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		<id>http://2d4chan.org/mediawiki/index.php?title=Gauss&amp;diff=226717</id>
		<title>Gauss</title>
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		<updated>2016-11-22T01:48:42Z</updated>

		<summary type="html">&lt;p&gt;2602:306:30BF:C990:209B:8B04:3E16:644A: &lt;/p&gt;
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&lt;div&gt;FIRST AND FOREMOST: It is pronounced such that it rhymes with &amp;quot;house&amp;quot;.(unless your a classy americunt and just don&#039;t give a Shit)&lt;br /&gt;
[[Image:Railgun_explained.png|thumb|right]]&lt;br /&gt;
&#039;&#039;&#039;Gauss&#039;&#039;&#039; is the last name of [[wikipedia:Carl_Friedrich_Gauss|Carl Friedrick Gauss]], one of the greatest mathematicians in history. His work in calculus was (and is) invaluable to the study of electromagnetism, so he got a unit of magnetic field strength named after him. It is universally agreed that &amp;quot;Gauss&amp;quot; is a cool name, and so you can bet dollars to donuts that any sci-fi gizmo with any sort of vaguely electromagnetic theme will have the word &amp;quot;gauss&amp;quot; in it.&lt;br /&gt;
&lt;br /&gt;
By the way, if an electromagnetic weapon doesn&#039;t have &amp;quot;gauss&amp;quot; in its name, it&#039;s a fair bet that it has the word &amp;quot;[[Tesla]]&amp;quot; in it, after another cool-sounding unit of magnetic field strength, itself named for [[wikipedia:Nikola_Tesla|Nikola Tesla]], a famed inventor and scientist who did cool stuff with electromagnetism.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Realistic&amp;quot; gauss weapons come in two flavours: rail-gun and coil-guns. &#039;&#039;&#039;Rail-guns&#039;&#039;&#039; work by having a really long pair (or pairs) of conductors, and passing opposing currents through them and the ammunition.  It works like an electric motor that is unwound into a straight line. Cheap to manufacture, awesome velocities, but it is energy-hungry, needs to be really long and causes a lot of stress on the materials.  It&#039;s not to be confused with the [[Peasant Railgun]].  &#039;&#039;&#039;Coil-guns&#039;&#039;&#039; work by surrounding the barrel with a sequence of coil magnets that are switched on to pull (and then reverse current to push) the ammunition. Since the ammunition doesn&#039;t physically touch the mechanisms, the gun lasts longer and there is better control over the speed, but the control mechanisms are very complicated and the overall weapon is weaker than a railgun of the same current draw. Of course, once you get into soft sci-fi, all bets are off; expect to see guns that shoot lightning.&lt;br /&gt;
&lt;br /&gt;
When used as a name, &amp;quot;Gauss&amp;quot; is capitalized.  When used as a unit or adjective, &amp;quot;gauss&amp;quot; is usually lowercase (though the abbreviation for the CGS unit is a capital &amp;quot;G&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Real-Life ==&lt;br /&gt;
[[Image:Railgun.jpg|thumb|right|Who needs fiction when weapons this badass exist?]]&lt;br /&gt;
The US Navy has successfully tested 32-megajoule railguns. The friction from the ammunition moving at these velocities turns the air inside the barrel into plasma instantly. They were planning to build a 64-megajoule testfire, but they lost funding; might have to do with how they had to build an entirely new railgun after every third shot.&lt;br /&gt;
&lt;br /&gt;
If you see a carpenter using an &amp;quot;electric nailgun,&amp;quot; it&#039;s actually a coilgun they&#039;re using.&lt;br /&gt;
&lt;br /&gt;
== Rifts ==&lt;br /&gt;
In [[Rifts]], a &amp;quot;Gauss cannon&amp;quot; is just a synonym for &amp;quot;machinegun that does MDC damage.&amp;quot; The artwork for railguns always shows them as ejecting cartridges and being round, with no rails in sight ... it&#039;s not like anything else in Rifts even tries to be rational, so just roll with it.&lt;br /&gt;
&lt;br /&gt;
== Traveller ==&lt;br /&gt;
In [[Traveller]], Gauss weapons are slugthrowers that use 3-5.5mm (.11 to .21 calibre) slugs or flechette needles. They&#039;re the preferred rifle and sidearm for TL12 armies (Tech Level 10 in GURPS Traveller); at this tech level, the preferred heavy weapons will be laser or plasma. Until these non-chemical sidearms are in use, ship boarding parties in space prefer using sabres and melee for combat. The exception is zero-G environments, where recoil on any slugthrowers (gauss or not) are as much a hazard for the wielder as the target.&lt;br /&gt;
&lt;br /&gt;
== Warhammer 40,000 ==&lt;br /&gt;
Being set in the [[grimdark]] &#039;&#039;future&#039;&#039;, several [[Warhammer 40,000]] races use Gauss weapons.&lt;br /&gt;
&lt;br /&gt;
=== Tau ===&lt;br /&gt;
[[Image:Oldschool_Tau_Broadsides.gif|thumb|right|The only thing that made the old Broadsides different from the normal battlesuits were the huge Twin-linked strenght 10 AP 1 guns.]]&lt;br /&gt;
The [[Tau]] use railguns as the primary heavy weapons on tanks and walkers. In these cases they are very powerful and penetrating (as in real life) as the acceleration is limited only by the amount of power that can be input and how much the weapon can handle without exploding or melting.&lt;br /&gt;
*{{anchor|Railgun}}&#039;&#039;&#039;Railgun&#039;&#039;&#039;: The Railgun is the iconic [[Tau]] heavy weapon, mounted on [[Hammerhead Gunship]]s (and &#039;&#039;[[Battlesuit]]s&#039;&#039;, in previous editions) to cause massive damage to enemy armor (72&amp;quot;, S10, AP1).  A Broadside Battlesuit Team used to be able to carry up to 3 twin-linked railguns in one Heavy Support slot (nerfed to the S8 heavy rail rifle, see below, in their 6E codex), while the Hammerhead can only carry one, but the Hammerhead has enough ammunition capacity to also carry a S6 AP4 Large Blast submunition round for dealing with infantry blobs. (Squad of guardsmen a turn anyone?)&lt;br /&gt;
*{{anchor|Heavy Railgun}}&#039;&#039;&#039;Heavy Railgun&#039;&#039;&#039;: Because the regular railgun wasn&#039;t enough for putting down the really big targets (like [[Titan (Warhammer 40,000)|Titan]]s), the Earth Caste developed the &#039;&#039;&#039;Heavy Railgun&#039;&#039;&#039; (110&amp;quot;, SD, AP1) for their super-heavy vehicles. It was originally designed to blow up &#039;&#039;space ships&#039;&#039;, as Tau never expected anyone to be stupid enough to build big enough land-based vehicle to justify this weapon&#039;s use against it. Then they encountered Ork gargants and Imperium titans, and figured out that most inhabitants of the Galaxy aren&#039;t sane or reasonable. The [[Manta]] mounts two of these, while the [[Tiger Shark AX-1-0]] mounts a twin-linked pair. Like the Hammerhead railgun, the heavy railgun can fire a pie-plate for destroying massed infantry formations, but the heavy railgun&#039;s submunitions are [[rape|S7 AP3 and the blast is 10&amp;quot; across.]]&lt;br /&gt;
*{{anchor|Rail Rifle}}&#039;&#039;&#039;Rail Rifle&#039;&#039;&#039;: Emboldened by the success of vehicle-mounted railguns, the Earth Caste built a [[Tau]]-portable railgun weapon, called the &amp;quot;rail rifle.&amp;quot;  It debuted in [[Warhammer 40,000: Fire Warrior]] as a prototype weapon; it soon got rules in [[Chapter Approved]], and by the next Tau Empire [[Codex]], it was a regular part of the Fire Caste&#039;s armory, used by Pathfinders and drones as a sniper weapon.  Incidentally, while it was in Chapter Approved, the Rail Rifle was subject to &amp;quot;Gets Hot!&amp;quot; like a Plasma Gun, but the Earth Caste improved the safety margins on it such that blowing up in the user&#039;s face is no longer a concern by the time of the 4th Edition codex. 6th edition further uplifted the Rail rifle, turning it from Heavy to Rapid Fire and making it AP1, meaning it now could oneshot terminators and light vehicles, be fired on the move and even could be fired in full-auto. It is mentioned in the fluff that once Rail Rifles would be advanced enough to mass-produce and do not eat all the ammo and battery pack in a matter of seconds (and seeing their progress rate from overheating backpack-powered heavy weapon to magazine-fed rapid fire rifles in a matter of a few decades it&#039;s not a long time to wait for), Tau command have a plans to use them as a standard issue Fire Warrior guns instead of pulse rifles. Thankfully, seeing as it&#039;s pretty much would break the game with Tau basic infantry being able to steamroll everything in their field of view even more than 3E Necrons could, GW would never allow this to happen, simply by freezing their timeline on 999M41, before the rail rifle technology could be fully refined. &lt;br /&gt;
