Sunday, December 19, 2010

Space Wolf: 1850 Roster in the Works to Test

Name # Grp WS BS S T Wo I A Ld Save Cost
Rune Priest 1 HQ 110
...in Power Armour
  Rune Priest in Power Armour 1
5 4 4 4 2 4 2/3 10 3+ [110]
Chooser of the Slain; Jaws of the World Wolf; Murderous Hurricane
Rune Priest 1 HQ 110
...in Power Armour
  Rune Priest in Power Armour 1
5 4 4 4 2 4 2/3 10 3+ [110]
Chooser of the Slain; Living Lightning; Murderous Hurricane
Wolf Guard Pack 1 Elite 247
Wolf Guard in Power Armour; Razorback
  Wolf Guard in Power Armour 4
4 4 4/8 4 1 4/1 2 9 3+ [172]
Combi-Meltagun (x1); Power Fist (x1)
  Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [75]
Lascannon and TL Plasmagun
Grey Hunters Pack 8 Troops 4 4 4 4 1 4 1/2 8 3+ 215
Mark of the Wulfen; Wolf Standard; Meltagun; Rhino
  Grey Hunter w/ Mark of the Wulfen 1
4 4 4 4 1 4 D6+1 8 3+ [15]
  Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Extra Armor
Grey Hunters Pack 8 Troops 4 4 4 4 1 4 1/2 8 3+ 215
Mark of the Wulfen; Wolf Standard; Meltagun; Rhino
  Grey Hunter w/ Mark of the Wulfen 1
4 4 4 4 1 4 D6+1 8 3+ [15]
  Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Extra Armor
Grey Hunters Pack 8 Troops 4 4 4 4 1 4 1/2 8 3+ 215
Mark of the Wulfen; Wolf Standard; Meltagun; Rhino
  Grey Hunter w/ Mark of the Wulfen 1
4 4 4 4 1 4 D6+1 8 3+ [15]
  Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Extra Armor
Grey Hunters Pack 8 Troops 4 4 4 4 1 4 1/2 8 3+ 215
Mark of the Wulfen; Wolf Standard; Meltagun; Rhino
  Grey Hunter w/ Mark of the Wulfen 1
4 4 4 4 1 4 D6+1 8 3+ [15]
  Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Extra Armor
Land Speeder Squadron 1 Grp: Fast BS: 4 FA: 10 SA: 10 RA: 10 70
Multi-Melta (x1); Heavy Flamer (x1)
Land Speeder Squadron 1 Grp: Fast BS: 4 FA: 10 SA: 10 RA: 10 70
Multi-Melta (x1); Heavy Flamer (x1)
Long Fangs Pack 4 Heavy 4 4 4 4 1 4 1 9 3+ 190
Missile Launcher (x4); Razorback
  Squad Leader 1
4 4 4 4 1 4 2/3 9 3+ [15]
Bolt Pistol; Close Combat Weapon
  Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [75]
Lascannon and TL Plasmagun
Long Fangs Pack 4 Heavy 4 4 4 4 1 4 1 9 3+ 190
Missile Launcher (x4); Razorback
  Squad Leader 1
4 4 4 4 1 4 2/3 9 3+ [15]
Bolt Pistol; Close Combat Weapon
  Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [75]
Lascannon and TL Plasmagun
Total Cost: 1847

