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Space Wolf Early News

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Post by Ovich Fri Jul 31, 2009 7:51 am

General info

To be released October 2009

Codex written by Phil Kelly

Space Wolves will supposedly be “even less Codex Astartes” than they were before. This would cover unusual squad sizes etc.

Rules

Army-wide Special Rules

Sagas – Characters can take special skills called Sagas. They are said to work similar to the Vampiric Powers used by Vampire Counts. 75hastings69 gave the example that a character with “Saga of the monster killer” (made up name) may be better at killing Monstrous Creatures, but would suffer a drawbacks such as needing to kill a certain number of them per game.

Wolf Claws – The Space Wolf version of Lightning Claws, allow you to choose to either re-roll “to hit” or “to wound”.

Special Characters

Logan Grimnar – No news yet

Ragnar Blackmane – No news yet

Njal Stormcaller – No news yet, but would share the Rune Priest standard rules.

Ulrik the Slayer – No news yet, but would share the Wolf Priest standard rules.

Canis Wolfborn – Mounted on a large cybernetically enhanced Fenrisian wolf. Wears Power Armour and has a pair of Wolf Claws. Canis also allows you to take two cavalry choices, either wolves, or more Marines on wolves.

Bjorn the Fellhanded – Early rumours reported Bjorn would have AV14 all around, but these have been thrown into disrepute recently.

Special Characters will likely have prescribed (maybe unique) Sagas attached to them.

HQ

Wolf Lords – May take up to two Sagas. They will have a wide variety of weapon options. May possibly be able to make one unit of Wolf Guard a Troops choice.

Wolf Priests (approx 130pts) – Combines the skills of Codex Marines’ Chaplain and Apothacary. Armed with Power weapon, Iron Wolf Amulet (4+ Inv) and Healing Balms and Potions as standard. Will allow units to re-roll “to hit” and also confer Fearless and Feel no Pain on any unit they join. May take up to one saga.

Rune Priests – Armed with Force Weapon and able to take Space Wolf Specific psychic powers. May take up to one Saga.

Iron Priests – Will most likely be brought in line with Codex Techmarines. May take up to one Saga. It is unclear if they will be HQ or Elite.

Elites

Dreadnaught – No news yet, but likely to include Ironclad.

Wolf Guard / Terminators – May take a Wolf Guard Battle Leader who will be able to take up to one Saga.

Wolf Scouts – Will supposedly remain the same and gain the option be mounted in a Land Speeder Storm

Lone Wolf – A one-man unit that will be “really strong” and act similar to Tyranid Lictors

Wulfen – Possibly a "Legion of the Damned" style Unique choice, or maybe something based on HQ selection. It is unclear if they will appear at all.

Troops

Blood Claws – Have supposedly been re-worked in respect to "Berserk Charge" to make them 5th Edition compatible. May take a Wolf Guard as a squad leader.

Grey Hunters – Rumoured to be able to take a second special weapon in their squads. May take a Wolf Guard as a squad leader. True Grit rumoured to change to allow Assaulting after firing Bolters (Not Plasma) rather than additional attacks.

Transports

Rhino – No news yet

Razorback – No news yet

Fast Attack

Blood Claws Skyriders – Blood Claws with Jump Packs.

Land Speeder – No news yet

Land Speeder Storm – Likely Added

Bikes/Attack Bikes – No news yet

Heavy Support

Long Fangs – May possibly receive some sort of special rule allowing them to move and fire, but not assault. May take a Wolf Guard as a squad leader.

Land Raider – Crusader and Redeemer most likely added. Also rumours of a unique Land Raider variant, possibly with three twin-linked Assault Cannon.

Predator – No news yet

Whirlwind – No news yet

Vindicator – No news yet

Leman Russ Exterminator – Almost certainly removed

Minis

All Special Character models are getting re-done. If they don’t appear in the first wave, they will come in later waves.

The new Njal Stormcaller mini is supposedly holding a gnarled staff in front of him.