*{{anchor|Heavy Rail Rifle}}&#039;&#039;&#039;Heavy Rail Rifle&#039;&#039;&#039;: A recent development wielded by next-generation Broadside battlesuits, it is less powerful than the Tau&#039;s primary railguns, though only moderately so (S8 versus S10).  However, its reduced bulk allows it to be mounted in such a way as to more easily track fast moving targets, and thus it fulfills an anti-air role, where its slightly reduced strength is not a big liability as it is still plenty powerful enough to punch through most fliers with ease, and its double-barreled (twin-linked) setup increases its odds of hitting a target. That said, it&#039;s still a considerable threat even to AV13 vehicles, since with AP1 the first penetrating hit would likely be the last.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Rail Cannon Array&#039;&#039;&#039;: The latest advancement in bringing hyper magnetized death to the enemies of the Greater Good. The Heavy Rail Cannon Array is mounted on the KX-139 Ta&#039;Unar Supremacy Armour, and is designed to take down Super-Heavy vehicles and Gargantuan creatures, alongside any infantry which may be attempting to close in on the suit. The Heavy Rail Cannon itself possesses a Longer Range than the equally destructive Heavy Railgun topping out at 120&amp;quot;, S:D AP1, Ordinance (1), Blast (3&amp;quot;) however it has been designed to aim at the heaviest points of an enemy and strike those points with enough force that should it wound the enemies own mass is turned against itself (roll twice on the Destroyer Weapon Attack table and pick the higher result when firing against Super Heavies or Gargantuan Creatures), and is paired with the Cluster Shell system which is used to launch sub-munition shells at nearby enemies (36&amp;quot;, S:6 AP4, Apoc Barrage (4), pinning), in such a way that both weapons may be fired against different targets at the same time.&lt;br /&gt;
&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
=== Necrons ===&lt;br /&gt;
[[Image:Necron_meme.jpg|thumb|right]] &lt;br /&gt;
Most [[Necron]] weapons have the word &amp;quot;gauss&amp;quot; in them, but they all shoot some kind of molecule-stripping super-lightning rather than a magnetically-accelerated projectile.  Maybe because the Third Edition Codex stated that it was a magnetic field that &#039;pulled&#039; the target towards the gun at the atomic level, one layer at a time in an effect like flaying.  In the Third Edition [[Codex]], gauss weapons automatically wounded infantry and automatically caused glancing hits to vehicles on a to-hit roll of 6.  This was devastatingly powerful at the time, as it meant that Necrons could chew through vehicles like no tomorrow, but was rather reduced in effectiveness in Fifth Edition, as most vehicles could no longer be destroyed through glancing hits alone, though with the introduction of Hull Points in Sixth Edition, gauss weapons are once again a lot more dangerous to vehicles (three glancing hits -- which a full squad of 20 [[Necron Warrior]]s can easily supply -- is enough to wreck most regular vehicles and expose a super-heavy ).  That said, Gauss weapons were reduced in effectiveness by the Fifth Edition Codex, which removed the auto-wound property (anti-infantry effectiveness was moved to their new new &amp;quot;[[Tesla]]&amp;quot; weapons). However with the advent of the 7th edition codex gauss weapons have regained their auto-wounding on 6&#039;s, which wasn&#039;t much of a buff since those weapons already did wound on a 6 in most cases, leaving that rule only being useful against Gargantuan Creatures.&lt;br /&gt;
&lt;br /&gt;
*{{anchor|Gauss flayer}}&#039;&#039;&#039;Gauss flayer&#039;&#039;&#039;: The trusty gauss flayer is the standard weapon (in fact, the only weapon) wielded by [[Necron Warrior]]s.  Its stats are equivalent to the [[bolter]], with the additional &amp;quot;Gauss&amp;quot; rule mentioned above.  [[Ghost Ark]]s and [[Doomsday Ark]]s mount an array of five of these guns on each side.&lt;br /&gt;
*{{anchor|Gauss blaster}}&#039;&#039;&#039;Gauss blaster&#039;&#039;&#039;: The gauss blaster is the standard weapon of [[Necron Immortal]]s; it is basically a Gauss flayer with slightly improved strength and armor-piercing capability.  A unit of [[Tomb Blade]]s can also choose to take twin-linked pairs of them to specialize in vehicle-hunting.&lt;br /&gt;
*{{anchor|Gauss cannon}}&#039;&#039;&#039;Gauss cannon&#039;&#039;&#039;: The iconic weapon of [[Necron Destroyer]]s is their shoulder-mounted gauss cannon.  Though it&#039;s only as strong and long-ranged as a gauss blaster, it has more shots and will tear through all but the toughest armor suits.&lt;br /&gt;
*{{anchor|Heavy gauss cannon}}&#039;&#039;&#039;Heavy gauss cannon&#039;&#039;&#039;: [[Necron Heavy Destroyer]]s get heavy gauss cannons, and [[Triarch Stalker]]s can choose a twin-linked set of them as a primary weapon.  They only get one shot, but it&#039;s as powerful as a [[lascannon]].&lt;br /&gt;
*{{anchor|Gauss flux arc}}&#039;&#039;&#039;Gauss flux arc&#039;&#039;&#039;: The gauss flux arc is basically like the [[#Gauss flayer|gauss flayer]], but firing more shots at a time. [[Monolith]]s mount one at each corner, Ghost Arks mount one at each side, and they are capable of choosing their targets independently.&lt;br /&gt;
&lt;br /&gt;
=== Eldar ===&lt;br /&gt;
Eldar in general do not make wide use of magnetic weaponry.  Their Shuriken and Shard weaponry function similarly to magnetic weapons, but rather than using an electro-motive force they use miniaturized grav-generators similar to what keeps skimmer vehicles airborne (at least according to the 2nd Edition fluff on shuriken weapons which we have no reason to believe has changed.)  Essentially, they make gravity inside the barrel point to the end of the barrel as &amp;quot;down&amp;quot; as though they were on a particularly heavy gravity well, and the rounds &amp;quot;fall&amp;quot; out through the end of the barrel with an intense acceleration, keeping their momentum once they align back with the normal gravity outside the gun.&lt;br /&gt;
&lt;br /&gt;
=== Imperium ===&lt;br /&gt;
Strangely enough, heavy bolters use coilgun tech[Citation Needed] to further accelerate its bolts, so they can use much lighter ammo with less gunpowder (as real life gyrojets have shown, more &amp;quot;kick&amp;quot; is needed to make it viable at ranges below a dozen or more meters). &lt;br /&gt;
Also, the NOVA CANNON is sometimes described as fuckhuege railgun, though this is only one of a half dozen completely different explanations of how the NOVA CANNON actually works. (which is actually surprisingly fluffy, when you think about it.)&lt;br /&gt;
Macro Cannons, the Imperium&#039;s go-to for ship-to-ship broadsides each utilize a massive coil gun in the outer muzzle shroud to accelerate their shells even further.&lt;br /&gt;
&lt;br /&gt;
== StarCraft ==&lt;br /&gt;
In [[StarCraft]], the main weapon of the Terran marines is a gauss weapon referred as the Gauss Impaler Rifle, and their design varies between the first and second games, where in the first they looked like pump action shotguns (big ones almost as tall as the user) while in SCII, they have a much more boxy shape. Despite being magnetically fired, the games still depict them as having muzzle flashes and for some reason using .50 caliber cartridge ammunition, despite the fact that gauss guns can do away with the cartridges by just directly launching the slugs, but Starcraft is hardly the only thing to ever inaccurately portray a realistic gauss weapon. (And they could probably handwave the muzzle flash as a split-second of plasmized air, since the slug is traveling so fast). &lt;br /&gt;
