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My only requirement is you let me borrow a codex I need in order The Grand Annulus of the Space Wolves can be found at the centre of the Hall of the Great. world of Fenris, the Space Wolves are deadly adversaries. Codex: Space Wolves contains everything you need to collect a mighty force of Space. Wolves and. CODEX: SPACE WOLVES. Official Update Version Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a.

Many of these organs were made to interact with natural body tissues as they developed, enhancing muscle growth, stimulating mental processes, and transforming the recipient recipient into a superhuman warrior. At this time, the Emperor had no idea where the Primarchs were or if they had even survived surv ived their ordeal. Only later, later, during the Great Crusade itself, was the Emperor able to recover the Primarchs, one by one. By then they had grown to adulthood amongst whatever cultures existed on the worlds to which their incubation pods had been spirited.

Space Wolves 8th Edition Codex: Leak Compilation

He was doomed, yet fate, it seemed, had other ideas. A few years later, the young wolf-child was discovered by a hunting party of Fenrisian tribesmen.

In a vicious confrontation, confrontation, the wolf-mother was slain by their spears and arrows, along with many of her cubs. It was then that fate intervened once more.

One of the tribesmen at last recognised the Primarch for what he was — human, not wolf — and called for his fellow huntsmen to lower their weapons. So did the WolfKing become a living legend throughout the many tribes of Fenris.

It was only later that some had cause to regret their decision, but by then it was too late, for Horus had become corrupted in mind, body and soul. It was a time of legends. It was an age of war. Even life Even in such baleful com compan panyy, Fenris is is amo amongst ngst the the very worst worst.. It is one of of the most inhosp inhospitabl itablee planets in the unive universe, rse, yet the folk of Fenris Fenris not not only only endu endure, re, but but thrive.

Fenris follows an elliptical orbit around its pale sun. For much of each long year the world is remote from even this feeble star, and its surface remains incredibly cold. At the height of winter, a man can walk between the many isles upon which the Fenrisians dwell: indeed, it is said that Sigurd the Tall climbed from the girdle of the world to the peaks of Asaheim in the far north, and that this mighty deed earned him a place in the halls of the gods.

Towa owards rds the end of the year year,, as the planet sweeps close to the sun once more, a brief spring warms the surface.

At its closest point to the sun, the sub-oceanic crust of Fenris breaks and twists, exposing its molten core to the icy waters.

Islands created in the upheaval of preceding years are cast into turmoil. Some endure, but many are broken apart or swallowed by the sea, casting their inhabitants into the merciless deep.

But the mighty rock the tribesmen know as Asaheim stands fast, a single changeless land amongst a world of ruin and torment. Here there are many unique creatures not able to live elsewhere on Fenris.

To a tribesman, it is truly the land of the gods. It is not an easy life. Some of these aquatic behemoths are as large as islands and can even consume a longship with a single gulp. Others are long and serpentine, with boiling ichor for blood and gargantuan shield-scales that glint in the sun like mirrors. Still others are too uncertain in form to describe, many-tentacled things with razored beaks and cold eyes like beacons that shine in the cold murk of the deep ocean.

It is against these creatures creatu res that the warriors of Fenris must match themselves, and those that emerge triumphant live forever in the folklore of their tribe.

To survive in such a land the Fenrisians must be warriors from the cradle to the grave. Yet their survival depends upon their wits and determination as much as their strength and skill at arms.

No man knows how much the landscape will change at the turning of the year. At the end of every summer there are bloody wars between the local tribes, and a series of vicious land grabs in which only those who succeed in capturing and defending the newly formed islands will prevail.

So it is that the life of the Fenrisian is one of continual migration and of constant, bitter warfare. Despite their hardships, the Fenrisians consider themselves blessed, for only warriors forged by such trials can win a place in the stories of those skalds and elders that keep the oral tradition of Fenris alive. So it has ever been. So it will ever be. Many Many that that undertake undertake this trial perish. Once they have fought every challenger they pick the most worthy and take them away into the dark, never to be seen again.

If a young warrior shows the signs of greatness during battle, the strangers may approach him, to the awe of all who witness it. Even should the chosen be on the point of death, the strangers care not. Once the young warrior has seen the ancient archway, he must pass though it. Wolf Priest on Bike: If you're looking for both survivability and the mobility then this is for you. Bikes got a massive buff as they move farther than before, giving the rider an extra wound and a toughness bonus.