Canis Wolfborn’s Fenrisian wolf is supposedly a bit bigger than a Juggernaught. There are no plans to make minis of standard Space Wolf Cavalry, and players will be expected to convert their own using Canis. He will reportedly retail for US$41.25

There is rumoured to be two main plastic kits (although other rumours say a single upgrade kit):

Space Wolves (plastic) – Used to make all Power Armoured Space Wolves with the exception of Long Fangs, which will need to combine bits from this kit with the vanilla Devastators kit. There are supposedly more than 30 heads in the kit (most of them helmetless) along with weapons and other bits which could be spread out across vanilla kits, or concentrated on a few models in a similar way to the Dark Angels kit.
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Post by luis the young Fri Jul 31, 2009 8:08 am

ioy&( tgsuibkn ds*{ )+ [0*(M aieeeeiiiii !!!
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Post by ptlax23 Fri Jul 31, 2009 3:03 pm

sound decent
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Post by scurrdi Fri Jul 31, 2009 11:43 pm

Glad to see that they are finally redoing the dudes!

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Post by razorramon31 Sun Aug 02, 2009 1:19 pm

iif it is as awesome as it is looking, I maight to pick up an amy of wolves... sunny
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Post by Ovich Sun Aug 02, 2009 4:36 pm

Doesn't say anything about counterassault. Isn't that what makes them so ownage !
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Post by KingdomCome Tue Aug 04, 2009 12:08 pm

Yes and no. It depends on what type of SW army you've built. A "blood claw rush" yes. A "long fang shoot them up" no. I'll wait to see how Phil Kelly wrote this dex before I jump to conclusions. Remember when Ogryns were supposed to be the new sh*t until the gaurd dex came out and they were just sh*t.....
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Post by Joshwow1 Fri Aug 21, 2009 5:57 pm

I like the codex as is now.......Putting 5 scouts in a land speeder storm, most likely going first due to venerable dreadnought special rule, scouting 24 inches, moving 12, unloading and dropping a 5 melta bomb charge on a land raider before it's even moved is priceless

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Post by grix Fri Aug 21, 2009 7:55 pm

Yeah I dont like that. Wait till I get first turn and do that too you.

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Post by Joshwow1 Sun Aug 23, 2009 3:49 am

If you have an army that can do the same i'd be in some trouble :p

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Post by KingdomCome Sun Aug 23, 2009 12:41 pm

Joshwow1 wrote:I like the codex as is now.......Putting 5 scouts in a land speeder storm, most likely going first due to venerable dreadnought special rule, scouting 24 inches, moving 12, unloading and dropping a 5 melta bomb charge on a land raider before it's even moved is priceless

Yeah that's a nice combo btw. I'm hearing whispers from different places, that this dex is gonna be the same type of nasty as the last two dex's (SM , IG). Lot's o' nasty combos, great flexibility ( more than one possible "competetive" list... Cough:Chaos Cough:), and a whole heap of updated models ( since '97 or '98 maybe a bit older.). Should be better than what it is now Josh. Hope to see ya monday.


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Post by Joshwow1 Tue Sep 08, 2009 1:04 pm

Hey ceaser Smile whats up bro long time no see, PM so I can give you my new number.

Also I come bearing news on the new codex!

Special Characters

Logan Grimnar- Eternal Warrior, Makes Wolf Guard troops choices (Terminator Army) He and the squad he is with can pick perferred enemy, tank hunters, relentless, or furious charge USR EACH turn. Has a weapon that allows him to use as a Frost Blade or Power fist. Attacks can be distributed however you'd like (half frost blade attacks half power fist attacks or any mixture)

Ragnar Blackmane- Grants himself and his squad d3 extra attacks on the charge, also with furious charge. 5 attacks base.

Canis Wolfborne- HQ riding a Thunderwolf. Impresive statline, has two wolf claws. Can choose to use the amount of enemies he is in base contact with to sub his normal attacks. He uses a monstrous creature base (Not the type of guy you would want to surround Razz) Allows thunderwolf cavalry to count as troops.

Njal Stormcaller- Still alot is rumoured about this guy. But apparently he cancels all psychich powers on a 3+. Can use 3 psychic powers per turn (along with a real nasty passive power) He has powers somewhat similar to lash. Wounds deamons on a 2+. Runic Terminator armor (2+,4++) and has a cyber raven that can be placed anywhere on the field where infilitrators can not infilitrate near it.

Bjorn the Felhanded- 13/12/10 venerable dreadnought. Builtin 5+ invuln. Assault cannon with lightning claw at str 7. If killed he becomes an objective and makes all space wolves fearless.

