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Hey all thought it would be fun to have a thread where people could take their Wolf Lord and hypothetically sit in the GW designer chair.

 

Take your Wolf Lord and construct a special character that best illustrates how you invasion your Lord if you could do anything.

 

Try to come up with a realistic points cost and don't go over board with stats.

(Pretend you need to get it passed the editor at GW for approval)

 

 

Here's Mine:

 

Wolf Lord Haakon Stormbrow, Leader of the Lightning Wolf Great Company.

http://2.bp.blogspot.com/-MzMeCsysZqA/Tm4yhMIBWrI/AAAAAAAAECg/X2eQfOQnQNk/s1600/m1520373a_2010-11-23_B_749xXXX.jpg

 

Some think him a ghost, others a legend, but all of the emperor's enemies know only that the moment you see Haakon Stormbrow, you are already dead. He has earned the nickname the flash of death. He is said to have the fastest reactions of any space wolf to have ever lived.
Haakon was able to salvage a few rare teleport packs from a grey knight squadron he was sent after, unfortunately the grey knights had been killed but unbeknownst to the Inquisitor who commanded the mission the teleport packs were completely salvageable, Haakon who was disgruntled with the inquisitor and the way he had been ordered around decided not to report the recovery and instead claimed it under an old wolf tradition know as the spoils of war.

 

WS 6  BS 5  S 4  T 4  W 3  I 5* A 4  Ld 10  Sv 2+/4++     Unit Type: Jump Pack Infantry (Character)  Points: 240

Wargear:

  • Runic Armour
  • Frag and Krak Grenades
  • The Frost Dragon (Relic)
  • Personal Teleporter
  • Belt of Russ
  • Diamond Tooth (Relic)

Special Rules:

  • Acute Senses
  • And They Shall Know No Fear
  • Counter Attack
  • Hit and Run
  • Eternal Warrior
  • Scout
  • Warp Assault
  • Independent Character

Warlord Trait: Saga of the Warrior Born

 

The Frost Dragon: The frost dragon is an ancient wrist mounted storm bolter with Hel-frost rounds and a bayonet (punching blade) attachment

Range 24" S4 AP 4  Assault 2, Helfrost, in melee it counts as a close combat weapon.

 

Diamond Tooth: Said to be the sharpest frost blade ever constructed, Diamond Tooth Has yet to meet a substance it can't cut, it was named after a dispute in which 2 nobles were fighting over a fist sized diamond, with 1 swing of his sword Haakon cut the diamond in 2 ending the dispute.

Range -   S +1    Ap 2   Melee, Master Crafted, Armour Bane.

 

Warp Assault:  Haakon has mastered control over his personal teleporter to such a degree that he ignores the minimum safe distances for exiting a warp field, he will teleport right into the heart of an enemy squad and attack immediately catching his opponent off guard.

When Haakon assaults move Haakon into contact with the squad anywhere within charge range (even in the middle of the squad) after he is positioned you may continue to do overwatch but no overwatch damage can affect Haakon (treat him as if he is not there). To represent the risk of exiting the warp in such a dangerous way, Haakon suffers a Str 4 Ap 2 hit if a double is rolled for charge range, On a turn in which Haakon charges he gains +2 Initiative, as he catches his opponent off guard.

 

Special:

A force that includes Haakon may upgrade 1 pack of Power Armoured Wolf Guard To his personal bodyguard, they must purchase a Personal Teleporter at 15 points per model, the squad also gain the Scout and Hit and Run universal special rules. Their unit type also becomes Jump Pack Infantry.

 

 

 

How i balanced points: Took Krom, swapped furious charge and stubborn for scout and hit and run, added eternal warrior (20points), Runic Armour (20), Teleport pack (20) and storm bolter (10) also (15) for the relic weapon.

 

 

Well thats my idea for a very different wolf lord who fights in what some wolves would consider an unconventional way.

Can't wait to see what others come up with.

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Many moons have passed since the day when Reinn Bloodhowl first walked on the plateau of Asaheim, his Saga sung in the great halls of the Fang. Now once more he has come back to the Aett after three hundred years in the Eye of Terror searching for the Wolf King. Now he brings war to the enemies of the Imperium aboard the Blood of Fenris, he and his Wulfen cursed brothers bring devastation to all who come before them, will not relent all of the Imperium is free from danger and the corruption that has befallen it.

