Wolf89 Posted November 10, 2008 Share Posted November 10, 2008 ok maybe a little like combat drugs, but hey their organic ;) So... does the WP carry around a little GNC in his coat? "Oh you've got a plasma wound? here take a few of these... NO! they don't go in there!!! :o " Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1767455 Share on other sites More sharing options...
King Tiger Posted November 11, 2008 Share Posted November 11, 2008 @ 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? :lol: I was thinking of doing a little homemade one, just cus I have nothing else to do all day Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1768038 Share on other sites More sharing options...
Wolf89 Posted November 11, 2008 Share Posted November 11, 2008 I was thinking of doing a little homemade one, just cus I have nothing else to do all day <- Jealous :D Does this mean a codex? Or just Logan/Special Characters? Either way I'd be interested in seeing what you come up with. Also don't forget to make them (Logan at least) Eternal Warrior... pisses me off that Logan can die to a power fist, but Lysander just shrugs it off and swings with his hammer. -_- I also think that Logan could have a better "tactic" that he provides the rest of his army with, possibly something to do with grey hunters? or wolf guard?... Something like: "Logan's reputation is known all across the galaxy and he's the most beloved of them all. He can recall a headstrong unit about to make a terrible mistake, or koralle (sp?) his whole army to launch a massive assault. This entitles him the option to pass or fail all leadership tests which he confers to all friendly units in the army (allies included because he's that much of a badass that he overrules any of the allied officers). Additionally, Logan is notorious for implementing multiple units of Grey Hunters as well as using the Wolf Guard to accomplish his objectives. In game terms this results in the mandatory 1 Grey Hunter unit per army to be increased to 3 units and a mandatory of at least 4 Wolf Guard (the 20 limit is still in effect) per army list that includes Logan. It also makes any Terminator armour upgrade for any Wolf Guard to be free of cost (doesn't apply to WGBL's) and Grey Hunters may take an extra special weapon (CCW or Ranged)." I think this would be cool, and to be realistic, in games of 2000+, you aught to have a few GH units and at least 4 Wolf Guard (I figured the 4 WG as Logan's WGBG or upgrades for the GH's). Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1768060 Share on other sites More sharing options...
dietrich Posted November 11, 2008 Share Posted November 11, 2008 I just want to see a competitive codex where all the options are actually competitive. Long Fangs aren't competitive right now due to their point cost and lack of extra models. I'm not talking OMG borkenness, just competitive. Scouts are a no-brainer right now; I don't want them beat with the nerfbat too badly, but making them balanced where it's not a no-brainer would be nice. And I'd like to see Bjorn with a Dreadnaught Lightning Claw - maybe S10, re-roll failed to wound rolls? Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1768253 Share on other sites More sharing options...
Guest WG Vrox Posted November 11, 2008 Share Posted November 11, 2008 Don't be touching my scouts. :P Just the fact that they are not FOC troops is enough of a handicap. For a C: SM list, I would run a storm with scouts just for the objective stealing quickness of it. Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1768291 Share on other sites More sharing options...
Grimfoe Posted November 11, 2008 Share Posted November 11, 2008 I also think that Logan could have a better "tactic" that he provides the rest of his army with, possibly something to do with grey hunters? or wolf guard?... I like the "howl" that Ragnar used to have. It increased charge range from 8" to 12". Maybe Logan could have something similar that allowed troops to run and assault in the same turn. Troops would be required to run, with the exception of Long Fangs as they're "a little old for that sort of thing" Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1768313 Share on other sites More sharing options...
