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===Space Wolves Exclusives=== *'''True Grit (1 CP):''' Use in the Shooting phase. Select a Space Wolves Infantry within 1" of an enemy. Their bolters, bolt rifles, auto bolt rifles, and bolt carbines can fire as if they had Pistol 2. They can't fire any other Pistols they might have this phase, however. You'll be getting up close a lot, so this means you'll always get in two bolter shots in melee range instead of one bolt pistol shot. Especially nice on Intercessors because of their extra attack and the Bolt Rifle's AP. *'''Cunning of the Wolf (1 CP):'''You select one INFANTRY unit to be 'On the Hunt' during the deployment phase ( and can do this for more than 1 unit, as the deployment part of the game is not subject to the 1 use of a stratagem rule), and at the end of your movement phase you can set them up 6" from the side of the board but more than 9" away from an enemy unit. Congratulations, you got Outflanking back. Enjoy watching your opponent's backline melt. For only a single command point to spend on each unit you do that for. Hell yeah! Shenanigans will ensue for armies with similar abilities (aka. Eldar, Blood Angels, Raven Guard etc.), prepare for hilarity. *'''Overwhelming Impetuosity (1 CP):''' Use in the Fight Phase. Use this on a blood claw unit that successfully charges a unit with a HIGHER power rating; re-roll all failed hit rolls when attacking the target. **Blood claw specific, and more focus on power ratings of units. ** Again, it's good, but what you really need are more ways to enhance wounding. *'''Cloaked by the Storm (3 CP):''' In the psychic phase, when a Rune Priest manifests a power it imposes a -1 penalty for all ranged attacks made against Space Wolves- units within 6" of it until the next psychic phase. Expensive, but now you can buff your army without ever using a buffing power. *'''Tokens of Fenris (1 CP/ 3CP):''' Extra Relics. 1cp for 1 extra, 3 cps for 2 extra *'''Mentor's Guidance (1 CP):''' Use in the shooting phase, or fight phase, choose a space wolves character other than a wolf priest within 6" of a wolf priest, reroll failed wound rolls for that character in this phase. **Need to give Bjorn or any character reroll wounds? With many characters (I'm betting) sporting brand new thunder hammers, chances are you will wound anyway. Saying that, there is always those times you roll low in a sticky situation. *'''Chooser of the Slain (2 CP):''' Use this stratagem immediately after an opponent sets up a unit on the battlefield as reinforcements and is visible to a Rune Priest from the army, a single Space Wolves unit within 6" of the Rune Priest can immediately shoot at the enemy unit as if it were the shooting phase, at -1 BS from the shooting **NOTE: this could be anywhere on the table, as long as you can see them you can use this stratagem. (Be aware, the SW unit firing at the reinforcements must still be within range of the SW's shooting weapons) A single Space Wolves unit within 6" of the rune priest can immediately shoot at the enemy unit as it it were the shooting phase but you must subtract 1 from the hit roll. **NOTE: According to FAQ it must be Space Wolves. <strike>It didn't say shoot a single weapon. So if you were to, say, have a Imperial knight within 6" of the rune priest at all times, any unit coming in gets splattered by the Knight in a free shot. </strike>It does say a Unit, so whole squads, not single models. Could be VERY powerful. *'''Laugh in the Face of Death (1 CP):''' Use in the fight phase. Choose a SW Infantry, Biker, or cavalry unit from your army that is affected by an enemy units ability that modifies their leadership (harlequins lol), you can re-roll all failed hit rolls for that unit in this phase. ** Again, its good, but what you really need are more ways to enhance wounding. *'''Overwhelming Savagery (1 CP):''' Use in the fight phase, Choose a unit of thunder wolf cavalry, you may re-roll wound rolls of 1 for this unit in this phase. Pretty good because with 2 attacks you don't want to be wasting bad wound rolls, especially if you're sporting thunder hammers. No effect if you have claws. *'''Howl of the Great Pack (2 CP):''' Use at the beginning of the morale phase, choose a wolf lord, models in your army within 12" autopass morale tests in this phase, and your opponent within 12" must add 1 to their LD rolls in this phase *'''Seeking a Saga (1 CP):''' Use in the fight phase, Choose a SW character that is within 1" of an enemy unit with a greater power rating, you may re roll failed wound rolls made by that character *'''Keen Senses (1 CP):''' Use this stratagem in