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===Relics=== If your Warlord is a Space Marine Character, you can give one Character a Relic, absolutely free. Weapon Relics can only be taken by a unit that can take the weapon it's based on and you have to pay for the base weapon (e.g. a Terminator Captain does not have access to a chainsword and thus cannot take the Teeth of Terra). The Relic of the Chapter Stratagem can be used for extra relics, number depending on the size of the game. Named Characters and {{W40kKeyword|vehicles}} cannot be given a Relic. But only [[That Guy]] would try to force a Chaplain Dreadnought into the Armour Indomitus or something like that. <tabs> <tab name="Space Wolf Relics"> *'''Armor of Russ:''' Bearer gains a 2+ armour save, 4+ invulnerable save, and one enemy unit within engagement range of the wearer unable to fight until all other Space Wolves unit in the Fight Phase. ** No restrictions on who can take it, so give it to a Primaris or a Battle Leader since they don't normally have a way of improving or even gaining an invulnerable save. *'''The Wulfen Stone:''' Friendly {{W40Kkeyword|Space Wolves Core}} units within 6" of the bearer reroll changes and once per battle, as a {{W40Kkeyword|Space Wolves}} unit gains Savage Fury and triggers it on a 5+. *'''Fireheart:''' Replaces a plasma pistol. R18", S9, AP-4, D3, no overheating. *'''Black Death:''' Replaces a power axe or master-crafted power axe. S+2, AP-2, D1, Bearer gains +d6A. ** Makes your character a decent GEQ blender. If you're giving this to anyone, make sure they're on a Thunderwolf; the pups additional teeth and claw attacks mean they'll want to have similar targets. Generally worse than the Teeth of Terra, unless you're facing targets with -1D or really have your heart set on using a Relic to kill bolter fodder. *'''Mountain-Breaker Helm:''' 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+. *'''The Storm's Eye:''' {{W40Kkeyword|Librarian}} only. After using your first Tempest power in a Psychic Phase, roll a d6 for every enemy unit within 12". They take a mortal wound on a 4+. ** A lovely way of dishing out the MW, RAW this also smacks Characters without the usual -1 modifier most similar powers have. Terminator Librarian with storm shield from Legends is best for this for the Deep Striking to get within range and have the survivability once you get there. *'''The Pelt of Balewolf:''' -1 to hit and wound rolls by enemy melee weapons. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle:''' When this model loses a wound, roll a D6; on a 5+, the wound isnβt lost. Not that great in an army with access to so many rolls to negate wounds. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4 or on weapons with variable damage (force weapons and chainfists) to guarantuee at least 2D. *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Not terrible, but your Characters are pretty much renown for how hard they punch stuff. It's better to invest relics in durability or supporting other troops. *'''Morkai's Teeth Bolts:''' Markerlight, Space Wolf edition. One bearers bolt weapon can make one hit roll and ''any unit'' attacking that target re-rolls wound rolls of 1. ** RAW ANY unit gains this buff, not just Space Wolves. Expect this to be FAQ'd. ** Put it on an Eliminator Sergeant with an Instigator Bolt Carbine, letting your characters be built into melee monsters while still having it on a BS 2+ model *'''Wolf Tail Talisman:''' Bearer ignores MW on a 4+ during the Psychic Phase. *'''Frost Weapon''': Replace all the Frost weapon options. Can give a lighting claw (single or pair), power axe, master-crafted power axe, power sword, or master-crafted power sword +1S and +1D and treat it as a Chapter Relic. ** Lightning claws: Sticking it on these bumps you up to the ever useful S5, so you wound MEQ's on a 3+ and insta-kill them on account of being D2. ** Power sword: Now this bumps you to S6, thus wounding T3 models on a 2+. Still not as good as frost lightning claws, but this is often your only choice for Primaris characters, who can stack in with the in-built master-crafted bonus to get to D3, making it very good against Custodes, Terminators, and Gravis-armoured units. ** Power axe: Eh, take a something else. S+3 resulting in S7 is an awkward value. Against T5 and below (i.e. most models), you wound on a 2+/3+ but the frost sword gets AP-3. Against T7 and T8 models, you wound on a 4+/5+ but the powerfist wounds on 3+/4+ and doesn't eat a relic slot. *'''Runic Weapon:''' {{W40Kkeyword|Librarian}} only. Gives +1 to Deny the Witch rolls and a force weapon gains +1S and is considered a Chapter Relic. ** Similar to the frost weapon explanations above with regards to strength values, you'll get a lot of use on force swords getting bumped to S6, but force staves do go to S8 for a diet thunder hammer. </tab> </tabs>
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