saphius Posted November 12, 2008 Share Posted November 12, 2008 I've thought about this a little, here's something quick.... Keep SW Special Rules and Update them. All rules and equip should be updated to C:SM ex: Wolf Priest Should get chappy rules, Ironpriest should get Harness / Thunderfire, wargear update, new LS, Dread, LR Variants, ect, ect... Wolf Guard should be Seperate entries and used as Retinues only ( Honorguard and Command squad basically, with the option of termy armor, and and all the SW goodies and Special rules. ) Rune Priests should get many more Powers. (Teleporting being one of them) 13TH Should be incorporated, maybe only if a 13 Wolf Lord is taken, or just have them as an option period. I always thought throwing a 0-1 on Grey Slayers / Storm Claws ( In place of Vanguard and Sterguard. ) As an elites choice, making them very nasty, very expensive. (Kick ass Grey Hunters with 2 SW options, Fearless perhaps, one more attack, counter-attack, no special ammo though.) 25-30 a model. And Storm claws about the same with many CCW options. Wulfen Should be in there as elites, and gain rending. Scouts stay exaclty the same, expect more options. (Camo cloaks, ect.) - And Add Scout Bikers (No OBEL) Grey Hunters get ultra Grit, keep Counter - Attack, point costs about the same, maybe drop a point, keep their options of PWs/Fists in the squad, maybe plasma pistols, ( I hope but, realisticly probably won't be there) might loose that though. Bloodclaws Change Berzerk for Furious, though I like berzerk much more, and lose counter attack. Bloodclaws with JPs point drop. Bikes should be changed to Grey Hunters. Exterminator should stay, and get updated. Long Fangs need some kind of buff. I really wouldn't like to see just a point drop, but rather something that made them harder to kill. I don' think Dev squad style would be as cool as a Hard to Kill rule, Good in Cover, or something along those lines. And Bjorn and Njal need to make a comback, Bjorn being a Ven Ironclad possibly, and Njal being a mean Rune Priests, with his cyber raven. All the special chars need a huge buff. Logan rivaling Calgar at least, Ragnar isn't too far off, and Ulrik need some sort of buff. Well these are my thoughts on some things that could be easily used in a new codex if done right. Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1769624 Share on other sites More sharing options...
Grey Mage Posted November 12, 2008 Share Posted November 12, 2008 NOTE: This is a long post. It contains a version of the Space Wolf Codex that Ive been working on at home.... it draws heavily from the values and charts found in codex space marine and codex space wolf. It is a work in progress. Its is NOT an attempt to infringe upon GW copywrite, nor am I trying to make any money off of this. Should anyone wish to use ideas contained within they are free to do so as long as they themselves are GW representatives or like myself not attempting to make any money off the use. That disclamer being said.... I hope someone likes this and comments/criticism would be encouraged. Ill also note I only gave Blood Claws Furious charge because Id hear to much complaining if I didnt. I prefer beserk charge. All Space Wolves have the following special rules: True Grit, Counter attack *except long fangs and servitors*, Keen Senses, And they Shall know no fear, Blood Feud, and Glory to the Fallen. Glory to the Fallen- A space wolves leadership may never be reduced to less then five from combat modifiers. Bloodclaws do not have this rule. Any pack of infantry models in the army not mounted on a bike or having a jump pack may ride in a drop pod. *As Codex Space marine* Wolf Lord- WS 6, BS 6, S 4, T 4, W 3, I 5, A 4, LD 10, 2+/4++. 100pts. May take weapons and wargear from the armory at the points cost listed for IC's. Comes with artificer armor and the belt of russ. May take a Landraider *of any kind* as a transport for him and his retinue for the points costs listed in the heavy support section. *As Codex Space marine*. WGBL- WS 5, BS 5, S 4, T, 4, W 2, I 5, A 4, LD 10, 3+. May take weapons and wargear from the armor at the points cost listed for IC's. May take Wolf Gaurd heavy weapons if equiped with TDA. Wolf Priest- As per Codex Space Wolf. 100 pts. WS 5. May not take a Wolf Gaurd Bodygaurd. Rune Priest- 115 pts. Stats as before, +1 W, +1 LD. Runic Staff and CotS standard. May take a forceweapon