 

Reinn Bloodhowl, The Bloodwolf, The Kingslayer – 210pts

WS  BS  Ld  Sv

 6     5   3   4 10  2+

 

Wargear

  • Frag and Krak Grenades
  • Belt of Russ
  • Svellvindr (Relic)
  • Helskjoldr (Relic)

Svellvindr - An ancient Frost Blade made for Reinn in the early 37th Millennium. The machine spirit in the blade is tuned perfectly to Reinn’s warrior spirit. As such in the presence of a worthy adversary or one who has answered the call of Reinn’s challenge the blade growls as heart of Fenris itself lived inside the blade.

 

  S  AP  Special Rules

+1   3    Master Crafted, Fleshbane, Kingslayer.

 

*Kingslayer - when fighting in challenges the weapon gains the Rending Special rule.

 

Helskjoldr – Before Reinn Bloodhowl set off to the Eye of Terror with those who would join his Great Company the Iron Priests made him suit of Runic Armour, it was designed with power fields of great strength and fortitude enough so the wearer could withstand the blows of even the mightiest of Daemons of Chaos.

Helskjoldr is a set of Runic Armour that also grants the wearer the Eternal Warrior special rule.

 

Special Rules

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

Edit - tidy up of the pointless rules and suggestions passed over by you guys  

 

 

 

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yeah he's right and if you give him saga of the warrior born he gets re-roll to hit in challenges anyway, maybe replace kingslayer with fleshbane and drop his points to 175

 

as when comparing Reinn to Krom he has exchanged furious charge for eternal warrior (+10 points) taken runic armour (+20 points).  

personally i would drop all of the relics special abilities and just make it a master crafted frost blade with flesh bane and add 5 points  giving a Total of 175 for you Wolf Lord

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hard to play along because my wolf lord already has rules. But if i were to tweak bran...

 

i would make his axe an AXE, ie ap2.

 

i would improve his saga to grant behind enemy lines to himself, the unit he joins, and up to two grey hunters packs (along with attached IC provided they lack TDA).

 

 

I would give him a 4+ FnP save while in beast form, I'd probably also give him an extra wound and restore his wounds to maximum when he shifts. I'd probably also make tte +1 bonus for units in cc apply to units that have been in cc at any time since the start of the previous turn.

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hard to play along because my wolf lord already has rules. But if i were to tweak bran...

 

i would make his axe an AXE, ie ap2.

 

i would improve his saga to grant behind enemy lines to himself, the unit he joins, and up to two grey hunters packs (along with attached IC provided they lack TDA).

 

 

I would give him a 4+ FnP save while in beast form, I'd probably also give him an extra wound and restore his wounds to maximum when he shifts. I'd probably also make tte +1 bonus for units in cc apply to units that have been in cc at any time since the start of the previous turn.

 

I had a thought, what if the "werewolf" infection triggers the effect in other wolves, this would be done by, instead of +1 bonus in cc, you make it that at the end of each turn, all space wolves within 6" of Bran in wolf form must take a toughness test, if they fail the test they drop all weapons except a power fist (since you can't drop that) and gain the Mark of the Wulfen for the rest of the game, and instead of a full heal for transformation you keep him at 3 wounds, but when he enters wolf form he gains +1 wound and his feel no pain goes to a 3+.

 

On a side note:

I really hate unwieldy on axes too my friend, they should have a new universal rule called cumbersome, any weapon with that rule has -2 initiative in combat, hell you could even say any infantry unit holding a heavy weapon automatically suffers from cumbersome unless they have relentless. I'd gladly have init 2 long fangs and power/frost axe marines and init 3 wolf lords over the current system in place. Guardsman would still be at init 1 so a fist vs a power axe makes no difference in attack order and balances out their cost fairly.

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I have updated my Wolf Lord - Cheers for the suggestions guys was at work whilst I did it 

Thats so much more awesome, it looks simple and GW love simple lol

 

still think he is over priced 30 points, maybe if it was based on the 5th ed codex, but if you compare to Krom, Wolf Lords are about 30 points cheaper then they used to be

