let the galaxy burn v pdf. МБ. 29 Imperium_Nihilus_Vigilus_Ablaze. pdf. МБ .. Chaos Space Marines (Errata updated).pdf. The Wolf Guard lead the charge against the Eldar and the living demigod in their midst. Page 3. SPACE WOLVES. By Phil Kelly. Scanned By: If you want a full. Warhammer 40k - Codex - Adeptus Astartes - Space Wolves - 8th - Download as PDF File .pdf), Text File .txt) or read online. Warhammer 40k.
|Language:||English, Spanish, Dutch|
|Genre:||Politics & Laws|
|Distribution:||Free* [*Sign up for free]|
Codex Space Wolves. Uploaded by Ian Anderson. Space wolves PDF. Copyright: © All Rights Reserved. Download as PDF, TXT or read online from Scribd. Kill Team: Space Wolves v 1. SPACE WOLVES. Codex: Space Wolves. This team list uses the special rules and wargear found in Codex: Space Wolves. [PDF] Free Download Codex: Space Wolves Enhanced Edition By Games Workshop Release Date: Genre: Crafts & Hobbies Size: MB.
A footslogging Wolf Lord may be better here than the Excelsior, but each scenario is different. If the Rhino is far enough back, a Primaris Wolf Lord with a stalker bolt rifle babysitting some Hellblasters anyway could help.
If you're looking for a good base for a conversion, the Damocles Rhino from Forge World is a good start. Apart from that, it's fairly similar to the vanilla LR, albeit better able to take on heavy infantry thanks to the grav-cannon. As is the case for the Rhino Primaris, do not overcharge the plasma gun part of the combi-plasma. Your lascannons do everything that an overcharged plasma gun shot can do, without the risk of killing yourself in the process!
Unless you're close to the Rhino Primaris, in which case, you might as well, since your rolls of 1 will become 2. Often overlooked, this thing is a Character. While it has too many wounds to 'hide,' you can make this thing your Warlord. May not be a terrible choice in spite of its size, being the toughest vanilla Character in the book. It's expensive, but its sheer size adds a fair distance to its Jarl of Fenris special rule, meaning that a Wolf Priest-led melee squad disembarking from this thing can do a tremendous amount of damage while denying your opponent an easy Slay the Warlord.
Avoid getting stuck in melee, however; you're a tank and you still suck in the fight phase. Special characters[ edit ] Logan Grimnar : Everybody's favourite Santa returns once more to the HQ slot but he's no less a killing machine than before. Lastly, he gives an aura of rerolls to hit to all Space Wolves and Wolf Guard don't take morale within 6" of him. He's still great for teleporting in to buff a big unit of deep-striking terminators, as they benefit from both of his auras.
Logan Grimnar on Stormrider: For points now, the sled bumps his toughness to 6 and wounds to The extra attacks from the wolves aren't going to do much to anything that isn't light infantry, but they help.
He also gains the ability to re-roll failed charges, which helps to compensate for his speed. While on Stormrider, he no longer qualifies for his own Chapter Tactics, making him less accurate than on foot with the Thunder Hammer profile of the Axe Morkai and don't forget, he can't re-roll hit rolls of 2 with it, even though they are misses , and reducing his Heroic Intervention distance.
That said, because he is a vehicle, he is repairable by an overcosted Iron Priest. The latest errata makes him cavalry which should qualify him for the chapter tactic again.
Alternative Take: Jolly Old Saint Logan can be a fairly cheap murder machine that fills out any list. Conferring a re-rolls to-hit aura to your Thunderwolves or Predator gunline, he is one of the few characters you want riding in front of your army.
He requires good Dakka to bring down and protects the rest of your list for at least a turn from most of the enemy's multi-wound shots. At 90 pts he boasts an extra attack, his frost axe deals D1d3, and he reduces enemy units' morale within 3" by 1.
Awesome model, and offers something different from the usual Wolf theme. Ragnar Blackmane : Comes in at points which is starting to hit the pricey side for a footslogging Lord. His War Howl now grants all units within 6" re-rolls to failed charge rolls, Insane Bravado doubles his heroic intervention range and his Frost Sword hits at S5 AP-4 D2, chewing through anything without a decent Invulnerable save.
If you're using a number of deep striking units Ragnar's a decent bet to support them in a pod, allowing anyone around him a better chance of hitting that first turn charge with his re-rolls. Harald Deathwolf : This guy, right here, cheap as chips with a captain buff, Thunderwolf, storm shield, and pretty nice melee.
