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+++Valerian's 13th Company Fandex for 7e+++


Valerian

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Space Wolves 13th Company Organization





A conventional Space Wolves Great Company is formed around a core of Grey Hunters - experienced warriors capable in a number of battlefield roles. Supporting these troops are the Long Fangs who provide heavy firepower. Fighting alongside are the Blood Claws, packs of eager young aspirants who throw themselves into battle in an effort to prove themselves to their superiors. Leading the Great Company is a Wolf Lord and his retinue of Wolf Guard, highly accomplished warriors who provide an officer cadre within the Company. The force can call on support from any number of armored vehicles, Dreadnoughts, transports, bikes, and Land Speeders.


A 13th Company warband differs from a Space Wolves Great Company in a number of respects, most of which can be explained by the circumstances of the Company's disappearance. At the core of the army are the Grey Slayer packs. These squads fulfill a role similar to that of Grey Hunters in a Space Wolves Great Company, but each Slayer is far and away a superior fighter to his Grey Hunter equivalent. This fact comes as no surprise to imperial observers, as the normal flow of new recruits into a Great Company has been cut off, making the progression from Grey Hunter to Wolf Guard impossible. The Company has adopted an ad hoc structure, often separating men into specialized units that support one another in the manner of wolves on the hunt. The core of this force remains the equal of the elite elements of many other armies.


There are no Blood Claws in the 13th Company. All of the Blood Claws that disappeared with the Company would have either died in action or long since progressed up the ranks, and no replacements would have been forthcoming in the Eye of Terror.


Some of the senior ranks found within the Space Wolves are also absent from the 13th Company. Other than the Wulfen Lord himself, the only leaders to be found operating outside of the packs are the Rune Priests and Wolf Priests. Casualties among the other ranks could not be replaced due to the difficulty of specialized training and the lack of resources. This fact poses some interesting questions regarding the Rune Priests, as the Company appears to have had no trouble maintaining a cadre of these psychically gifted individuals. Evidently, the Eye has had some effect on the men of the Company and unlocked previously untapped psychic abilities within its ranks.


The formation that represents the most drastic departure from the Space Wolves organization is that of the Wulfen packs. The Wulfen are consummate predators who throw themselves at their foes as soon as they are scented. Whether the Wulfen packs are standing formations or are formed on a temporary basis as men succumb to the Curse of the Wulfen is, at this stage, unknown.


The first reported instance of direct contact between Imperial forces and a 13th Company warband was during the raid on the Ormantep Listening Post. One of only a handful of survivors, a Sanctioned Psyker stationed with the post's Kasrkin defenders reported that she was almost decapitated by a Wulfen with whom she tried to communicate. It was only on the orders of another 13th Company leader that the beast spared her. That the Wulfen are highly effective in close quarters combat is evident, but it is also clear that they are potentially as dangerous to Imperial troops as they are to the enemy.


It has been noted by Inquisitor Asmorales that the numbers of the Wulfen-kind that disappeared 10,000 years ago must have been equivalent to a contemporary Space Marine Chapter, owing to the far larger size of the First Founding Legions. To date, only a handful of men of the 13th Company have been observed. Thus, the Inquisitor believes that the majority of the Company remains within the Eye of Terror, has been slain, or has embarked on a mission the nature of which only the 13th Company understands. It is also likely that a number of separate contingents of Wulfen-kind are at large, each harrying the forces of Chaos and led by a Lord who is vassal to an individual yet to reveal his hand in the conflict.



The Wulfen




 

These fragmented pieces of text have been excerpted
from Dionerius' Rise of Man, M31


Fragment I


...Among them were companies of savage creatures, their bestiality far outstripping even the barbaric Children of Russ. By the Space Wolves these were called the Wulfen, at times spoken of as the thirteenth company. They were feral of eye and febrile in nature, strong of limb and blanched by savage tattoos, able to tear a man asunder with their clawed hands and fangs. Eschewing weapons of distance they would stalk their foes as wild beasts, slinking in the shadows and hunting by night 'neath the light of the full moon. Variously, captains say the Wulfen were led by Hirkon Grail or Jorin
Bloodfang, maybe when one was slain another took his place.


