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New Wulfen rules

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Roland
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Post  System Commander Wed Jan 27, 2016 10:27 am

Check out the rules for the new Wulfen.. damn ! They are still trying to track down what Curse of the Wulfen does though. Wverythi g else Space marine standard except str 5 and 2 wounds.

WULFEN RuleS!

Special rules:
Berserker
Know no Fear
Curse of the Wulfen
Counterattack
Sharp senses
Feel no Pain
Bulky

Todesraserei/Deathfrenzy: If a modell in this unit is killed it can move up and attack at the end of the current initiative step. This even applies if the model already has attacked.”

Weite Sprünge/Leaping Bounds: This unit can run and attack. It also rerolls failed charge rolls.

Options:
May contain up to 5 more Wulfen…. 30p/m
Each model may take a salvo grenade launcher 2p/m
Each model may take one of the following:
Two Handed Frost Axe 8p/m
Two Wolf Claws 12p/m
Thunderhammer and Stormshield 20p/m
One Wulfen can be upgraded to Wulfen-Pack Leader with two Frost Claws 20p
This unit may take a stormwolf as a dedicated transport
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Post  Paz Wed Jan 27, 2016 10:50 am

Run and assault? Jaysus...

This is gunna be an interesting release.

I wonder if the new campaign book will let you run the wolfen as troops
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Post  GingerBalls Wed Jan 27, 2016 11:04 am

Wullfen formation? Probably.
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Post  Roland Wed Jan 27, 2016 11:20 am

I thinketh we will see a lot more CSM counts as SW again. Unless you are playing cultists it just makes more sense.
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Post  System Commander Wed Jan 27, 2016 12:03 pm

They are damn tubby. But man.. just the option to take storm shields and hammers as well is pretty sweet.

.... aaaaaand the same price as possessed.

I could easily aee a lot of counts as Space Wolves, especially for a CSM list.
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Post  Paz Wed Jan 27, 2016 3:12 pm

New Wulfen rules Gallery_79873_10492_32915

New Wulfen rules Gallery_79873_10492_106349

BAM
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Post  System Commander Wed Jan 27, 2016 3:58 pm

Man, i still love those old models although they didn't much play. I wish they would have took that design with these guys too. I guess these guys look a lot more like 2 wound str 5 models.. and armpur 4 for that matter.

But why don't i like them? Maybe too fleshy werewolf stuff happening?
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Post  Paz Wed Jan 27, 2016 4:15 pm

The extra joint and styled fur is whats getting a lot of people. That and the sarg's silly ballet pose.

I dont mind em, and I would just paint them darker, and throw some extra plates/trophies to bulk em up.
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Post  System Commander Wed Jan 27, 2016 4:43 pm

Yes.. that sounds about right. And.. truthfully it looks like theyre wearing power armour shorts.

I think thats it, it reminds me of Michael J Fox's original Teen wolf.
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Post  Roland Wed Jan 27, 2016 4:48 pm

What's this about an "armfur" save?
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Post  Planes Wed Jan 27, 2016 4:50 pm

Paz wrote:That and the sarg's silly ballet pose.

Some trimming and green stuff could make the elevated leg the point of contact instead of the extended one. Then he could just be vaulting over the corpse of something and being dynamic instead of trying to do crane style.
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Post  Paz Wed Jan 27, 2016 6:33 pm

Planes wrote:
Paz wrote:That and the sarg's silly ballet pose.

Some trimming and green stuff could make the elevated leg the point of contact instead of the extended one.  Then he could just be vaulting over the corpse of something and being dynamic instead of trying to do crane style.

Most poses can be fixed with green stuff and some cutting, truthfully. But with this guy you gotta fix the legs and the arms. Thats a lot of 'fixin'. The rest are posed nicely, makes me wonder what they were thinking for ol' ice knuckles.
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Post  GingerBalls Wed Jan 27, 2016 6:37 pm

Paz wrote:
Planes wrote:
Paz wrote:That and the sarg's silly ballet pose.

Some trimming and green stuff could make the elevated leg the point of contact instead of the extended one.  Then he could just be vaulting over the corpse of something and being dynamic instead of trying to do crane style.

Most poses can be fixed with green stuff and some cutting, truthfully. But with this guy you gotta fix the legs and the arms.  Thats a lot of 'fixin'. The rest are posed nicely, makes me wonder what they were thinking for ol' ice knuckles.

They were thinking about the hit film "Stomp the Yard" which they had recently seen for the first time.
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Post  the bushels Thu Jan 28, 2016 1:04 pm

Via Magic Hat on B&C

Wargear:
Curse of the Wulfen.
All non-vehicle models within 6″ is affected. For Blood/Sky/swift claws it is 12″, for Long Fangs it is 3″.
Wulfen, Servitors and units that starts in a transport are not affected.
At the start of the player turn, roll a single dice for all units. The effect lasts until your next player round.
Units outside of combat gains the Hunt tables effect, units in combat gains the Kill effect.
Hunt
1-3: re-rolls failed charges and… hammer of wrath
4-5: Add 3″ when you move, run or charge. Basically dunestrider.
6: All models gain Furios Charge and gains 1d3 attacks for charging, unless they have Rage.

Kill:
1-4: +1 initiative.
4-5: Re-rolls to wound.
6: If killed, you may attack before being removed, even if you already fought in an earlier Initiative step.

Wargear.
Helfrost pistol. I will laugh if that thing ends up being 15 points and straight up better then plasma pistols.
Grenade launcher is 12″, S4 Ap5 assault 3. Or assault D3?

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Post  Deadlytoaster Thu Jan 28, 2016 10:26 pm

Roland wrote:What's this about an "armfur" save?

Poor Beau makes a priceless pun and nobody even acknowledges it XD
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Post  AoOni Thu Jan 28, 2016 11:36 pm

I might have to start building some Space Werewolves.. I don't know what the issue is here besides the Power Armor Booty Shorts. I think these guys look pretty bad ass.
Their rules are savage and mean. Kind of like Space Wolves, really. Just stick a Thunder Hammer and a Shield on these Teen Wolf Hardcores and that 4+ Armor save seems more irrelevant.

So long Space Wolf Terminators.
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Post  System Commander Fri Jan 29, 2016 1:00 am

Puns should always be quietly ignored... and never acknowledged.
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