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==Wargear== Depending on how you look at it, you either lost your unique frost weapons or everyone gained your frost weapons in the form of 9th ed power weapons. #ThanksGW. Other than that, you have no unique weapons aside from those given special mention within their specific units (Venerable Dreadnought helfrost cannon or axe and shield, Iron Priest tempest hammer and helfrost pistol, etc). ===Melee Weapons=== *'''Astartes Chainsword:''' SU, AP-1, D1, +1A. As of 9E, all Space Marine chainswords get AP-1 on top of the extra attack, making them even better against lightly armoured hordes while also giving them a little utility against tougher foes. *'''Lightning Claws:''' SU, AP-2, D1, re-roll failed wound rolls and +1A. This will outperform all other 1 damage melee weapons against any target (except T8-9 with a 2+ or 3+, where the power sword wins, but why are you picking D1 weapons for those). Your best bet for mulching single-wound hordes. ** RAW: "Each time the bearer fights, it makes 1 additional attack with this weapon". Exactly the same as the Chainsword, this should be interpreted as +1A for one claw, +2A for two claws. *'''Power Weapons:''' Each type of power weapon has its own profile now, so pick the right one for the situation. Unless you have the option for a lightning claw, then you should always take that instead. **'''Power Axe:''' S+2, AP-2, D1. Offers a compromise between the maul's strength and the sword's armour penetration. **'''Power Maul/Power Lance:''' S+3, AP-1, D1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. The lance is identical to the maul because of reasons. **'''Power Sword:''' S+1, AP-3, D1. Best against targets that rely on armour saves over toughness to shrug off hits. Except against frail things with good invulnerable saves like Crusaders, who ignore AP anyway. *'''Powerfist:''' Sx2, AP-3, D2, -1 to hit rolls. Good against everything, cost-effective, and very common to find. *'''Thunder Hammer:''' Sx2, AP-2, D3, -1 to hit rolls. A powerfist that trades 1 point of AP for an extra point of damage. The extra damage could mean the difference between one-shotting a Custodian Guard/Aggressor/Terminator or getting a guardian spear/powerfist in the face. When you have a thunder hammer/storm shield-Captain with Jump Pack, every enemy model begins to look like a nail. BUT, at typically twice the cost of a powerfist, it's not worth ditching up to three extra special or heavy weapons just to squeeze out a few extra points of damage. Still quite viable on everything that isn't a Character at least, so feel free to spam with Terminators or Vanguards. *'''Chainfist:''' Sx2, AP-4, Dd3, -1 to hit rolls, becomes D3 against Vehicles. A Terminator-only weapon that's only open to Terminator Veterans and Terminator Captains. Marginally better than a powerfist against other highly-armoured models that lack an invulnerable save, and strictly better against Vehicles. Costs the same as a powerfist, so trading the fist's reliable damage for better AP could be worth it. *'''Relic Blade:''' S+3, AP-3, D2. Available to Honour Guard, Vanguard Veteran Sergeants, and Captains. It has a good comparison to the powerfist; Ignoring S bonuses or wound-roll buffs, the powerfists bumps you to S8, whereas this takes you to S7. This only matters against T4, T7, and T8 targets, as you go from wounding on a 2+/3+/4+ respectively to a 3+/4+/5+. But it's also more accurate than a power fist, so if you have a way to get +1 S it's all-around better. ===Combi-Weapons=== *'''Boltgun:''' You know what a bolter is, but if you somehow forgot it's 24", rapid fire 1, S4, AP0, D1. **'''Combi-Weapon:''' A boltgun taped to a special weapon (plasma, flamer, melta, grav). Check below for the special weapon profiles. You can fire one of the weapons at full BS, or both with a -1 to hit rolls. Note that combi-flamers don't care for no BS. **'''Storm Bolter/Combi-Bolter:''' A boltgun taped to another boltgun. Cheap as chips rapid fire 2 boltgun, typically seen on Bikers and Terminators, also available as upgrades on most of your vehicles. Their abundance, the majority of bearers ability to go fast (Bikers) or Deep Strike (Terminators), and Bolter Discipline means you should usually be getting four shots per turn with this weapon. ===Special Weapons=== *'''Flamer:''' 12", assault D6, S4, AP0, D1, automatically hits. 9th edition has been good to all flame weapons, boosting their range from 8" to 12". A classic anti-horde option, at least it's cheap. ** While they DO auto-hit airborne units with Hard-To-Hit, don't bother; they're too tough and armoured. *'''Meltagun:''' 12", assault 1, S8, AP-4, Dd6, +2D if you're within half range of the target for a potential of 8D (5.5D average). Good against anything with lots of wounds, be they Vehicles, Monsters, or even heavy Infantry. **At 12" range supercharged plasma is better (but riskier) however, and this gun is more expensive, so you really should try and