at +20 pts. May take weapons and wargear from the armory at the point costs listed for IC's. May upgrade his CotS to a Great Raven for 10pts *allowing him to select a third psychic power* May attempt two psychic tests per turn. May select two powers from the following: *** Stormcaller- All friendly models with 12 inches gain a 5+ coversave and are targetted using the night fighting rules. The rune priest may not fire a ranged weapon on the turn this power is used. The rune priest MAY use a ranged psychic power. Hammer of Thunder- A ranged attack with the following profile- Str 10, AP 1, Assault 1, 18" Gate- *As per codex EOT* but may take bikes. May not take vehicles. Must be attached to the unit he takes. The unit may not run after this move. Trial of Ice and Fire- All enemy psychic tests must be made on 3d6, suffering perils of the warp on a roll of 3 or any roll of 11+. Justice of Nifleheim- All enemy units in combat with the Rune priest have their iniative reduced by 2, to a minimum of 1. All models directing attacks against the Rune Priest lose one attack, to a minimum of 1. to clarify CotS. If a unit would normally be allowed to infiltrate it the Rune Priests controlling player may opt to have his opponent roll a d6 per unit. On a 4+ the unit behaves normally. on a 1, 2, or 3 the unit is instead put into reserve. If a unit with the scouts special rule or the infiltrate special rule attempts to outflank the wolf player may force is opponent to roll a d6 per unit. on a 4+ the unit comes in as normal, on 1, 2, or 3 it must deploy from the opponents table edge. Ignore this last if the opponent has no table edge. ELITES OR HQ: 0-1 Venerable Dreadnaught- 145pts. As per Codex Space Wolf, +1 Armor to the front. Extra armor and smoke launchers standard. DCCW and Stormbolter standard. May take an additional DCCW and stormbolter for 10 pts. May instead take on of the following heavy weapons at the listed price: Assault cannon 35pts, Twinlinked Lascannon 45pts, Twin Linked Hvy Bolter at 15pts, Multimelta at 40pts, Twin linked autocannon at 30 pts, Plasmacannon at 45pts. He may exchange any Stormbolter for a Heavy Flamer at +10pts. He may upgrade on CCW to a Seismic Hammer for +15pts. 0-1 Iron Priest. An iron Priest may not be selected as an HQ in a game smaller than 1500pts. Troops: Grey Hunters- As before. 18pts per model. Always equipped with EITHER a BP/CCW or Bolter/CCW. May take two Special weapons at the normal cost. Drop Pods at 35pts, Rhinos at 35 pts, Razorbacks at 45pts but otherwise *As Codex Space marine*. Stubborn. Bloodclaws- Stats as before. Squad size as before. Special weapons as before. Remove the ability to take plasma weaponry. Exchange Beserk Charge for Furious Charge. Headstrong, Strength of Youth. May take a Drop pod at 35 pts or a Rhino at 35 pts. *As Codex Space marine*. *Strength of Youth* Bloodclaws are furious young warriors whose physical powers are not properly tempered by training caution or even common sense. They may always gain an additional attack with a Powerfist for having an additional close combat weapon. Elites: Wolf Gaurd Bodygaurd- +1 WS. Stubborn. Wolf Gaurd PL's- +1 WS. Stubborn. Wulfen- 0-1 choice. 25pts per model. Unit size 3-15. One may be upgraded to a WGPL and take options from the armor for 15 points. Armed with 2 CCW's. Rending. Fleet. May only be taken in conjunction with a Wolf Priest. May not be joined by any character other than a wolf priest or wolf lord. Stats as per codex EOT. No special weapons of any kind. May Drop pod but may not take any other transport options. May only drop pod if atleast one squad of grey hunters is droppodding and the wolf priest is attached to the Wulfen Pack. Always hit and are hit on 3+. Immune to psychology. Dreadnaughts- *As Codex Space marine* IronClads- *As Codex Space marine* Iron Priest- 60 Pts. Stats unchanged. Thunderhammer and Bolter. May be given a servo harness at +25pts. May ride a bike for +40pts. May take a combiweapon for +15pts. May take 0-4 CC thralls *As Codex Space Wolf* for 15 pts a peice, they gain the mindlock rule. If taken he may not ride a bike. May take 0-2 Ranged thralls *As Codex Space marine*. Blessing of the Omnissiah. *As Codex Space Marine*. Wolf Scouts. 