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Ok , Who wants to work on a new Community project with me ?


whitewolfmxc

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@Lord Hjamlar

Thanks for the input, I think you really helped put things into prospective a bit better. As far as the "big three"

 

1. I pretty much agree with you here. I see the 13th Co as being separated into several detachments, each can be led by the Wolf Lord himself, a Rune Priest, a Wolf Priest or a Wolf Guard Battle Leader. Every member of the 13th need to feel like a truly elite warrior in his own right, no young pups here!

 

Wolf Lord

IMHO though, I'd almost risk saying that the Wolf Lord should be a unique character (there's only one of him after all). We also need to take into account that this guy has been fighting the forces of Chaos for longer than anyone in the Imperium, even the Chapter Masters, why shouldn't he be up to their level? If we end up not making him a unique character he should still be pretty beefy with a few special rules too.

 

Rune Priest

GATE!!!!!

There Seers are the guiding lights to the company and I'd really like to see them represented as such. Without them the whole mission might fail and it'd be col to see some sort of psychic powers to better combat the powers of the warp.

 

Wolf Priest

I think that the new codex got them pretty good but one thing is missing. The old Wolf Priests' used to be a mix of chaplain and apothecary which is something that would be especially needed when yo are all alone in the warp.

 

Iron Priest

Yup, you read right. Besides tending to vehicles Iron Priests also maintain the arms and armor of their brothers as well as the bikes so having an Iron Priest would certainly be plausible. As far as how they would work on the tabletop...maybe as sort of an apothecary for bikes? It's a thought.

 

I really wouldn't change much else except for adding Wolf Scouts to the list.

 

 

@whitewolfmxc

I'd like to help out with fluff and rules creation, not much of an artist or lawyer, might be able to help out with computer work too.

I would love to write a special character or two, and have been thinking abit about this guy lately:

 

Harald Worgen

"Alpha Wulfen of the 13th Company"

80Points

 

WS-BS-S--T--W--I--A--LD-SV

6 1 5 5 2 6 5 10 3+

Equipment:

Fangs and Claws (counts as two close combat weapons, allready included in the profile)

Power Armor

 

Special Rules:

Rending

Fleet

Infiltrate

Wulfenkin

Piercing Howl

Independent Character

Animal Rage

Barely Tactical

 

 

Wulfenkin

Harald is intimidating even to the hardened veterans of the 13th company, because of this Harald may only join his wulfen bretheren or a pack of fenrisian wolves.

In addition if Harald joins a pack of wulfen they become fearless.

 

Piercing Howl

When assaulting an enemy unit (without an Armor Value) Harald and his unit counts as having assault grenades.

 

Animal Rage

At the beginning of the 13th company movement phase, each wulfen pack must advance a normal move +d6" towards the nearest enemy unit instead of moving normally. The extra d6" are not slowed by difficult terrain.

 

Barely Tactical

If Harald Worgen is chose as a HQ wulfen packs counts as troops, Harald may however never be the only HQ unless the army consists entirely of Wulfen and Fenrisian wolves packs.

 

The idea of a Wulfen special character has always appealed to me, and i think it makes sense fluffwise aswell considering wolves are pack animals and the chance of there beeing an alpha male in the pack would be considerably big.

This is just the first draft though and i simply couldn't decide if making him like a wulfen uppgrade character would be better.

Grey Slayers:

Troops Choice.

Infantry, Unit Size 5-10, 20pts each.

 

WS BS S T W I A Ld Sv

.4...4...4.4.1..4.2..9..3+

 

Equipment: Bolt Pistol, Bolter, Chainsword (CCW).

 

Options: The entire unit may take the move through cover rule for +2pts per model. The entire pack may exchange its Bolt Pistols and Chainswords for a Pair of Chainswords at +2pts per model *counts as two CCWs, rending*.

Up to two members may exchange their bolters for one of the following weapons:

PG- 10pts.

MG- 10pts.

Flamer- 5pts.

One Member may be upgraded to a Wolf Gaurd for +10pts, gaining +1 A.

A Wolf Gaurd may exchange his BP and/or CCW for one of the following weapons:

PW, WC, PP, Combiweapon- +10pts.

Powerfist+15pts.

Thunderhammer, Storm Shield, Pair of WCs- +20pts.

In addition he may take Meltabombs for +5pts, a WTT for +5pts, and/or an auspex for +20pts.