 

Fragment II



Now in the aftermath of the Siege of Terra there was a great confusion among the loyal followers of the Emperor, for they had lost their liege lord and were as knights without their king. [[Text lost]] Many voiced loud the thought in the hearts of all - give chase to the traitors and destroy them utterly for the woe they had wrought. The voice of Russ was raised loudest of all, [[Text lost]] but Guilliman and Dorn gainsaid his counsel. To enter the Occularis Terriblis would bring disorder on the surviving Legions, they said, leaving Man vulnerable to both the xenite and the apostate. It is said that Russ, as was so often the way, took his own counsel and sent forth the Wulfen to hunt down Abaddon and his followers. Others say that the thirteenth company
pursued the heretics of their own accord, as hounds at the chase who heed not the calls of their huntsman. Others still maintain that the Wulfen had been
tainted by the Dark Gods and were summoned by their call to join the traitor legions in the netherworld.


 

Fragment III



The Wulfen were never seen nor heard of again, passing into the void and becoming lost to the eye and ear of Man. It is said that upon the Space Wolves homeworld of Fenris the loss of the Wulfen was known by the wolves of Asaheim. The great packs gathered before the gates of the Space Wolves
monastery in their thousands until every wolf in the world was there. That grey host howled of their loss for a hundred nights before returning to the
hinterlands.


From the Saga of Jorin Bloodfang



 

 

In time, the ranks of the 6th Legion

swelled to a great host.

And many bore the Mark

[FRAGMENT MISSING]


And so Russ banded them all into

one Great Company.

And to Bloodfang fell the honor

Of leading them to laurels and glory

In the name of Russ and the

All Father.


Bloodfang named [FRAGMENT MISSING]

Grail, Orkbane, Sigurd, Thorbrand,

and Grafield.

To each a retinue was granted.


And as a band of brothers the

13th Great Company

Reaved across the stars.



Neither xenite, or Apostate,

nor Fiend

Could stand before [FRAGMENT MISSING]

the Were was upon them.


But at the Gates of [FRAGMENT MISSING]

did Bloodfang rage

And plunge headlong into

[FRAGMENT MISSING]

Neither kin nor Master could

restrain him.


And beyond the Gates did the

Wulfen-kind pass.


At Asaheim, the Wolves did cry for

one hundred nights

To mourn the passage of their kin.

 


 

The Company of the Lost Detachment


 

 

A Company of the Lost Detachment uses the same Force Organization Chart as the Wolves Unleashed Detachment (page 102) with the following Command Benefits:

 

The Long War:  The warriors of the 13th Company have been fighting a campaign against the Traitor Legions in the Eye of Terror for 10,000 years, cutoff from their home world, the Imperium, and all support.  A force of the 13th Company may have no Allied Detachments, nor select from any Fortifications.  However, all units in a Company of the Lost Detachment have the Scout and Move Through Cover special rules.

 

 

Saga of the Wulfen King: Rather than roll for a Warlord Trait from the tables in Warhammer 40,000 The Rules, or the Codex Space Wolves, a Warlord chosen from a Company of the Lost Detachment may select the Saga of the Wulfen King.  

 

Taking this Saga grants the Warlord the Rampage special rule.

 

 

Relics of the Lost



 

Any character that is part of a Detachment or Formation presented in this Fandex that can select Relics of the Fang cannot select from those listed in Codex: Space Wolves, but can instead select from Relics of the Lost, presented in their own section, following, at the points costs shown.

 

 

The Pelt of Wulfen: It is said that the first Wolf Priest of the Space Wolves Legion cut this ancient pelt from the back of a terrible night-haunting werebeast he himself had slain in single combat. The pelt endows its wearer with the predatory skills of the beast from which it was shorn – the wearer has the Shrouded special rule.  20 points.

