Saturday, February 4, 2017

Inferno Army Summaries - Part 4 The Space Wolves



Space Wolves rules!

Here is Garro's continual summary of the rules from the newly released "Inferno".

As we keep saying, this is the hottest book yet, with so much new stuff and THREE great armies (Thousand Sons, Space Wolves, Talons of the Emperor - Custodes, SIsters)

INFERNO COVERAGE PART 2 - SPACE WOLVES

gain +1WS if they are successfully charged, and also have counterattack
models without jump packs or terminator armour gain +1 to run and consolidation moves
ignore night fighting, may reroll outflank, and infiltrators may not deploy within 18" regardless of line of sight
consuls may not be chosen as compulsory HQ choices
must take at less 1HQ for each 1,000pts (1,500pts etc must take 2)
champlain, libraran and primus medicae are not allowed (replaced)
all existing troops choices gain 'support squad'
space wolves have their own Warlord traits (sagas) can ONLY take these, not others.

Rites of War

number 1
+1 to reserves
all units without terminator armour gain hit and run, but only run 2d6 rather than 3d6 as usual
successful charges gain an additional +1 to attack (stacks with rage, regular charge bonus, etc)
no artillery or drop pods of any kind
only a single Heavy support choice

number 2
all grey slayer and assault squads must attempt a charge if in range
+1 to combat resolution if in enemy deployment zone
gains a certain warlord trait that allows all units to reroll all charges and run rolls for a single turn, warlord can still get this trait allowing for 2 turns
no allied space marines, and no immobile. artillery or slow and purposeful units allowed either

Fenrisan Wolves can be purchased for praetors or centurions for cost
frost blades are in, blade, axe, claw and great blade are choices
aether-rune armour gives +1W and reroll deny the witch

Deathsworn pack
comes with power axe and bolt pistol, may take rad grenades,
are fearless while in combat, also any model killed before it attack in closecombat, may still attack, instead at I1 as long as the squad isn't wiped out.

Varagyr wolf guard terminators
terminators all with frost weapons
if charges over 6", makes a str5 hammer of wrath attack, chosen warriors, gains +1 to combat resolation if enemy challenger is killed
grey slayers
10-20 man troops choice
1in5 can swap out for power fists etc
start with just CCW and bolt pistol, but can buy bolter, combat shield, heavy chainblade, or power weapon for price
can not go to ground.
may charge after runnning or firing bolters, but has -1" to charge range

Geigor Fellhand (from burning of prospero boxset)
ap2 mastercrafted lightning claw,may charge after runnning or firing bolters, but has -1" to charge range
Hvarl Red-blade
up to 3 infantry units gain scout
ap2 +2str axe, not unwieldy
in tartarus terminator armour
preist of fernis
general consul upgrades,
must choose to be a 'speaker of the dead' or 'caster of runes' gaining abilites depending

Leman Russ
wolf guard and veteran tactical squads are troops,
all wolves gain +1leadership
sword is ap2 with shred, axe is +2str ap2 sunder non unwieldy
wolfkin of russ
1 model units, take must start within 6" of russ, then run off. pretty nasty against small units or stragglers.


Thanks to Garro and for updates, check out his page on Facebook.



Loken


2 comments:

Gustavo Hernandez Avila said...

I have read that Russ have a howl once per battle. Does anybody know that rule? Thank you

James Esler said...

The rule is a reroll on charge distances

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