Thursday, September 10, 2009

I've seen the Holy tome of Space Wolf Knowledge.

7:42 PM by Big Jim ·
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I went down to GW today to get a glimpse at the New Codex. All I can say is Wow!

It is a topnotch looking product! Here's and Overview for you guys!

HQ:

Wolf Lord: Can use every saga except for Iron Wolf and Hunter. PF, TH, and PW are the same costs as vanilla marines. SS are 6 times as expensive as the old SW dex, WC are 2 meltas, Frost Blades are same price as a PF. They come with BP, CCW, and grenades at base. They can take bikes and I think they (or at least WGBL) can take jump packs for same price as a SM HQ. They can also ride a thunderwolf for 45pts, which increases S by 1, T by one (true toughness, so its T5 and not T5(4)), A by 1, and I'm pretty sure it gives rending and allows them to move as cav. They can also take combi-weapons for 10pts. They can take terminator armour for 4 meltas which replaces their weapons with SB/PW. They can replace the PW with any special CCW for its PA cost -15pts. They can replace the SB with anything for cost-5pts. They can take a Belt of Russ for the same price as a PF and they don't come with a standard invulnerable save. They can get Runic Armour for 2 meltas. Runic Armour gives a 5+ inv save that can only be used against psychic shooting attacks. He can also take a wolf tooth necklace (same as before) for +10pts and a wolf tooth talisman for 5pts (which ignores a psychic power used on the user or his unit on a 5+).

Wolf Priests and Rune Priests can take any saga except for maybe Warrior Born and maybe the Bear IIRC. They can get terminator armour for 2 meltas IIRC which replaces their BP with a SB and removes their grenades as per the normal. They can probably get combi-weapons and SS but I don't quite remember. They can get Runic Armour for 2 meltas. Can take wolf tooth necklace and wolf tail talisman.

Wolf Priests come with Preferred Enemy of one unit type (MC, infantry, vehicles, etc) of your choice and their unit is fearless. They have the same stats as a chaplain.

Rune Priests can pick freely between the different powers. They can select any two for free and for +50pts they can use two powers per turn. They can take a chooser of the slain for 10 or 15pts with which you select a point on the board and no infiltrators can infiltrate within 18" of that spot. They also give the RP +1 BS if shooting at a target the chooser and the RP can see. Their runic weapons are force weapons that wound daemons on a 2+ and they can negate any psychic power within 24" on a 4+.

Wolf Guard Battle Leader can pick any saga other than Iron Wolf IIRC. They're essentially a WL with one less WS, one less Attack, one less Ld, and one less W. They cost 70pts while the other characters cost 100pts. No more heavy weapons. Can take a wolf tail talisman and a wolf tooth necklace.

SC HQ:

Logan is essentially a wolf lord in terminator armour with +1 attack, EW, the ability to give all friendly units within 18" +1 attack, Saga of Majesty with 12" range instead of 6" IIRC (though I may have the distances wrong), and the ability to give himself and an attached unit fearless, tank hunters, relentless, or preferred enemy each turn. His SB is a normal SB but his axe of Morkai can be used as a frost blade or a power fist. You can even split his attacks between the two. He also has a belt of Russ and likely also a wolf tooth necklace and a wolf tooth talisman. 275pts.

Ragnar uses a frost blade, a bolt pistol, WTN, WTT, and grenades. He has the Saga of the Warrior Born and a special charge rule that replaces the +1 attacks on the charge for his unit with +1d3 attacks. Note that this would not be comulative with the +2 attacks for BCs. His special rule, Battle Howl, gives him and his unit furious charge and once per game he can give all units within 12" furious charge. He has a 4+ invulnerable dodge save just as before. He also have 1 higher base attack than a wolf lord. 240pts

Ulrik has the basic WP stuff and stats IIRC. He also has the Helm of Russ which allows all SW units that can draw LoS to him to re-roll failed morale checks. He has the saga of the beast slayer and he confers it to his unit. He can also give one model in the army +1WS up to a max of 6. 180pts IIRC.

Canis is pretty much a WGBL on a thunderwolf with +1W, +1 attack, the wolf empowering saga, 2 WC, likely a WTT and a WTN (I think all the special characters have WTN and WTT except for Bjorn who only has the WTN), and grenades. He gives all wolves within 12" his LD of 8 (yes, he only has LD8) and he allows wolves to be taken as troops. His unique special rule allows him to use the number of enemies in b2b as his base number of attacks (so if he had 7 enemies in b2b he would have 8 attacks, 7+1 for having 2 WC). 185pts.