16 pts, otherwise unchanged. Always equiped with camocloaks. May not be joined by a WGPL, however they may have a Scout Alpha at +25pts *not included in squad size* who is as a scout +1 attack and may take the following options from the armory: P.Fist, Thunder hammer, Combiweapon, P.Weapon, Plasma pistol. He may only take two such choices. They may be mounted in a landspeeder storm for +60pts. The unit is equiped with an auspex. *Auspex* If the unit is deployed on the table at the begining of the game and the oposing player deploys any units via the infiltrate or scout special rules this unit may attempt a single round of shooting at one of them. Declare wich unit you are shooting at and then attempt to hit using the rules for nightfighting. Note: Units outflanking cannot be targetted. Fast Attack: Attack Bikes. *As Codex Space marine* Landspeeders. *As Codex Space marine* Blood Claw Jumppackers- 20pts. Beserk Charge, Headstrong, Deepstrike. BP+CCW. Two special CCW's per squad. No ranges Specials. Squad size 4-10. Blood Claw Bikers- 30 pts. Beserk Charge, Headstrong. BP+CCW, 2 special CCW's per squad. 1 Ranged special. Squad size 3-8. *note: Powerweapon at 8pts, Fist at 12* 0-1 Wolf Pack per WGBL or Wolf Lord taken. *As per Codex EOT* *note, no scout bikers or storm* Heavy Support: Landraider, all variants. *as codex Space marine* Predator. *As codex Space Marine, however the option for Lascannon turrets costs only 25/40pts to show our creation of the Annihilators* Vindicator. *As Codex Space Marine* Whirlwind *As C:SM, 75pts.* Leman Russ Exterminator- 125pts. Comes with a Hull Mounted Heavy Bolter, a Turret Mounted Heavy Autocannon *as autocannon but Heavy 4* and Heavy Bolter Sponsons. It may upgrade its Hull Mounted Heavy bolter And Sponsons to Plasmacannons at 65pts. Instead it may exchange its Heavy Bolter Sponsons for Hurricane Bolters for free. Long Fangs- 35pts for pack leader, 18 pts per Longfang. Stats remain the same, +1 BS. Splitfire remains. 2+ Save with wolf tail talisman. May take heavy or special weapons- Heavy weapons are : H.Bolter, Hvy Flamer, MM, ML- 15pts. PC, LC 25pts, P.Gun, M.Gun, Flamer- 10pts. May ride in a Razorback or Rhino ONLY. Iron Priest Crewman. Only available in games over 1500pts. Taking up an elites slot you may select 0-3 Iron Priest Crewmen. They cost 75 pts a peice and must be assigned to a vehicle other than a dreadnaught or dedicated transport. The vehicles BS increases to 5 and it ignores crew shaken and crew stunned results. The turn after being immobilized any vehicle equiped with an Iron Priest Crewman may attempt to repair the damage. It may fire one less weapon than normal during the shooting phase. Roll a die, on a 4+ the damage is repaired. If the vehicle is destroyed *IE on a 5 result* a Iron Priest must be immiediately deployed out the rear of the the vehicle, even if there is not normally a embarkation point their. He is equiped with a Thunder Hammer and Bolt Pistol but is otherwise identical to a Iron Priest selected as a normal elites choice. He is worth a seperate KP in missions that use them, is treated as an IC for the purposes of objectives, and may join squads as normal. He may not repair vehicles as he does not have a servo arm or harness. Changes to the amory: Any character may take a Jump Pack at +20pts. Any WGBG may take a Jump Pack at +10 pts. A WGBL with a unit of 2+ WGBGs not in TDA may take the Heroic intervention special rule for +5 pts a peice. Runic Charms: 7pts for WGPL and WGBG. Auspex: 3 pts. See Wolf Scouts. No MotW. No Servo arm. The Ironpriest has one standard. Storm shield is 10/15. Clarify that it does not allow you to gain an additional attack via choose of the slain. Rune weapon is removed, see rune priest entry. Belt of Russ- na/15pts. Wolf Totem: as Company Standard *As Codex Space marine* Wolf Pelt: 3/5. Bionics: As Camocloak. HP+B: *As Codex Space Wolves* Fang of Morkai: 15pts. The first KP scored by an opposing player on a Space Wolf Pack of Infantry models that is within 6" of the Wolf Priest is not counted for purposes of victory. Space Marine Bike- Characters may take one for 30 pts. Iron Priest see Iron Priests entry. Plasma Pistol: 10/10. Extra Armor- +15pts. Rhinos and razorbacks may take this for +10pts. HK missile- +5pts one per vehicle. Searchlight- free *vehicles gain keen senses, except drop pods*. EDIT: Still working on Special Characters, but admit to feeling somewhat overwhelmed in that regaurd. May post later. Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1769944 Share on other sites More sharing options...
