Codex - Space Wolves Angry Furry Edition
Introduction
Angry codices are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codices.
This fandex is under construction and is as such not yet ready to be play-tested.
Disclaimer
Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.
Editing
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Ranged Weapons
- Storm Bolter
Range S AP Type 18" 4 5 Assault 4
- Plasma Weapons
Range S AP Type Plasma pistol 12" 7 3 Pistol, Gets Hot, Shred Plasma gun 24 7 3 Rapid Fire, Gets Hot, Shred Plasma cannon 36 7 3 Salvo 1/2, Blast, Gets Hot, Shred
- Grav-weapons
Range S AP Type Grav-pistol 12 * 2 Pistol, Concussive, Graviton Grav-gun 18 * 2 Salvo 1/2, Concussive, Graviton Grav-cannon 24 * 2 Salvo 2/3, Concussive, Graviton
- Heavy Bolter
Range S AP Type 36 5 4 Salvo 2/3, Shred
- Grav-Cannon
Range S AP Type 24 * 2 Salvo 2/3, Concussive, Graviton
- Missile launcher
Note down on your army list which of the three options you wish to have. 1 option - 15 pts, 2 options - 25 pts, 3 options - 30 pts.
Range S AP Type - Krak Missile 48 8 2 Heavy 1 - Frag Missile 48 4 4 Heavy 1, Blast - Flakk Missile 48 8 2 Heavy 1, Skyfire
- Lascannon
Range S AP Type 48 7 1 Ordnance 1, Lance, Fleshbane
Sagas of the Space Wolves
- Any of your Independent non-Unique Characters may take a single Saga, when making your army list note down on your army list which Saga each character has chosen (if any).
- Sagas have no cost, but if a character with a Saga has not completed his respective oath at the end of the game you lose one Victory Point/one Kill Point depending on the mission played.
Saga of Majesty
(Warlord only). All friendly units within 12” gain Fearless.
Oath of Leadership
The character can prove his leadership by having no units flee off the board at the end of the game.
Saga of the Beastslayer
The character has Monster Hunter and Tank Hunter special rules.
Oath of Slaying
The character can prove his worth as a beastslayer by killing an enemy model with a unit type including either Monstrous Creature or Walker.
Saga of the Bear
The model has the Eternal Warrior special rule.
Oath of Skill
The character can prove his worth as a berserker by killing an enemy in a challenge.
Saga of the Hunter
The character and any unit he joins has the Stealth and Preferred Enemy (Monstrous Creatures and Beasts) special rules.
Oath of Stalking
The character can prove his worth as a hunter by arriving from reserves.
Saga of the Warrior Born
During the Assault phase, the character gets a bonus to his Attacks (to a maximum of 10 Attacks) equal to the amount of wounds he caused in the previous round of close combat. So in your close combat phases he receives bonus attacks for wounds caused in your opponents previous close combat phase and vice versa.
Oath of Slaughter
The character can prove his worth as a warrior by killing five models in a single round of close combat.
Saga of the Wolfkin
(Wolflord only). Fenrisian Wolves in this model´s unit use this model´s WS in place of their own.
Oath of Kinship
The character can prove his worth to his canine kin by having at least 1 Thunderwolf Cavalry or Fenrisian Wolf survive the battle.
Saga of the Iron Wolf
(Iron Priest only). In your shooting phase instead of using his Battlesmith special rule the character may give a friendly vehicle in base contact or that he is imbarked upon the Fast type in addition to its existing types. This lasts until the end of the shooting phase.
Oath of a Mechanic
The character can prove his worth as an Iron Priest by entering the enemy deployment zone in a vehicle.
Space Wolf Obectives
Replace tactical objective 11-16 with the following.
11-16. The Stuff of Sagas
Complete an oath. Already completed oaths cannot be completed again. If you have no uncompleted oaths discard this objective and generate a new one.