Comes with the standard Primaris buffs, along with the better pistol. Chaplain Dreadnought Forgeworld.

It also buffs the strength of friendly models fighting the same unit as the dreadnought. It's also reasonably priced considering it's many advantages, points vanilla but can be cheaper or more expensive depending on wargear choices taking an assault cannon makes it cost as an example.

Disagree on that last point; Bjorn provides additional CP, his buff is active much more of the time, and hits much harder in assault, with Trueclaw being S12, AP-4, Dd6, re-rolling failed to-wounds.

Take BOTH.

Warhammer 40k - Codex - Adeptus Astartes - Space Wolves - 8th

Swapped in the Codex Sadly has a -1 to hit from the FAQ but inflicts a Mortal Wound on a 6 if it fails to kill its target it's alright. Also gets the option to take a Helfrost pistol stock in the Codex , which is equivalent to a pistol Meltagun with Mortal-on-6 instead of Melta at a 2 pt discount may have some value if you keep the Priest close to the front lines.

As of CA Servo arms are now free making this unit a far more compelling choice. As your cheapest HQ he acts as an excellent relic holder or warlord for smaller point games. An Iron Piest with servitors following can seriously break some stuff in CQC for an exceedingly low cost. Looks like the Alpha Legion and Thousand Sons did some ransacking before they left.

Iron Priest on Bike: The Biker Priest is the option you'll want to go for - that 20" move will allow you to zip round the battlefield healing your tanks where required for only 7 points more than a regular priest. Note, though, that an Iron Priest on bike can't repair if he moved more than 6", so his move is for getting him ready to repair - he can't just zip over and repair now, and his repair mobility is actually worse than on foot, since the foot version can Advance for a total of " and still repair.

Also, of course, the bike comes with a storm bolter. Iron Priest on Thunderwolf:These guys used to be really good in 7th edition, but they've fallen hard.

And he can't take Cyberwolves to eat wounds anymore! Unfortunately, there really isn't much reason to take him anymore. Rhino Primaris: One half of the Command Tank duo, the Rhino Primaris distinguishes itself from the basic Rhino by 3 things: its twin Plasma Gun, the ability to call an orbital bombardment a 72" range monster with S10 AP-4 Heavy D3 D6 damage that becomes Heavy D6 when used on a unit with 10 or more models and doesn't need line of sight, but can only be fired once per game , and its servo-skull hub.

It only has room to transport 6 units, though that's just enough for a Character and Wolf Guard Pack. Never fire the plasma gun on overcharged mode; the risk of destroying the Rhino Primaris isn't worth the extra damage. Probably better spent on those Hellblasters or plasma Long Fangs though. Positioning is important, but it's even more important with the Rhino Primaris. Rhinos are tougher now, but you don't want your light APC in harm's way.

But if you camp it behind a ruin that's somewhat central, flying units and other assets fighting in the vicinity all become viable options for the servo-skull hub. Imagine an overhead Caestus flying in, getting tagged by the Rhino, and then vomiting its weapons onto an enemy. That's the value of positioning.

Worst case, have the Rhino Primaris pick itself on Turn 1 with its servo-skull hub, and fire the orbital relay which can now be fired on turn one, a significant boost from 7th. A footslogging Wolf Lord may be better here than the Excelsior, but each scenario is different. If the Rhino is far enough back, a Primaris Wolf Lord with a stalker bolt rifle babysitting some Hellblasters anyway could help. If you're looking for a good base for a conversion, the Damocles Rhino from Forge World is a good start.

Apart from that, it's fairly similar to the vanilla LR, albeit better able to take on heavy infantry thanks to the grav-cannon.

As is the case for the Rhino Primaris, do not overcharge the plasma gun part of the combi-plasma. Your lascannons do everything that an overcharged plasma gun shot can do, without the risk of killing yourself in the process! Unless you're close to the Rhino Primaris, in which case, you might as well, since your rolls of 1 will become 2.

Often overlooked, this thing is a Character. While it has too many wounds to 'hide,' you can make this thing your Warlord. May not be a terrible choice in spite of its size, being the toughest vanilla Character in the book.

