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==Wargear== *'''Frost Blades:''' These work as +1 Strength Power Swords or Power Axes. They cost 5 points more than standard power weapons but that extra point of strength can really make a difference when fighting T 4 or 5 units. *'''Great Frost Axe:''' A Wulfen-exclusive two-handed, S+3 power axe with one additional rule that allows striking at initiative on the charge. *'''Tempest Hammer:''' its a Thunder Hammer with ''Helfrost'' so you can ''remove-from-play'' someone who somehow survives being hit with a S8 weapon. Could give the edge against those Eternal Warriors or high Toughness monstrous creatures. Can be taken by an Iron Priest for 5 points. *'''Helfrost Cannon/Destructor:''' These were added in 7th edition and are looking to be the newest brand of cheese. Like the Fire Prism's Prism Cannon, they have two different firing modes- a dispersed mode that's 24" S6 AP3 Heavy 1 with Blast (Large Blast for the Destructor) and a focused mode that's 24" S8 AP1 Heavy 1 (with Lance for the Destructor). But the most painful part is the Helfrost's special rule - for each unsaved wound taken from the weapon, the target has to pass a Strength test or be removed from play, even if they have Eternal Warrior. Both flyers, Bjorn and Dreadnoughts are/can be equipped with these. Regardless of who's using them, their potential to fuck with blobs and armored targets alike is all but certain to make them a considerable threat, especially to units reliant on multi-wound models like Nobz, Tyranid Warriors, Obliterators, Paladins or Crisis Suits. *'''Helfrost Pistol:''' An Iron-Priest exclusive weapon introduced in Curse of the Wulfen, this is an S8 AP1 Pistol with Helfrost, making sure absolutely anything non-vehicle has a chance of dying outright. *'''Rune Weapons:''' They're pretty much Force Weapons with a bonus Adamantium Will, making Rune Priests a better anti-psyker force. *'''Wolf Claws:''' These weapons can be bought either individually or as a pair with S+1 AP3 Shred and Specialist Weapon. Lightning Claws but wolfier. *'''Frost Claws:''' Wulfen-exclusive AP2 versions of Wolf Claws. They are awesome because how often do you get to strike at Initiative with AP2 '''and''' Shred? *'''Runic Armor''' - You grab a 2+/6++ artificer armor. Doesn't look like much, but it ''is'' better than regular Artificer Armor. *'''Thunderwolf Mount:''' Generic mount, grants the Cavalry special rule and increases a character's Strength, Toughness, Attacks, and Wounds by 1 and confers the Rending special rule on all attacks. This is definitely a good thing to consider taking on Wolf Lords and Wolf Guard Battle Leaders. *'''Homing Beacon:''' If you're running a Wolf Guard Terminator Squad, then this is a must-take. *'''Wolf Standard:''' Still offers an additional attack for units within 6" while allowing units within 12" to re-roll Morale, but now those effects last the whole game. Only one per detachment. *'''Healing Balms''' (Wolf Priest & Ulrik only) Grants a 6+ Feel No Pain to Wolf Priest and his unit. ===Relics of the Fang=== A model can only have 1 relic period. No combining Armour of Russ and Black Death/Fang Sword. *'''Bite of Fenris''' - It's a bolter with pseudo-Sternguard-ammo. One mode is S4 AP5 with Helfrost, which is meant for cleaning up lesser mooks. The other mode is more priority-killing with S5 AP4 and Ignores cover. *'''Armour of Russ''' - Runic Armor with 2+/4++. It forces a -5 Initiative Penalty on an enemy in a challenge. *'''Black Death''' - S+2 AP2 Frost Axe that gives +3A when outnumbered. Against a horde army, this is Rampage incarnate. Best in an all I1 unit, so as not to kill too many dudes before you get to hit. *'''Fang Sword of the Ice Wolf''' - A S+1 AP3 Frost Sword with Rending and Helfrost. You take this because it's a melee weapon with Helfrost and it allows you to remove multi-wound enemies from the game. *'''Wulfen Stone''' - Trinket that bestows Furious Charge to the unit and wearer, it also bestows the wearer with Rage. *'''Helm of Durfast''' - A helm that allows re-rolls to-hit for all weapons and Ignores Cover on shooting. ===Tempestas Discipline=== ::Primaris. '''Living Lightning''' - WC1. 