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Just a newbie question.  Having played 3 games now with my wolves over the last few months  ( i haven't played since 5th edition) i wanted to have skyclaws but as the SW codex does not have this i have made up a 10 man assault intercessor squad with jump packs.  my question is am i correct in assuming they do not benefit from SW rules as they are from the space marine codex.

 

Also next question i take it i dont need opponent permission to use them.

 

and finally is there a way to make them similar to blood claws rules wise by using strategms or CP points or something to give them something similar to blood claws advance and charge?

 

Also is there some handy little guide which lists things like rules for critical hits, sustained, and others.

 

Thanks

OK, the answer to the Skyclaw Jump Assault Intercessor question is straightforward but it depends on what you mean by "Space Wolf rules". Units get layers of special rules and which rules are in effect depend on which Detachment you are running. You are not restricted to running just Space Wolf Detachments, you can run Space Wolf units in a Gladius Strike Force detachment if you wish.

 

Let's assume you are running a Saga of the Beastslayer Detachment (as it is my favourite), then your Jump Assault Intercessors would benefit from the following rules:

 

Faction rules:            Oath of Moment

Detachment Rules:   Legendary Slayers

Unit Rules:                Hammer of Wrath

Stratagems:              Thunderous Pursuit, Pinning Fire

 

So they can benefit from Space Wolf rules such as the Legendary Slayers rule because Legendary Slayers targets Adeptus Astartes models. However if you were running Saga of the Hunter, they would not benefit because that Detachment specifies Space Wolves units (which Jump Assault Intercessors are not).

 

The use of Keywords is very important in 10th as most abilities and interactions trigger from the Keywords. Being a Space Wolf army does not automatically convey the Space Wolves keyword, in fact adding Keywords is quite uncommon (apart from some like Character).

 

What this means in practice is that the best Detachment for you depends on the units you want to run. If you want a Space Wolves army with plenty of units drawn from vanilla codex then Saga of the Beastslayer is a good choice. If you want to run an army heavy on classic Space Wolf units then Saga of the Hunter works well. If you want a fast moving Detachment with lots of Thunderwolves and Wulfen then you might actually be best off with the Stormlance Detachment.

 

I hope that this answers your question and also explains why the answer is the way it is.

3 hours ago, Beef said:

Also next question i take it i dont need opponent permission to use them.

 

That is correct. They are fully official rules and you do not need permission to take anything

  

3 hours ago, Beef said:

and finally is there a way to make them similar to blood claws rules wise by using strategms or CP points or something to give them something similar to blood claws advance and charge?

 

The only way to do this is probably in the Stormlance Detachment which provides Advance + Charge and Fallback + Charge as the default Detachment rule. You will miss out on the Wolf flavoured Enhancements and Stratagems though.

 

3 hours ago, Beef said:

Also is there some handy little guide which lists things like rules for critical hits, sustained, and others.

 

Weapon abilities are on Pages 25-28 of the core rules which GW provide as a free PDF.

 

https://assets.warhammer-community.com/warhammer40000_core&key_corerules_eng_24.09-5xfayxjekm.pdf

 

There is a 1-page cheat sheet here which is not official but is very handy.

 

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