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Wolf Lord


Torvak Kyre

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for Egil, his personalised Landraider seems to be missing. also: why are prettymuch all of those lords in Terminator armour? SWs too stupid to realise it's not cost-efficient?

 

the above statement is not made in order to be an arse. I am quite capable of that without making any statement at all. it's just a question :HQ:

No! Don't do it! Lots of Terminator armor is fluffy for the Space Wolves, as Wolf Lords will often take the best stuff from the armory, which to them is Terminator armor. This is mentioned either in the Wolf Guard entry or the Terminator armor entry.

Grimblood or Bloodhowl

 

as for Egil Iron Wolf, I'd have him make transports fast (just having Obel won't work, since they need outflank to be able to use the OBEL special rule)

 

also, I'd make his personal Landraider a special one, twinlinked lasscannons on the side, a twinlinked multi-melta, and an assaultcannon, dedicated transport for him/his Wolf Guard

Engir Krakandoom is the winner!

 

Unit Name

Engir Krakendoom6544354102+/4++

 

Engir Krakendoom (HQ)..........250pts

  • Infantry (unique)

  • Engir Krakendoom

  • Runic Armour
  • Frost Blade
  • Storm Bolter
  • Space Marine Bike
  • Wolftooth Necklace
  • Belt of Russ
  • Saga of the Beastslayer

  • And they shall know no fear
  • Counter Attack
  • Acute Senses
  • Independent Character
  • Infiltrate
  • Tear out the throat and let the body die.
  • Outrider

 

Tear out the throat and let the body die: Engir is known for killing the leaders of the enemy army and letting the troops fall into disarray. When in close combat Engir must allocate his attacks towards an Independent Character or Monstrous Creature if possible. Also, he may re-roll all failed rolls to wound against models with the Monstrous Creature USR.

 

Outrider: Krakendoom's Company prefer to go to war in armoured transports, and boasts many Swiftclaws that act as outriders for the main force. Swiftclaw units gain the Infiltrate USR as they scout ahead on search and destroy missions.

 

 

Only 3 more left,

 

Sven Bloodhowl, Kjarl Grimblood and Jorin Bloodhowl (Thirteenth Company) .

 

Vote before 8pm (GMT)

Hi

 

Inspired by your early efforts I went away and started working on Sven Bloodhowl. Now I find you're almost up to him and I'd hate to waste what I've done so far so I'm going to jump in and hope you don't mind the potential hijack of your thread.

 

Unit Name
Unit WS BS S T W I A Ld Sv

Sven Bloodhowl6544354102+/4++

 

 

Sven Bloodhowl(HQ)..........215pts

Unit TypeUnit CompositionWargearSpecial Rules

  • Infantry (Unique)

  • Sven Bloodhowl

  • Fireblade (Frostblade)
  • FireMountain's Heart (Master-crafted Meltagun)
  • Bolt Pistol
  • Frag & Krak Grenades
  • Runic Armour
  • Belt of Russ

  • Acute Senses
  • And they shall know no fear
  • Independent Character
  • Counter Attack
  • Lord of the Firebreather
  • Epic Saga

 

 

Lord Of The Firebreather. In an army containing Sven Bloodhowl one Wolf Guard unit may be designated Firebreathers. Any model(s) in that unit may exchange one weapon for a flamer at a cost of 5pts per model. In addition the unit’s members’ experience at laying down curtains of flame and their ritual of swigging promethium in order to spit flames makes even the boldest of foes wary of getting too close. The whole unit counts as having Defensive Grenades. Note that the unit may combine its Defensive Grenades with Counter Attack – the enemy may be wary of the flames but the Firebreathers have no such qualms about charging through a wall of fire. Any member of the squad who is detached from this squad in order to act as Pack Leader for another squad loses the benefit of defensive grenades – mingling with the other marines the enemy doesn’t spot his flames until they are already committed to the assault.

 

Epic saga. Sven Bloodhowl's armour bears banners made from the flayed skins of his defeated enemies, tattooed with depictions of their deaths. So terrifying is his appearance that he can turn the tide of combat. Sven Bloodhowl adds +1 to Combat Resolution.

 

Designer’s notes:

The idea of the unit above is primarily to be fun and encourage recklessly aggressive play. The player gets a unit that can jump out of a transport and incinerate an enemy squad, horde or elite. Such action will tend to leave them unengaged and close to the enemy so the “defensive grenades” help them to avoid being swept away by a counter-charge. The main reason for the flames is that the idea in the codex sounds really characterful and I thought that defensive grenades was a bit more interesting than just another squad with Furious Charge which seems to be a standard way of representing anything a bit more fierce than the average.

 

I specifically ruled against Pack Leaders keeping the ability as I felt that it would potentially complicate matters and someone out there would probably find a way to turn my fun unit into something broken.

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