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Well, my "Great Company" is actually just the rearguard of the Great Wolf's Company, but since the Battle Leader who leads it is old enough to have fought alongside Wolf Guard Logan Grimnar, I think he deserves the boost to his stats

med_gallery_69563_8689_25187.jpgmed_gallery_69563_8689_110059.jpg

The Saga of Aelic of the Broken Blade is a long if seldom song tale. One of the eldest Wolf Guard of the Great Wolf's Company, Aelic has fought alongside Logan Grimnar since he was a Blood Claw and Logan was a newly promoted Wolf Guard assigned to watch Aelic's pack. Aelic earned his title and his place among Logan's Wolf Guard during the First War for Armageddon, when he snapped a daemon weapon in two after a Champion of Chaos had slain a Rune Priest accompanying his pack and rallied the nearby guardsmen and surviving marines to repel a flanking maneuver that could have. Since that time, Aelic has served as one of Logan's most dependable Battle Leaders. He is not proud or glory-seeking, perfectly content to take the inglorious but critical missions that other, more ambitious Wolf Guard, might chafe at being assigned. Aelic has also gained a reputation for surviving impossible odds through sheer stubbornness, having cheated Morkai's grasp on several occasions, including once managing to tear his way out of a dying Hierophant Bio-titan's throat.

Aelic of the Broken Blade -215/245 points (Depending on how much Wolf Lords drop in points in the new codex)

WS BS S T I A Ld Sv

6 5 4 4 5 4 10 2+

Wargear: Master-crafted Powerfist, Runic Armor, Storm shield, Cloak of the Fell-Handed

Cloak of the Fell-Handed (Relic): Once born during the Horus Heresy by Bjorn himself, this oft-patched cloak has always managed to survive in at least one scrap* throughout countless battles and encounters from everything from meltaguns, warpfire, and even a few cases of being swallowed whole. Typically worn by Battle Leaders in the service of the Great Wolf, those gifted with this ancient relic have a reputation for surviving impossible odds. Many of those who have born the cloak have gone on to serve the Chapter long after they fell on the battlefield as Dreadnaughts.

The bearer of the Cloak of the Fell-Handed has the Adimantium Will and Eternal Warrior special rules.

Special Rules: Stubborn, Counter Attack, Acute Senses, And They Shall Know No Fear, Old Shield Guard, Blade Breaker

Old Shield Guard: Aelic is often assigned to accompany younger Priests and Battle Leaders into battle, tempering enthusiasm and ambition with wisdom and experience. He prefers to allow others to take the lead, acting instead as a bodyguard and Advisor. Aelic may only be designated as your warlord if he is the only HQ choice taken in your primary detachment. In addition, any character making a Look Out, Sir! test automatically passes if the wound would be allocated to Aelic.

Blade Breaker: Since the fateful conflict on Armageddon, Aelic has shattered many weapons with his power fist. Warriors who fight against him often find their weapon reduced to smithereens. Whenever Aelic rolls a '6' to hit, his controlling player may attempt to sunder the enemy's model's weapon instead of rolling to wound. If Aelic succeeds on a strength test, the enemy model uses the use of one of their close combat weapons, determined randomly.

*Although as Bjorn himself has tacitly observed, not always the same scrap.

Pricing Information

-Start with 70 point base Wolf Lord. Add 80 points for generic wargear and 40 points for his relic (Saga of the Warrior Born + Wolf Tail talisman, basically). The remaining points go towards the blade breaker rule, which seems to be a tad stronger than the Eldar disarming rule, if only because Aelic is using his powerfist's strength.

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Aelic of the Broken Blade -215 points. That is WAY to cheap for the amount of special rules he has.

Wolf Lord Haakon Stormbrow -220 is also way too cheap. Krom is badly priced, so if he is your base thats the initial problem. a base Wolf Lord, no stat adjustments and runic armor and belt of russ is 170 points. You have this guy moving faster than most Primarchs, and 5 attacks base, with a frost blade at ap2 and armor bane...really? Do your opponents allow you to play this?

 

WLK

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Aelic of the Broken Blade -215 points. That is WAY to cheap for the amount of special rules he has.

Wolf Lord Haakon Stormbrow -220 is also way too cheap. Krom is badly priced, so if he is your base thats the initial problem. a base Wolf Lord, no stat adjustments and runic armor and belt of russ is 170 points. You have this guy moving faster than most Primarchs, and 5 attacks base, with a frost blade at ap2 and armor bane...really? Do your opponents allow you to play this?

 

WLK

The general consensus is Wolf Lords are going to see a significant drop in price in the current edition- If they don't see a ~30 point drop Aelic would probably be closer to 250 points, yeah. Blade breaker does seem to strong on reflection, too. I think I'd have it only trigger on 6's to hit.
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I made this up a long long time ago. Not sure how it compares now, but I thought it OK back then. Wouldn't mind giving it more of a try now.