18" Witchfire S7 AP- Assault 3. [[Tesla|Any 6s to-hit give 2 extra hits]] outside of snap-firing. :#'''Stormbringer''' - WC1. Caster and unit gets Shrouded :#'''Tempest's Wrath''' - WC1. 18" Malediction, target gets -1BS and moves as if in Difficult Terrain. Skimmers, jump troops and similar units must take Dangerous Terrain. Watch those Tau suck it when they're tripping all over themselves. :#'''Thunderclap''' - WC1. 12" Nova, S3 AP- Assault 2d6. Meant for clearing out blobs, but S3 means you won't do much higher than GEQs. :#'''Murderous Hurricane''' - WC2. 18" Witchfire, S4 AP- Assault 1, Large Blast and Rending. This is ideal for clearing out infantry units. :#'''Fury of the Wolf Spirits''' - WC2. A witchfire with two profiles (both can be used in either order on successful cast): 18" S6 AP- Assault 4 and 18" S5 AP2 Assault 2, Precision Shots :#'''Jaws of the World Wolf''' - WC2. 18" Focused Witchfire, target has to pass an I test or be removed. Definitely a step down from the old hax. What's more, Monstrous Creatures ignore it entirely, so you no longer have an easy button for Riptide-killing. ===Psychic Powers (Angels of Death Supplement)=== In Angels of Death, Space Marines got 4 new psychic disciplines. Note that this includes Wolves as well, which means it's time for lightning spam and moving walls, now with furries! (It's in the psyker card tables, so you CAN use these powers) =====Fulmination===== Primaris '''Electrosurge''' - WC1 S5 AP5 Assault 6 witchfire. Point at hordes and explode them. #'''Electroshield''' - WC1. The Psyker gains a 3++. An almost free Storm Shield for a turn. Useful since Rune Priests don't get Storm Shields. #'''Electropulse''' - WC1. A witchfire Nova with radius of 9", which gives enemies S1 AP- Haywire hits. #'''Lightning Arc''' - WC2. Witchfire, S5 AP4 assault D6. Jumps to enemy units at 6" of the primary target on a 4+. Same effect. #'''Fists of Lightning''' - WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5AP- hits. #'''Magnetokinesis''' - WC2 blessing, 18". Move target unit by 18". #'''Electrodisplacement''' - WC2 blessing, 24". Swap target unit with the psyker's unit. Can work on allies, but enemy models can not be targeted due to being a blessing power. Swap your wulfen with whatever you bring in a droppod(make sure its not a vehicle) for a cheeky first turn wulfen charge. Can be truly devastating when used correctly. =====Librarius===== AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars, and possibly defeating enemy death stars too. Primaris '''The Emperor's Wrath''' - 18" S5 AP3 Assault 1 Blast Witchfire. #'''Veil of Time''' - WC2. The Psyker and his entire unit re-roll all failed saving throws. This power, right here, ties with Invisibility for absolute Psychic cheese. And with good reason. This will all but ensure that your Storm Shield Wulfen/Thunderwolf deathstar takes no damage as it plows into the enemy forces' tight sphincter. Heck, bare bones Wolfguard Terminators with only a 5++ will scare the shit out of enemies like they did pre-5th edition. #'''Fury of the Ancients''' - WC1. A 20" S6 AP4 beam with Pinning. #'''Psychic Fortress''' - WC1. Blessing that gives the Psyker Fearless and Adamantium Will, as well as a 4++ bubble of 12" against Witchfire Powers only. #'''Might of Heroes''' - WC1. Gives +2 Strength, Toughness, Initiative, and attacks. It essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. #'''Psychic Scourge''' - WC1. Malediction. Roll 2D6(picking the