Warlord Traits
1. Cunning of the Wolf
Immediately after deployment you may redeploy D3 units on the table, instead of redeploying a unit you may instead put a unit on the field into reserves.
2. Defender of Fenris
While within your deployment zone the Warlord gains the Preferred enemy and Split Fire special rules.
3. Hunter of Glory
The Warlord does not award a Victory Point/Kill Point if slain. If the Warlord is slain after killing an enemy character and/or monstrous creature gain 2 victory points
4. The Alpha Wolf
As long as the Warlord is alive friendly models with the Beast unit type may use his leadership instead of their own.
5. Huntsmaster
Whilst the Warlord is alive, friendly units arriving from outflank may choose which table edge they arrive from as if they rolled a 6.
6. Frostforged Will
The Warlord has the Feel No Pain special rule.
Armies of Fenris
All non-vehicle units have the Outflank special rule. Replace And They Shall Know No Fear with Stubborn. All HQ choices, Lukas the Trickster, Elites choices and all models with "Wolf" in their name replace Stubborn with Fearless, if they have it.
HQ
Wolf Lord
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Wolf Lord | 7 | 5 | 4 | 4 | 3 | 5 | 4 | 10 | 3+ | Infantry | 1 Wolf Lord |
Murderfang
- 155 pts
Iron Priest
50 pts
Troops
Blood Claws
45 pts
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Blood Claw | 3 | 3 | 4 | 4 | 1 | 4 | 1 | 7 | 3+ | Infantry | 5 Blood Claws |
| Wolf Guard Pack Leader | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry (C) | |
| Wolf Guard Terminator Leader | 5 | 5 | 4 | 5 | 1 | 4 | 2 | 10 | 2+/5+ | Infantry (C) |
Wargear
- Blood Claws and Wolf Guard Pack Leader
- Power armour - Bolt pistol - Chainsword - Frag grenades - Krak grenades
- Wolf Guard Terminator Leader
- Terminator armour - Storm bolter - Power weapon
Special Rules
- Acute Senses
- Counter Attack
- Stubborn
- Outflank
- Rage (Blood Claws only)
- Fearless (Wolf Guard Pack Leader only)
- Headstrong: (Blood Claws only) Models with this special rule gain the Zealot special rule until the end of the turn when they charge.
Options
- May include up to five additional Blood Claws - 9 pts/model
- One Blood Claw may replace his boltgun and/or bolt pistol with one of the following:
- Power weapon - 15 pts - Power fist - 25 pts
- One Blood Claw may replace his boltgun and/or bolt pistol with a plasma pistol - 10 pts
- For every five models in the unit, one Blood Claw may take one item from the Special Weapons list.
- May upgrade one Blood Claw to a Wolf Guard Pack Leader - 25 pts
- Wolf Guard Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
- Wolf Guard Pack Leader may take melta bombs - 5 pts
- Wolf Guard Pack Leader may replace his power armour, bolt pistol, chainsword, frag and krak grenades with Terminator armour, storm bolter and power weapon - 15 pts
- If Terminator armour is chosen, may only take items from the Terminator Weapons list.
- The unit may take one of the following transports:
- Rhino (unless the unit includes a Wolf Guard Pack Leader with Terminator Armour) - Razorback (unless the unit includes a Wolf Guard Pack Leader with Terminator Armour) - Drop Pod
Grey Hunters
65 pts
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Grey Hunter | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Infantry | 5 Grey Hunters |
| Wolf Guard Pack Leader | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry (C) | |
| Wolf Guard Terminator Leader | 5 | 5 | 4 | 5 | 1 | 4 | 2 | 10 | 2+/5+ | Infantry (C) |
Wargear
- Blood Claws and Wolf Guard Pack Leader
- Power armour - Boltgun (Grey Hunter only) - Bolt pistol - Chainsword (Wolf Guard Pack Leader only) - Frag grenades - Krak grenades
- Wolf Guard Terminator Leader
- Terminator armour - Storm bolter - Power weapon
Special Rules
- Acute Senses
- Counter-attack
- Outflank
- Stubborn
- Fearless (Wolf Guard Pack Leader only)
Options
- May include up to five additional Grey Hunters - 13 pts/model
- Any model may do one of the following:
- Exchange boltgun for close combat weapon - 0 pts/model - Take a close combat weapon - 1 pt/model
- One Grey Hunter may replace his boltgun and/or bolt pistol with one of the following:
- Power weapon - 15 pts - Power fist - 25 pts
- One Grey Hunter may replace his boltgun and/or bolt pistol with a plasma pistol - 10 pts
- For every five models in the unit, one Grey Hunter may take one item from the Special Weapons list.
