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===[[Space Wolves]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:Space_Wolves_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the [[Furry|wolves]] are the fiercest predators. Thematically, these guys are <s>fucking furries</s> a bunch of football hooligans <s>angry space Vikings</s> who <s>can't read</s> have no respect for anything other than their own strength and culture rather than any book. Their way of organisation is rather unorthodox but no less effective.<br> On the tabletop, these guys focus on the assault. You want to get in close, and start checking off sagas from your Champions of Russ detachment (unless you just go with Gladius). <div class="mw-collapsible-content"> ====Characters==== *'''Cyberwolf:''' A wolf with metal bitz on them is somehow special enough to be a character. Attaching him to other wolves grants the squad ''Scouts 6"'' while he gets +1 to hit and wound an enemy below half-strength. *'''Iron Priest:''' The wolfy Techmarine. While he's otherwise identical in terms of rules, he does have special armaments that are stuck onto him: a high-powered Tempest Hammer good for pasting TEQ and a Helfrost Pistol that can either be a puny hand flamer or something on-par with a weaker plasma pistol with high AP and Damage. *'''Wolf Lord on Thunderwolf:''' Your equivalent to the Captain. His giant wolf provides the same movement, Toughness and OC boosts as a bike, but instead of a twin bolter he now has some supporting attacks in melee. He now provides his attached squad of Thunderwolves a +1 to advance and charge rolls as if he were a company champion. *'''Wolf Guard Battle Leader:''' Your equivalent to the Lieutenant. <tabs> <tab name="Terminator"> Also grants his lord a 4+++, which makes him quite handy for blocking out snipers. While he can only grab a combi-weapon for an alternative gun, his melee weapon choices remain quite wide, including being able to dual-wield power weapons. </tab> <tab name="Thunderwolf"> Provides his unit a single-use ability to move d6" after getting shot, which at the very least gets them within charging range. Of course, he gets the wide list of melee weapons for use on top of the supporting bites from his pet wolf. </tab> </tabs> *'''Wolf Guard Pack Leader:''' Replacing the old option to upgrade Blood Claws/Grey Hunters/Long Fangs, these guys only grant a single-use re-roll of a battle-shock test and nothing more. Well, he's able to join any units already joined by another character, making something of disposable fodder for characters, forcing enemies in melee to pick between either fighting the big guy with all the buffs or this separate but equally annoying wolf. **Comes in standard, jump pack, and terminator varieties, but their armaments are pretty much identical to the captain's except for the terminator, which lets you take a cyclone missile launcher, combi-weapon, and thunder hammer so you can properly support a Long Fangs unit with additional dakka. =====Epic Heroes===== *'''[[Logan Grimnar]]:''' **'''Stormbringer:''' *'''[[Arjac Rockfist]]:''' *'''[[Bjorn the Fell-Handed]]:''' M8" T9 Sv2+ W8 Ld6+ OC3, halves incoming damage. This glorious bastard is simultaneously your best bet at achieving Saga of the Bear (and you can recover from having done it with a Techmarine or Iron Priest) and Saga of the Beastslayer, since he's inherently exposed, durable, and has very good gun choices. If you're going to field Space Wolves in their detachment, you should consider him an auto-include. He has an array of gun choices, most of which you'll never make, so here's the short list of tempting ones. **Multi-melta: Better than the Twin Lascannon at achieving Saga of the Beastslayer, but requires you to get close to your target to make that happen. If you have a credible plan for getting close, this is your best bet. **Plasma Cannon: Ideal A*BS*D in Hazardous mode, ''plus'' you can use Hazardous to attempt Saga of the Bear on your own terms. Not the ''best'' at Saga of the