&lt;br /&gt;
Despite being one of the weakest military grade weapons, and that&#039;s an understatement given that Impaler rifles are almost at par with the laser and photon weapons commonly mounted on Terran and Protoss gunships, Impaler rifles still can pierce through about anything, and though the little holes a single Impaler leave in enemy armor do not really bother giant humanoid battle robots, towering War of The Worlds-esque death automatons, and bone/chitin plated monsters the size of small house, massed gauss fire could and would bring down pretty much anything just by turning it into oversized swiss cheese until it collapses under it&#039;s own weight. That&#039;s why basically every Terran armed force in the galaxy worth a damn usually [[Tarpit|send marines in hundreds to drown their enemies in bodies and gauss fire]]. &amp;lt;s&amp;gt;How they&#039;re able to sustain those losses on a constant basis is anyone&#039;s guess&amp;lt;/s&amp;gt; They just use [[Penal legions|brainwashed convicts]] drugged with steroids and adrenaline (which eventually kills them, if they somehow survive on battlefield, which they usually don&#039;t), and considering low life level anywhere outside core worlds (and even on some of core worlds), they have almost unending supply of criminals.&lt;br /&gt;
&lt;br /&gt;
Although, how an infantry rifle could bring down a Terran Battlecruiser or a Protoss Carrier, which are essentially massive ships designed for large-scale ship-to-ship combat, through massed fire tends to make you wonder: What the hell?&amp;lt;s&amp;gt;(crunch does not need to reflect fluff)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battletech ==&lt;br /&gt;
In the [[Battletech]] universe, Gauss Rifles are some of the most powerful solid-based weapons. Packing the power native to Heavy Autocannons, which generally suck at range, and the range negligible heat generation comparable to light autocannons, which are long-ranged and produces little heat but lack the sufficient punch to threaten heavily armored &#039;mechs. They&#039;re capable of smashing a [[MadCat]]&#039;s cockpit off from long range with a single, well-placed shot.&lt;br /&gt;
&lt;br /&gt;
The Gauss Rifle however, suffers form a few problems: One is that they cycle rounds much slower than conventional autocannons, limited ammunition count, and that they&#039;re heavier than most weapons. Also, while their ammunition is inert and won&#039;t explode from heat or critical hits, the weapons themselves are a bit unstable, and will explode if they suffer critical hits (though for much less damage than most ammo explosions).&lt;br /&gt;
&lt;br /&gt;
[[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2602:306:30BF:C990:209B:8B04:3E16:644A</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Space_Wolves&amp;diff=441542</id>
		<title>Space Wolves</title>
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		<updated>2016-11-20T21:11:20Z</updated>

		<summary type="html">&lt;p&gt;2602:306:30BF:C990:209B:8B04:3E16:644A: &lt;/p&gt;
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&lt;div&gt;{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = Space Wolves / Vlka Fenryka&lt;br /&gt;
|Heraldry = [[File:Spacewolveslogo.png|200px]]&lt;br /&gt;
|Battle Cry = &amp;quot;For Russ and the Allfather!&amp;quot;|Number = VI&lt;br /&gt;
|Founding = [[First Founding]]&lt;br /&gt;
|Successors of = N/A&lt;br /&gt;
|Successor Chapters = [[Wolf Brothers]]&lt;br /&gt;
|Chapter Master = [[Logan Grimnar]]&lt;br /&gt;
|Primarch = [[Leman Russ]]&lt;br /&gt;
|Homeworld = [[Fenris]]&lt;br /&gt;
|Specialty = Aggressive Close-Range Assaults, Defensive mid range shooting, cavalry&lt;br /&gt;
|Strength = More than 1,000 (fuck the Codex)&lt;br /&gt;
|Allegiance = [[Imperium of Man]]&lt;br /&gt;
|Colours = Grey-blue and Yellow&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Let a man never stir on his road a step without his weapons of war; for unsure is the knowing when need shall arise of a spear on the way without.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Havamal&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Vlka Fenryka&#039;&#039;&#039; (Internally called The Rout, known to the wider Imperium and most of the fans as the Space Wolves) are a loyalist Chapter of [[Viking]]-inspired [[Space Marines]]. They&#039;re as [[Manly Marines|manly]] as the Angry Marines are [[Angry Marines|angry]]. Big fans of wolves, though how much they actually use them is a matter for debate. Extremely [[Viking|Nordic]], very melee oriented, and often found drinking and feasting when not at war. Given that they&#039;re honor and legacy obsessed Nordic melee powerhouses, one can draw many parallels between the Wolves and [[Dwarfs (Warhammer Fantasy)|Dwarfs]] and [[Warriors of Chaos]] from Warhammer Fantasy. The chapter is traditionally rivals with the Thousand Sons, though one might see the Wolves as a direct loyalist counterpart for the [[World Eaters]], with whom they have a long standing history of conflict going as far back as before the Heresy. Both legions have similar melee-oriented, berzerk mindsets in combat, but where the World Eaters are reckless and bloodthirsty, uncaring about discipline one battle begins, the wolves value teamwork and honor as much as individual strength. The Wolves are basically unstoppable, badass Vikings are second to none when it comes to melee, yet still somehow manage to retain more versatility than most armies.&lt;br /&gt;
&lt;br /&gt;
That said, they aren&#039;t all fun and bar-room games, as they have their unique flaws. Where the [[Imperial Fists]] are dutiful and stubborn, and the [[Dark Angels]] are secretive and faithful, the wols are loud, boisterous, and often arrogant. They&#039;re almost exceptionally brutal with how they sometimes go about purging heretics. Though the chapter may have the famously merciful example of [[Armageddon]] to their name, that&#039;s a bit misleading. A lot of people see how compassionate and heroic [[Logan Grimnar|the Old Wolf]] is and they apply that quality to the entire chapter, but that&#039;s really just him. As we see in Battle of the Fang and [[Ragnar Blackmane]]&#039;s books, the Rout tends to kill everything within the general proximity of Heretics or Xenos, regardless of innocence or guilt (this may be another nod to the Vikings, who would often try to be as merciless and intimidating as possible in dealing with enemies, so as to make the next guys think twice about fighting). The Wolves also tend to be arrogant and sometimes hypocritical, as they enjoy ego-stroking tales and boastful stories, espousing honor and glory, yet even when one of their [[Ragnar Blackmane|greatest heroes]] does something horrifyingly dishonorable, they conveniently ignore his misdeed and just keep praising him.&lt;br /&gt;
&lt;br /&gt;
They&#039;re one of the more &amp;quot;controversial&amp;quot; chapters, because fans will circlejerk them to death about how amazing the Chapter is, though the chapter&#039;s numerous detractors will rant endlessly about how the Chapter are all furries (WHICH THEY TOTALLY ARE). Much of this conflict comes from GW&#039;s dissonance between the Vlka Fenryka of the books, and the Space Wolves of the tabletop game. The Vlka Fenryka of the Black Library books are a chapter with many different tribal and historical inspirations, drawing on Viking and Germanic culture along with their favorite totem and symbol, the wolf. The Space Wolves of the tabletop game ride wolves into battle, adorn themselves with wolves, name their gear and vehicles after wolvess. Whereas the Space wolves have an Old Wolf, and Wolf Lords, and Wolf Guard, and Live in the Fang, the chapter as portrayed in the books (theoretically the same people) have a High King, and Jarls, and Thanes, and Live in the Aett. The Wolvess have many faces, it just depends which source you&#039;re looking at. Horus Heresy books? Generally nordic-themed supersoldiers with the occasional wolf totem. 40K books? Heroic, bloodthirsty barbarian werewolves in power armor. Codex: Space Wolves? God damn wolf-obsessed weirdos. Perhaps the most telling example of the lore-clash within the chapter is this: in all the Black Library books I&#039;ve read about the space wolves, there is literally ONE example of a Space Wolf actually interacting with a Fenrisian wolf: In Ragnar Blackmane&#039;s first book, he kills one and takes it&#039;s hide. That&#039;s it. Compare that to the Codex, where the Wolvess wolf their wolfen wolfy wolfers when they wulf the wolfen Wolf Wulf wulfers.&lt;br /&gt;