- One Grey Hunter in each Detachment may exchange his boltgun with a wolf standard - 25 pts
All friendly units within 12” of a model with a wolf standard re-roll failed Morale checks and Pinning tests. In addition, all model in the unit gain +1 Attack.
- May upgrade one Grey Hunter to a Wolf Guard Pack Leader, Replacing his boltgun with a chainsword - 20 pts
- Wolf Guard Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
- Wolf Guard Pack Leader may take melta bombs - 5 pts
- Wolf Guard Pack Leader may replace his power armour, bolt pistol, chainsword, frag and krak grenades with Terminator armour, storm bolter and power weapon - 15 pts
- If Terminator armour is chosen, may only take items from the Terminator Weapons list.
- The unit may take one of the following transports:
- Rhino (unless the unit includes a Wolf Guard Pack Leader with Terminator Armour) - Razorback (unless the unit includes a Wolf Guard Pack Leader with Terminator Armour) - Drop Pod
Elites
Wolf Guards
80 pts
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Wolf Guard | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry | 4 Wolf Guards, 1 Wolf Guard Pack Leader |
| Wolf Guard Pack Leader | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry (C) |
Wargear
- Power armour
- Bolt pistol
- Chainsword
- Frag grenades
- Krak grenades
Special Rules
- Acute Senses
- Counter-attack
- Outflank
- Fearless
Options
- May include up to five additional Wolf Guards - 16 pts/model
- Any model may replace their bolt pistol and/or chainsword with a boltgun - 2 pt/model
- Any model may take items from the Melee Weapons and/or Ranged Weapons lists.
- Any model may take melta bombs - 5 pts
- The unit may take one of the following:
- Jump packs - 3 pts/model - Space Marine Bikes - 7 pts/model - Rhino - Razorback - Drop Pod - Land Raider - Land Raider Crusader - Land Raider Redeemer
Wolf Guard Terminators
105 pts
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Wolf Guard Terminator | 5 | 5 | 4 | 5 | 1 | 4 | 2 | 10 | 2+/5+ | Infantry | 2 Wolfguard Terminators, 1 Wolf Guard Terminator Leader |
| Wolf Guard Terminator Leader | 5 | 5 | 4 | 5 | 1 | 4 | 2 | 10 | 2+/5+ | Infantry (C) |
Wargear
- Terminator armour
- Storm bolter
- Power weapon
Special Rules
- Acute Senses
- Counter-attack
- Outflank
- Fearless
Options
- May include up to two additional Wolf Guards - 35 pts/model
- Any model may replace their storm bolter and power weapon with one of the following:
- Thunder hammer and storm shield - 10 pts/model - Two wolf claws - 5 pts
- Any model may take items from the Terminator Weapons list.
- For every five models in the unit, one model may choose one of the following options:
- Replace their storm bolter with a heavy flamer - 10 pts/model
- Replace their storm bolter with an assault cannon - 20 pts/model
- Take a cyclone missile launcher - 25 pts
- The unit may take one of the following:
- Drop Pod - Land Raider - Land Raider Crusader - Land Raider Redeemer
Fast Attack
Land Speeders
40 pts/model
Thunderwolf Cavalry
- 135
- WS 5
- Thunderwolf Cavalry Pack Leader has 5 Attacks.
