Codex - Space Wolves Angry Furry Edition

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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

Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. Angry Pirate (talk)

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. At the end of the game you lose one Victory Point/Kill Point (depending on the mission played) for each surviving character with an unfinished oath.

Saga of Majesty

(Warlord only). All friendly units within 12” gain Fearless.

Oath of Leadership The character can prove his worth as a leader 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.

Space Wolves Wargear List

Ranged Weapons

A model may replace his Melee weapon or boltgun with one of the following:

- Storm bolter - 2 pts
- Combi-flamer - 5 pts
- Combi-melta or - plasma - 10 pts
- Plasma pistol - 8 pts

Melee Weapons

A model may replace his bolt pistol and/or Melee weapon with one of the following:

- Power weapon - 15 pts
- Storm shield - 15 pts
- Frost sword or axe - 20 pts
- Wolf claw - 20 pts 
- Power fist - 25 pts
- Thunder hammer - 30 pts 
- A pair of wolf claws*1 - 30 pts 

Terminator Weapons

Any model wearing Terminator armour may replace his power weapon with one of the following:

- Storm shield - 5 pts
- Frost axe or sword - 5 pts
- Wolf claw - 5 pts 
- Power fist - 10 pts
- Chainfist - 15 pts
- Thunder hammer - 15 pts

Heavy Weapons

A model may replace his Melee weapon or boltgun with one of the following:

- Heavy bolter - 10 pts
- Multi-melta*2 - 0 pts
- Missile launcher - 13/17/20 (1/2/3 missile types)
- Plasma cannon - 15 pts
- Lascannon - 20 pts

Special Weapons

A model may replace his Melee weapon or boltgun with one of the following:

- Flamer - 5 pts
- Meltagun - 15 pts
- Plasma gun - 10 pts

Dreadnought Weapons

A model may replace its multi-melta with one of the following:

- Twin-linked autocannon - 0 pts
- Twin-linked heavy bolter - 0 pts
- Twin-linked heavy flamer - 0 pts
- Plasma cannon - 5 pts
- Assault cannon - 10 pts
- Helfrost cannon - 10 pts
- Twin-linked lascannon - 10 pts

Special Issue Wargear

- Melta bombs - 5 pts/model
- Digital weapons - 10 pts
- Jump pack*345 - 15 pts
- Space Marine bike*34 - 20 pts

Relics of the Fang

Only one of each Relic of the Fang may be taken per army. A model can replace one weapon with one of the following:

- The Bite of Fenris - 10 pts
- Helm of Durfast*6 - 20 pts
- Black Death - 25 pts
- Fangsword of the Ice Wolf - 25 pts
- The Armour of Russ*6 - 35 pts
- The Wulfen Stone*6 - 40 pts

Space Wolves Vehicle Equipment

A model may take up to one of each of the following:

- Dozer blade*7 - 5 pts
- Storm bolter - 5 pts
- Hunter-killer missile - 8 pts
- Extra armour - 5 pts
  • *1 Replaces bolt pistol and Melee weapon. Can only be taken by models that can replace both weapons.
  • *2 May not be taken by Wolf Scouts.
  • *3 May not be taken by models wearing Terminator armour or models who have a Thunderwolf mount.
  • *4 Note that these pieces of wargear are mutually exclusive. For example, a model riding a Space Marine bike may not also take a jump pack.
  • *5 May not be taken by Iron Priests.
  • *6 Does not replace one of the character´s weapons.
  • *7 May not be taken by a Land Raider of any type.

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 70 pts 7 5 4 4 3 5 4 10 3+ Infantry 1 Wolf Lord
Fenrisian Wolf 8 pts 4 0 4 4 1 4 2 5 6+ Beast


Wargear:

  • Power armour
  • Bolt pistol
  • Chainsword
  • Frag grenades
  • Krak grenades
  • Belt of Russ

Special Rules:

  • Outflank
  • Acute Senses
  • Counter-attack
  • Independent Character
  • Fearless
  • Master of Ballistics: Models with this special rule may fire an additional 2 shots with all ranged weapons with "bolt" in their names.

Options:

  • May take up to two Fenrisian Wolves - 8 pts/model
  • May replace power armour with runic armour - 30 pts
  • May take items from the Melee Weapons. Ranged Weapons, Special Issue Wargear and/or Relics of the Fang lists.
  • May replace his power armour, bolt pistol, chainsword and frag and krak grenades with Terminator armour, storm bolter and power weapon - 40 pts
  • A Wolf Lord in Terminator armour may only take items form the Terminator Weapons, Special Issue Wargear and/or Relics of the Fang lists.
  • May replace one ranged or Melee weapon wtih a storm shield - 15 pts
  • If terminator armour is not taken, a Wolf Lord may take a Thunderwolf mount - 50 pts

Harald Deathwolf

WS BS S T W I A Ld Sv Unit Type Composition
Harald Deathwolf 185 pts 7 5 5 5 4 5 5 10 3+ Infantry 1 Unique


Wargear:

  • Power armour
  • Bolt pistol
  • Chainsword
  • Frag grenades
  • Krak grenades
  • Storm shield
  • Thunderwolf mount
  • Mantle of the Ice Troll King

Flamer weapons automatically fail To Wound rolls against Harald Deathwolf´s unit. Psychic powers from the Pyromancy discipline have no effect on Harald Deathwolf´s unit.

