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Space Wolves

To create a space wolves force using this codex use the following amendments. You must use them all, you cannot
choose to ignore some, although you aren’t forced to take units that need amending.
Army Special rules Relic Blades become +1S one handed power weapons.
Characters may take a wolf tail talisman for 3 points. It
Chapter Tactics: The Sons of the Wolf
gives the model a 6+ invulnerable save against psychic
All units with the combat tactics rule receive the following
attacks.
special rules instead. They receive Counter Attack and
are Stubborn for morale tests made in combat. Any independent character may take 0-4 Fenrisian
Wolves or 12 points each. Using the following profile:
Wargear:
WS4 BS0 S4 T4 I4 A2 Ld8 Sv6+
All characters may take a wolf tooth necklace for 10
points. It confers the preferred enemy (everyone) to Unit Type: Beasts
them. Wargear: Close Combat Weapon
Characters may take a runic charm for 10 points each. It Special Rules:
allows one failed armour save to be rerolled. Chapter Tactics: The Sons of the Wolf

HQ Fast Attack

Chaplains cost 20 points more and come with a Assault squads are WS3 BS3 and have Furious Charge.
narthecium. One model in every five may take a power weapon for 10
points or a power fist for 15 points.
Venerable Dreadnoughts become HQ choices.
You may not take scout bikers.
Command squads cannot take Apothecaries.
Bike squads are WS3 BS3 and have Furious Charge.
Librarians may take a Chooser of the Slain for 10 points You may take up to 10 in the unit.
which prevents enemy units from using the Infiltrate
special rule unless they roll a 4+ on a D6 when attempting
to.
Heavy Support
Elites Devestator Squads are Ld9 and may target two separate
units in the shooting phase. You may only take 5 models
Scouts become Elites choices. They cost 2 points more
in the unit.
each and are WS4 BS4. They may use their outflank to
come in on the enemy’s table edge. Roll the D6: on a 1-2 You may take a Leman Russ exterminator as a heavy
left, 3-4 right, 5-6 rear. support choice using the following profile for 180 points:

Terminator and assault terminator squads become a BS 4 Front 14 Side 13 Rear 10


single squad choice that can take any mixture of the Wargear: Exterminator autocannon in the turret, smoke
weaponry available to them. Powerfists can be replaced launchers, spot light
with thunder hammers or lightning claws for no cost.
Must also take a hull-mounted lascannon for 15 points or
Sternguard receive close combat weapons and may heavy bolter for 5 points.
replace them with power fists or lightning claws for 15
May take sponsons armed with heavy bolters for 10
points or they may replace them with power weapons for
points.
10 points.
May take extra armour, storm bolter, dozer blade, or
hunter killer for the same points costs given in the
Predator entry.
Troops

Tactical squads may not take heavy weapons. Instead


one model may take a power weapon for 10 points or
a power fist for 15 points. They may take close combat
weapons for 1 point each.

Assault squads may be taken as Troops choices without


jump packs for 16 points each. They are WS3 BS3 and
have furious charge. You may take up to 15 of them in a
unit and one model in five may take a power weapon for
10 points or a power fist for 15 points.

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