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New SW Codex Rules


Jonny Wolf

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Brothers, I thought it might be neat to see what you would like to see as our new special rules in our codex.

 

I personally would like to see:

 

Slight reduction in costs for our BC assault packs

 

Elite choice of 1x Pack Wulfen (5 to 10)

 

More powers for Rune Priest - added point cost?

 

More powers for the Wolf Priest - give him apothecary and chaplain abilities but raise his point cost appropriately

 

Bjorn back in all his ass kickery

 

any psychic attack on space wolves with a double results in the SW taking a leadership test - failure results in marine turning Wulfen

 

I'm sure there are more/better and mine are probably rife with 'techinical issues'

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Seems like there's been so many of these "wish lists" recently... but I'll put in my 2 cents none the less... ;)

 

I can imagine basically everything you mentioned above, adding in the obvious addition of fenrisian wolves for fast attack! :D

 

Also giving the option for Wolf Guard to get fenrisian wolves... dear god how that would be amazing!

MORE WS!!!!

 

Space wolves always were the best in Close Combat. It really irks me that vanilla marines are now better.

 

BC's should be WS 4, BS 3

 

GH's should be WS 4, BS 4

 

Wolf Guard should be WS 5, BS 4

 

IC's should be WS 6, BS 5 (you could make Rune Priests and WGBL WS 5, BS 5 and give the higher WS to the Wolf Lord and Wolf Priest)

 

and Long Fangs should be WS 4, BS 5...to give us a reason to consider taking them more frequently. This would help to offset both their high cost and lack of ablative wounds.

Id like our wolf gaurd to get I5. Id like to keep the ability to outfit my termies as I see fit. Id like the wolfpriest to be upgradable to an apothecairy. Wolf gaurd should have WS 5.... period. BCJP's should drop about fifteen points in cost.... and be 0-1. Bikes should be a different unit and be 4-5 points less. Long fangs need cheaper weapons. Higher point cost for vehicles.... says 40 for a rhino, 45 base for a razorback. Fix our iron priest, please. Make the rune priest a few useful powers. DONT make wolfgaurd a squad upgrade for the love of god. Keep the HQ per 750...its wonderful fluff. Maybe mandate 1 squad of greyhunters per 750? Keep bloodclaws the same.
That reminds me.... fenrisian wolves should probly be I 5 too.... for 14 points.

 

If they're I 5 then it's likely to be 15-17 points, and having a WS of 5 as well (it fits that they're a lot quicker than standard marines and know where the "weak points" are).

 

I really want to push the wolf guard with fenrisian thing... lets see 9 WGBG in TDA then having each their own little ablative wound... YES PLEASE!

First and foremost: All of our stuff in one Codex, that does all the work and removes these ridiculous quibbles over exactly what we do and do not have (Ironclads, Redeemers, 3+ Shields etc)

 

Second: Terminators a la C:CSM where each one can have different weapons at the appropriate cost.

 

Wolf Guard in PA being basically Vanguard in weapons options, maybe with a points break to compensate for lack of HI. Or as suggested a bump in WS

 

Ultra Grit. Nuff said.

 

Background!!! A big, shiny happy Background section... not 4 or 5 pages. 40 or 50, then you're on the right lines.

 

And absolutely, before all else DO NOT make us Grey Vanilla Marines. Or else.

Guest WG Vrox

Yes first off they must incorporate the fluff into the rules and FOC structure, this is first and foremost the most important. Like Vassakov said, we don't want to see grayish/blue vanilla marines called Space wolves. I would rather see no wolves at all.

 

I will keep it light and only talk about our troops. but first off, no our Scouts should never be considered troops. Our BC are our scouts and are listed in our troop section just like scouts are listed in the troop section of C: SM.

 

 

BC:

 

For fluff reasons BC should still resemble C: SM scouts in PA. This means their stats are WS3 and BS3. Even with the expert CC training they receive, I get why they are WS3. It also makes sense in the fluff as well those pups just plain go berserk sometimes, so they don't guard themselves as trained, rather they go for the extra swing of the ol' axe. I would like to see their points reduced or receive something like furious charge instead of berserker charge. But since I don't like the idea that would loose the ability mostly for name sake, I would rather change it to the following rule

 

BC receive +1 A on the charge, in addition they receive 1 bonus attack per the number of wounds caused on the charge. Example: If on the charge the BC unit causes 5 wounds, they would get 5 additional attacks to be rolled in that same round of close combat.

 

This would help balance the point cost of 14 and keep with the fluff. I think its a good balance as it would provide less bonus attacks against tougher units and more with easier ones thus emulating tactically what going berserk on the battle field reaps you.

 

Now let's talk GHs

 

Their point cost is the issue here, yes we get acute senses and true grit, but we don't Combat tactics or Combat squads abilities that C: SM get, and I think I speak for most of us when I say, "nor do we want them" so let's get realistic here and drop their point cost to 16 including the ability to have the use of a BP and BG just like C: SM without paying the extra point. To me I would be happy with no other changes than this for the GHs.

 

 

WG Vrox

My main thing I would think is to give us the Bolt Pistol for our GHs as Vrox said.

 

We should be put on par with 'nillas but not be the same as them in most respects. Most of what I would like to see has been stated already but I just wanted to reiterate the Bolt Pistol thing...that is the biggest thing I would like from a Blood Claw perspective at least.

