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==Wargear== ===Space Wolves Ranged Weapons=== *'''Assault Bolter''' A Primaris Inceptor come stock with two of these things. 18" S5 AP-1 Assault 3. Hand-held Heavy Bolters that don't suffer a -1 to hit penalty unless you advanced? Hell yes. The range isn't usually an issue because you either set the Inceptors in reserve, or took advantage of their 10" move. *'''Boltgun''' You know it, you love it. A 24" S4 Rapid Fire 1 standard issue small arm. The lack of AP hurts but with what you should be targeting Bolters with (light infantry) it shouldn't matter too much. These things can be fired into CC with the True Grit stratagem. *'''Bolt Rifle''' A 30" Bolter with -1AP. Primaris Intercessors come stock with these. *'''Boltstorm Gauntlet''' Wolf Lords in Gravis armour come with these. It's their only gun, and being Pistol 3, S4 AP0 D1 with only 12" range, this can be annoying. Is made up for by the fact that the Wolf Lord in Gravis armour can destroy in CC. *'''Combi-Weapon''' You know it, you still love it. A bolter with a special weapon slapped on top. You can now choose to either fire the bolter or special weapon on their own, or shoot both with a -1 to hit penalty. *'''Storm Bolter''' DO NOT underestimate what a Storm Bolter can do in 8th. Now that they are rapid-fire 2, each of these suckers puts out 4 shots when at 12" range. For 2 points per gun and a huge variety of different ways to spam special weapons in space wolves, these can get crazy. (See Wolf Guard) *'''Bolt Pistol''' The standard Space Marine pistol. With S4 AP0 and D1 it's nothing spectacular, but at least it's ubiquitous and free. Don't forget they can be fired in CC now, too. *'''Plasma Pistol''' High strength, good AP and with no risk of overload unless you choose so. Space Wolves can get a lot of these, and at only 7 points they're hard to say no to. *'''Plasma Exterminator''' Replaces the Inceptor's Assault bolters. It's an 18" Assault d3 Plasma (P̶i̶s̶t̶o̶l̶ no it is not pistol just assault weapon). How awesome is that? *'''Helfrost Pistol''' While not quite as absurdly powerful as it used to be, this Iron Priest-exclusive pistol still packs quite a punch, at double the range of an Inferno pistol. ===Space Wolves Melee Weapons=== *'''Chainsword''' Has taken over the old '2CCW' trick of giving units an extra attack in close combat. Can be given to almost everyone in a Space Wolf army. *'''Power Fist''' Sx2 User AP-3, D3 damage, -1 to hit. Having a few of these will make up for your lack of heavy weapons. Fortunately, the effect of Hunters Unleashed cancels the hit penalty, so your fists will hit much more often. *'''Power Sword''' S User AP-3. The dedicated anti-infantry power weapon. Definitely has its uses on pack leaders, but for only 3 pts more characters can get a Frost Sword which is simply better. *'''Power Axe''' S+1 AP-2. The 'balanced' power weapon option, probably one of the better pack leader options. Characters can get a Frost Axe for only 5 pts more. *'''Power Maul''' S+2, AP-1. Has a niche in the vanilla Space Marine arsenal but here there are better alternatives for getting to S6 in close combat. *'''Lightning Claw''' S User AP-2, with re-roll to wound and +1 attack if you've got two. Anyone who can get these can get Wolf Claws instead, which are straight-up better at 1 extra point, whether you take one or two. Never get these. *'''Thunder Hammer''' Like a Power Fist, but deals 3 damage instead of d3. All the strengths (and the -1 to hit modifier) of the Power Fist, with none of the random damage. Costs the same as a Power Fist on non-Characters, so it's a flat better choice than a Fist for Sergeants. 5 points more than a fist for Characters. The extra reliability could mean the difference between one-shotting a Centurion or get an Assault Drill in the face, so consider that 5 points investment over a Fist. Again, Hunters Unleashed helps a lot with its reliability. **As at CA2019, these things cost 40 points on Character models, so make sure you pair it with Wulfen Stone and Saga of the Wolfkin to make the most out of it. *'''Tempest Hammer''' A Thunder Hammer that deals a Mortal Wound on a 6. (Nerfed in the FAQ to still have a penalty to hit.) Only available to the Iron Priest. *'''Frost Sword''' S+1 User AP-3. These are why you play Space Wolves. Combine the best qualities of the Power Sword and Power Axe for a minimal increase in points. *'''Frost Axe''' S+2 AP-2. A