&lt;br /&gt;
==Brief History and Main Overview==&lt;br /&gt;
Leman Russ was basically [[Viking]] Mowgli, being raised by wolves before he was captured (or possibly chose to/was talked into joining them, fluff varies) by the humans of Fenris and became adopted son to Jarl Thengir. When Thengir passed, Leman became Jarl by virtue of being the biggest badass on Fenris. And that&#039;s saying something. Ol&#039; Empy came along and said &#039;JOIN ME!&#039; in his typical dickish fashion. Leman then challenged him to three contests: drinking, eating, and fighting (though goodness knows why they didn&#039;t do the fighting bit first. If your fighters are drunk and stuffed, the fight will be less interesting). Leman showed up the Emperor in the first two contests, supposedly eating an entire ox and drinking a dozen barrels of mead. When the two of them fought, though, the Emperor was the victor, beating Russ fair and square. When he finally woke up from his pummeling and liquor induced stupor, Leman recognized the Emperor as a worthy master, and agreed to serve.&lt;br /&gt;
&lt;br /&gt;
One further thing of note is that it is implied by an offhand comment of Russ&#039;s in the Horus Heresy books that the two missing legions were destroyed or at least broken by the Space Wolves, so if it is true then that brings their legion kill tally to three.&lt;br /&gt;
&lt;br /&gt;
The Space Wolves are another example on how Games Workshop lusts after medieval Scandinavian history and mythology. As if the [[Warriors of chaos]] weren&#039;t already enough of a tip off to that. Given that they are the only Space Marines to have wolves, beards, wield axes, laugh boisterously, and act like something more than sombre, grim assholes, and because they have names like &#039;Ragnar&#039; and &#039;Bjorn&#039; they are instantly considered manlier than all other Spehss Mehreens, including the Chaos ones.&lt;br /&gt;
&lt;br /&gt;
Based on their characterization in Prospero Burns and Battle for the Fang, they hold little regard for &amp;quot;mortals&amp;quot;, but highly respect bravery in battle. On top of all that, they happen to have the most compassionate and bro-tier Chapter Masters ever, [[Logan Grimnar]]. Logan is known for being famously sympathetic to the common man of the imperium, defending his mortal charges with a passion beyond reason. This attitude has earned him a somewhat mixed reputation among the upper echelons of the imperium, because while Grimnar is much loved by the people of the imperium, he also has a bad habit of leading his chapter [[Armageddon#First War for Armageddon|into conflict]] with other factions of the imperium when he deems it necessary.&lt;br /&gt;
&lt;br /&gt;
If they were in a vidya game, they&#039;d probably be voiced by Brian Blessed, or his royal Cinemaness CHRISTOPHER LEE, may he glory and feast forever in Valhalla.&lt;br /&gt;
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They also once managed to kill an entire [[Void whale|VOID WHALE]]! (If a hideously malformed one) Scary Badass Grampa Werewolf Viking FTW!&lt;br /&gt;
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Spess Wohlfs, if not already obvious, draw upon a heavy viking theme, an equally heavy werewolf theme, and wolves in general. As such, the Space Wolves, Black Templars, White Scars, World Eaters and Khornate Worshipers in general, are the few people to realize that they all live in a fantasy universe with spaceships.&lt;br /&gt;
&lt;br /&gt;
Another question that might come up if one thought about it is what happened to all of their extra marines. Even between the Burning of Prospero, a brutal void battle with the Alpha Legion straight afterwards and the rest of the Horus Heresy, the Wolves and their descendants were reduced to a chapter strength of about 1200 marines by the 41st Millenium. Even with attrition over the years, they should have been left with thousands of marines to split into different chapters. The main school of thought is that the Wolves split into two chapters, the original Space Wolves as well as the Wolf Brothers. While the Wolf Brothers would eventually be disbanded due to [[Mutant|genetic instability]], it would still leave the Space Wolves several thousand marines strong. It&#039;s though that the rest of the Sons of Russ would eventually be brought down to close to Codex Chapter strength by attrition, as their numbers were overcome by casualties, the rise of the Mark of the Wulfen, and alcohol poisoning. Another hypothesis is that there would be other chapters that would split off from the wolves, albeit unofficially or by their origins being proscribed for...whatever reason. However, if the Wolves were indeed left to be several hundred strong after Guilliman got his reform on, it would mean that after Russ&#039;s disappearance, the wolves [[Grimdark|were slowly dying out]] after their recruitment numbers dwindled to the dozens per year. (Though the natural ratio of recruits-to-casualties probably reached an equilibrium point at some point a few centuries afterwords, and has hovered right around that point for a long time. [[Grimdark]] doesn&#039;t always mean [[Fail|Grimderp]].)&lt;br /&gt;
&lt;br /&gt;
In M32, a small but influential faction within the Rout started experimenting on the Canis Helix, trying to make it less wolfy but preserve the general badassery of Russ&#039; gene seed. This was aimed at realising Russ&#039; dream of Wolves descendants- the reformers saw their Chapter becoming steadily more isolated, making it harder for them to defend the Imperium. Some even claimed that the Imperium would start to question the Wolves&#039; loyalties because of the wulfen issue, putting their existence at risk. They faced lots of internal opposition, but the gene-splicing began to pay off and the Legion&#039;s &amp;quot;apotheosis&amp;quot; was looming. Then Magnus heard about it and attacked Fenris, leaving the Fang all but broken and the current Great Wolf dead, along with most of the reformers. Magnus took a thrashing in the process, but finally had a comeback to all Russ&#039; &amp;quot;forever alone&amp;quot; jokes (fuck, even the Salamanders probably have successors these days). As predicted, although the Wolves are still revered throughout much of the Imperium, they&#039;re also mistrusted by its rulers and institutions. Inquisition tried pretty hard to bring them to heel over the whole Armageddon fracas- it&#039;s a fair bet that they wouldn&#039;t have tried this if the Wolves had a few successor Chapters to call on.. Oh, and their attack on the Fang did a similar amount of damage to what Magnus managed.&lt;br /&gt;
&lt;br /&gt;
And now, with a new Black Library novel inbound, it seems that the Wolves big secret is about to get out, and now the Inquisition might just get them opening they were looking for...&lt;br /&gt;
&lt;br /&gt;
==Relationship with the Thousand Sons==&lt;br /&gt;