- Unit Composition: 3 Thunderwolf Cavalry
- May NOT include any additional Thunderwolf Cavalry.
- May upgrade one Thunderwolf Cavalry to Thunderwolf Cavalry Pack Leader - 20 pts
Skyclaws
65 pts
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Skyclaw | 3 | 3 | 4 | 4 | 1 | 4 | 1 | 7 | 3+ | Jump Infantry | 5 Skyclaws |
| Wolf Guard Sky Leader | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Jump Infantry (C) |
Wargear
- Power armour
- Bolt pistol
- Chainsword
- Frag grenades
- Krak grenades
Special Rules
- Acute Senses
- Counter Attack
- Stubborn
- Outflank
- Rage (Skyclaws only)
- Fearless (Wolf Guard Sky Leader only)
Options
- May include up to five additional Skyclaws - 13 pts/model
- Up to four Skyclaws may replace bolt pistol with a:
- Flamer - 5 pts/model - Meltagun - 10 pts/model
- Plasma gun - 15 pts/model
- Plasma pistol - 10 pts/model
- One Skyclaw may replace his chainsword with one of the following:
- Power weapon - 15 pts - Power fist - 25 pts
- May upgrade one Skyclaw to a Wolf Guard Sky Leader
- One Skyclaw may replace his boltgun and/or bolt pistol with a plasma pistol - 10 pts
- For every five models in the unit, one Skyclaw may take one item from the Special Weapons list.
- May upgrade one Skyclaw to a Wolf Guard Sky Leader - 25 pts
- Wolf Guard Sky Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
- Wolf Guard Sky Leader may take melta bombs - 5 pts
Heavy Support
Long Fangs
35 pts
| WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Long Fang | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 10 | 3+ | Infantry | 1 Long Fang, 1 Long Fang Ancient |
| Long Fang | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry | |
| Wolf Guard Pack Leader | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry (C) | |
| Wolf Guard Terminator Leader | 5 | 5 | 4 | 5 | 1 | 4 | 2 | 10 | 2+/5+ | Infantry (C) |
Wargear
- Power armour
- Boltgun (Long Fang only)
- Bolt pistol
- Chainsword (Wolf Guard Pack Leader only)
- Frag grenades
- Krak grenades
Special Rules
- Acute Senses
- Counter-attack
- Outflank
- Stubborn
- Split Fire
- Fearless (Wolf Guard Pack Leader only)
Options
- May include up to four additional Long Fangs - 15 pts/model
- Long Fang Ancient may replace his chainsword and/or bolt pistol with one of the following:
- Plasma pistol - 10 pts - Power weapon - 15 pts - Power fist - 25 pts
- Long Fang Ancient may take melta bombs - 5 pts
- Any Long Fang may take one item from the Heavy Weapons list. The Long Fang Ancient may take one item from the Special Weapons List.
- May upgrade one Long Fang to a Wolf Guard Pack Leader, Replacing his boltgun with a chainsword - 20 pts
- May upgrade one model to a Wolf Guard Pack Leader - 10 pts
- Wolf Guard Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
- Wolf Guard Pack Leader may take melta bombs - 5 pts
- Wolf Guard Pack Leader may replace his power armour, bolt pistol, chainsword, frag and krak grenades with Terminator armour, storm bolter and power weapon - 15 pts
- If Terminator armour is chosen, may only take items from the Terminator Weapons list.
- The unit may take one of the following transports:
- Razorback (unless the unit includes a Wolf Guard Pack Leader with Terminator Armour)
- Rhino (unless the unit includes a Wolf Guard Pack Leader with Terminator Armour) - Drop Pod
All Land Raider Variants
Gain the Fast unit type in addition to any existing unit types. In addition it has the Move Through Cover special rule.