 

Sigurd's Mail:  The mail of Jarl Lokan Sigurd is a master-forged suit of armour whose exterior is etched with ancient and powerful runes and wards.  Sigurd's Mail is a suit of Runic Armour that confers a 2+ Armour Save and a 5+ Invulnerable Save.  Additionally, the wearer has the It Will Not Die and Feel No Pain special rules. 40 points.

 

The Wolf's Eye:  Named for the star at the heart of the Fenris System, the Wolf's Eye is a masterpiece weapon, crafted by a cohort of ancient Iron Priests as a gift for Jarl Hirkon Grail.  The Wolf's Eye is a  Plasma Pistol with the following profile.  25 points.

 

          Range: 12", S: 7, AP: 2, Type: Pistol, Master-crafted, Ignores Cover

 

Bane of Prospero:  The Frost Sword carried by Jorin Bloodfang, Lord of the 13th Company, the Bane of Prospero is weapon of fearsome reputation.  No armour can withstand its razor-sharp teeth and legendary fury.  The Bane has the following profile.  40 points.

 

          Range -, S: +1, AP: 2, Type: Melee, Master-crafted, Shred

 

Sternhammer's Maul: The Maul carried by the elusive Warden dubbed 'Sternhammer' by those Imperial forces who witnessed him in battle.  He earned a fearsome reputation amongst the defenders of the Cadian Gate.  The Sternhammer's Maul has the following profile.  30 points.

 

 

          Range -, S:x2, AP:2, Type: Melee, Master-crafted, Unwieldy, Concussive

 

 

Forces of the Space Wolves 13th Company


 

Headquarters


 

 

Wulfen Lord {HQ}.......... 115 Points
UnitWSBSSTWIALdSvInv
Wulfen Lord6544354103+ 4+

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Wulfen Lord

  • Power Armour
  • Bolt Pistol
  • Chainsword
  • Frag and Krak Grenades
  • Belt of Russ

  • Independent Character
  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack



Options:
‐ Same as the Wolf Lord options from Codex Space Wolves (page 48), except the Wulfen Lord may not select a Jump Pack or a Bike. 

 

 

Rune Lord {HQ}.......... 100 Points
UnitWSBSSTWIALdSvInv
Rune Lord5544243103+ -

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Rune Lord

  • Power Armour
  • Bolt Pistol
  • Runic Axe
  • Frag and Krak Grenades

  • Independent Character
  • Psyker (Mastery Level 2)
  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack

 

Psyker:

‐ A Rune Lord generates his powers from the Biomancy, Deamonology (Sanctic), Divination, Telekinesis, and Tempestas disciplines.

 

Options:
‐ May upgrade to Psyker (Mastery Level 3) for 25 points.

- Otherwise, the same as the Rune Priest options from Codex Space Wolves (page 52), except the Rune Lord may not select a Jump Pack or a Bike.


Warden of the Lost {HQ}.......... 125 Points
UnitWSBSSTWIALdSvInv
Warden5544243103+ 4+

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Warden of the Lost

  • Power Armour
  • Bolt Pistol
  • Crozius Arcanum
  • Frag and Krak Grenades
  • Wolf Amulet
  • Healing Balms

  • Independent Character
  • Fearless
  • Acute Senses
  • Counter-Attack
  • Oath of War



Warden:
If a Warden of the Lost is attached to a Wulfen Pack, the Warden gains their Fleet unit special rule.

 

Options:
‐ Same as the Wolf Priest options from Codex Space Wolves (page 54), except the Warden of the Lost may not select a Jump Pack or a Bike.