 

ULLR DIREFANG

Ullr Direfang

WS BS S T W I A Ld Sv

6    5   4  5  3 5 4 10 2+/4+*

Points: 295

War gear: Bolt Pistol, The Dire Wolf Hammer, Runic Armor, Belt of Russ, Frag Grenades, Melta Bombs, Wolf Tooth Necklace, Saga of the Bear.

Special Rules: And They Shall Know No Fear, Independent Character, Acute Senses, Counter-attack, Blank, Massive

Massive: Ullr is large even for a Space marine. He rivals the legendary Wolf Guard Ranulf in Size. He counts as two models for transport purposes.

Blank: Ullr Direfang is a very unique individual for many reasons; there are very few individuals in the whole universe with his most unique attribute. He is a blank, and warp energies are barely able to affect him or anyone close to him. This is very useful against enemy psychers but it also affects friendly units. Fortunately the Runic armor Ullr wears helps lessen the effects. All psychic tests taken within 6" of Ullr test on a Ld of 7, unless their original would be lower. Also friendly units may become overwhelmed with nausea. All friendly units within 6" of Ullr must pass a normal leadership (they cannot use Ullr’s Ld) test. If they pass they may act as normal. If they fail, they move as though in difficult terrain, for both normal moving and assaults, and in if they are in combat they only hit the enemy on a 5+ regardless of their weapon skill, unless it would be worse normally. Ullr has been like this his whole life so is unaffected by its ill effects.

The Dire Wolf Hammer: This hammer was a weapon of opportunity when Ullr Direfang was defending the bridge of “The Spirit of Geri” from the Thousand Sons. After being Cleansed by the Rune Priests and re-forged by Iron Priest thought it fitting for the new Wolf Lord, it was named The Dire Wolf  Hammer, and named it for Ullr’s Strength. In the game the hammer counts as a one handed weapon, and grants Ullr +D3 Attacks and +2 Strength and it counts as a power weapon. The might of the hammer can seemingly inspire those around it, at the start of each assault phase (both player’s) roll a D6 and consult the table below:

Dice Roll:                Effect:

6                           Ullr Direfang and any unit he has joined, gain an addition +1 attack (this stacks with all other bonuses, two close combat weapons, charging, Mark of the Wulfen, etc.)

5-2                         The hammer has no effect on Ullr in any way.

1                           Those around Ullr, including Ullr himself, are struck in awe about what how the fight turned out and are caught flat footed. If the combat was won by Ullr and any friendly unit involved in the combat, they are unable to make a sweeping advance and the enemy unit flees as normal. If they are not in combat, there is no effect.

Dire Wolves: Ullr may be accompanied by two Dire Wolves for +12 points each. Dire Wolves count as beasts, but may only charge 6 inches.

Dire Wolf

WS BS S T W I A Ld Sv

 4   0   4  5 1  4  2  5  6+

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Aelic of the Broken Blade -215 points. That is WAY to cheap for the amount of special rules he has.

Wolf Lord Haakon Stormbrow -220 is also way too cheap. Krom is badly priced, so if he is your base thats the initial problem. a base Wolf Lord, no stat adjustments and runic armor and belt of russ is 170 points. You have this guy moving faster than most Primarchs, and 5 attacks base, with a frost blade at ap2 and armor bane...really? Do your opponents allow you to play this?

 

WLK

 

As others have stated it is believed based on Krom wolf Lords will be cheaper.

 

If you feel i have grossly under-costed him, but do realise the extra attack given, is to show that he has a sort of "true grit" with his wrist mounted storm bolter, so it's sort of treated like he has both a storm bolter and a bolt pistol. So that leaves his only real boost to stats being his higher initiative,

But i will rework if you like.....

135 - krom

+15 - wrist mounted storm bolter with true grit and Hel-frost rounds

+20 - Runic Armour

+20 - Eternal Warrior

Swap - stuborn for stealth

Swap - furious charge for hit and run

change frost axe to frost sword

+10 - add special rule to weapon "flesh bane"

+10 - lower AP of weapon by 1

+20 - add a personal teleporter (jump pack)

+10 - add 2 initiative

free - special rule for 1 unit of power armoured who equip personal tele porters (jump pack) to gain stealth and hit and run if escorting Haakon

240  - total for re-evaluated points cost

 

As to do my friends let me play him......???? this is a hypothetical what if you are in charge, not what do you use.

if i made him with the current codex he would just be a wolf lord with saga of the bear, belt of russ, frost blade, storm bolter, runic armour and a jump pack(modelled as a teleporter).