He can deploy 9" from enemies through pseudo-outflank to threaten a charge. So survivable, this is an 8th edition attempt at Chapter Master Smashfucker. His frost axe deals 2 wounds a pop as well and deals an extra mortal wound on a wound roll of 6, so even heavy infantry wont be safe.
A few Wolf Scouts deploying behind enemy lines will protect him as well, whilst he lets them spray supercharged plasma around with his hit re-rolls. Gives extra buffs to Thunderwolf cavalry Njal Stormcaller : See below.
You will be generally be better off giving him Runic Terminator Armour for maximum effectiveness, only take him if will be tranported and you wanto save some points. Also only 13 pts more than a similarly equipped Terminator Rune Priest but with a lot more benefits.
He can also deny 2 enemy powers per turn with a re-roll on one of the attempts, combined with his psychic hood this gives you a damn good chance of denying an opponents powers which really matters with all the Smite spam out there this edition. Nightwing is still underwhelming but Assault D6 strength 3 shots are better than nothing.
Play aggressively and drop him with another deep striking unit so he can support them, throw out Powers and shut down enemy casters. Ulrik the Slayer : Ulrik's a souped-up Wolf Priest with slightly better stats, a bigger range to his Leadership-boosting ability and the Slayer's Oath, which greatly improves his support ability provided he's managed to kill a Character or Monster which isn't terribly likely, especially with his low mobility.
Ulrik's not quite as good as he used to be, but at only 30 points over a regular similarly equipped Wolf Priest not a terrible choice.
In short unless you're running a bucket load of Fenrisian Wolves leave him at home. Bjorn the Fell Handed : With the buffs to Dreads in 8th Bjorn may well be the most powerful non-Lord of War unit in the game right now. To start with he grants all Space Wolves units within 9 re-rolls of 1's to hit thanks to Saga of the Majesty buffing his aura and gives you a command point just for being on the table.
He packs 5 strength 12, AP -4, D1d6 attacks with re-rolls to hit and wound in combat so there's very little that won't just get splattered upon contact. With movement 8 he doesn't get around too badly either, spraying heavy weapon shots with re-rolls as he does so. Just point him towards the enemy and have fun. Bjorn is more or less a discount Leviathan dread. Leviathan is slightly tougher, Bjorn hits much better in CC.
He moves quicker, and will remain full power no matter how much damage he takes. Though the Leviathan brings ridiculous dakka to the table, in a comparison of shooting ability Bjorn looses out. Key in the comparison is the fact that Bjorn is a character and has 8 very tough wounds. This helps ensure that he will brutalize his opponents in CC, whereas the leviathan though equally powerful, will usually absorb a lot of enemy firepower before he gets stuck in resulting in significantly reducing damage output.
Basically, if you want to kill a swarm lord in CC, Bjorn will usually be the optimal and cheaper option; whereas if you prefer bug zapping at a more comfortable 18" a smart idea since your opponent will try and tarpit the heavies take the Leviathan.
Less damage output in close combat, but with 2d6 S6 AP-2 D3 autohitting attacks, it will even out either during overwatch or before charging. Arjac Rockfist : " Mjolnir Foehammer to me! As a trade off it only does 1d3 damage; however, this is bumped back up to 3 damage against characters and monsters. In addition to this, he is able to re-roll all missed hits against characters and monsters, which, combined with his re-roll 1's to wound, makes him a supreme duelist, and all for only 8 points more than a similarly equipped terminator battle leader.
Still gets to throw his hammer and the Anvil Shield now also reduces all wounds suffered by 1. An absolute auto-include if you're running an army with Terminators, Thunderwolves, or Wolf Guard bikers just remember he can't keep up with the latter two, so he'll have to deep strike in to provide his buff.
Troops[ edit ] Grey Hunters They're less tactical than they used to be after the loss of Counter-Attack and any ability to Outflank. But the Wolf Standard now lets you reroll run and charge rolls of 1, significantly improving their mobility, while their chainswords make them a cut above standard Tacticals in assault.
Consider Terminator Armor on the Wolf Guard Pack Leader - it's unique, if nothing else - but leave it off if you want the unit to fit in a Razorback.
They now cost the same as Tacticals and Blood Claws. Something important to note is that the Wolf Guard Pack Leader is no longer an upgrade for the Grey Hunter Pack Leader; instead, you have to take him separately. You'll need at least 6 models in the squad if you want a combi-weapon in the unit, unlike codex Space Marines that only need 5.