highest)+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save) + the targeted psyker can only harvest warp charges on 6+, if you rolled way more than him he loses a random power. #'''Null Zone''' - WC2 Malediction. Targets an enemy unit within 24", drops its invulnerable save by ''2'' (to a minimum of 6+). This thing is essentially [[Grey Knights|Banishment]], but it's much more versatile. This is what you use to counter fucks with Storm Shields, Smash Fucker's 2++, Riptide's Shield Generator buff, and Cursed Earth+Grimoire bullshit. =====Geokinesis===== Primaris '''Chasm''' - WC2 Forces a dangerous terrain test without armor save, single unit. #'''Earth Blood''' - WC1. Targets a model in 18" of the Psyker. That guy immediately regains D3 ''WOUNDS'' (The wording by default excludes vehicles), and the target plus his entire unit gain IWND. The ability to replenish another guy's wounds is good, restore wounds lost to Perils is great, and giving Wulfen and Thunderwolves IWND is epic. #'''Scorched Earth''' - WC1 malediction, 24". Choose a point, it deals a single S5AP4 hit to each unit within 6". This 6" area is dangerous terrain. Crap. #'''Land Quake''' - WC1 malediction that affects enemy units within 18" of caster. They are considered to be in dangerous terrain, and cannot run, turbo-boost or flat out. #'''Phase Form''' - WC1 blessing, 24". Single unit. Give move through cover, and Ignore cover to all weapons. [[Awesome|Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters.]] #'''Warp Quake''' - WC1 WC, 24". Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6AP- hits; #'''Shifting Worldscape''' - WC3 24". [[What|Move a piece of terrain by 24"]], including models in it, forces dangerous terrain tests on the unit inside. If a unit isn't entirely inside the terrain, then all units disembark treating it as an open-topped vehicle while taking dangerous terrain tests. ''''Lots'''' of ways to use this - yanking a hiding enemy and [[Rape|plopping it next to your Wulfen]], teleporting a deathstar onto your enemy's doorstep, re-establishing line of sight/range for a squad of lascannons or grav-cannons so they can shoot those [[Tau|JSJ'ing]] [[Eldar|assholes]], etc. =====Technomancy===== The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a Wyrdstorm Brotherhood and a CAD of tank-heavy Guard makes this all kinds of epicness. Primaris '''Subvert Machine''' - 18" Malediction. Select a weapon on an enemy vehicle. You and your opponent roll a die. If he rolls higher, nothing happens. If you draw, that weapon can only shoot snap shots. If 'you' roll higher, you [[Awesome|take control of said vehicle's weapon for a turn.]] This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it's common to see an Imperial Knight ally. The only drawback is the range, though there's [[Terminator|a few]] [[Bike Squad|different ways]] [[Drop Pod|to handle it]]. #'''Blessing of the Machine''' - WC1. Range 24 Blessing which targets a single vehicle. It now ignores Crew Shaken, Crew Stunned, and either gives it Power of the Machine Spirit, if the target already has PotMS it instead gains +1 BS . #'''Machine Curse''' - WC1. Focused Witchfire. Smacks a vehicle with 3 S1 AP- Haywire hits. #'''Reforge''' - WC1. Blessing that either restores 1 hull point, or repairs either an immobilized or destroyed weapon result on a single vehicle, it also gives the vehicle IWND. #'''Warpmetal Armour''' - WC1. Blessing that grants all vehicles in a unit plus 1 AV to all sides for a turn. Or, if put at a non-vehicle unit, +1T. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. And [[Necrons|Gauss Weaponry]] still doesn't give a shit. #'''Fury of Mars''' - WC1. A S1 Haywire Beam. #'''Machine Flense''' - WC2. Focused Witchfire, 18". Target loses D3 HP. For each HP lost, inflicts D6 S4AP6 rending hits to a nearby enemy unit.
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