Njal is a Rune Priest with all the powers for 245 points. His runic weapon negates psychic powers on a 3+ instead of a 4+. He has +1 attack and runic armour to start with and can upgrade to Runic terminator armour for price of one PF. He has a cyber raven that counts as a chooser of the slain IIRC and it deals d3 s3 autohits at I5 to one model in b2b during the combat phase. He has special abilities that go off for one turn. You roll a d3 at the start of the turn and add the turn number to see what ability occurs. IIRC
2) Nothing
3) All enemy units within 24" get -1BS
4) All enemy units count open ground within 24" of Njal as Difficult terrain
5) All unengaged enemy units within 18" take a Break Test
6) One unit within 18" takes D3 S9 hits, vehicles get hit on side armour
7+) All unengaged enemy units within 12" take D6 S8 AP5 hits.

Bjorn is a ven dread with 4 attacks base, I3, front AV13, a 5+ invulnerable save, WS6, BS6, and S7 base. He starts with an assault cannon and can change it to a plasma cannon for free or twin linked lascannons for 35pts. He comes with a heavy flamer on his dread CCW. He has the old and wise rule that allows you to re-roll for deployment. If he dies all SW are fearless and he counts as an objective. In KP if the SW player does not have a model in B2B contact with his remains then he gives up D3 KP, otherwise he gives up no KP.


Elites

Iron Priests – Come with Thunder Hammer. Will most likely be brought in line with Codex Techmarines. May take Saga of the Iron Wolf. No Servo-Harness.

Dreadnaught – May be Standard or Venerable, but Ironclad is not included. Start with Assault Cannon. May exchange for Multi Melta or TL Heavy Flamer (?). Venerable Dreads can take the Saga of Majesty.

Wolf Guard – 3-10 Wolf Guard. Bolt Pistol & CCW Frag and Krak grenades. May replace either BP or CCW with Bolter. May take Bikes or Jump Packs.

Basic Terminator with Power Weapon & Storm Bolter costs around 30pts. May have 1 Terminator Heavy Weapon per 5 Terminators. A WG with Thunder Hammer and Storm Shield comes to 63pts. Can be assigned to other squads during deployment to act as a Sgt (1 per squad). Terminators cannot Teleport. May take a Drop Pod. One unit may take a Land Raider as a dedicated transport.

Wolf Scouts – 15 points each they may take a mix of either 2 Plasma pistols and or 2 Power Weapons, a special weapon and Melta Bombs. OLB changed; roll a die and on a 1 they come in on the right short edge, on a 2 they come in on the Left short edge, and on a 3+ whatever table edge of your choice.

Lone Wolf (20pts)– A one-man unit that will be “really strong.” They are berserk survivors of Units searching for death so they may join their fallen brothers. Concede a Kill Point if they aren’t killed. WS5 W2, Eternal Warrior, Feel no Pain and re-roll To-Hit against Walkers, Monstrous Creatures and things above T5. Can take up to 2 Fenrisian Wolves and any equipment available to Wolf Guard (except Bikes and Jump Packs).

Troops

Both GH and BC's are 15 points each.

Grey Hunters (5-10) – Bolter, Bolt Pistol & CCW Frag and Krak grenades. They receive a free Flamer and get a second one for taking 10 men. They may upgrade the special weapon for 5/10 points for the first Melta/plasma gun, and if they have 10 models they get a second of the same type for free.

May take up to one Power Weapon/fist. May take The Mark of the Wulfen on one model granting D6+1 Attacks and Rending.


Blood Claws – (5-15) Bolt Pistol & CCW Frag and Krak grenades. WS and BS 3. Berserk Charge still grants +2 attacks on the charge (but not for Counter Attack). They receive a free Flamer and get a second one for taking 15 men.


May take up to one Power Weapon/fist. Headstrong - if the Blood Claw unit is within 6" of an enemy unit and doesn’t have a wolf guard leading them they can't shoot.


Fast Attack

Thunderwolf Cavalry – 1-5 Marines riding giant Wolves. They are S5 T5 W2 A4 plus Rending. For 50 points each.

Fenrisian Wolves – Beast Cavalry. For 8 points each. One can be upgraded to Cyber Wolves for 10pts he gains +1 T, A, I, LD and a 4+ save.