 

Gate Striders: The Pack may use a Gate of the Empyrian for +25pts.

 

Rules: Counter Attack, Keen Senses, Honor the Fallen.

 

Auspex: Some Wolf Gaurd have salvaged advanced detection equipment, or lovingly maintained them over thousands of years. In either case, a Squad led by a Wolf Gaurd equiped with an Auspex gains the Scouts special rule.

 

Gate Striders: A pack who has taken the Gate Striders upgrade may use a Gate of the Empyrian by deploying in reserves, and declairing that they will be entering the game via a Gate. They may only enter into play as described in the Gate of the Empyrian unit entry, and if all Gates of the Empyrian have been destroyed all units who have chosen to deploy in this fashion count as destroyed also for the purposes of kill points and victory points.

 

Gate of the Empyrian: 40pts.

The 13nth company travels through the twisted ways of the warp now as it has for thousands of years. The secret to their galaxy spanning quest for blood and vengeance is their rune Priests ability to create gates through the uncharted empyrian.

 

Base Size: Large Blast.

Profile: 11/11/11, BS 4, Immobile.

Equipment: Lightning Storm

Rules: Gateway, Deep Strike.

 

Lightning Storm: A Lightning storm shoots with the following Profile: Range 18", S7, AP 5, Assault d6.

 

Deep Strike: A gateway deploys as per the deep strike rules. In addition you may always deploy 1 Gate of the Empyrian each turn, you need not roll for reserves. *You do of course need to have purchased the unit!*

 

Gateway: The turn after a Gate of the Empyrian deploys any unit who has been upgraded to gatestriders may choose to deploy within 2" of the Gate of the Empyrian as if they had walked in from the table edge.

i realize im a little late here but i would love to help out were i can especially in fluff and unit devolopment.

 

for the record i feel that there should deffinatley be a Bullveye idependent character as well as probally torvald the runepriest and maybe one of bullveyes lieutants from "wolf at the door" as an upgrade character.

and i love the idea of a wulfen character.

 

i also think that maybe there should some kind of special rule for grey slayers and stormclaws called curse of the wulfen or something along those lines that has the potential to devolve a marine into a wulfen.seeing as fluffwise they were all wolf bitten anyway. i have no real idea what this would entail exactly but i think it could be a good balancer for the codex.

Wow! Hold your horses brothers!

 

1st things first! Don't jump in wiht ideas, just like that - that will bring Chaos and nobody wants that, as it will be followed by =][=

 

Wolf Lord does not equal = lead of the company, in this case Jorin Bloodfang as he was the oldest mentioned one...

From what I know during the Heresy Era each company had in its structures a few WL to make it easier to command - from here comes the confusion from a few months past of who was the leader of the 13th Co. Bulveye or Jorin?

 

2nd thing

I'm not a fan of bringing in the Thunderwolves, I can't imagine Wolves riding wolves during the heresy :)

 

3rd thing

I'm really happy to see Grey Mage being with us

 

 

Here are some basic idea I came up:

General Rules:

Scout move

Warp based travel - during their holidays in warp, 13th Co. Runepriests discovered how to navigate and travel through warp on small distances, they called it Gating. This new power can be used in 2 ways, first one being a tactical redeployment in the fires of battle, the 2nd being opening Gate big enough to allow whole pack to travel.

Gate - psychic power, upon an sucessful psychic test player can remove his runepriest and one unit within 6" and imiedietly place it anywhere on the battlefield. roll d6 and scatter dice to determine in which direction the gate did scatter. If lands onimpassable terrain or out of board, movie it minimal required range to fit it in. if any of units lands within b2b contact withe the enemy, they count as being in combat - units with counter charge count as charging, both enemy or SW.

Gate - way of transport - for every runepriest present place a gate marker on any table edge, except for enemies,, and scatter it on edges line - left or right d4 +d6. units leaving the gate can't assault

 

TBC

Hrmm... fair enough. Perhaps we should ask brother tyler if he might be willing to make a subforum for this with a link to/from the main SW forum?

 

If we can get a show of hands of people who might be interested in it we could probly ask the favor of him.

 

My thoughts for army wide special rules:

 

Counter-attack: yeah... duh.

Keen senses: again cant leave home without them.

Honor the Fallen: SWs used to be stubborn in 3rd edition, a similar mechanic could be in order.