While we're wishing for stuff, we should wish for a complete return to 2nd edition for Long Fang equipment options. Not many people remember that Long Fangs were able to take heavy OR special weapons. Can you imagine a full squad of Long Fangs with melta guns or plasma guns jumping out of a razorback? That would kick ass. Never happen, but we can hope.
While we're wishing for stuff, we should wish for a complete return to 2nd edition for Long Fang equipment options. Not many people remember that Long Fangs were able to take heavy OR special weapons. Can you imagine a full squad of Long Fangs with melta guns or plasma guns jumping out of a razorback? That would kick ass. Never happen, but we can hope.

 

Why do you think I played 13th company with a deep striking unit of 4 meltaguns? ;)

Eh.... bloodclaws should stay as are... just state they dont get +2 attacks onthe countercharge.

 

Longfangs.... special weapon options sounds good. I think Grey Hunters should be able to take two special weapons aswell.

 

The main thing though.... I think there are other codices that need this update more than we do... alot more. We just need to be solidfaq'ed and let be.

While we're wishing for stuff, we should wish for a complete return to 2nd edition for Long Fang equipment options. Not many people remember that Long Fangs were able to take heavy OR special weapons. Can you imagine a full squad of Long Fangs with melta guns or plasma guns jumping out of a razorback? That would kick ass. Never happen, but we can hope.

 

I'm pretty sure only the pack leader could take a special weapon. What i would like to see is cheaper long fangs. Maybe reduce the cost of heavy weapons by 5pts, or make the pack leader cheaper. They're a great unit thats rarely used.

I'm pretty sure only the pack leader could take a special weapon. What i would like to see is cheaper long fangs. Maybe reduce the cost of heavy weapons by 5pts, or make the pack leader cheaper. They're a great unit thats rarely used.

 

You are correct sir. (I had to dig out my old codex and everything) I distinctly remembered my brother taking such a squad, however, and was sure that Long Fangs could take special weapons, but I was incorrect. I'm thinking that he must have done so with a squad of wolf guard as they had the option.

true grit

keep the hit DA and Tzeentch on 3+ (works both ways)

lose the 1 HQ per 750pts

Wolf lord - same stats & options and pts as chapter master, but with extra attack and belt instead of halo, lose OB, reduce pts slightly due to that loss, no access to relic blade, Frost blade instead, extra options (necklace, charm, pelt), cheaper termi armour

 

Wold guard battle leader - same stats & options and pts as captain and belt instead of halo, no access to relic blade, Frost blade instead, extra options (necklace, charm, pelt) cheaper termi armour

 

Wolf priest - same stats and options and pts as chaplain extra options (necklace, charm, pelt, balms) cheaper termi armour

 

Rue priest - same stats and options and pts as Librarian extra options (necklace, charm, pelt, wolfy powers, powers based around ice and cold perhaps) cheaper termi armour

 

(all may take up to 2 wolves)

 

Wolf guard honor guard and command squads, honor guard and command squad respectively, with wolfy options, no relic blades, frost blades only, no apoth

 

Wolf guard terminators, reduction in pts due to termi armour being cheaper previously

Dreadnoughts - see marine codex

Wolf guard mixture of vanguard and sternguard options, perhaps no special ammo (jump packs/bikes make them FA choice)

Space wolf scouts ws4 bs4, same options as wolves wolf guard in scout armour free, bikes an option

 

Blood claws ws4 bs2, same options as codex wolves, wolf guard for free

Grey hunters reduce pts, same options as wolves, free wolf guard

 

Blood claw assault ws4 bs2 same options as codex wolves, wolf guard free

Blood claw bikes ws4 bs2 (maybe grey hunter bikes instead for variation) same options as codex wolves, wolf guard free

speeders, attack bikes same as codex marines

 

heavy support same as codex marines

add exterminator including any special rules in next guard codex for russ tanks, wolf/marine options only

Long fangs basically same as devvie squad

 

Ragnar blackmane

ws6 bs5 s4 t4 w4 i6 a4 ld10 sv3+

+2a to charge for him + squad

master craft frost blade

other standard equipment as Wolf lord

gives all army (not allies) +1 extra attack on charge (unless unit already has it)

 

Logan

ws7 bs5 s4 t4 w4 i5 a4 ld10 sv2+

Master crafted frost blade (can be used as fist)

Storm bolter

Termi armour

accompanied by 2 wolves

may pass or fail ALL LD tests at choice (extends to entire army and allies)

 

Ulrik

ws5 bs4 s4 t4 w3 i5 a3 ld9 sv3+

Balms

normal equipment+rules for chaplain

wolf helm (dunno)

 

Njal Stormcaller

??????????????

 

thats just my quick 5 minute ideas anyway

@ king tiger

 

You mean Logan will finally reflect how powerful he really is? and our characters will have 3-4 wounds?! Omg is it christmas yet? Can you write the codex? :D

 

Only thing I agree with but need to add is the apothecary bit... give the wolf priest some option for feel no pain... because I really want it and I have a great idea for using it... overpowered yes, but please?

Guest WG Vrox

for WP, I like HB&P and that it will ignor the first failed save, but it should be regardless of whether he is in CC or not. When explaining this the healing potions are taken at the time the WP joins the squad and quickly runs out, so at the start of every turn only the pack the WP joined can recieve the benefit. ok maybe a little like combat drugs, but hey their organic :D

 

WG Vrox

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