Space Wolves have a talent for [[rage]], and it is thought by some that they pride themselves with the sheer number of enemies they have. But the [[Thousand Sons]] Chaos Legion is by and large their greatest enemy, at least that&#039;s what they think. The fact is that the rivalry began when the Space Wolves (with help from Custodians and Sisters of Silence) kicked the living shit out of the Thousand Sons on their home planet, which is like having your country host the Olympics and then getting last place in every event (much like Canada in the 1976 Summer Olympics and again in the 1988 Winter Olympics). Before that, [[Leman Russ]], [[Primarch]] of the Space Wolves, broke the back of [[Magnus the Red]], who is Primarch of the Thousand Sons. TO BE FAIR, Magnus felt that he deserved it and therefore ordered his warriors to deactivate all planetary defenses (he actually deactivated it himself and even killed one of his own captains to hide the coming of the invasion fleet). If the Thousand Sons had their defenses active, the Wolf of the Wolf Wolf Wolves probably would have had a much harder time of it. As it is, even with all the backup the Wolves had, once they ran out of planetary defense forces in parade uniforms to slaughter, and came across the Thousand Sons, the Wolves/Custodians/Sisters were slowed down a little until Tzeench pulled the troll lever (though he might&#039;ve been bolstering the Sons&#039; powers already, which the Ruinous Powers later did with Horus, and this was just a side effect) and the Sons&#039; greatest psykers started mutating and exploding like Tetsuo from Akira.&lt;br /&gt;
&lt;br /&gt;
Considering the [[Emprah]] basically just asked for Leman Russ to give Magnus a ride to Earth, this is more like your parents asking you to tell your younger sibling to come out of their room and clean up the mess they made, only for you to go in there, shoot off both their legs, take a dump on the floor and set the room on fire, chase them out into the streets, murder his best friends, and then tell your parents that the brat suffered for not taking responsibility for the five or so school books on the couch. Of course, [[Horus]] helped that all along. Just as planned. Chief Custodian Valdor also urged Russ to curbstomp Magnus for good, presumably because he was concerned what kind of damage Magnus could do in person, given how much trouble he caused from millions of light-years away.&lt;br /&gt;
&lt;br /&gt;
This set the tone for the rest of their unhealthy relationship. The Thousand Sons do something to piss off the Space Wolves, usually some brilliant, convoluted plan, and the Space Wolves just charge and beat the living shit out of them and laugh in their faces when they find out how much work those [[Tzeentch]]ies put into their plots. Sadly, this usually comes at a staggering toll in Space Wolf lives. So [[grimdark]]. Oh, and the Thousand Son&#039;s usually accomplish some underlying secret objective.&lt;br /&gt;
&lt;br /&gt;
Many theories are abound as to why the Space Wolves hate the Thousand Sons and their sorcery so much. The most popular amongst fa/tg/uys is that the Thousand Sons Primarch, Magnus, being aware of Russ&#039;s [[furry|bestiality]], was always watching him from his magical lookout, riding up and down his sorcerer&#039;s tower to observe Russ from every height and depth, intently channeling the power of his one-eyed cyclops to pierce into Russ&#039;s most intimate chambers. Understandably, this left Russ very (literally) [[butthurt]] indeed and eager for vengeance. Or because Magnus is a NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEERD.&lt;br /&gt;
&lt;br /&gt;
One theory disclosed to the Khan, admittedly from the probably-not-very-reliable source of a shade of Magnus left behind on Prospero, suggests that there could be an even more sinister reason for the hatred, suggesting that there is a dark reason why the Wolves put runes of protection on every part of their wargear (other books suggest the Wolves place huge importance on runes and symbolism).&lt;br /&gt;
&lt;br /&gt;
Also while it may seem laughable that the axe dragging wolf-fucking barbarians continually thwart the plans of the hyper-intelligent sorcerers, the wolves are actually probably the most ideal chapter to fight them (except, perhaps, the [[Grey Knights]], for obvious reasons). They have the Canis Helix which causes them to wolf out rather than be corrupted by chaos, and the Rune &amp;quot;Magic&amp;quot; that their Rune Priests use is literally the closest thing to sorcery used in the Imperium. Add to that the fact that they have one of the most impressive fleets in the entire Imperium, making them somewhat less worried about warp storms, and you have a group almost tailor-made to resist the Thousand Sons.&lt;br /&gt;
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Other people believe that Space Wolves are indeed a traitor legion and the Thousand Sons a loyal one. Think a second about it. What are the benefits of the Mark of Khorne? Rage and counterattack, exactly the same rules Blood Claws have. Why Russ destroyed completely Prospero if Magnus was not defending himself and his only sin was warning the Emperor about the Horus Heresy? Why Russ went to the Warp? To become a Daemon-Prince? Why they don&#039;t recognized Guilliman as their spiritual leader? Why they don&#039;t follow the codex who has given so much prosperity to the Imperium? What are those mutations wulfen have? Gifts of Chaos? However, these people are idiots who don&#039;t read the lore and have bad grammar, so you shouldn&#039;t listen to them. &lt;br /&gt;
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===Ragnar Blackmane===&lt;br /&gt;
[[File:Yiff yaff.jpg|300px|thumb|right|HERESY]]&lt;br /&gt;
Perhaps the best example can be found in &#039;&#039;The Space Wolf Omnibus&#039;&#039;, in which [[Ragnar Blackmane]], who is basically a young Space Wolf, not only fucks over a Sorcerer, but Magnus the Red himself. The Sorcerer, [[Madox]], is so pissed at being foiled by Ragnar that he bitches about it to other Thousand Sons, who find this hilarious, and goes around making plots, which Ragnar manages to fuck up nicely, thereby saving the galaxy. Ragnar even took the spear of his Primarch and hurled it into the eye of Magnus the Red. Do note that this is as much canon as other [[Black Library|BL]] anti-fluff shit.&lt;br /&gt;
&lt;br /&gt;
Because of this, the [[Blood Ravens]] forge a weapon named after Ragnar, who tells them to keep their toys because he doesn&#039;t need it (though in all reality he had a suspicion that they were trying to &#039;fence&#039; their &#039;gift&#039; by giving it to him to evade Imperial authorities).&lt;br /&gt;
&lt;br /&gt;
He and his pack (and about 30 Militarum Tempestus Stormtroopers people somehow always forget to mention) once fought off 40 odd genestealers in close combat. In the actual game and fluff; fighting this many &#039;stealers in melee is a one way ticket to massive rending claw induced ASSRAPE for anything short of a vehicle with AV 14 on it backside. Yet somehow he managed to avoid being torn into gory paper thin pieces and come out on top (like this kind of thing is really uncommon with book marines). He manages this without being a [[Mary Sue|Mary]] [[Ultramarines|Sue]]. Why?/How? It&#039;s because he&#039;s a motherfucking Space Viking. Also they were helped by about forty Militarum Tempestus Stormtroopers and two Inquisitors, so it wasn&#039;t quite as one sided as it sounds.&lt;br /&gt;
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==The Fate of Leman Russ==&lt;br /&gt;
Of Leman Himself, you ask? Legends state that after a great feast, He said unto his warriors:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;Listen closely Brothers, for my time is short. . There shall come a time far from now when our Chapter itself is dying, even as I am now dying, and our foes shall gather to destroy us. Then my children, I shall listen for your call in whatever realm of death holds me, and come I shall, no matter what the laws of life and death forbid. At the end I will be there. For the final battle. For the Wolftime.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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And so, Leman departed, with his closest retinue... No, not you Bjorn... Some say he searches for a means to revive His God-Emperor.. But despite the efforts of the Great Hunt, Leman remains beyond the reach of Man... Who knows what great feats of Heroism he undertakes....&lt;br /&gt;