 

Gates: As a transport option, similar to a drop pod- a low armor value and price per unit+ price per gate would help counterbalance the ability to assault out of them after giving the enemy a round to destroy them.

 

Scout: I think this should be optional, not army wide if we enhance their movement abilities.

Move through cover: This should probly be common, as its somewhat thematic, but not overpowering.

Infiltrate: Be careful with this one, as assault heavy as the 13nth co have to be... it could easily go over the top.

Furious Charge: Lets be sparing with this one.

Rending: Another thematic option, we could have this almost anywhere.

 

Remember- Everyone in the 13nth company is Wolf-bitten but many of them are not even close to being full wulfen. So lets not make the whole lot of them rabid ok? Though an optional list setup either via Special Character or an HQ option ala the EoT codex would probly work fine.

Ive arleady sent Greywolf an PM to communicate with the SW community forums for any help outside here , still waiting for his reply

 

I also want a mod to mod this thread also , ive sent Lord Ragnarok an pm to see if he wants to help out on this part

 

Good to see Grey Mage is willing to help Always good to see him around

 

Ill put up some homework / whos in what department and posts to ones that arleady volunteered soon enough

 

Hrmm... fair enough. Perhaps we should ask brother tyler if he might be willing to make a subforum for this with a link to/from the main SW forum?

 

If we can get a show of hands of people who might be interested in it we could probly ask the favor of him.

 

 

Good idea mate , can i count on your to deliver the news ? XD

Ok guys we arleady have a lot of workers on fluff and units ideas , we need more practical talents on artwork / computerization / formatting / play test / proof reading , dont think that these don't matter , it is still doing your part and is in NO way less important than the others in other areas

 

 

PS: I think first order of business right now is having a nice small sub forum for 13th company under Space Wolves

 

 

Now to the ideas ive seen , ill express my personal Opinion

 

1) The list is SURELY infantry heavy as always has been

 

2) Terminator is rare , but not entirely gone , it will be for VIPs

 

3) Wolves (the animal) will get some justice in some areas , and Thunder wolves cavalry will make a different kind of appearance (i arleady have the sketch of it in mind) but not exactly like in the SW codex

 

ok....maybe some spoilers ? Anyone seen the movie "Dog soldiers" ? well........kind of XD

 

4) Although infantry heavy , bikes will surely have a place as before , and jump packs..........well....not sure yet but i do have a very complex unit (i know i lot of people want to put in the idea of renegades.....so there's something for you pups to chew on) im thinking that can make it work , but we ll see

 

Also if the 13th can utilize weapons of chaos , i dont see why we cant LOOT thier tanks , but of course..........not without its drawback (ill be sure to make a balance and theme going without problem , hehe dont worry there will be no looting defilers XD)

 

5) Characters , too much to say about but im sure we would make a fair job in keeping them good with CHARACTER within themselves but not over the top like in some Codex's "cough cough oh nos red blood"

 

6) The rules will be as close as Fluff as possible without doubt while not being "oh i win"

 

PS: more Teaser , how do yo like a lone wolf with real scout and assassin skills ?

Well, Ill start a thread on it in the ideas forum, and Ill link it hear in a moment- anyone who supports the idea of a project, wether or not they enjoy all the ideas thrown out in the open so far, should post up in support- politely.
How do we represent Wolfbitten, maybe in a sense of Headstrong? An idea of this would be that a pack lead by a Packleader (showing that he has a higher degree of control over his inner wolf) is not subject to this but once he dies the unit gains Headstrong as the Bloodclaws had in 3th edition meaning that they must charge and cannot shoot. (this would also be negated by IC that do not have the Headstrong rule.)
Im not a fan of 10k veterans being unable to shoot and assault, and I dont think we want to turn 13nth co into 3.5 Khornates do we? Must charge nearby units wouldnt be good at all IMO. I think Wolf-bitten is easily demonstrated by the options for rending, and a higher number of attacks.

Ok maybe before we start on specific units , maybe we should work on army wide rules first ?