Ulrik the Slayer- Grants one HQ in the army +1WS, also rumoured to grant preferred enemy against a specific type of unit in the game (Monstrous Creatures, Infantry, Jump Infantry, Deamons etc)

Arjac- Wolf guard upgrade character (not HQ). Wields a thunder hammer and storm shield. He's nifty :p. He can actually throw his thunder hammer with the profile of Range 6' s10 ap1. Also, his stormshield grants him an extra cc attacks (shield bashing basically)

Lukas the Trickster- Bloodclaw upgrade character (not HQ). Plasma pistol and Wolf Claw. He has an HQ statline with some nice wargear. Pelt of the doppelganger forces successfull "to hit" rolls to re roll. Also has an ability called the last laugh. When he dies there is a chance he will take anyone in btb contact with him for a trip to the warp Wink

That's all I can fit for right now i'll write more of everything else after work.


Last edited by Joshwow1 on Tue Sep 08, 2009 10:03 pm; edited 1 time in total

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Post by KingdomCome Tue Sep 08, 2009 2:25 pm

PM sent. I hope none of this is true. It would make the Wolves nastier than an 8th street hooker with crabs.
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Post by Kyle Tue Sep 08, 2009 3:07 pm

The downside apparently is everything in SW codex is very expensive point wise. Supposedly they are gonna normally be outnumbered in most games because of how costly all their units will be.
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Post by The Eldar Guy Tue Sep 08, 2009 3:37 pm

can't cost too many points... GW still has to sell models. I doubt their point totals will reflect their abilities.
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Post by Kyle Tue Sep 08, 2009 3:51 pm

The Eldar Guy wrote:can't cost too many points... GW still has to sell models. I doubt their point totals will reflect their abilities.

Daemonhunters say otherwise.
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Post by The Eldar Guy Tue Sep 08, 2009 4:06 pm

old codex is old

Just look at the IG Vendetta.
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Post by Kyle Tue Sep 08, 2009 4:24 pm

And that proves what? Every codex has units that are worth more than their points and always stuff that isn't worth the cost.

They already stated everything is gonna generally cost more points for SW and the heroes which have been posted as usually are fairly costly normally.
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Post by The Eldar Guy Tue Sep 08, 2009 4:46 pm

Codex creep? I should have referenced the entire IG codex instead of merely one unit. The example I gave is that of one unit that is both way under priced in game terms and overly priced real-world.

While yes they stated that the cost of units will be more expensive than standard marines I am merely speculating that they won't nearly reflect that of their attributes. GW sells models after all.
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Post by Kyle Tue Sep 08, 2009 4:49 pm

Codex creep is pure bullshit in 40k. In Fantasy it does seem to be happening, but every time its called in 40k it's nonsense. Only army to truly become "overpowered" with a new dex in recent years has been the orks, everyone else that has been called on to get the creep has not shown any serious jump in winning at a competitive level.
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Post by The Eldar Guy Tue Sep 08, 2009 4:58 pm

Its apparent you haven't read any codex. IG, SM, eldar when it came out in 4e, etc.

Orks got lucky with the new mechanics of 5e. They are a 4e codex.


Last edited by The Eldar Guy on Tue Sep 08, 2009 5:05 pm; edited 1 time in total
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Post by Kyle Tue Sep 08, 2009 5:00 pm

The codex naturally get better, but the notion that each codex is better than the previous and the new power army of the month is complete nonsense that can be clearly seen by looking at results of big events.

Do people expect a new edition of a same faction codex to be a giant nerf for their faction? Best way to get someone not to buy into your product.
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Post by Joshwow1 Tue Sep 08, 2009 5:58 pm

At work now, the only thing that will cost alot is special characters. Our troops are actually only 15 pts each. For a squad of 10 guys its only 150 pts with a single free special weapon if the first one is bought. Not too bad, I'll type more when I get home

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Post by Joshwow1 Tue Sep 08, 2009 9:37 pm

Hq's don't function the way they do now (every 750 pts rounding up an HQ must be included) now it functions in that for every HQ slot, two HQ's can be picked (which can equal up to 4 hq's in a game) The fluff behind it is that since space wolves are very hero oriented everyone wants their name burnt into history yada yada..