Beastslayer, but has perfectly adequate range. **Twin Lascannon: Has the range and offensive oomph to really let you go for Saga of the Beastslayer on your own terms, as soon as you've rendered something wounded enough to probably die in one shot. If you're scared of the Plasma Cannon's Hazardous mode, this is your best bet for sitting back at range. *'''[[Canis Wolfborn]]:''' *'''[[Harald Deathwolf]]:''' *'''[[Krom Dragongaze]]:''' *'''[[Lukas the Trickster]]:''' *'''[[Murderfang]]:''' *'''[[Njal Stormcaller]]:''' *'''[[Ragnar Blackmane]]:''' *'''[[Ulrik the Slayer]]:''' ====Battleline==== *'''Blood Claws:''' Angry assault marines, gaining +1 to Strength and Attacks when they charge. Uniquely capable of taking some special weapons that even the codex ones can't like the grav-guns and plasma. That said, they need the supporting characters because their chainswords don't get any of the tricks that get given to standard assault marines. *'''Grey Hunters:''' The grizzled old guys of the chapter. They're Tactical Marines without the option for heavy guns. That's really all you need and they're always able to remain mobile - especially since they can ride around in a Razorback. ====Infantry==== *'''Hounds of Morkai:''' Specialized psyker-hunting Reivers. Not only do they get a 4++ save against all psychic powers, their knives and pistols also get ''Devastating Wounds'', ''Precision'' and ''Anti-Psyker 4+'' so you know just who to throw these bastards to. On top of that, they can target one enemy within 12" during the shooting phase (upped to 18" if they join a Reiver Lieutenant) and force them to take a Battleshock test with a -1 if they're a psyker. If they fail, the unit isn't only battle-shocked but now take a -1 to hit with any ''Psychic'' weapons they use. *'''Long Fangs:''' RAW unplayable, as RAW they aren't {{W40Kkeyword|adeptus astartes}}, but ''hopefully'' no opponent will be a stickler for that. Significantly better than baseline Devastatator Squads: not only can you take a Wolf Guard Pack Leader in Terminator Armor for a pair of additional missile launchers, but instead of gaining '''Ignores Cover''' from Remaining Stationary, you gain re-rolling 1 to hit, which is ''better''. *'''Skyclaws:''' Give the Blood Claws jump packs but no longer gives them the {{W40kKeyword|Battleline}} keyword. Otherwise remain just as inclined to charge, but they sadly don't get the ability to deal mortal wounds on the charge. *'''Wolf Guard:''' Absolute trash. If you're in a Gladius detachment so you're not forced to drop the good stuff, just take a real Command Squad. *'''Wolf Guard Terminators:''' Combination regular/assault terminators. *'''Wolf Scouts:''' Veterans as scouts, and they have the firepower to show. On top of the missile launchers and heavy bolters, they can also grab special guns if the bolter and shotgun don't cut it for them. Their sergeant, meanwhile, has a lot of fancy tools to employ both in melee and at range. *'''Wulfen:''' ====Beasts==== *'''Fenrisian Wolves:''' ====Mounted==== *'''Thunderwolf Cavalry:''' This unit isn't good at murdering anything, especially since you'll always swap their pistols out for storm shields. What they're good at is mobility and durability, meaning they're good escorts for a leader. Leader options are: **'''Logan Grimnar on Stormrider''' (1/battle your whole army can re-roll charges and melee hit rolls) **'''Canis Wolfborn''' (Led unit has '''Sustained Hits 1''', but that's putting lipstick on a pig) **'''Harald Deathwolf''' ('''Devastating Wounds'' on the wolves' jaws only, ugh) **'''Wolf Lord on Thunderwolf''' (+1 to Advance and Charge rolls and 1/round free strat, now we're getting somewhere) ***'''Wolf Guard Battle Leader''' ('''Lethal Hits''' and 1/battle move 1d6" after being shot, and can stack with a Wolf Lord, Harald, or Logan) ====Vehicles==== *'''Space Wolves Venerable Dreadnought:''' *'''Wulfen Dreadnought:''' =====Aircraft===== *'''Stormfang Gunship:''' *'''Stormwolf:''' </div> </div>
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