Warlord Trait:

  • The Alpha Wolf

Special Rules:

  • Outflank
  • Acute Senses
  • Counter-attack
  • Fearless
  • Independent Character
  • Scout
  • Master of Ballistics: Models with this special rule may fire an additional 2 shots with all ranged weapons with "bolt" in their names.

Iron Priest

50 pts

Bjorn the Fell-Handed

WS BS S FA SA RA I A HP Unit Type Composition
Bjorn the Fell-Handed 170 pts 7 5 7 13 12 10 3 4 3 Vehicle (Walker, Character) 1 Unique


Wargear:

  • Searchlight
  • Smoke launchers
  • Assault cannon
  • True claw
Range S AP Type
- 10 2 Melee, Master-crafted, Shred

Warlord Trait:

  • Cunning of the Wolf

Special Rules:

  • Venerable
  • Ward of the Primarch: Bjorn the Fell-Handed has a 5+ Invulnerable save.

Options:

  • May replace assault cannon with one of the following:
- Plasma cannon - 0 pts
- Helfrost cannon - 0 pts
- Twin-linked lascannon - 5 pts
  • May take a Drop Pod as a Dedicated Transport.

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 close combat weapon and/or bolt pistol with one of the following:
- Power weapon - 15 pts
- Power fist - 25 pts
  • One Blood Claw may replace his close combat weapon 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 Heavy Weapons' or Special Weapons lists.
  • 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

Dreadnoughts

WS BS S FA SA RA I A HP Unit Type Composition
Dreadnought 100 pts 4 4 6 12 12 10 4 4 3 Vehicle (Walker, Character) 1 Dreadnought
Venerable Dreadnought 5 5 6 12 12 10 4 4 3 Vehicle (Walker, Character)


Wargear:

  • Searchlight
  • Multi-melta
  • Storm bolter
  • Power fist

Special Rules:

  • Venerable: (Venerable Dreadnought only) If a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.
  • Outflank
  • Acute Senses
  • Counter-attack

Options:

  • May take items from the Dreadnought Weapons list.
  • May replace power fist with great wolf claw - 5 pts
Range S AP Type
- x2 2 Melee, Shred, Specialist Weapon

  • May replace power fist and storm bolter with one of the following:
- Missile Launcher - 0 pts
- Twin-linked autocannon - 0 pts
  • May replace storm bolter with heavy flamer - 10 pts
  • May take extra armour - 5 pts
  • May take smoke launchers - 5 pts
  • May be upgraded to be a Venerable Dreadnought - 25 pts
- A Venerable Dreadnought may replace multi-melta and power fist with built-in storm bolter with a Fenrisian great axe and blizzard shield - 25 pts
  • May select a Drop Pod as a Dedicated Transport.

Murderfang

WS BS S FA SA RA I A HP Unit Type Composition
Murderfang 155 pts 5 3 6 12 12 10 4 4 3 Vehicle (Walker, Character) 1 Unique


Wargear:

  • Searchlight
  • Storm bolter
  • Heavy flamer
  • Two Murderclaws
Range S AP Type
- 7 2 Melee, Master-crafted, Shred

  • Furious Charge
  • It Will Not Die
  • Rage
  • Rampage
  • Murderlust: Murderfang ignores the effects of Crew Shaken or Crew Stunned (but still loses a Hull Point).

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
- Pair of 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

Wolf Scouts

55 pts

WS BS S T W I A Ld Sv Unit Type Composition
Wolf Scout 4 4 4 4 1 4 1 8 3+ Infantry 5 Wolf Scouts
Wolf Guard Pack Leader 5 5 4 4 1 4 2 10 3+ Infantry (C)


Wargear

  • Wolf Scouts
- Boltgun
- Bolt pistol
- Frag grenades
- Krak grenades
  • Wolf Guard Pack Leader
- Storm bolter
- Power weapon

Special Rules

  • Acute Senses
  • Counter-attack
  • Outflank
  • Stubborn
  • Infiltrate (Wolf Scouts only)
  • Scout (Wolf Scouts only)
  • Move Through Cover (Wolf Scouts only)
  • Fearless (Wolf Guard Pack Leader only)

Options

  • May include up to five additional Wolf Scouts - 11 pts/model
  • Any model may do one of the following:
- Exchange boltgun for close combat weapon and Space Marine shotgun - 0 pts/model
- Take a close combat weapon - 1 pt/model
- Sniper rifle - 1 pt/model
  • Up to two Wolf Scouts may replace their boltguns with a:
- Plasma gun - 10 pts
- Power weapon - 15 pts
  • For every five models in the unit, one Wolf Scout may take one item from the Heavy Weapons' or Special Weapons lists.
  • May upgrade one Wolf Scout to a Wolf Guard Pack Leader, Replacing his boltgun with a chainsword - 0 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

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.