Thankfully that's just enough to stuff a combi and a special weapon inside of a Razorback MSU-style, but you'll be paying a few more points to do this than regular Marines would. The reason to take this unit is their Wolf Standard, but you can't fill them up with flamers or good melee weapons to synergize with their sped-up Advancing and Charging.
The Wolf Guard in Terminator Armour has no discount, but a base one comes at 2 points less than you'd pay for one in the actual, full unit.
One of the more popular and effective ways of running these guys is a 6-man unit that includes a Wolf Guard Pack Leader with a Combi-Plasma, a marine with a Plasma Pistol, and a marine with a Plasma Gun. That's 5 Plasma shots and 6 Bolter shots on a pt troops choice.
Stick them in a Razorback Assault Cannons are fun and run them next to a Wolf Lord or Bjorn to confidently overcharge your Plasma shots. This setup allows Grey Hunters to reliably hunt MEQs, TEQs, charge weak models with Chainswords, and sit on objectives, making them one of the most versatile troop choices in the game. Blood Claws Brutal on the charge with an additional attack. They've gotten their "must charge if able" rule back too, and their WS is better than their BS.
Unfortunately costs the same per model as codex Marines despite being worse debatably base, so you'll want to buff them to fix the issue. With the Chapter Approved update, Grey Hunters are now the same price as these. The ability to get one more attack on the charge is a trap for people who can't count. Remember, the whole unit is a Blood Claws unit, so buffs like Lukas or Wulfen resolve against the Wolf Guard model, too. You can stuff three 5 man squads no Wolf Guard with wolf priest into a land raider crusader.
Excellent place to make use of a stalker pack if you have the CP. Intercessor Squad The Primaris counterpart to the Tactical Squad is a 5 to man force with an extra attack and wound per model and packs Bolt Rifles with longer range and better AP than the standard Bolter, allowing to be more effective against infantry and tougher opponents.
Could be useful camping backfield objectives. Running a min-squad with assault bolters and a grenade launcher might be worth it. Just because Intercessors only have 1 extra wound and -1 AP versus their Grey Hunter counterparts doesn't mean they don't have other qualities to consider.
With Chapter Approved reducing their price to 18 points, you pay 4 points to keep your attacks now base but also get the better bolter and wound. While Grey Hunters are more mobile Tactical Marines, these guys are your dedicated "take and hold" units, that can effectively counter-charge most other MEQ units.
Marksman bolt carbines are exactly the same as boltguns, but unmodified hit rolls of 6 automatically hits and wounds, but your opponent still gets a save. They are affected by the beta-bolter rules, so double tap out to 24" when stationary. Their smoke grenades work exactly as vehicle smoke launchers; sacrifice a round of shooting for a -1 hit modifier against opponents shooting attacks.
Finally, enemy units cannot arrive as reinforcements within 12" of this unit, making them excellent at area denial. Sadly, at 22 points a model and 32 points for the Helix Adept , much of this needs to be judged against the flexibility of the Gray Hunters, and the solidity of firepower from an Intercessor squad.
The jury is still out While they do cost as much as Reivers with grapple guns and grav shutes, they do deny deep strikes within 12" of them meaning the majority of rapid fire weapons can't upon arriving and more importantly enemy units can't charge you out of deepstrike crippling to armies and players that rely on it spread them about to maximize that bubble and watch them draw fire from your opponent assuming their army relies on this tactic possibly saving other key units.
So weigh this against their staggering cost for 9 plus a Hellix Adept for a troops choice. The key to infiltrators is the 12" deny reinforcements bubble. One bare bones unit is all it takes, though be warned, psychic powers such as Da Jump will still get closer than 12".
This author has not used them yet, but the ability to place these guys outside of your deployment zone and still cordon off your enemy with a 10 wound unit hopefully stuck in cover is a valuable asset that shouldn't be ignored. Actually, the rulebook FAQ says "Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons?
A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements. Elites[ edit ] Servitors With Chapter Approved Servitors got a huge buff in that servo-arms are now free.
Advertisement: Tropes included: Animated Armor : The Thousand Sons exist as souls bound to their Powered Armor thanks to a spell cast on them in the backstory. He is able to beat opponents that are more skilled than him by attacking himself when a sane person would have been blocking.
Awesome Mc Coolname : Pretty much required. It helps that most Space Wolves receive their surname later in life after they've done something suitably impressive, like Ragnar's killing of a blackmane wolf. Ragnar notes that it's forbidden for Blood Claws such as himself to grow beards and can only do so after being elevated into the Grey Hunters, which Sven eventually does.