 

And really get stuff written down so others can see , so like a world document for now (Final product of course will be PDF) ?

heres one army wide rule im thinking : (Tell me what you think) This is JUST a simple draft , its bound to be trimmed later

 

This rule is to compensate the lack of long range fire power , and its normal such an army will try out the enemies fire range / defense reaction and do armed scouting maneuvers

 

Cunning of the Wolf : All 13th company warriors know when is the right time to fight standing or when is the time to stay alive to fight another day to continue the long hunt. Sometimes the best way to defeat an enemy is to lure them in...........closer

 

A units in the army may chose to "fall back" (meaning no moving forward rules wise but moving sideways or backwards is ok)when at least one unsaved wound was suffered by them during the shooting phase (this does not count any self inflected wounds) , one normal movement phase (but limited movement direction as mentioned above) are granted to the unit immediately once the unsaved wound models are removed from play after any saving throws possible are done ( that is after all models from the enemy unit that just fired has already fired) , and no morale checks are needed even if the unit suffers 25% casualties during that shooting phase if they chose to utilize this rule (the choice is always there not to use it and wait for a morale check after the enemy's shooting phase if needed) , this movement does not count as retreating rules wise and can be done even if its still the enemy's shooting phase while their other units haven't done with their own shooting and can be used multiple times during the same shooting phase.

 

And for the enemy unit that shoots at the unit and caused it to utilize this rule and has LOS to the fleeing unit after its done its extra movement , they have to automatically do a leadership test (or do you guys think morale test is better ? cause i see how nids will suffer from leadership test) , and if they fail they must also immediately move towards the "fleeing" 13th company unit using the same rule listed above after every model in the unit has shoot

 

But if the 13th company unit chose not to use this rule and suffer a retreat result on both shooting or assault phase, on the next turn the unit automatically regroups even if there are enemy units within 6 inches and may move as normal in movement phase and still shoot or assault . And if a enemy Unit is within 6 inches when the unit regroups , that just regrouped 13th company unit has to charge that enemy unit in the Assault phase if possible.

 

Rule clarification : you cannot deny the charge by choosing to run the unit or fire weapons that forbids you to charge , 13th company warriors are not cowards nor headlock, when an enemy has chased them when they thought Sons of Fenris are cowards but without thinking it was just a trap to lure them into death zones, the Blood bath begins and they prefer to enjoy it with their own hands.

 

 

 

 

 

While if the unit is caught by a sweeping advance after losing combat and fail their morale check , the unit suffers from No retreat rule as written in the warhammer 40k rulebook and has to do armor saves , but immediately after the armor saves are done , an extra round of close combat are granted immediately to the 13th company unit (if there are any models left) is currently in , meaning you would have to fight one more battle before that specific combat officially ends. (but this last round of combat does not need to do any morale checks no matter who wins or loses, but consolidation is done normally if any one side has wiped the enemy clean) The Wolves are in one final last stand , its either death or glory.

 

 

Designer notes: For example ,

 

A) A unit of sonic marines shoot at a unit of Grey slayers , and 1 or more unsaved wounds was suffered , instead of having to make a morale test , the unit can immediately chose to "retreat" (or do a normal morale check as normal at the end of the enemies shooting phase if they indeed suffered 25% causality but have to be count as retreating rules wise if they fail the moral test) with a extra movement phase (meaning normal movement range) even if the Chaos player still has other units that haven't fired and are also in range of the Grey slayer unit that just got shoot and are retreating by this rule. Then the Sonic marines do a leadership test since the greay slayer is using the Cunning wolf rule and the sonic marines can still see the grey slayers unit after they did they "fleeing move" , if they fail the morale test they have to immediately move towards (shortest route) the grey slayer unit as if they gain a free movement phase.

 

B ) And if a group of Chaos berserkers have won a blooded battle with a Grey slayer unit by 5 wounds, and the Grey slayer fails there morale check , after being caught by a sweeping advance they suffer by the no retreat rule and suffer 5 wounds with thier armor saves allowed, then the saves are made they continue to fight an Extra combat immediately before that specific combat is officially over.

So to simplify it it would be like this (i guess).

 

Cunning of the Wolf :

If a unit of 13th company Spacewolves suffers 1 or more casualties to shooting they may forfit to take a Morale check and retreat d6", however when they are caught up in any assault in the assaultphase afterwards they are subject to the "no retreat rule" as per page 44 of the rule book.

YES except that they whole 6 inch (if infantry) movement not D6 , and the intention was to move ATSKNG into this rule (well original intention anyway) while adding a bit touch to it

 

so to be seperate :

 

Cunning wolf : is the shooting and move backwards maneuver , plus the enemy might chase after you

 

Last Stand : One more round of combat if they suffer from no retreat rule

 

ATSKNF : AS CODEX SM but with less limitation (enemies within 6 can still regroup but must charge )

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