Sagas

Saga of the bear - Eternal Warrior
Saga of Majesty- Re-roll morale checks to units within 6' of the HQ with this saga
Saga of the Warrior Born- When a wolf lord kills however many number of enemies at the start of an assault phase, that number carries over in +attacks following phase (Wolf Lord kills 4 guys this phase, next phase he has 4 extra attacks)
Hunter: Character has outflank and stealth. Wolfpriest only
Beastslayer: Reroll hth hits vs. walkers, monstrous creatures, or things with toughness 5 or higher.
Ironwolf:: Character in vehicle moves extra d3"

Each HQ can have a saga, some effect only themselves, others effect squads.

The possible HQ choices are

Wolf Lord- Chapter Master

Rune Priest- Librarian. In addition, their Runic Weapons double as a psychic hood. Models within 24' attempting to use a psychic power may be nullified on a 4+.

Wolf Priest- Chaplain. In addition, he and the squad he joins can choose to make a type of unit there preferred enemy (Infantry, Monstrous Creatures etc)

Iron Priest (???)- Master of the Forge

Wolf lords, rune priests, and their version of the chaplain are all base 100 points. Their equipment options vary quite a bit.

Elites
Wolf scouts- Have their own outflank table (3+ they choose whatever side they want to come in on).

Wolf Guard- Can be chosen to lead squads or be grouped together. They can be kitted out as individuals not as a group.

Dreadnoughts- Same as C:SM

Lone Wolf- Lictor style scout. Supposedly very strong. Eternal Warrior with good statline and weapons

Troops

Blood claws- 15 pts each. 8-15 squad size. 1 Power fist or power weapon. Can have two special weapons. Berserk charge (2+ on the charge instead of 1+) scout stat line but with power armor. Special rule called head strong. If they are not lead by a leader character, they are not allowed to shoot an enemy within 6' of them during the shooting phase and MUST assault them.

Grey Hunters-15 Pts. BP,CCW,Bolter. Two Special weapons. 1 Power fist or weapon. (Grey Hunters IMO seem MUCH better than blood claws. Worse stat line, less versatility, and MUST be baby sat.... I'll pass)

Fast Attack
Skyclaws- Jump Pack Blood claws

SwiftClaws- Biker blood claws

Thunderwolf cavalry- ws5 t5 s5 w2 a4 rending space wolves on giant wolves. 1-5 squad cap. (Nob Bikers....Eldar seer council style unit). Most HQ's can ride one of these bad boys.

Fenrisian Wolf Pack- Pack of rabid, Rhino sized wolves. Comparable to orks but with higher strength, initiative and attacks. 8pts supposedly.

And of course standard space marine FA (Land speeders etc)

Heavy Support

Long fangs are 15 points per model and are leadership 9. Heavy bolters are 5 points, missiles 10, plasma 20, lascannons 25 (100 pts for 15 heavy bolter rounds? not too bad. 125 for 5 missile launchers? not so bad either.)

Pretty much the same as C:SM

Special Rules
All units have acute senses and counter-attack.

Frost Blades- +1 str power weapon

Wolf Claws- Lightning claws that wolf users can choose to re-roll to hit or to wound

Wolf tooth necklace- Allows the user to hit any model, no matter the WS, on a 3+

Wolf Tail Talismans- a 5+ save against psychic powers

Mark of the Wulfen- d6+1 attacks on bearer.

Sagas

Psychic Powers
Murderous Hurricane
Range 18-24' (not sure) 3d6 str3 ap5

Maw of Fenris (or something)
Draw line of sight up to 24', anything hit in this line takes an initiative test. If it fails, It dies. (Not sure if it's an unsavable wound[fnp allowed], instant death, or straight up remove)

Storm Caller
5+ Cover save to anything cast on. Also considers some number of inches around the model as difficult terrain.

Others yet to be told.


Last edited by Joshwow1 on Wed Sep 09, 2009 4:24 am; edited 1 time in total

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Post by Joshwow1 Tue Sep 08, 2009 9:55 pm

It seems like Phil Kelly wanted to go cheap on everything but hq's.

Our troops are fairly cheap (cheaper than C:SM....Actually in line with C:CSM non-cult troops)

Fenrisian wolves are cheap but numerous, a way to bulk out an out-numbered army.

But our hq's are killer in pts.

The theme is they start out cheap, but with upgrades end up expensive. Sagas are like 25pts a pop or so. Some war gear is rumored to be extremely expensive.

Njal is 250+. Logan rumored to be 250+. Ragnar 200-250. Canis probably 250+

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