Skyclaws – 5-10 Blood Claws with Jump Packs. May take 1 Special Weapon and 1 Special CCW. For 18 points each.

Swiftclaws – 3-8 Blood Claws on Bikes for 25 points each. May take an Attack Bike at a reduced cost, because they are BS 3.

Heavy Support

Long Fangs – 1 Pack Leader and 1-5 Long Fangs at 15 points each. Retain the Split Fire ability as long as the Pack Leader does not shoot. Each Long Fang MUST have a Heavy Weapon. Pack leader can take Special weapons. The Heavy weapons got really cheap too: HB 5, ML and MM 10, PC 20, LC 25.

SW still have access to Preds, Whirl Winds and Vindicators all priced the same as C:SM.

All three Landraider variants are in, but the transport capacity of the standard Landraider is 10.

All three transports are the same cost as in codex space marine, but the Drop pod only has a transport capacity of 10/5.

Rules stuff

Army-wide Special Rules

All Space Wolves have ATSKNF, Acute Senses, and Counter attack.

Sagas – Characters can take special skills called Sagas. You may not double up on Sagas, although Special Characters do not count towards this.

Saga of Majesty - All friendly units within 6" get to re-roll failed morale checks

Saga of the Beast Killer - Re-roll to hit and wound against Walkers and models of T5 or higher

Saga of the Iron Wolf (Iron Priest only) - Adds D3" to the vehicle they are in and +1 to repair rolls

Saga of the Wolf - Fenrisian Wolves get Ld7 and I5

Saga of the bear - Eternal Warrior

Saga of the Warrior Born - +1 attack for each kill in previous Assault Phase

Saga of the Hunter - Outflank and Stealth

Psychic Powers:

Jaws of the World Wolf - Measure out 24" and anything touched by the line must pass an Initiative test or be removed from play. Monstrous creatures get -1 to their roll.

Living Lightning - D6 S7 AP5 shots with infinite range.

Stormcaller - ALL friendly units within 6" get a 5+ cover save. Cast at start of turn.

Thunderclap - Large template psychic shooting attack. Large Blast template has to touch the Rune Priest. Anything touched takes a S3 hit.

Murderous Hurricane - 3d6 s3 auto-hits with 18" range. Any unit hit moves as if it were in difficult terrain. All Deep Strikers, Jump Infantry, and possibly bikes normal infantry and MCs move as if they were in dangerous terrain.

Furry of the Wolf Spirits - Shooting attack that can be shot in Freki mode or Geri mode. Both are 12". One is S5 AP- Assault 3 and the other is S4 AP2 Assault 2. Any units taking wounds from it must take a morale check or fall back.


I'd like to thank the Phalanxlord at Warseer for all the help with this overview!

22 comments:

Dictator said...
September 10, 2009 at 8:15 PM

Ihave been reading all the rumors and I am just loving this codex. I don't play wolves and probably won't for a long time, but it makes me happy to see the space wolf players get a great codex filled with tons of fluff and awesome units.

I was curious... do the wolfguard still have two wounds? I always loved that idea...

Big Jim said...
September 10, 2009 at 8:18 PM

Wolf Guard Battle Leaders do, but not the elite choice Wolf Guard.

symeon-kilo said...
September 10, 2009 at 10:52 PM

Sorry if I missed it, but are the only HS options Long Fangs and Land Raiders?

Thanks!

Anonymous said...
September 10, 2009 at 11:19 PM

if im reading this right we are losing 5 BCs 2 w/ PF/PWs for an extra flamer? This is good HOW?

and doesnt 5th ED pretty much give everyone counter attack?

Big Jim said...
September 10, 2009 at 11:53 PM

SW still have access to all the Marine tanks as usual.

Preds, Whirl Winds and Vindicators.

We are only losing two PF/PW on the claws, they come in units of 5-15.

SW during counter attack get the +1 charge bonus if they pass a LD test. So yes everyone gets counter attack we can get extra attacks while doing it.

max said...
September 11, 2009 at 12:39 AM

Cant wait to get my paws on this new codex and start writing lists, Ragnar sounds awesome!

Shin_Ra said...
September 11, 2009 at 2:54 AM

to many acronyms >_< i have no clue what WTT or WTN are; ill be honest the dex seems weak, terrible weak. special character an HQ choice are superb an out class nearly all other however herohammer wont win games especially tournaments were a half decent tactician can avoid your billion point hq and rape what little of army you have left *sigh*

Big Jim said...
September 11, 2009 at 3:18 AM

Sorry I'll fix the uncommon acronyms.