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. . . Oh, who the fuck are we kidding? Leman got lost in the [[Warp]] and became a Daemon Primarch of Kho-&lt;br /&gt;
&lt;br /&gt;
{{BLAM|//Historitor 109.163.233.200 decommissioned by Inquisitorial decree.//}}&lt;br /&gt;
&lt;br /&gt;
He was, in fact, [[Horo|turned into a small girl]]. (Holy shit! A [[Tzeentch|change]] like that can only mean that Magnus must have gotten revenge.) And if by that you think we mean, &amp;quot;Russ had a shitton of bastard children everywhere and one was a mutant that could shapeshift&amp;quot; then yes; only because Russ&#039;s kids turning into [[Werewolf|wolves]] is nothing new. Nobody really knows if this had happened before he went to [[Warhammer Fantasy]] and made the Norscans or not, but since they aren&#039;t vikings out of a shoujo anime, we can make a pretty good educated guess. Somehow, he found his way back to the Dark Millenium, still stuck in the form of a [[Horo|small girl]].&lt;br /&gt;
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(But seriously, we have no idea. There HAVE been sporadic reports of sightings of the 13th great Company with Russ leading them, for what that&#039;s worth. And Magnus has mentioned that he knows exactly what happened to Russ, but it&#039;s not like he&#039;d ever tell them.)&lt;br /&gt;
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Actually he has entered Slaanesh&#039;s realm of eternal yiff, meaning we will never see him again.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
[[File:Tyranid Attack.jpeg|350px|right|thumb|The wolves taking on a [[Tyranid]] horde.]]&lt;br /&gt;
Since they only see the [[Codex Astartes]] as a source of toilet paper (when they bother to wipe), the Space Wolves have roles and titles far different from the standard Space Marine chapters. Additionally, while traditional chapters each hold ten ~100-strong companies, the Space Wolves instead have 12 autonomous companies, each of which is in varying strength and since they aren&#039;t bound by the Codex, each company may have more than 100 marines on hand. However, the Space Wolf legion was never particularly numerous, pre-heresy, in the first place due to their unstable gene-seed (The fact that [[Magnus the Red]] destroyed the long-sought cure to this during his attack on Fenris for this didn&#039;t help). Thus while unbound by the Codex, Space Wolf companies are typically slow to reinforce their numbers due to said unstable gene-seed.&lt;br /&gt;
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With 12 independent Great Companies (each with their own fleets, logistics support etc), this means that even if each Great Company had 100 brothers, they would outnumber a normal codex-compliant Spess Mehreens chapters by at least 20%. This is corroborated by the latest 7E codex which has rules for playing a Great Company on its own; consisting of eleven squads of varying size.&lt;br /&gt;
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However since each Great Company doesn&#039;t bother to limit themselves to 100 (some Space Wolves great companies sometimes number over 300 brothers) it means that they outnumber codex chapters by an even greater degree, so with that said, the [[Apocalypse]] formation for the same thing has no hard limit on the number of Blood Claw squads that may be taken, so will probably represent a good period of recruitment for the Chapter. Therefore the total numbers will vary over time in response to casualties and recruitment rates but can reasonably reach estimations of 3000 marines or more; several times the official codex strength at peak times. But currently though, [[Logan Grimnar]]&#039;s own company is the largest in the chapter and it totals 200 exactly by 998.M41 &#039;&#039;(not counting the &amp;quot;Great Wolf&amp;quot; assets like Dreadnoughts &amp;amp; Priests)&#039;&#039; whilst [[Ragnar Blackmane]]&#039;s is said to be second, also currently sitting at 162 marines.&lt;br /&gt;
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===Hierarchy===&lt;br /&gt;
The different ranks and assignments for the Wolves are the following:&lt;br /&gt;
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*&#039;&#039;&#039;Great Wolf&#039;&#039;&#039;: The [[Chapter Master]] of the Space Wolves, the Great Wolf is chosen from among the Wolf Lords by virtue of &amp;lt;s&amp;gt;having the most furry porn&amp;lt;/s&amp;gt; being the most badass of an army of space vikings. The Great Wolf is effectively the First Captain of the Space Wolves, commanding an elite Great Company that includes the members of the three Priesthoods and the Chapter&#039;s Dreadnoughts. [[Logan Grimnar]] serves as the current Great Wolf.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Lord&#039;&#039;&#039;: The [[Brother-Captain]]s of a company in Codex Chapters (although more like a watered-down vanilla chapter master), Wolf Lords lead their Great Companies and charge the Iron Priests with maintenance of its motor pool and the Wolf Priests with recruiting new Astartes.&lt;br /&gt;
* &#039;&#039;&#039;Wolf Guard&#039;&#039;&#039;: A cross between [[Veteran Squad|Veterans]] and [[Honour Guard]], Wolf Guards serve as the body guard of the Wolf Lord and leading packs in battle, serving as the Space Wolves version of a [[Brother-Sergeant]]. They also get [[Terminator]] armour. In &#039;&#039;Second Edition&#039;&#039; they also got to take any weapons they liked and could be built from stock parts with an Assault Cannon and Cyclone Missile Launcher. This led to many games being won as Assault Force Dickhead rampaged across the table murdering everything.&lt;br /&gt;
* &#039;&#039;&#039;Wolf Priest&#039;&#039;&#039;: Combining the role of [[Apothecary]] and [[Chaplain]], the Wolf Priests do the standard roles of preaching and medical duties, but are also charged with recruiting Aspirants for their companies. Plus they have a secret role on the battlefield, trying to prevent their battle-brothers from turning into Wulfen.&lt;br /&gt;
* &#039;&#039;&#039;Iron Priest&#039;&#039;&#039;: The Iron Priests serve the role of [[Techmarine]]s, overseeing the motorpool and equipment of the companies they belong to.&lt;br /&gt;
* &#039;&#039;&#039;Rune Priest&#039;&#039;&#039;: Taking the role of [[Librarian]]s in Codex Chapters, Rune Priests are the [[psyker]]s of the Space Wolves. However, instead of seeing their powers as coming from the [[Warp]], they hold that their powers come from the world spirit of Fenris, and consult the runes in a means to divine the future. Trying to explain to the Rune Priests that they&#039;re drawing power from the Warp, and that they cannot &amp;quot;draw their powers from Fenris&amp;quot; while being half-Galaxy away from it will usually result in the non-Space Wolf getting a month&#039;s stay in the Apothecarion. The ultimate irony of this is that they are, in reality, Sorcerers, the very thing they denounced the Thousand Sons for being.&lt;br /&gt;
* &#039;&#039;&#039;Wolf Scouts&#039;&#039;&#039;: Each Great Company will have members who shun their pack brothers and are shunned in return, preferring the company of more somber individuals, Wolf Scouts serve to scout out enemy positions and terrain. As opposed to the regular codex, Wolf Scouts tend to be veterans of battle able to rein in their savage rage.&lt;br /&gt;
* &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;: Space Wolves who are the last of their pack. The loss of their brethren drive them to seek a glorious death in combat at the hands of some form a fell enemy. Think of Dwarf Slayers only a few metres tall with powered armour and weapons of doom and destruction. Often the only way out of the Lone Wolf lifestyle is managing to kill something that the individual shouldn&#039;t have survived killing and being elevated into the Wolf Guard.&lt;br /&gt;