Logain the Ranger Posted November 12, 2008 Share Posted November 12, 2008 Rune Priest w/Jump pack. Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1769955 Share on other sites More sharing options...
Wolf89 Posted November 12, 2008 Share Posted November 12, 2008 I have to agree with most of what you said GM, but the restriction on the wolf priest is just silly, there's no reason for it, fluff would disagree with you as well. Just best left alone on this part. ;) I really like the psychic powers (I'll be using a rune priest every game), and would LOVE, absolutely LOVE to have Trial of fire and Ice, especially since a buddy's new list contains fateweaver! :P Ld 9 pew pew. Also agree with the wolf packs... while 0-1 is a bit harsh (what will I do with the other 30? :P ) it makes perfect sense with the mobility of the rest of your army. Either that or I just field masses of WGBL's... are you saying they'll be attached to the HQ then? or just need to be apart of the list? I would love to see wolf guard get fenrisian wolves, and the 1-4 size taken out and replaced with 1-15!!! :) (very wishful thinking here... but hey, it's my dream). I also agree wholeheartedly with the whole jump pack for whoever feels like it bit. ;) A little confused about the "Heroic intervention special rule", explain please. ;) Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1770032 Share on other sites More sharing options...
saphius Posted November 13, 2008 Share Posted November 13, 2008 Grey mage, not to bad. Drop True Grit from the special rules, and give Grey Hunters Bolter, BP, CCW standard. Think it makes more sense, the rule is out in BBB, and chaos has this setup. Do the same with Wolf Guard and IC. All having a pistol, Bolter/combi, and CCW of some sort. Guess thats my main point of disagreement. Other than that you have some interesting Ideas... I'd probably do some of it different, but to each his own. Oh, and Iron Priest Crew - Cool Idea. Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1770185 Share on other sites More sharing options...
Grey Mage Posted November 13, 2008 Share Posted November 13, 2008 The lack of WGBG for the Wolf Priest was supposed to reflect that when hes with the Wulfen he counts as being part of a retinue... I was going to add in a rule their: Counselor and Shepard: The Wolf Priest counts any Wulfen Pack or WGBG as a Retinue for the purposes of CC. The Wolves for a HQ are unchanged.... 0-4 at 12pts a peice. The packs are just that... packs. Of course you COULD add a WGBL to the mix and have 19 wolves with your IC.... 4 of them being a retinue. Heroic Intervention is a rule that Vangaurd veterans have. Simply put if they deepstrike via jump packs they can assault that turn. Iron Priest crews are because I think its a solid idea and I hate the fact that some people will refuse to play with them if they are a "Special Character". Also it feels nice not to have a chronus copy. As for the BP+CCW.... Ill look at instituting it for free on the Grey Hunters and giving all all the WG and WL it too.... the idea is certainly worth the thought. Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1770193 Share on other sites More sharing options...