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It's expensive, but its sheer size adds a fair distance to its Jarl of Fenris special rule, meaning that a Wolf Priest-led melee squad disembarking from this thing can do a tremendous amount of damage while denying your opponent an easy Slay the Warlord.

Avoid getting stuck in melee, however; you're a tank and you still suck in the fight phase. Special characters[ edit ] Logan Grimnar : Everybody's favourite Santa returns once more to the HQ slot but he's no less a killing machine than before. Lastly, he gives an aura of rerolls to hit to all Space Wolves and Wolf Guard don't take morale within 6" of him. He's still great for teleporting in to buff a big unit of deep-striking terminators, as they benefit from both of his auras.

Logan Grimnar on Stormrider: For points now, the sled bumps his toughness to 6 and wounds to The extra attacks from the wolves aren't going to do much to anything that isn't light infantry, but they help. He also gains the ability to re-roll failed charges, which helps to compensate for his speed.

While on Stormrider, he no longer qualifies for his own Chapter Tactics, making him less accurate than on foot with the Thunder Hammer profile of the Axe Morkai and don't forget, he can't re-roll hit rolls of 2 with it, even though they are misses , and reducing his Heroic Intervention distance.

That said, because he is a vehicle, he is repairable by an overcosted Iron Priest. The latest errata makes him cavalry which should qualify him for the chapter tactic again. Alternative Take: Jolly Old Saint Logan can be a fairly cheap murder machine that fills out any list. Conferring a re-rolls to-hit aura to your Thunderwolves or Predator gunline, he is one of the few characters you want riding in front of your army.

He requires good Dakka to bring down and protects the rest of your list for at least a turn from most of the enemy's multi-wound shots. At 90 pts he boasts an extra attack, his frost axe deals D1d3, and he reduces enemy units' morale within 3" by 1.

Awesome model, and offers something different from the usual Wolf theme. Ragnar Blackmane : Comes in at points which is starting to hit the pricey side for a footslogging Lord. His War Howl now grants all units within 6" re-rolls to failed charge rolls, Insane Bravado doubles his heroic intervention range and his Frost Sword hits at S5 AP-4 D2, chewing through anything without a decent Invulnerable save.

If you're using a number of deep striking units Ragnar's a decent bet to support them in a pod, allowing anyone around him a better chance of hitting that first turn charge with his re-rolls.

Harald Deathwolf : This guy, right here, cheap as chips with a captain buff, Thunderwolf, storm shield, and pretty nice melee. He can deploy 9" from enemies through pseudo-outflank to threaten a charge.

So survivable, this is an 8th edition attempt at Chapter Master Smashfucker. His frost axe deals 2 wounds a pop as well and deals an extra mortal wound on a wound roll of 6, so even heavy infantry wont be safe.

Warhammer 40k - Codex - Space Wolves 5th

A few Wolf Scouts deploying behind enemy lines will protect him as well, whilst he lets them spray supercharged plasma around with his hit re-rolls. Gives extra buffs to Thunderwolf cavalry Njal Stormcaller : See below. You will be generally be better off giving him Runic Terminator Armour for maximum effectiveness, only take him if will be tranported and you wanto save some points. Also only 13 pts more than a similarly equipped Terminator Rune Priest but with a lot more benefits.

He can also deny 2 enemy powers per turn with a re-roll on one of the attempts, combined with his psychic hood this gives you a damn good chance of denying an opponents powers which really matters with all the Smite spam out there this edition.

Nightwing is still underwhelming but Assault D6 strength 3 shots are better than nothing.

Play aggressively and drop him with another deep striking unit so he can support them, throw out Powers and shut down enemy casters. Ulrik the Slayer : Ulrik's a souped-up Wolf Priest with slightly better stats, a bigger range to his Leadership-boosting ability and the Slayer's Oath, which greatly improves his support ability provided he's managed to kill a Character or Monster which isn't terribly likely, especially with his low mobility.

Ulrik's not quite as good as he used to be, but at only 30 points over a regular similarly equipped Wolf Priest not a terrible choice. In short unless you're running a bucket load of Fenrisian Wolves leave him at home. Bjorn the Fell Handed : With the buffs to Dreads in 8th Bjorn may well be the most powerful non-Lord of War unit in the game right now.