get into half range. While you can advance to close the gap, it is convenient that the unit's other weapons are assault weapons as well. *'''Grav Gun:''' 18", rapid fire 1, S5, AP-3, D1, becomes D2 against targets with Sv3+ or better. Against most Vehicles, MEQ's, and TEQ's, this is a safer plasma weapon at the cost of less S and the same amount of pts. *'''Plasma Gun:''' 24", rapid fire 1, S7, AP-3, D1. Their gimmick is having a safe profile and supercharged profile, which gives them +1S and +1D at the risk of killing the bearer on a hit roll of unmodified 1. Sticking close to a Captain can mitigate this risk. ===Pistol Weapons=== Pistol weapons are equivalent to their bigger brethren, with different ranges and weapon types. Other than that, S, AP, D, and unique rules are the same. *'''Bolt Pistol:''' 12" and pistol 1. One of the most common weapons in the Space Marine armoury and available on most things as either an option or as part of their wargear. Just don't forget it exists and that you can fire it in melee. **'''Heavy Bolt Pistol:''' 18", pistol 1, S4, AP-1, D1. Primaris-only, as the Firstborn don't have the wrist strength to hold them. *'''Grav Pistol:''' 12" and pistol 1. *'''Plasma Pistol:''' 12" and pistol 1. ===Heavy Weapons=== *'''Heavy Bolter:''' 36", heavy 3, S5, AP-1, '''D2'''. A solid choice for taking down light-medium Infantry, if one that tends to be overshadowed at times by the assault cannon and heavy flamer. **They can quickly raise the cost of your army due to their huge availability, so be a bit cautious about spamming against armies that are not mainly 2W. **Hellfire Shell is a unique stratagem that can be used on Infantry-carried heavy bolters; instead of shooting normally, make a single hit roll that deals d3 mortal wounds. Make the most of this with re-roll auras or Devastator Sergeant Signums. *'''Heavy Flamer:''' 12", heavy d6, S5, AP-1, D1, auto-hits. More effective against armoured targets than its smaller brother, but cannot be fired after advancing. Can be found on Dreadnoughts, Terminators, and Sternguard Veterans. *'''Multi-Melta:''' A 24" and heavy 2 meltagun, meaning you can't run with it, but ''can shoot in melta range out of a deep strike'', now fulfilling the role of Drop Pod threat-removal. *'''Plasma Cannon:''' 36", heavy d3, and blast effectively means the same shots as a plasma gun, but from 36" away instead of 12" and better against infantry. You need to be careful when you supercharge, due to the sheer cost of this weapon. *'''Grav-Cannon:''' 30" range and heavy 4 grav-gun. Akin to a ''heavier'' heavy bolter to deal with bigger targets. **A unit with grav-cannons will become a serious target for your opponent, so consider sticking them in a Transport of any flavour so they can't be Basilisk'ed off the table turn 1. *'''Lascannon:''' 48", heavy 1, S9, AP-3, Dd6. Your primary long-range anti-vehicle weapon, and is as common as the heavy bolter. *'''Missile Launcher:''' Can fire either frag missiles (48" and heavy d6 bolter shots with blast), or a krak missile with (48", heavy 1, S8, AP-2, Dd6). Not quite as good as an assault cannon, heavy bolter, or lascannon in regards to dealing with Infantry and Monsters/Vehicles (respectively), but still pretty good at both of those roles. **Similar to heavy bolters, this weapon has a unique stratagem. Flakk Missile deals d3 MW's as well, but only against Aircraft targets. **'''Hunter-Killer Missile:''' A single-use 72", heavy 1, S10, AP-2, Dd6 missile for 5pts, just in case you didn't have enough anti-tank. The vast majority of your ground-based non-Dreadnought Vehicles can have one. Ironclad Dreadnoughts can take two, and Leviathans can have three. *'''Assault Cannon:''' 24", heavy 6, S6, AP-1, D1. Haha minigun go brrrt. Not hard to find, available as a Terminator heavy weapon and Dreadnought option. Twin-linked variety is on Razorbacks, Land Speeders, Land Raiders, and most Aircraft. **'''Onslaught Gatling Cannon:''' 24", heavy 8, S5, AP-1, D1. Found on multiple Primaris armoured platforms as a secondary weapon, and puts the hurt on infantry. **'''Heavy Onslaught Gatling Cannon:''' 30", heavy 12, S6, AP-1, D1. Mounted on Redemptor Dreadnoughts, Repulsors, and Gladiators, the bigger brother of the onslaught cannon that does everything better. *'''Ironhail Heavy Stubber:''' 36", heavy 4, S4, AP-1, D1. A weird GW trend of putting stubbers on the hover tanks, but better than a storm bolter or the Imperial Guard heavy stubber. **'''Icarus Ironhail Heavy Stubber:''' As above with +1 to hit {{W40Kkeyword|Aircraft}}. Realistically too weak to actually deal damage to Aircraft however. *'''Fragstorm Grenade Launcher:''' 18", assault d6, S4, AP0, D1, blast. Boltstorm Aggressors come with one, the Redemptor Dreadnought can swap their two storm bolters for two of these, and they can also be found on most of the Primaris tanks (the repulsor can have a whopping ''five''). **'''Krakstorm Grenade Launcher''' Not as fun as it sounds. Shoots a single S6 AP-1 