* &#039;&#039;&#039;Skyclaws&#039;&#039;&#039;: Skyclaws are the trouble makers among a Chapter of trouble makers, forced to wear Jump Packs. The Space Wolves view Jump Packs as an insult, reasoning that if the Emperor wanted them to fly, he would have given them wings. Snide comments regarding [[Sanguinius]] result in a short game of tug-o-war involving the offending battle-brother&#039;s beard.&lt;br /&gt;
* &#039;&#039;&#039;Thunderwolf Cavalry&#039;&#039;&#039;: Space Wolves who function in a manner similar to a [[Bike Squad]], but instead of actual bikes, they use Thunderwolves, which can be the size of a small car.&lt;br /&gt;
* &#039;&#039;&#039;Long Fangs&#039;&#039;&#039;: Taking the role of [[Devastator Squad|Devastators]], Long Fangs are veterans who have grown long in the fang. No pun here - Space Wolves&#039; teeth actually lengthen as they age, as an effect of a mutated Betcher&#039;s Gland.&lt;br /&gt;
* &#039;&#039;&#039;Grey Hunter&#039;&#039;&#039;: Having the role of [[Tactical Squad|Tactical Marines]], Grey Hunters are those Marines who have survived long enough as Blood Claws to quell the worst of their ferocity and blood lust (read: wear a helmet in battle). Their new found experience and control allows them to shoot and fight better than their younger brethren. &lt;br /&gt;
* &#039;&#039;&#039;Blood Claws&#039;&#039;&#039;: Neophyte Space Wolves who serve in the [[Assault Squad|Assault Marine]] roles of Codex Chapters.&lt;br /&gt;
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=== Other Assets ===&lt;br /&gt;
The Space Wolves have an impressive number of other gadgets and gizmos going for them.&lt;br /&gt;
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Not least the fact that the Fang (&#039;&#039;Aett&#039;&#039;) is one of the three most defended locations in the entire Imperium &#039;&#039;(the other two being the Imperial Palace on &#039;&#039;&#039;Terra&#039;&#039;&#039; and the Keep Inviolate on &#039;&#039;&#039;Kolossi&#039;&#039;&#039; the homeworld of [[Imperial Knight|House Raven]])&#039;&#039; and is tall enough that entire [[Imperial Navy|battlefleets]] can dock with the fortress.&lt;br /&gt;
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Speaking of battlefleets; the Wolves themselves have a navy to rival most others, with eight Battle Barges and more than thirty Strike Cruisers, which in terms of logistical support could accommodate over 5400 fighting men. As well as this, they have &#039;&#039;&#039;TWO&#039;&#039;&#039; Star Forts and over forty escort &#039;&#039;&#039;squadrons&#039;&#039;&#039;. To let you know how much firepower this counts as, some lesser known chapters would consider themselves fortunate to have even a single battle-barge. Even the [[Grey Knights]] have only four Barges and twelve strike cruisers, so basically when Fenris held off the [[Grey Knights]] during the Months of Shame, they had plenty going for them. They used to have even more ships, and a star-fort network that could put the infamous Iron Circle of Badab to shame before the Thousand Sons attacked Fenris in M33.&lt;br /&gt;
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They also have &#039;&#039;&#039;&#039;&#039;over&#039;&#039;&#039;&#039;&#039; one-hundred [[Dreadnought]]s stored in stasis vaults within their fortress depths, where/how they accumulated them is uncertain and considering that most other chapters tend to have around two or three Dreadnoughts per company, they likely outnumber nearly anyone else by a considerable margin. &#039;&#039;(For comparison, the [[Blood Angels]] have 35 dreadnoughts listed in their rolls of battle)&#039;&#039;&lt;br /&gt;
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Not to mention the packs of feral wulfen that they can scrounge up... Yeah they might happen to have a shit ton of unregistered mutated werewolf murder machines lying around as &#039;&#039;&#039;&#039;failed&#039;&#039;&#039;&#039; aspirants. That said, Fenris is far less populous than the likes of Macragge, and feral Wulfen are basically wildlife, so this is a moot point.&lt;br /&gt;
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Oh, and all the &amp;quot;actual&amp;quot; Fenrisian Wolves &amp;amp; Thunderwolves that the chapter can muster.&lt;br /&gt;
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==Combat doctrine==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The best way to defeat a Space Wolf is to wolf his wolf. You must be careful, though, because if the Space Wolf wolfs your wolf first, then your wolf is wolfed.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
—Attributed to Wolf Rider Volk Wolfclaw, &#039;&#039;On the Weaknesses of the Space Wolf Doctrine&#039;&#039;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&amp;quot;A good way to get into a state of pure wolfness, would be that you shall wolf the wolf until the wolfing wolf wolfs. Then, when the wolf wolfs your wolfness, the wolves of the wild will wolf your wolf up. Wolf!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
—Attributed to Wolf Master Jonal Wolfhand, &amp;quot;The Call of the Nightblizzard&amp;quot;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&amp;quot;Wolf wolf wolf wolf wolfity wolf. Wolf wolf, wolfo wolfy wolf wolf wolf. Wolf? Wolf!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
—Attributed to Wolf Lord Egil Ironwolf, &#039;&#039;On the Intricacies of Tactical Wolffare&#039;&#039;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Jokes aside, the Space Wolves are rather unusual when it comes to organisation and tactics. Contrary to what many fans will tell you, they do actually study the Codex Astartes&#039;s points on combat, though they completely reject it from an organizational standpoint. In battle the warriors of the Rout will usually work on their own initiative and experience, but at the same time, they don&#039;t disrespect or ignore the lessons of the codex. Their battle strategies tend to be neglected in favor of localized battlefield tactics. They keep to their wolf theme by working as a &amp;quot;pack&amp;quot;, with very &amp;quot;make it up as we go along&amp;quot; tactics. This doesn&#039;t bite them in the ass as much as it would other space marine chapters, because they can &amp;quot;smell the plan&amp;quot; (I can&#039;t make this shit up). The books try to base this off of how normal wolves coordinate hunts, with nonverbal cues being premium. The idea is that the wolves can read the situation by [[Hive Mind|smelling their pack member&#039;s moods and thoughts]], using natural pheromone cues (and a few added by the Canis Helix) to anticipate the moods of those around them. This is actually why most wolves prefer to fight without helmets: you can&#039;t smell anything in the sealed environment of closed power armor.&lt;br /&gt;
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==Daily rituals of a Space Wolf==&lt;br /&gt;
1300 - Wake Up with Hangover - The Space Wolf awakens from his booze-induced coma and begins the day. Headaches abound. Aspirin is consumed by the ton.&amp;lt;br&amp;gt;&lt;br /&gt;
1310 - Morning Piss - The Space Wolf empties the alcohol that has accumulated in his bladder(s) in the Sacred Alcohol Excretion Grounds.&amp;lt;br&amp;gt;&lt;br /&gt;
1311 - Morning Fart - The Space Wolf empties his intestines. Pissing without farting is like going to a holy site without praying to the Emperor, which is heresy.&amp;lt;br&amp;gt;&lt;br /&gt;
1320 - Morning Piss Ends - The Space Wolves have finally finished urinating.&amp;lt;br&amp;gt;&lt;br /&gt;
1330 - Ritual Intake of Alcoholic Beverages - The Space Wolf now cracks open his first cold one of the day. The first of many. Cheerios may be consumed as well.&amp;lt;br&amp;gt;&lt;br /&gt;
1345 - Firing Drills - The Space Wolf consumes another liter of alcohol before going out back and shooting empty beer bottles with his bolter. This takes place far away from the Alcohol Excretion Grounds, after that one time Brother Brynjolf accidentally lit his own piss on fire, and ended up in sickbay until his beard grew back and he was thus fit to be seen in public again.&amp;lt;br&amp;gt;&lt;br /&gt;