King Tiger Posted November 13, 2008 Share Posted November 13, 2008 I was thinking of doing a little homemade one, just cus I have nothing else to do all day <- Jealous :lol: bored doing nothing so got started :P http://www.bolterandchainsword.com/index.p...howtopic=152080 Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1770600 Share on other sites More sharing options...
Lord Howland Greywolf Posted November 19, 2008 Share Posted November 19, 2008 I had an idea. Wolf Riders. I mean come on if these things can grow to the size of a rhino then would it be possible to have wolf scoutes riding a S6 T6 W3 wolf? only a 5+ sv (well the scout might put some light armour on the wolf, plus do you think that this thing would be resistant to anything less) only WS4 and BS4 (the rider could carry a shotgun). Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1777588 Share on other sites More sharing options...
LPetersson Posted November 19, 2008 Share Posted November 19, 2008 Wolf Guard should be Seperate entries and used as Retinues only ( Honorguard and Command squad basically, with the option of termy armor, and and all the SW goodies and Special rules. ) Oh noes... I love the way our Wolf Guards work and it's in keeping with the fluff AFAIK. This is the main thing I don't want to lose, and we absolutely must have Bjorn back as either an ICDread or VenDread (Or combination thereof)... Edited for typo Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1777719 Share on other sites More sharing options...
Brother Chaplain Ginn Posted November 19, 2008 Share Posted November 19, 2008 0-1 Leman Russ, Conqueror/Annhilatior/Demolisher/Vanquisher Elite Wolfen Keep Helix rules... or similar night fighting bonus Get rid of Thousand Sons rule, fluff isnt everything Special Character with the Master of the Helix rule that was never offical. Cooler scout bikes. Models and rules. Forgeworld Fenresian Cyborg Wolves. They would be $$$ but look +++ Models with beards Lots of old armour on sprue More Shoulder Pads No giant retarded fang mouths...fangs by Forgeworld please Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1777789 Share on other sites More sharing options...
WG Vrox Posted November 30, 2008 Share Posted November 30, 2008 I was thinking the other day when I watched a LS storm drop off some scouts on an objective, that in the new Codex our BC should have the option to take JP and still count as troops for FOC purposes. This would give us the extra troop choice we need and make fluff sense. Bikers should stay in the fast attack FOC section much like the scout bikers. WG Vrox Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1791096 Share on other sites More sharing options...
Hagar_The_Bear Posted December 2, 2008 Share Posted December 2, 2008 I would like to see the ability to buy long fangs, break the squad up and give up to 5 squads a heavy weapon. Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1792846 Share on other sites More sharing options...
LPetersson Posted December 2, 2008 Share Posted December 2, 2008 0-1 Leman Russ, Conqueror/Annhilatior/Demolisher/VanquisherElite Wolfen Keep Helix rules... or similar night fighting bonus Get rid of Thousand Sons rule, fluff isnt everything Special Character with the Master of the Helix rule that was never offical. Cooler scout bikes. Models and rules. Forgeworld Fenresian Cyborg Wolves. They would be $$$ but look +++ Models with beards Lots of old armour on sprue More Shoulder Pads No giant retarded fang mouths...fangs by Forgeworld please Personally I think that when it comes to Space Wolves, fluff *is* everything. It's why I picked them... It's why I hope that our codex will remain largely untouched but with points/wargear updates and, of course the return of Bjorn... If fluff isn't followed we might as well be playing grey smurfs... Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1793550 Share on other sites More sharing options...
Jonny Wolf Posted December 2, 2008 Author Share Posted December 2, 2008 0-1 Leman Russ, Conqueror/Annhilatior/Demolisher/VanquisherElite Wolfen Keep Helix rules... or similar night fighting bonus Get rid of Thousand Sons rule, fluff isnt everything Special Character with the Master of the Helix rule that was never offical. Cooler scout bikes. Models and rules. Forgeworld Fenresian Cyborg Wolves. They would be $$$ but look +++ Models with beards Lots of old armour on sprue More Shoulder Pads No giant retarded fang mouths...fangs by Forgeworld please Personally I think that when it comes to Space Wolves, fluff *is* everything. It's why I picked them... It's why I hope that our codex will remain largely untouched but with points/wargear updates and, of course the return of Bjorn... If fluff isn't followed we might as well be playing grey smurfs... Couldnt agree more. If I wanted to just win I'd play orcs (fungus don't have much fluff). Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1793552 Share on other sites More sharing options...