To start with he grants all Space Wolves units within 9 re-rolls of 1's to hit thanks to Saga of the Majesty buffing his aura and gives you a command point just for being on the table. He packs 5 strength 12, AP -4, D1d6 attacks with re-rolls to hit and wound in combat so there's very little that won't just get splattered upon contact.

With movement 8 he doesn't get around too badly either, spraying heavy weapon shots with re-rolls as he does so. Just point him towards the enemy and have fun. Bjorn is more or less a discount Leviathan dread. Leviathan is slightly tougher, Bjorn hits much better in CC.

He moves quicker, and will remain full power no matter how much damage he takes. Though the Leviathan brings ridiculous dakka to the table, in a comparison of shooting ability Bjorn looses out. Key in the comparison is the fact that Bjorn is a character and has 8 very tough wounds. This helps ensure that he will brutalize his opponents in CC, whereas the leviathan though equally powerful, will usually absorb a lot of enemy firepower before he gets stuck in resulting in significantly reducing damage output.

Basically, if you want to kill a swarm lord in CC, Bjorn will usually be the optimal and cheaper option; whereas if you prefer bug zapping at a more comfortable 18" a smart idea since your opponent will try and tarpit the heavies take the Leviathan.

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Less damage output in close combat, but with 2d6 S6 AP-2 D3 autohitting attacks, it will even out either during overwatch or before charging. Arjac Rockfist : " Mjolnir Foehammer to me! As a trade off it only does 1d3 damage; however, this is bumped back up to 3 damage against characters and monsters. In addition to this, he is able to re-roll all missed hits against characters and monsters, which, combined with his re-roll 1's to wound, makes him a supreme duelist, and all for only 8 points more than a similarly equipped terminator battle leader.

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Still gets to throw his hammer and the Anvil Shield now also reduces all wounds suffered by 1. An absolute auto-include if you're running an army with Terminators, Thunderwolves, or Wolf Guard bikers just remember he can't keep up with the latter two, so he'll have to deep strike in to provide his buff.

Troops[ edit ] Grey Hunters They're less tactical than they used to be after the loss of Counter-Attack and any ability to Outflank. But the Wolf Standard now lets you reroll run and charge rolls of 1, significantly improving their mobility, while their chainswords make them a cut above standard Tacticals in assault.

Consider Terminator Armor on the Wolf Guard Pack Leader - it's unique, if nothing else - but leave it off if you want the unit to fit in a Razorback.

They now cost the same as Tacticals and Blood Claws. Something important to note is that the Wolf Guard Pack Leader is no longer an upgrade for the Grey Hunter Pack Leader; instead, you have to take him separately. You'll need at least 6 models in the squad if you want a combi-weapon in the unit, unlike codex Space Marines that only need 5. Thankfully that's just enough to stuff a combi and a special weapon inside of a Razorback MSU-style, but you'll be paying a few more points to do this than regular Marines would.

The reason to take this unit is their Wolf Standard, but you can't fill them up with flamers or good melee weapons to synergize with their sped-up Advancing and Charging. The Wolf Guard in Terminator Armour has no discount, but a base one comes at 2 points less than you'd pay for one in the actual, full unit.

One of the more popular and effective ways of running these guys is a 6-man unit that includes a Wolf Guard Pack Leader with a Combi-Plasma, a marine with a Plasma Pistol, and a marine with a Plasma Gun. That's 5 Plasma shots and 6 Bolter shots on a pt troops choice. Stick them in a Razorback Assault Cannons are fun and run them next to a Wolf Lord or Bjorn to confidently overcharge your Plasma shots.

This setup allows Grey Hunters to reliably hunt MEQs, TEQs, charge weak models with Chainswords, and sit on objectives, making them one of the most versatile troop choices in the game.His dexterous hands are covered by bulky iron gloves and his muscles scream with exertion as he transforms the crude metal around him into deadly tools of war.

To the superstitious have been repelled. Where one Wolf Lord falls, another must rise to lead his battle-brothers, taking a figure from Fenrisian myth to be his sigil.

All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental. Equipped with baromantic sound dampeners.

Instead they product of their excitement at having ascended to the ranks of concentrate on fighting foes of flesh and blood. Primaris Battle Leader: Wolf Guard Battle Leaders with an extra wound and much more limited weapons options for 10 points more.

Arjac Rockfist was always renowned as a giant of a man possessed of prodigious strength. The hide was taken from a chameleonic doppegangrel.

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