1400 - Freeze your Gonads - The Space Wolf sheds his armor and most of his clothing to wander around Asaheim for an hour.&amp;lt;br&amp;gt;&lt;br /&gt;
1500 - Feeding of the Land Raiders - Space Wolf observes a feast with his brothers in honour of the chapter&#039;s revered battle machines. Blood Claws are still wandering around outside naked in the snow.&amp;lt;br&amp;gt;&lt;br /&gt;
1530 - Boozing of the Land Raiders - No feast is complete without shittons of liquor. Ale and beer are poured and scrubbed all over the most honoured of the chapter&#039;s war machines. Many still have bullet holes, sometimes allowing beer to get into the exhaust ports and make for kickass explosions later. Blood Claws are still wandering around outside naked in the snow.&amp;lt;br&amp;gt;&lt;br /&gt;
1600 - Wolf your Wolf - Grey Hunters and older Space Wolves take this time to play with their favourite 4-legged companions. Blood Claws are still wandering around outside naked in the snow.&amp;lt;br&amp;gt;&lt;br /&gt;
1630 - Save the Blood Claws - Blood Claws are brought in from the cold. Most are frozen blue or black - and hungry for more.&amp;lt;br&amp;gt;&lt;br /&gt;
1700 - Evening feast - Eat. Drink. Start brawls. The usual non-warzone Space Wolf thing.&amp;lt;br&amp;gt;&lt;br /&gt;
1800 - Try to wake up [[Bjorn the Fell Handed|Bjorn]].&amp;lt;br&amp;gt;&lt;br /&gt;
1810 - Give up, try to find something fun on the Vox Saga.&amp;lt;br&amp;gt;&lt;br /&gt;
1900 - Night shitter break.&amp;lt;br&amp;gt;&lt;br /&gt;
2000 - Night firing drills - Much to the Iron Priest&#039;s dismay, the Space Wolves practice writing their names in the snow with bolters. In runes. In the dark.&amp;lt;br&amp;gt;&lt;br /&gt;
2100 - Ritual Intake of Narcotics and Purging of Testicles - bitches and blow.&amp;lt;br&amp;gt;&lt;br /&gt;
0500 - Daily Rest - The Space Wolf passes out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Quick Word Out of Character==&lt;br /&gt;
The true reason for all this, is that, we at /tg/, in our pathetic, low reaching mastery of comedy, have seen how idiotic it is that every Goddamn Space Wolf codex unnecessarily uses the word; &#039;wolf&#039; as a prefix or a suffix in every 3rd sentence (similar to the [[Robin Cruddace|tyranid codex]] shoe-horning the prefix bio- into every 3rd sentence). Since /tg/ is an easily angered monster, not unlike an [[Angry Marine]], we attempt to furiously link Space Wolves to furries (its really fucking annoying). As we are as fucked up as [[Chaos Pretty Marines]].&lt;br /&gt;
&lt;br /&gt;
It has been established in the &#039;&#039;[[Horus Heresy]]&#039;&#039; series that the VI Legion don&#039;t employ the word Wolf as much as they appear to. Wolf is readily apparent in their motifs, such as Leman Russ&#039;s titles as &amp;quot;Wolf-King&amp;quot; and &amp;quot;Great Wolf&amp;quot;, as well as the formal name of the Wolf Guard, but it&#039;s not as overblown as it&#039;s made out to be. Apparently, whoever did the Fenrisian-to-Gothic translation made a few errors. First off, they don&#039;t call themselves the Space Wolves. When speaking formally, they refer to themselves as the &#039;&#039;Vlka Fenryka&#039;&#039;, which can be translated as &amp;quot;Wolves of Fenris&amp;quot;, since Fenrir is the name of a wolf in Norse myth this makes &amp;lt;s&amp;gt;it awesome&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;pretentious as fuck.&amp;lt;/s&amp;gt; Not if you realise that a bunch of colonists landed on a planet, bred giant dogs from their great, great, grand-children then thought &amp;quot;You know what&#039;s better than planet Unicorn? Planet fucking Fenris&amp;quot;) The term is more like &amp;quot;folk of Fenris&amp;quot; if Vlka is associated with the Germanic &#039;Volk.&#039; However, if Vlka is translated as Slavic, then we get the &amp;quot;Wolves of Fenris.&amp;quot; Hence, Dan Abnett is using linguistics to reinforce his theme that the Space Wolves are misunderstood by the rest of the Imperium - called the Space Wolves because of a mistranslated word. (So they are actually called &amp;quot;Space People&amp;quot;?) ( would make sense since ragnar refered to them as &amp;quot;Star warriors&amp;quot; in the William King novels but the lore from these novels has been left by the wayside so take that s you will). When speaking informally, they refer to themselves as &amp;quot;the Rout&amp;quot;, solidifying their purpose as the Emperor&#039;s executioners/snowflakes. Additionally, the post of &amp;quot;Wolf-Lord&amp;quot; is also a mistranslation, as they refer to their Company commanders as &amp;quot;Jarl&amp;quot;. Finally, they don&#039;t call their fortress-monastery the Fang, but rather the &#039;&#039;Aett&#039;&#039;, which can be literally translated as &amp;quot;clan home&amp;quot;.There&#039;s also this in-universe [[meme]] &amp;quot;there are no wolves on Fenris&amp;quot;. At all. This was started by one of the primarchs remarking that they should be called xenos, because they&#039;re natives of an alien planet, and it quickly morphed into a joke. But it goes a little deeper than that, &amp;lt;s&amp;gt;presenting weird questions about where the whole wolf thing (and the actual wolves they ride/cuddle) come from. Long story short, they are furry cousins yee haah! Seriously&amp;lt;/s&amp;gt; No, it highlights that there are no wolves on Fenris, because there are no wolves on fenris. See below....keep up dammit.&lt;br /&gt;
&lt;br /&gt;
With regards to the Fenrisian wolves, the origin a little more freaky than expected: they&#039;re not wolves, but descendants of human wolf mutants. Back when Fenris was first settled, the colonists had the &#039;&#039;Canis helix&#039;&#039; added to help them adapt to the harsh environment by adding wolf genes to their genetic-makeup. Unfortunately, it worked a little too well--the &#039;&#039;canix helix&#039;&#039; caused a number of settlers to degrade into wolfmen and wolfwomen. Following this, they bred and produced a new strain of wolf into the environment. So there are no &#039;&#039;wolves&#039;&#039; on Fenris. They&#039;re just the descendants of human mutants. Which might explain why, post-Heresy, only Fenrisians can become Space Wolves (assuming that&#039;s why the successor chapters couldn&#039;t handle Russ&#039; gene seed).&lt;br /&gt;
&lt;br /&gt;
Of course, that means that the Space Wolves are wearing pelts made of [[Fabius Bile|human skin]], but lets not dwell on that - after all it&#039;s fairly common in the Imperiums to wear human skulls... WolfyWolfWolf {{BLAM|&#039;&#039;&#039; *BLAM*}}.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lightning2.jpg|&#039;Tis only a matter of time until Steve Blum voices &#039;em&lt;br /&gt;
File:Warlord of Fenris by NachoMon.jpg|Totally not overcompensating...Yeah he&#039;s just hiding a massive hardon with the skull&lt;br /&gt;
File:Lemanruss39.jpg|Leman Russ. About to mercilessly fuck over the Thousand Sons.&lt;br /&gt;
File:Prospero.jpg|Is he carrying a wooden shield? Really? Against a bolt shell?&lt;br /&gt;
File:Stormrider.jpg|You better watch out, you better not die, you better not fight, I&#039;m telling you why: Santa Grimnar&#039;s coming to town&lt;br /&gt;
[[File:http://l.wigflip.com/DucDpDtG/roflbot.jpg]]|Pretty cool guys to hang with.&lt;br /&gt;
File:SneakySpaceWolves.png|Space Wolves? Using stealth? [[Heresy]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Bjorn the Fell Handed]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Space Wolves(7E)|Tactics/Space Wolves]]&lt;br /&gt;
*[[Warriors of Chaos]] - With whom they get into bar brawls and drinking contests to see who is moar [[Viking]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://space-wolves-grey.blogspot.co.uk/2011/02/wolf-sister.html Wolf &amp;amp; Sister] Space Wolves webcomic by Nachomon.&lt;br /&gt;
&lt;br /&gt;
{{Marines-Official}}&lt;br /&gt;
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[[Category:Space Wolves]]&lt;/div&gt;</summary>
		<author><name>2602:306:30BF:C990:209B:8B04:3E16:644A</name></author>
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