230 points, he's rather expensive to have to worry about that.
Chaplain Cassius:
Point: 125 pts
Tactics: For an extra 25 points, you're getting a normal Chaplain with Toughness 6, Feel no Pain, and a master-crafted combi-flamer. Not a bad option, especially if you have an extra 25 points in your 500-1000 point army and wish your HQ option had a bit more surviveability.
Chapter Master Pedro Kantor
Point: 175
Tactics: Kantor is the reason you take Sternguard Squads. When he's leading your army, they become scoring units (making them actually useful, in my opinion). They do not count as Troops, but they can still hold objectives. He also grants your army the Stubborn USR. Finally, all units within 12" of him gain +1 attack. As a model, he has the Orbital Bombardment and Honour Guard given to any Chapter Master, and he himself is more or less normal. He has normal power armor, meaning you need to be a bit careful with him, and for range he has Dorn's Arrow, which is an AP 4, assault 4, storm bolter. Altogether, he is a decent package, considering the price.
Captain Darnath Lysander
Point: 200
Tactics: Alright, he gives your army Stubborn, as Kantor. He also provides you with the Bolster Defenses ability. For this guy, you want to put him with a large contingent of your forces, as he gives any squad he joins the ability to re-roll fails to hit with any bolt weapons. And he is fairly stacked, statwise. 4 Wounds, Terminator Armor, a Storm Shield, and Eternal Warrior means he will be alive and kicking well into the game. To boot, he has a master-crafted thunder hammer that strikes at S 10. He can deliver a decent amount of pain for his points cost.
Shadow Captain Kayvaan Shrike
Point: 195
Tactics: If Kantor is the reason you get Sternguard, Shrike is why you get Vanguard. He gives your army fleet, and can infiltrate with whichever squad he is in. Considering he has twin lightning claws that have the Rending rule and a jump pack, putting him in a Vanguard squad and infiltrating them seems almost natural.
Forgefather Vulkan He'stan
Point: 190
Tactics: First, using him makes all your flamers and melta weapons twin-linked. If you're playing a short range army or taking lots of them, then he is almost a must. Stat-wise, he's a normal Chapter Master (though he does not get an Honour Guard), with a few exceptions. He gets artificer armor (2+ save) and his Kesare's Mantle (3+ invulnerable), giving him good longevity, for a decent price. Further, he gets his Gauntlet of the Forge (heavy flamer), and the Spear of Vulkan (master-crafted relic blade), meaning he doesn't have a whole lot of ranged power, and not a high number of attacks, but can be rather devastating at close range, especially in the right squad. Either put him in a Tactical Squad, or with Terminators, and allow him to get in close.
Kor'sarro Khan
Point: 160 (+45 for Moondrakkan)
Tactics: Pay the points for Moondrakkan. If you don't, you shouldn't be playing White Scars, which are supposed to be based entirely around bike squads. When given that, he gains Fleet, and you can take Bike Squads as Troops (as a Captain on a bike). Aside from that, he gives any squad he joins Hit and Run and Furious Charge, and you may give your entire army (including transports) Outflank. Depending on how you wish to run your army, this changes the game entirely, as pretty much nowhere on the table is "safe," for your opponent to stay. Finally, he has the same stats as a regular Chapter Master, including power armor, and a power sword that allows "to wound" rolls of 6 to cause Instant Death. This, combined with being on a bike, Furious Charge, and Hit and Run, can cause him to be a rather potent character hunting unit.