Option Footnotes
Psychic Powers
Jaws of the World Wolf As a Psychic Shooting attack, the Rune Priest may trace a straight line along the board starting with the Rune Priest and ending 24" away. This line may pass through terrain. Monstrous creatures, beasts, cavalry, bikes and infantry models that are touched by this line must take an initiative test. If the model fails the test, it is removed from play. Monstrous creatures may subtract one from their dice roll although a roll of 6 is always a failure.
Living Lightning A psychic shooting attack with the following profile:
Unlimited Range; S7; AP5; Assault D6.
Murderous Hurricane A Psychic Shooting attack with a range of 18". The target unit takes 3D6 Strength 3 hits with AP -. Place a marker next to the affected unit - next turn that unit treats all terrain, even clear terrain, as both difficult and danergous.
Wargear
Chooser of the Slain Place a Chooser marker anywhere on the battlefield before the enemy has desployed. This marker must be smaller than the Rune Priest Model and cannot be destroyed. Enemy units may not use Infiltrate to deploy within 18" of a Chooser marker. Should the Rune Priest make a Shooting attack that has a line of sight to the Chooser marker, he may treat his BS as one higher than normal.
Extra Armor Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.
Wolf Standard Once per game, for the duration of the next Assault Phase, all models in that unit may re-roll any dice rolls of a 1.
Weapons
Bolt Pistol 12" Range; S4; AP5; Pistol
Bolter 24" Range; S4; AP5; Rapid Fire
Close Combat Weapon If used with another close combat weapon, +1 attack in close combat.
Combi-Meltagun 24" Range; S4; AP5; Rapid Fire (Bolter)
12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle)
Heavy Flamer Template; S5; AP4; Assault 1
Lascannon and TL Plasmagun Lascannon: 36" Range; S9; AP2; Heavy 1.
TL Plasmagun: 24" Range; S7; AP2; Rapid Fire, Gets Hot!, Twin-linked.
Meltagun 12" Range; S8; AP1; Assault 1; Melta.
Missile Launcher Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
Multi-Melta 24" Range; S8; AP1; Heavy 1; Melta.
Power Fist Ignores armour saves, increases strength in close combat.
Runic Weapon Counts as a Force Weapon. Whenever an enemy model suceeds on a Psychic text within 24" of one or more models with a Runic Weapon, that power is nullified on a 4+. A runic weapon always wounds Daemons on a roll of 2+; this has no effect on vehicle models.

Roster Design Information
And They Shall Know No Fear... (p74 WH40K)
Acute Senses (p75 WH40K)
Counter-Attack (p74 WH40K)

Validation Report
b-2. Apocalypse Allies: Trusted Allies only; d-1. Formatting: Competition Output, for AB 3.2; c-1. File Version: 1.07b For Bug Reports/www.ab40k.org; b-1. Roster Options: Apocalypse, Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Space Wolves
Roster satisfies all enforced validation rules

Roster Statistics
% Elite: 13.4
% Fast: 7.6
% Heavy: 20.6
% HQ: 11.9
Model Count: 61
% Troops: 46.6
% Wargear: 0.0
Files version: 1.07
Faith Points: 0

Group Min Max Used
HQ 1 2 1
Formation - 0 0
Other Units - 0 11
Legendary Units - 0 0

Created with Army Builder - Copyright (c) 1997-2006 Lone Wolf Development, Inc. All rights reserved.

5 comments:

  1. I'm free! Sort of. I Still have to erase the connection between the man I once was and the man who speaks to you now. Also, you may want to clean up the AB stuff. As Holythunder4ce and I were discussing, Games Workshop does not like individual point values or stats, but you can get away with unit totals. I would also suggest to set a ~200-250 word preview so you can still get a good description for a topic without some of the larger ones stealing the page.

    It's good to be back after two whole days.

    ReplyDelete
  2. I like it. it is sad that it seams like all marine list are full of transports (mine included). This seams like a solid list that have a strong space wolf theme, should be competitive, and in no way looks like a jerk army (like mine). I do have a question. you have 4 grey hunter squads with rhinos. There is room in each of them to have a wolf guard member in them and yet the wolf guard have a razor back. Is it your plan to break them up in the squads or keep them as a group? Also is it your plan to put two wolf guard members in the long fangs then two in squads then the other two ruin priest in the last two squads still leaving one empty razor back? Just trying to figure out your strategy :)

    ReplyDelete
  3. Thank you for the compliments Bryan. I agree with you on the apparent need for transports in marine armies to get the job done. I wish we could find a good balance between foot and mechanized armies but alas.

    To answer your questions, the Wolf Guard will be placed in each of the Grey Hunter squads. This will give each squad the boosted leadership and add the ability to challenge armor and monstrous creatures alike. This will leave the razorback as an empty transport to provide support fire and/or taxi to whomever needs it.

    The Rune Priests will join the long fangs as they are, in my opinion, more of a support character and don't need to be in the front lines.

    ReplyDelete
  4. On a side note. I'm creating my own Fandex to use for the 13th Co. I'll be posting some of my ideas soon so you all can help me balance it out. I just miss the feel of the 13th Co. and I know it can only be officially used in friendly games, but what the heck right?

    ReplyDelete
  5. Looking forward to that. As a long time space wolf Player I think the army should be more like the 13th company

    ReplyDelete