Advertisement: Back from the Dead : The Wolves use the tribal warfare between the Fenrisians as recruiting opportunities. They watch battles to find young men who fought, and often died, with honor, and revive them with Imperial medical technology in the latter case.
Bittersweet Ending : The Space Wolves are badly mauled by the Thousand Sons uprising, Haegr sacrifices his life, and Mikhail Sternmark spends years trying to recover from succumbing to the Wulfen curse, but Ragnar manages to save the chapter from gene-seed corruption, kill Madox, and restore his honour by recovering the Spear of Russ.
However, it's even more bittersweet when you remember that at the very end of the first book [set chronologically later] Madox is once again leading the Thousand Sons. Blade on a Stick : The Spear of Russ. The reason there's so many "Wolf X" is because whoever translated their names from Fenrisian to Gothic did a horrible job.
For example "Wolf-Lord" is really Jarl. Canis Major : Fenrisian wolves are enormous. They're the result of genetic modifications to the original Fenrisian settlers Gone Horribly Wrong. Chekhov's Skill : Ragnar first brings himself to the attention of the Space Wolves as a boy who harpooned a sea dragon through the eye.
In the third book, he demonstrates that his spear throwing skills have not diminished by spearing Magnus the Red through the eye. In the sixth book, Ragnar reclaims the Spear of Russ and prepares to throw it in Magnus' face again, and the primarch runs away rather than get stabbed in the face again. Challenging the Chief : Killing the leader of a Fenrisian wolf pack means that the pack will follow the Space Marine.
Combat Medic : Where other Astartes chapters have Apothecaries, the Wolves have Wolf Priests, who are officers first and medics second.
Death World : The parts of Fenris that aren't completely frozen alternate between frozen and undergoing volcanic eruptions. The krakens in the sea can reach up to miles in size, the Fenrisian wolves are some of the most dangerous predators in the galaxy, and there are things the locals call trolls wandering around.
And the Space Wolves love every minute of it. Deadly Decadent Court : In Wolfblade, Ragnar gets assigned to bodyguard a Navigator of House Belisarius and accompany her to Terra itself, where the Space Wolf gets a triple-whammy culture shock; for someone who was born and raised on a tribal world, the sheer wealth of Terra is mind boggling.
Even worse, Ragnar's totally wrong-footed by the fact that he's explicitly ordered to treat the holiest planet in the Imperium as an active battleground because other Navigator Houses will try to kill his charge, and that the Navigator treats this like its both expected and normal.
Death Is Cheap : By the epilogue of the first book Ragnar has apparently killed the Thousand Sons sorcerer Madox twice, and he's been resurrected both times.
Mostly averted otherwise. Enemy Mine : In Space Wolf between Ragnar and Strybjorn, a fellow initiate whom Ragnar believes killed his father during the battle that got them both killed, then resurrected and recruited by the Wolves. Ragnar continuously plots Strybjorn's death, despite the admonishments of senior Wolves, until they end up having to team up after discovering a Thousand Sons enclave near the Fang and having to survive long enough to Bring News Back.
Hard Head : Standard Astartes Bio-Augmentation , such that Ragnar survives a headshot from a sniper in the opening of the first book.
And this is intentional. Helmets Are Hardly Heroic : Space Wolves often go bare headed when they don't need the environmental seal. Justified, as they rely heavily on their incredible senses to learn about their environment and coordinate with each other, particularly their sense of smell which is strong even by Space Marine standards. Ragnar compares putting his helmet on to being deafened twice over at one point.
Humble Hero : Ragnar is always quick to point out the Blackmane wolf he killed as an aspirant wasn't exactly in good fighting shape to begin with.
This is considered quite a strange trait to the other Wolves. Hypocrite : They are among the most fantastically opposed to the existence of psykers, yet won't hesitate to use their Rune Priests to fry their enemies with powers practically identical to that of said psykers. They try to maintain that they draw their power from Fenris itself rather than the Warp, but it's revealed in Prospero Burns many of them secretly know that it's a load of shit but they stand by it regardless.
Then later in Wrath of Magnus it turns out the priests were right all along. Ideal Illness Immunity : Used for the most part, since as with other Space Marine chapters the Wolves' enhanced physiology renders them immune to mundane diseases and poisons.
Key word there: "mundane". In Ragnar's Claw Ragnar and company are sickened by mere proximity to a Great Unclean One, a daemon of Nurgle, the Chaos god of disease and corruption.