Elite




Wulfen Pack {Elite}.......... 150 Points
UnitWSBSSTWIALdSvInv
Wulfen5054153103+ -

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 5 Wulfen

  • Power Armour
  • Claws

  • Rage
  • Fleet
  • Rending
  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack



Options:
‐ Up to 10 additional Wulfen may be added to the pack at +30 points per model



Storm Claws Pack {Elite}.......... 135 Points
UnitWSBSSTWIALdSvInv
Storm Claw444414293+ NAPack Leader444414393+NA

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Pack Leader
  • 4 Storm Claws

  • Power Armour
  • Bolt Pistol
  • Chainsword
  • Frag and Krak Grenades

  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack
  • Rage
  • Infiltrate




Options:
‐ Up to 5 additional Storm Claws may be added to the pack for 25 points per model.
‐ Up to two Storm Claws may replace their Chainsword with a Power Weapon for 15 points, or a Power Fist for 25 points.
‐ Up to two Storm Claws may replace their Bolt Pistol with a Plasma Pistol for 10 points.

- One Storm Claw may take one item from the Special Weapons list.

 

Pack Leader:
- The Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.

- The Pack Leader may take Melta Bombs for 5 points.

- The Pack Leader may replace all of his standard Wargear with Terminator Armour, a Storm Bolter, and a Power Weapon for 15 points.

- If Terminator Armour is chosen, the Pack Leader may only take items from the Terminator Weapons list.



Lost Wolf {Elite}.......... 30 Points
UnitWSBSSTWIALdSvInv
Lost Wolf544424393+ NA

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Lost Wolf

  • Power Armour
  • Bolt Pistol
  • Chainsword
  • Frag and Krak Grenades

  • Fearless
  • Acute Senses
  • Counter-Attack
  • Eternal Warrior
  • Feel No Pain (5+)
  • Monster Hunter

 

 

A Glorious Death: Lost Wolf units are never Scoring units.

 

Pack of One: Lost Wolf units cannot be joined by units with the Independent Character special rule.

 

Options:
‐ Same as the Lone Wolf options from Codex Space Wolves (page 65)



Troops:




Grey Slayers Pack {Troops}.......... 110 Points
UnitWSBSSTWIALdSvInv
Grey Slayer444414293+ NAPack Leader444414393+NA

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Pack Leader
  • 4 Grey Slayers

  • Power Armour
  • Bolter
  • Bolt Pistol
  • Chainsword
  • Frag and Krak Grenades

  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack



Options:
‐ Up to 5 additional Grey Slayers may be added to the pack at +20 points per model
‐ One Grey Slayer may replace his Chainsword with a Power Weapon for 15 points, or a Power Fist for 25 points.
‐ One Grey Slayer may replace his Bolt Pistol with a Plasma Pistol for 10 points.
‐ For every five models in the unit, one Grey Slayer may take one item from the Special Weapons list.

Pack Leader:
- The Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.

- The Pack Leader may take Melta Bombs for 5 points.

- The Pack Leader may replace all of his standard Wargear with Terminator Armour, a Storm Bolter, and a Power Weapon for 15 points.

- If Terminator Armour is chosen, the Pack Leader may only take items from the Terminator Weapons list.

 

Fast Attack:




Thunderwolf Cavalry{Fast Attack}.......... 120 Points
UnitWSBSSTWIALdSvInv
Thunderwolf Cavalry445524493+ NA

Unit TypeUnit CompositionWargearSpecial Rules
  • Cavalry

  • 3 Thunderwolf Cavalry

  • Power Armour
  • Bolt Pistol
  • Chainsword
  • Frag and Krak Grenades
  • Thunderwolf Mount

  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack



Options:
‐ Same as the Thunderwolf Cavalry options from Codex Space Wolves (page 76).


Fenrisian Wolf Pack{Fast Attack}.......... 40 Points
UnitWSBSSTWIALdSvInv
Fenrisian Wolf404414256+ -

Unit TypeUnit CompositionWargearSpecial Rules
  • Beasts

  • 5 Fenrisian Wolves

  • Vicious Claws and Fangs

  • Acute Senses
  • Counter-Attack



Options:
‐ May include up to 10 additional Fenrisian Wolves for 8 points per additional model.