I think you'll find a smart Space Wolf player is not going to sink a bunch of points into multiple HQ's.

Most of the list choices outside of the HQ's are relatively cheap. Hell I say that the Grey Hunters are the best troops choice in the game.

I'll be putting up what I think will be a balanced list for the new codex tomorrow.

Anonymous said...
September 11, 2009 at 4:50 AM

Hi, I'm new here. I've been a SW player since Rogue Trader.

Question - Do GH, BC, SwiftC and SkyC get plasma pistols?

In 3rd we had 2 in GH and BC squads.

Draccer said...
September 11, 2009 at 5:40 AM

sounds awesome, can't wait! question: is their an actual model for the thunderwolf cavalry?

Anonymous said...
September 11, 2009 at 6:38 AM

There's a model for Canis which i've seen. I think there's a link on this website somewhere, the cyberwolf looks great but Canis himself doesn't look so good. The new pack frames look awesome though.

One quick question. If Canis is LD8 dos this mean Wolf Guard Battle leaders are LD8 and Wolf Lords LD9? If so this is a major disadvantage as there are a lot of powers and weapons out there that force leadership tests.

The one little nugget that really excites me are the sky claws, Blood Claws with jump packs that don't cost 30pts each sounds good to me.

BLACKHEART said...
September 11, 2009 at 11:10 AM

Excellent work on the summary Jim! Best summary I've read thus far.

Jason said...
September 11, 2009 at 11:26 PM

I have always enjoyed painting the Citadel figures and my 10 year old son now loves playing. He has chosen to start a Space Wolves army and I am painting them now, love the scheme. We have purchased quite a few figures online already and I have a question. I understand that the Wolfen are now out of the Codex, yet they seemed like some of the coolest models. What can we do with the 2 squads we have?

Big Jim said...
September 11, 2009 at 11:58 PM

You can use them for models upgraded with the mark of the Wulfen.

Jorge said...
September 12, 2009 at 3:29 AM
This comment has been removed by the author.
Jorge said...
September 12, 2009 at 3:29 AM

ok ok i love space wolves ive play em for 9 years but i find the same problem as always... they are great in CC but the problem is, how can i take em to the other edge of the table to meet the eldar, IG or tau... any suggestion

Anonymous said...
September 12, 2009 at 7:03 AM

@Jorge: What about Land Raiders and/or Pods? Or even - of course depending on the map you're using - relying on clever usage of cover? With "old and wise" of the ven dread you should in most cases also be first to move. I definitely do not see any chance to win with a standard "stand & shoot" setup, though.

But speaking of ven dreads: Does Bjorn count towards the 0-1 restriction of the venerable? I.e. could you take Bjorn AND a ven dread within the same army?

Anonymous said...
September 13, 2009 at 7:45 AM

So are land speeders out as there was no mention of them in your list? I am doing a cool typhoon conversion (with a few bits from an old ogre kingdoms sprue)& will be a little unhappy if i cant get to use it in anger after all the work i am putting into it lol ;)

Jake said...
September 13, 2009 at 10:30 AM

Land Speeders are in. I didn't pay attention to seeing if the LS Storm was in when i flipped through the codex, though.

Jorge said...
September 14, 2009 at 12:00 AM

@ anonymous
i know that landraider, rhino, razorback drop pod etc etc are "THE" options to use for taking the wolves to b2b, but the problem stills, how is the best way to take'em to CC with out reaching in pieces. if i use an army as descrived in the posts here, do u think the land raider (knowing that ragnar is inside) is going to achive its goal, the army i've used is with a lot of shots, and enough ryhnos to use the as sceen for my troop to walk all the way too CC
i really LOVE the wolves, they are really strong in CC but they arent any thougher than any marine

Shin_Ra said...
September 15, 2009 at 1:22 AM

wow bdjv you got every thing dead on o_0 i just read the codex yesterday an im excited now an cant wait for them to come out

Anonymous said...
September 22, 2009 at 10:13 PM

Hey, I was looking at some of the things of what was added and taken away and you said that Wolf Guard Battle leaders could no longer take heavy weapons. I've been playing Space Wolves for a long time, and how the entry in the third edition read looked like only the body guards could take Heavy Weapons and using the program for making lists, Armies of the Imperium never gave the option for heavy weapon either. I am think that that is more a clarification issue then an actual rule change.

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