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Wolf Lord


Torvak Kyre

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First off Fenris Kid, great job so far with all of the rules, I do have one thing though, in regards to Harald Deathwolf, he is 260 pts. A good friend and i were discussing that. He and I agree, that he is on the cheap side. we were saying that he would be more balanced if his points were around 275 - 280. The reason we say this is that with him you are able to have a 5 man 2W unit that can move and charge up to 24" in a turn as a troop choice.

 

There were two other things, but these are just nit picking. He has Runic Armor and a SS, then he would have a 2+/3++, and in the unit name area you have Harald "Feathwolf" both of which I can easily see how you missed those two.

 

Again, GREAT JOB, the rest look pretty balanced and well thought out.

Also, if it is possible could you post a link to where you found the background on the Wolf Lords, I would really love to read it.

 

Thanks for all of the great work!!!!

Time for Kjarl.

 

Unit Name

Kjarl Grimblood6544354102+/4++

 

Kjarl Grimblood (HQ)..........260pts

  • Infantry (Unique)

  • Kjarl Grimblood

  • Terminator Armour
  • Combi Flamer
  • Frost Blade
  • Wolftooth Necklace
  • Belt of Russ
  • Saga of Majesty

  • And they shall know no fear
  • Counter Attack
  • Acute Senses
  • Independent Character
  • Future in Flames
  • All is Ash

 

Future in Flames: Kjarl Grimblood's foresight is so supernaturally acute, it is said that he has the gift, and that he is able to see the future in flames. In an army that includes Kjarl Grimblood after deployment you may move one of your units. Furthermore in close combat, if he passes a psychic test, Kjarl becomes initiative 6 as he pictures the actions of the foe.

 

All is Ash: His great Company favours a great many flame weapons, boasting no fewer then twelve Land Raider Redeemers. Wolf Guard and Grey Hunter units may take a Land Raider Redeemer as a dedicated transport.

Time for the Wulfen.

 

Unit Name

Jorin Bloodfang705536D6+4102+/3++

 

Jorin Bloodfang (HQ)..........300pts

  • Beast (Unique)

  • Jorin Bloodfang

  • Runic Armour
  • Double Chain Axe
  • Wolftooth Necklace
  • Belt of Russ
  • Saga of the Warrior Born

  • And they shall know no fear
  • Counter Attack
  • Acute Senses
  • Independent Character
  • Rage
  • Rending
  • Fleet
  • Feel no pain
  • Fearless
  • Animal Resilience
  • Beastly Massacre
  • Unnatural form

 

Animal Resilience: Turning into a wulfen has had a physical effect on Jorin giving him an unnatural resilience. To show this Jorins invulnerable save is increased by 1.

 

Beastly Massacre: When it comes to close combat Jorin turns into a blood thirsty monster, some times hitting his own warriors. To show this Jorin gains two attacks on the charge. Furthermore, when rolling to hit if Jorin rolls any 1s he must allocate those attacks towards his own warriors. Although, when Jorin rolls to wound in close combat any rolls of a 6 cause Instant Death.

 

Unnatural Form: Turning into a wulfen changed Jorin visually. Enemies quaver before hi gaze any enemy model in line of sight of or wishing to assault Jorin must take a leadership test.

 

 

Designers note: The double chain axe was deliberate and not just a typo.

Chain Axe's work just like Frost Axes

Great, that's the full set. May I suggest a small amendment to Jorin's Beastly Massacre?

 

"Although, when rolling to wound if Jorin rolls any 6s he causes instant death."

 

A RAW lawyer could argue that if Jorin rolls any 6s then all of his attacks cause ID. May I suggest, "When Jorin rolls to wound in close combat any rolls of a 6 cause Instant Death." (Unless of course the RAW interpretation is what you actually meant).

 

As for getting the thread Stickied I think I can help. I'm a (humble junior) member of the Librarium team which gives me a little more influence than a regular member of the forum. To improve the chances of being "stickied" I recommend that the thread should be:

1) Well presented - you've got that covered.

2) Focused - not too much discussion padding it out.

3) Popular and generally agreed upon by the members of this area of the forum.

 

To this end I recommend that we let this thread carry on for awhile since it's proving popular and people are still chipping in with comments and feedback. Once everyone involved seems to be pretty much in agreement then we can take all the profiles, put them into a single article with an intro and things like that and then get that posted to the Librarium or stickied.

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 Blooded Hunters 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.

 

someone give this man a cubicle with a window

Time for the Wulfen.

To be precise.. it's actually Jorin Bloodfang, and not Bloodhowl. I'd just hate to have all these new wolf players start thinking this without actually knowing the previous fluff/facts thanks to a typo or lazy editor who printed and approved the codex before it got printed. Just saying!