Damage Dd3 shot. Found on Primaris type vehicles. ===Relics=== If your Warlord is a Space Marine Character, you can give one Character a Relic, absolutely free. Weapon Relics can only be taken by a unit that can take the weapon it's based on and you have to pay for the base weapon (e.g. a Terminator Captain does not have access to a chainsword and thus cannot take the Teeth of Terra). The Relic of the Chapter Stratagem can be used for extra relics, number depending on the size of the game. Named Characters and {{W40kKeyword|vehicles}} cannot be given a Relic. But only [[That Guy]] would try to force a Chaplain Dreadnought into the Armour Indomitus or something like that. <tabs> <tab name="Space Wolf Relics"> *'''Armor of Russ:''' Bearer gains a 2+ armour save, 4+ invulnerable save, and one enemy unit within engagement range of the wearer unable to fight until all other Space Wolves unit in the Fight Phase. ** No restrictions on who can take it, so give it to a Primaris or a Battle Leader since they don't normally have a way of improving or even gaining an invulnerable save. *'''The Wulfen Stone:''' Friendly {{W40Kkeyword|Space Wolves Core}} units within 6" of the bearer reroll changes and once per battle, as a {{W40Kkeyword|Space Wolves}} unit gains Savage Fury and triggers it on a 5+. *'''Fireheart:''' Replaces a plasma pistol. R18", S9, AP-4, D3, no overheating. *'''Black Death:''' Replaces a power axe or master-crafted power axe. S+2, AP-2, D1, Bearer gains +d6A. ** Makes your character a decent GEQ blender. If you're giving this to anyone, make sure they're on a Thunderwolf; the pups additional teeth and claw attacks mean they'll want to have similar targets. Generally worse than the Teeth of Terra, unless you're facing targets with -1D or really have your heart set on using a Relic to kill bolter fodder. *'''Mountain-Breaker Helm:''' After the bearer finishes attacking but before consolidating, you can roll a d6 on an enemy within 3". You deal d3 MWs on a 2+. *'''The Storm's Eye:''' {{W40Kkeyword|Librarian}} only. After using your first Tempest power in a Psychic Phase, roll a d6 for every enemy unit within 12". They take a mortal wound on a 4+. ** A lovely way of dishing out the MW, RAW this also smacks Characters without the usual -1 modifier most similar powers have. Terminator Librarian with storm shield from Legends is best for this for the Deep Striking to get within range and have the survivability once you get there. *'''The Pelt of Balewolf:''' -1 to hit and wound rolls by enemy melee weapons. </tab> <tab name="Special-Issue Wargear"> *'''Adamantine Mantle:''' When this model loses a wound, roll a D6; on a 5+, the wound isnβt lost. Not that great in an army with access to so many rolls to negate wounds. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4 or on weapons with variable damage (force weapons and chainfists) to guarantuee at least 2D. *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Not terrible, but your Characters are pretty much renown for how hard they punch stuff. It's better to invest relics in durability or supporting other troops. *'''Morkai's Teeth Bolts:''' Markerlight, Space Wolf edition. One bearers bolt weapon can make one hit roll and ''any unit'' attacking that target re-rolls wound rolls of 1. ** RAW ANY unit gains this buff, not just Space Wolves. Expect this to be FAQ'd. ** Put it on an Eliminator Sergeant with an Instigator Bolt Carbine, letting your characters be built into melee monsters while still having it on a BS 2+ model *'''Wolf Tail Talisman:''' Bearer ignores MW on a 4+ during the Psychic Phase. *'''Frost Weapon''': Replace all the Frost weapon options. Can give a lighting claw (single or pair), power axe, master-crafted power axe, power sword, or master-crafted power sword +1S and +1D and treat it as a Chapter Relic. ** Lightning claws: Sticking it on these bumps you up to the ever useful S5, so you wound MEQ's on a 3+ and insta-kill them on account of being D2. ** Power sword: Now this bumps you to S6, thus wounding T3 models on a 2+. Still not as good as frost lightning claws, but this is often your only choice for Primaris characters, who can stack in with the in-built master-crafted bonus to get to D3, making it very good against Custodes, Terminators, and Gravis-armoured units. ** Power axe: Eh, take a something else. S+3 resulting in S7 is an awkward value. Against T5 and below (i.e. most models), you wound on a 2+/3+ but the frost sword gets AP-3. Against T7 and T8 models, you wound on a 4+/5+ but the powerfist wounds on 3+/4+ and doesn't eat a relic slot. *'''Runic Weapon:''' {{W40Kkeyword|Librarian}} only. Gives +1 to Deny the Witch rolls and a force weapon gains +1S and is considered a Chapter Relic. ** Similar to the frost weapon explanations above with regards to strength values, you'll get a lot of use on force swords getting bumped to S6, but force staves do go to S8 for a diet thunder hammer. </tab> </tabs>
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