shooting phase. Choose a SW unit from your army; they suffer NO penalties to hit this phase. Those Alaitoc Shadow Specters will hate your guts. Time to break out the BIG guns. Use this broke-ass stratagem on leviathans, fellblades and tank destroyers. The more guns the better. **This stratagem lets you turn your Long Fangs into Dark Reapers, meaning you can have move without suffering any minuses to hit. This makes any unit you wish had Power of the Machine Spirits that much faster. *'''The Wolf's Eye (1 CP):''' In the shooting phase, a selected unit of Long Fangs can either re-roll all failed hit rolls or all failed wound rolls for the duration of the phase. **NOTE: It does say 'OR'; this means it's not reroll hits AND wounds. You must choose 1. ** Most of the time you should re-roll the wounds and keep using the innate re-roll 1s to hit, making Long Fangs truly masters of ranged warfare and quite reliable. *'''Lone Wolf (1 CP):''' At the end of any phase, select a Space Wolf Infantry unit (that isn't a Servitor, Wulfen, or Character) that has been reduced to a single model. That model gains two extra wounds, the Character keyword, and can re-roll failed hits and wounds for the rest of the game. **Note: THIS IS GREAT. Sadly it might have been wished that we could still purchase lone wolves, however how many games would you have a 150 point lone wolf (tooled up)? **Note: Because you get to choose slain models, let's face it, the wolf guard unit or sergeant with the power fist will be the last model standing usually. Very Very fluffy narrative which means you could have lone wolves every game. You always make the coolest thing left alive to turn into a lone wolf. Now your terminator wolf guard with the thunder hammer storm shield has 2 more wounds (to 4) and re-rolls to hit and wound rolls for the rest of the game (and now they are a character, they can pile in 6"). Special mention to Agressors and Inceptors Lone Wolves, too. **Note: You could make an army with heaps of 5 man units to take advantage of this rule to 'make' lone wolves. How many 6 man units can you make to charge the enemy? *'''Talismanic Shield (1 CP):''' At the start of the opponent's Psychic Phase, select a Character. That Character can now deny one power as if it was a psyker. *'''Living Storm (1 CP):''' If you have a Rune Priest within 6" of 2 other Rune Priests and that Rune Priest manifests Living Lightning, it deals d6 damage instead of d3 damage(every time! ''Whenever the power would inflict D3 mortal wounds, it instead inflicts D6 mortal wounds.''). More wounds means more chances for Living Lightning's effect to spread beyond its original target. It may change game resolve in just few rolls. Wisely used against already wounded units it may destroy many squads and characters in one phase. *'''The Emperor's Executioners (1 CP):''' In the Fight Phase, if a Space Wolves unit makes a hit roll of 4+ against a Thousand Sons unit, it gets an extra attack with that weapon. More situational than other exploding attack stratagems, but you get the extra attack more frequently when you do benefit from it. *'''Knowledge of the Foe (0 CP):''' Gain a free CP whenever you kill an enemy character in the fight phase. *'''Counter-Charge (1 CP):''' This allows one unit to perform a Heroic Intervention against an enemy charge, letting them move 6" to do so. This little gem is useful in protecting more vulnerable forces by throwing more durable (or disposable) forces against the enemy. *'''Crushing Assault (1 CP):''' The buffed-up version of Hammer of Wrath. When one {{W40Kkeyword|Thunderwolf Cavalry}} unit charges an enemy, they can any enemy unit within 1" of the unit and roll a d6 - unlike HoW, this deals mortal wounds on a 2+, a big step up. *'''Touch of the Wild (1 CP):''' In the Fight phase, pick a character. He now gets an extra attack on a 4+ to hit, which is pretty hefty. *'''Vicious Executioners (1 CP):''' One {{W40Kkeyword|Wolf Guard}} unit during the fight phase gets to deal a MW on top of any normal damage when they roll a natural 6 to hit. *'''Pack Hunters (1 CP):''' Select a pack of {{W40Kkeyword|Fenrisian Wolves}} or {{W40Kkeyword|Cyberwolves}} during the Fight phase. Any models in the unit within 3" of a friendly {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Cavalry}} unit can re-roll to hit. *'''Storm Strike (1 CP):''' During the shooting phase, your Stormfang adds +1 to all rolls regarding the Helfrost Destructor. *'''Death Grip Bite (1 CP):''' One {{W40Kkeyword|Thunderwolf Cavalry}} unit gets to double the damage their puppers inflict during the fight phase.
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