Heavy Support:




13th Company Long Fangs Pack {Heavy Support}.......... 50 Points
UnitWSBSSTWIALdSvInv
Long Fang444414293+ NAPack Leader444414393+NA

Unit TypeUnit CompositionWargearSpecial Rules
  • Infantry

  • 1 Pack Leader
  • 2 Long Fangs

  • Power Armour
  • Bolter
  • Bolt Pistol
  • Chainsword
  • Frag and Krak Grenades

  • And They Shall Know No Fear
  • Acute Senses
  • Counter-Attack
  • Split Fire



Options:
‐ Up to 3 additional Long Fangs may be added to the pack at +15 points per model
- Any Long Fang may take one item from the Heavy Weapons list.

 

* If a Missile Launcher is purchased for a Long Fang, it will come with Frag, Krak, and Flakk Missiles.

 

Pack Leader:
- The Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.

- The Pack Leader may take Melta Bombs for 5 points.

- The Pack Leader may replace all of his standard Wargear with Terminator Armour, a Storm Bolter, and a Power Weapon for 15 points.

- If Terminator Armour is chosen, the Pack Leader may only take items from the Terminator Weapons list.

Here you go fellow denizens of the Fang.  I figured it was finally time to do some work to update my old 13th Company Fandex to fit in with the current version of the rules.  I think I've got most of the bugs out of the code, but if you spot something odd, or something missing, then please let me know.

 

Enjoy,

 

Valerian

Initial thoughts are that TWC + wolves are undercosted vs codex, as they are strictly superior at the same price. Against CoF they at least trade -1WS for scout and moves through cover.

 

The rest of the army will need time to think on. Scout, MTC and superior stat lines seems balanced by inability to take transports.

I personally think the long war rule would be more fitting if it just mirrors the csm one and just gives preferred enemy CSM, and daemons. And seems fair as chaos players get way more use out of that rule, so by adding daemons it makes this one match better.

Initial thoughts are that TWC + wolves are undercosted vs codex, as they are strictly superior at the same price. Against CoF they at least trade -1WS for scout and moves through cover.

 

The rest of the army will need time to think on. Scout, MTC and superior stat lines seems balanced by inability to take transports.

 

Noted.  Agreed that Scout and MtC are a rather significant boon, but there is still a foundational 40k rule preventing 1st turn charges.  Also, there is a lot that this army list doesn't get (no transports, walkers, vehicles, flyers, anti-air/air defense besides flakk, etc.) that I think it's okay to have a few "bargain" units, especially when you factor in opportunity costs of not having access to the Command Benefits afforded by playing a CAD, Wolves Unleashed, or Champions.

 

Would be willing to jack up the costs a bit, if the majority in The Fang think that it is really justified, however.  Especially after folks playtest and provide feedback.

 

I personally think the long war rule would be more fitting if it just mirrors the csm one and just gives preferred enemy CSM, and daemons. And seems fair as chaos players get way more use out of that rule, so by adding daemons it makes this one match better.

 

This version of The Long War is more in keeping with the original version of the army special rule from the 3e era Eye of Terror campaign's 13th Company Army List.  Given that the 13th doesn't have access to Drop Pods, or other vehicles/transports, the army really needs help with its mobility and the Scout and Move through Cover rules provide that, to a limited degree.

 

What I don't particularly like about a Preferred Enemy rule, although it is completely justified by the fluff, is that it gives a significant advantage against a particular adversary that isn't offset, or otherwise paid for.  This kind of rules design almost never works well, so I generally avoid it.

 

Thanks for the initial feedback.

 

V

Understand your reasoning. And agree that it is balanced for the majority of the army. The only reason it worth flagging was that neither of those units can benefit from DTs, and are already considered some of the best units in the dex. But as you say, overall it is balanced. So look forward to hearing back from the playtesters.

 

Also agree with your gripe with PE veterans of the long war.

  • 2 weeks later...
  • 2 years later...

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