great way of getting to S6 in close combat. They are a bit less cost-effective than frost swords, though. *'''Wolf Claw''' S+1 AP-2, with re-roll to wound and +1 attack if you've got two. Costs 1 point more than Lightning Claws for either one (7 points) or two claws (11 points) as of Chapter Approved 2019. ===Relics=== *'''The Krakenbone Sword:''' S+1 AP-4 re-rolls to wound. It replaces the bearer's frost sword. For a mighty beatstick this one is great: it has the special properties of a Wolf Claw without needing to sacrifice your shooting, the boosted strength of a power axe, and the AP of a meltagun. What's not to like? *'''Frostfury:''' Replaces a Storm Bolter. Loses Rapid Fire, but with Assault 4 it has as many shots as a Storm Bolter in RF range anyway and gains a little extra mobility for good measure. AP-1 and 2 D make it more useful against multi-wound models, and as an added bonus it causes a mortal wound on a 4+ on anything that's wounded by it but not slain (like a Helfrost weapon). *'''Armor of Russ:''' Grants a 4+ invulnerable save and forces an enemy within melee range of the wearer to fight last in the Fight phase. No restrictions on who can take it, so give it to a Primaris since they don't normally have a way of improving their invulnerable saves. It's a good item to play on a Land Raider Excelsior. This would also be tasty on all flavors of Battle Leaders as it would grant them a much needed invulnerable save. *'''Black Death:''' Frost Axe extraordinaire and replaces one. S+2 AP -2 D1, and each time the bearer fights, he makes additional d3 attacks. Makes your character a decent GEQ/MEQ eraser. **If you're giving this to anyone, make sure they're on a Thunderwolf. The pups additional teeth and claw attacks mean they'll have similar targets. *'''Helm of Durfast:''' Re-roll failed hit rolls for this model's ranged attacks, and no bonus to saving throws from being in cover for those. Good on shooty characters, but those aren't exactly common in the Space Wolves. Cough: Land Raider Excelsior. Give a Rune Priest or Wolf Guard Battle leader on a bike a Storm Bolter, and benefit from the new Bolter Discipline rules. 8 shots at 24 inches, rerolling all hits, and ignoring cover. You will be the bane of the Loyal 32 every game! *'''The Wulfen Stone:''' 1 additional attack for friendly {{W40Kkeyword|SPACE WOLVES}} {{W40Kkeyword|INFANTRY}}, {{W40Kkeyword|CAVALRY}}, and {{W40Kkeyword|BIKER}} ''models'' in friendly ''units'' that are within 3" of the bearer. Wulfen units are not affected, and does not stack with Curse of the Wulfen (Kill/Hunt). Still pretty great, and possibly the best buff available for your character. ** Take a Wolf Lord as your Warlord With Wolfkin trait, give him the stone, take a WGBL make him field commander with saga of the savage and THATS A LOT OF EXTRA ATTACKS!!!!!...well only 3, but for a squad of 10 grey hunters with chainswords is total of 50 attacks... ** Give this one to a Thunderwolf Character for the biggest base. ** Both Rob from SpikeyBits and Reece from Frontline Gaming, in their reviews for the Codex, view this as working for the whole unit, not just individual models. It just comes down to poor wording and no FAQ on the matter from GW. The ability states models in a unit within 3" of (etc). So, even though it started with saying models, it's models within the unit that's within range, so if the unit's within range all the models within the unit are within range. See also the discussion of the Cadre Fireblade's Volley Fire ability. *'''Mountain-Breaker Helm''': {{W40Kkeyword|Infantry}} only. After the bearer finishes attacking but before consolidating, you can roll a d6 on an enemy within 3". You deal d3 MWs on a 2+, and if you kill an opposing {{W40Kkeyword|Character}} with this helm, you'll have fulfilled a deed of legend! *'''Talisman of Storms''': {{W40Kkeyword|Rune Priest}} only. After using your first power in a Psychic Phase, roll a d6 for every enemy unit within 12". They take a mortal wound on a 4+. *'''Wyrmsplitter''': Replaces a power axe. S+1 AP-2 2 D, and attacks against vehicles and monsters do double damage. *'''Stormsong''': Replaces a master-crafted stalker bolt rifle. It becomes S6 AP-3 D3 and can hit a {{W40Kkeyword|Character}} even if they aren't the closest. *'''Wyrdbane''': Replaces a runic sword. S+1 AP-4 Dd3 with a re-roll to wound and inflicts max damage on {{W40Kkeyword|Psykers}}.
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