Blade_of_Russ Posted December 4, 2008 Share Posted December 4, 2008 Eh.... bloodclaws should stay as are... just state they dont get +2 attacks onthe countercharge. BLASPHEMY!!! I like being able to get +2 on counter charge, and think it properly represents their ferocity. This is the one unit i don't think needs to be tweaked. Longfangs.... special weapon options sounds good. I think Grey Hunters should be able to take two special weapons aswell. I can agree with this. Grey Hunters need something to balance their lack of heavy weapons. I'm not sure about Wolfguard getting Sternguard ammo choices, it just seems un-wolfy, but they should have the same range of weapon choices. Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1796140 Share on other sites More sharing options...
saphius Posted December 4, 2008 Share Posted December 4, 2008 I figured this would be the best place to put this Idea... So I was thinking, how cool would it be to have 13th Co named characters? The other day I was playing Eldar and saw how much fun Eldrad Uthran was... I can't help but think how cool it would be to have a 13th Co. Rune Lord Named character. I was thinking about what Kind of powers he would have and had some fun with it. So here are some I thought of... Gate - As is. Perrils of the Warp - Causes any one model to take a perils of the warp test. Visions of Torment - Causes a unit to take a break test at -2 or something. Storm Caller - Gives a 4+ cover save, as well as assault and Defensive grenades. These were some of the more solid ones that I thought of that could really be used well and are not overpowered or anything. Just being able to buy these for 13 Co Rune Priests would be cool. But Having the ability to cast 2 per turn, for the named char, would make for some fun ideas that you could do. - Especially if he had a rule that really filled his fluff like Master of the Gate. (Having warped around for so long.) That allowed him to cast gate twice a turn. Relocating units would happen much faster and make for a very exciting game for you and your opponent in my opinion. I really feel like you could use his fluff to create some fun abilities... Any thoughts? Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1796314 Share on other sites More sharing options...
Ladislao Posted December 4, 2008 Share Posted December 4, 2008 i realy hope in a DA style codex, i mean.. i hope the codex will contain both standard sw and 13co, and you can mix them via special character... than.. bolter, c&c weapon AND bolt pistol for everyone! stubborn, maybe something cooler bc with cs 4. better rune priest. wulfen wulfen wulfen and then.. gray hunters... this should be the spyne of our army... but in the way the 5th ed is played, they are a bit unsusefull... maybe they could be like stenguard? bjorn back a uber ic that could fight back ic like gazgoul or abbadon or calgar something able to charge from a drop pod Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1796387 Share on other sites More sharing options...
WG Vrox Posted December 4, 2008 Share Posted December 4, 2008 and then.. gray hunters... this should be the spyne of our army... but in the way the 5th ed is played, they are a bit unsusefull... maybe they could be like stenguard? "unusefull" you say, I will take 9GHs w/ 6BP, 2PP, 2PW, 1Melta gun, 1WG with SS/TH w/WP,TTN and RC up against a stenguard anyday. Now granted I would kill for the ability to have TG with the option of having both a BG and a BP for no extra points, that would make even Russ himself smile. ability to stand and fire or rush and fire would make them one of the better troopers in the game with or without Combat tactics. WG Vrox Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1796443 Share on other sites More sharing options...
Grey Mage Posted December 4, 2008 Share Posted December 4, 2008 Sorry man, but the LAST thing we need is a DA style codex. Overly regimented and overpriced to the point that half of the DA players wont touch it? And you want to pull that with wolves? Link to comment https://bolterandchainsword.com/topic/151701-new-sw-codex-rules/page/2/#findComment-1796454 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.