 

--EDIT--

although I'm more than happy to laugh at all these wolf players who call themselves wolf player and don't know their own army's fluff :)

Time for the Wulfen.

To be precise.. it's actually Jorin Bloodfang, and not Bloodhowl. I'd just hate to have all these new wolf players start thinking this without actually knowing the previous fluff/facts thanks to a typo or lazy editor who printed and approved the codex before it got printed. Just saying!

 

--EDIT--

although I'm more than happy to laugh at all these wolf players who call themselves wolf player and don't know their own army's fluff :devil:

LMAO, meh.. I'd just let it be. Those who know the truth know more about wolves than those who don't.

Time for the Wulfen.

 

Unit Name

Jorin Bloodhowl705536D6+4102+/3++

 

Jorin Blood Howl (HQ)..........280pts

  • Beast (Unique)

  • Jorin Bloodhowl

  • Runic Armour
  • Chain Axe
  • Chain Axe
  • Wolftooth Necklace
  • Belt of Russ
  • Saga of the Warrior Born

  • And they shall know no fear
  • Counter Attack
  • Acute Senses
  • Independent Character
  • Rage
  • Rending
  • Fleet
  • Feel no pain
  • Animal Resilience
  • Beastly Massacre
  • Unnatural form

 

Animal Resilience: Turning into a wulfen has had a physical effect on Jorin giving him an unnatural resilience. To show this Jorins invulnerable save is increased by 1.

 

Beastly Massacre: When it comes to close combat Jorin turns into a blood thirsty monster, some times hitting his own warriors. To show this Jorin gains two attacks on the charge. Furthermore, when rolling to hit if Jorin rolls any 1s he must allocate those attacks towards his own warriors. Although, when Jorin rolls to wound in close combat any rolls of a 6 cause Instant Death.

 

Unnatural Form: Turning into a wulfen changed Jorin visually. Enemies quaver before hi gaze any enemy model in line of sight of or wishing to assault Jorin must take a leadership test.

 

 

Designers note: The double chain axe was deliberate and not just a typo.

Chain Axe's work just lie Frost Axes

 

Very good, but not quite how I saw THE original 13th Wolf Lord who just so happens to be out hunting down Magnus the Traitor in the warp for the Past 10000 years or so.

 

The chain axes are overriden by the Wulfen so you should take that into account.

 

Then there is all of his followers. Honestly this should get kicked up for consideration for the 13th Company army list. His followers are ORIGINAL Space Wolves, having never sworn fealty to Bjorn nor his successors and should reflect this. Also he should have a much higher count of Wulfen, not just those who have started to turn, but those who could not hold back the beast in their souls. And yet these wulfen recognize Jorin Bloodfang as Master and still fight along side him.

 

This is the character aside from Leman Russ his own blessed self that you should feel free to go over the top with. This is a character that if you are playing Chaos you should fear to see on the table.

 

Soo all in all keep this entry but I think he is too tame!

for Kjarl Grimblood, I'd have him up the prices for Razorbacks that don't have a heavy flamer, and lower the price for the flamerbearing one, same as for dreads, up their baseprice by 5, but have the change to heavy flamer be free?

 

Krom Dragongaze's reward of Valour makes him look like a weakling Logan. perhaps have him up the maximum unitsize for Wolf Guard instead?

 

Egil Iron Wolf: what's the cost for his landraider? and is it a must-buy when fielding him?

Blacksad I never thought of the Land Raider. Sorry. Probably 265pts.

 

Loki-LaughingDeath, I imagined him not as complete Wulfen, still with some sanity inside of him, but very close to none. With the 13th Company I'll probably be touching on that in another post.

The Sven Bloodhowl rules are cool I'm just going to redo them so I can put them on my computer.

 

Unit Name

Sven Bloodhowl6544354102+/4++

 

Sven Bloodhowl..........250pts

  • Infantry (Unique)

  • Sven Bloodhowl

  • Runic Armour
  • Thunder Hammer
  • Combi Melta
  • Belt of Russ
  • Wolftooth Necklace
  • Saga of Majesty

  • And they shall know no fear
  • Counter Attack
  • Acute Senses
  • Independent Character
  • 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. All units wishing to assault Sven must first take a Leadership Test.

Thanks. I'd forgotten where the template was for the tables so I just created my own from scratch. I was pleased how close they looked but it's good that you've tidied up the formatting. I have spotted one mistake in my text. I originally called the "Firebreathers" unit "Blooded Hunters" but when I checked my codex I realised I was mixing them up with the other Great Company of pyromaniacs and renamed them. There is still one reference to "Blooded Hunters" that needs amending to "Firebreathers".

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