 

 

And as to base Wolf Lord prices.... i'm confident to wager that wolf lords will be priced at 70 points and wolf guard battle leaders at 50.

I believe GW is trying to make characters a little cheaper.

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Aelic of the Broken Blade -215/245 points (Depending on how much Wolf Lords drop in points in the new codex)

WS BS S T I A Ld Sv

6 5 4 4 5 4 10 2+

Unless I'm much mistaken, you've forgotten Wounds. msn-wink.gif

Maybe hea can not suffer wounds Oo

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Aelic of the Broken Blade -215 points. That is WAY to cheap for the amount of special rules he has.

Wolf Lord Haakon Stormbrow -220 is also way too cheap. Krom is badly priced, so if he is your base thats the initial problem. a base Wolf Lord, no stat adjustments and runic armor and belt of russ is 170 points. You have this guy moving faster than most Primarchs, and 5 attacks base, with a frost blade at ap2 and armor bane...really? Do your opponents allow you to play this?

 

WLK

 

As others have stated it is believed based on Krom wolf Lords will be cheaper.

 

If you feel i have grossly under-costed him, but do realise the extra attack given, is to show that he has a sort of "true grit" with his wrist mounted storm bolter, so it's sort of treated like he has both a storm bolter and a bolt pistol. So that leaves his only real boost to stats being his higher initiative,

But i will rework if you like.....

135 - krom

+15 - wrist mounted storm bolter with true grit and Hel-frost rounds

+20 - Runic Armour

+20 - Eternal Warrior

Swap - stuborn for stealth

Swap - furious charge for hit and run

change frost axe to frost sword

+10 - add special rule to weapon "flesh bane"

+10 - lower AP of weapon by 1

+20 - add a personal teleporter (jump pack)

+10 - add 2 initiative

free - special rule for 1 unit of power armoured who equip personal tele porters (jump pack) to gain stealth and hit and run if escorting Haakon

240  - total for re-evaluated points cost

 

As to do my friends let me play him......???? this is a hypothetical what if you are in charge, not what do you use.

if i made him with the current codex he would just be a wolf lord with saga of the bear, belt of russ, frost blade, storm bolter, runic armour and a jump pack(modelled as a teleporter).

 

 

And as to base Wolf Lord prices.... i'm confident to wager that wolf lords will be priced at 70 points and wolf guard battle leaders at 50.

I believe GW is trying to make characters a little cheaper.

 

 

I like that you broke down the points, but disagree on the amount of points for certain upgrades.

 

Oh well, its your creation.

 

WLK

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The thing with initiative is though, that unlike other stats it gets diminishing returns, as the number of different units you act before when you compare 5 to 4 is lots, 6 to 5 is less, and 7 to 6 is minuscule hence i didn't see the need to make his points to high, as it won't really matter to much, i could easily make him init 6, but i felt a 7 gave his speed a truly off the charts feel without impacting the game too much.

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so comparing to other armies Haakon Stormbrow would be:

Nids- as fast as a Broodlord, faster then a gene stealer or lictor.

Tau- faster then a kroot hound or vespid

Orks- no change

Necrons- no change

Eldar- faster the an exarch, harlequins, autarch or avatar, and as fast as a phoenix lord.

Dark Elder- faster then arena champ, beast master, hekatrix, hellion, khymera, klaivex, reaver syren, or wych, as fast as an archon, and slower then a succubus

Chaos- faster then Characters from slanesh or demonettes, as fast as a herald of slanesh

Sisters- faster then a death cult assassin.

Guard- no change.

Marines- grey knights with nemesis halberds match him as do imperial assassins, regular dudes with halberds are slower.

 

However, what i think may do to balance him a bit better so he is not "Overpowered for his price", is i will make him initiative 5, but give him a new rule:

 

Warp Assault:  Haakon has mastered control over his personal teleporter to such a degree that he ignores the minimum safe distances for exiting a warp field, he will teleport right into the heart of an enemy squad and attack immediately catching his opponent off guard.

When Haakon assaults move Haakon into contact with the squad anywhere within charge range (even in the middle of the squad) after he is positioned you may continue to do overwatch but no overwatch damage can affect Haakon (treat him as if he is not there). To represent the risk of exiting the warp in such a dangerous way, Haakon suffers a Str 4 Ap 2 hit if a double is rolled for charge range, On a turn in which Haakon charges he gains +2 Initiative, as he catches his opponent off guard.

 

Ill update his Profile with this above.

and rework his storm bolter so that he can be given standard Wolf Lord stats.

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