Monday 8 February 2016

Curse of the Wulfen: Lore, Rules and Heroes...

Helo there once more! Behold the return of the Wolves (and Daemons of course...)! Checkout all the new formations, rules and more for both armies in the new War Zone Fenris: Curse of the Wulfen supplement!

Fenris is in great danger – the Wulfen return to defend it…

For ten millennia, the fate of the 13th Company has been a mystery. Now, as strange Warp storms roar into being across the Imperium, the truth of the Wulfenkind is about to be dramatically revealed. The Space Wolves race to the rescue of their lost brothers, doing battle with tides of Daemons and scribing bold new sagas in blood across the stars. It is an hour of glory, but not all is as it seems. Dark forces stir on the tides of the Warp, and ancient evils align themselves against the Sons of Russ. Within the Imperium, the vigilant and the vengeful stand in judgement over the Space Wolves’ fate.

Soon the future of Fenris herself hangs in the balance, and as the fires of war threaten to consume all, the Curse of the Wulfen takes hold.

Krom’s back!

This fantastic hardback two-book set is a must-have for those of you who collect Space Wolves, Chaos Daemons, or simply want to explore this new chapter in the Warhammer 40,000 universe! Book One: Saga of the Lost is a 120-page narrative campaign, filled with stunning new artwork, telling the story of Logan Grimnar’s Great Companies and their fight to retrieve the Wulfen - and the Chaos Daemons who seek to take advantage of their divided attentions. Book Two: The Rules, clocking in at 88 pages, contains new Echoes of War missions tying in with the narrative, new datasheets, wargear and special rules for both Space Wolves and Chaos Daemons, and brand new formations including six Greatpacks - all of which are designed to update and be used alongside Codex: Space Wolves, along with awesome new environmental rules reflecting some of the strange and bizarre battlefields of the 41st millennium!

So far we know that the Fang is under attack from the forces of Tzeentch – and the Space Wolves turn to a hero of old to save the day... Just like back at M32 in the Battle of the Fang... But now with new heroes...

Krom’s back! Remember him from Stormclaw?

We know the Curse of the Wulfen involves the Space Wolves fighting their way to link up with the lost 13th Company – in the midst of Daemonic incursions across the Imperium. But the latest images point to a dire attack on Fenris by the forces of Tzeentch and Krom Dragongaze (the limited edition mini releases with the Stormclaw campaign) being left behind to guard The Fang. Things get so bad, Krom decides to consult with the chapter’s “greatest ‘living’ hero... it's Bjorn-time!

The familiar hissing of servos being powered up after decades of idleness filled the echoing sarcophagus he was trying to rest in. As his senses engaged, once more allowing him to see and hear the outside world, the familiar chanting filled his near-dead ears once more. "Ah, dammit", he thought, "it's that time of the century again".

But the story doesn't end here...come see the rumors that’s got fans of the Grim Dark on the edge of their seats this weekend: Will the Fang Fall?

First checkout the email title for this week’s new releases from Games Workshop:

Fenris is in great danger – the Wulfen return to defend it…

And now, these “spoilers”.

Via Troy Caduff, Spikey Bits Hobbies (Facebook)

Spoilers!!!!

Just read the novel and wow … a very brief, summary:
  • Wulfen return in a bow wave of daemonic incursions within the Fenrisian systems.
  • SWs track the incursions and dispatch all but one of the great companies to bring their lost brothers home. Grey Knights track them all too.
  • Hints at their return being pre-ordained before the 13th went missing and their return being a precursor to the “end times” and the return of Russ.
  • The pattern of incursions is in the shape of a sigil used by the sorcerers of Prospero meaning “Vengeance”
  • Dark Angel scouts are slaughtered during the first incursion and vid-caps of Wulfen retained, investigations and suspicions of heresy and mutation within the Wolves abound
  • Flames are fanned by the Changeling and eventually the bulk of the Dark Angels fleet including THE ROCK arrive supported by a dozen other chapters including the Ultramarines and Iron Hands.
  • Book ends with the bombardment of Fenris commencing
  • There is a fairly quick escalation to it within the story but not as instantaneous as I fear I made it look. The DA, spurred on by the Changeling, believe that the Fenrisian systems have fallen to a daemonic incursion brought about by the fall of the Wolves. The implication is that they and their allies are rocking up to purge everyone, not just the Wolves.
  • The Wolves don’t do themselves any favours by treating the Wulfen with the same secrecy as the Dark angels treat the Fallen. The hypocrisy is not lost on me. The Grey Knights, well Stern really, seem to be the arbiters of reason is this.
  • Bjorn is mentioned a fair bit but in the end Ulrik simply says he can not be roused
  • Alpha Legion is indeed there but in a smaller role than I would have thought.

Is just me or....?

As always...

Anyway... sounds like Bjorn is coming to play next week… and some new fellows as well...

Soon...
Summing Up:

  • We have the earlier teaser for Ulrik the Slayer;
  • We have info on Bjorn being consulted;
  • Krom Dragongaze is prominantly featured in text and artwork – I would bet that his miniature is coming back into production, just like we saw with Shield of Baal’s Blood Angels Captain was re-released during the Tau campaign series.
But for now, let's review all the rules that have surfaced so far... both for the Wolves and the Daemons...

Sons of Fenris! Now is the hour of blood!

SW RULES Q&A COMPILATION:

Scouts do not appear in the book, so they remain 100% the same.
Predators, Whirwinds and Vindicators get same treatment as space marine codex.
Dreadnoughts do not appear. So they dont have 4 attacks.
No new Relics for Wolves.
They can mount a TW for 50 points.
Another thing is that if your detachment consists of two Greatpacks you get a Great Company. A Great Company gets Fear and Furious charge while the Wolf Lord is alive. Not too impressive.

FORMATIONS:

THE DRAKESLAYERS
1 Krom or Battle Leader
1-2 Wolf Guard, Terminators
2-3 Blood Claws
2-4 Grey Hunters, Land Speeders
1-2 Long Fangs
0-1 Scouts
0-2 Lone Wolfes

Restrictions: None

Special Rules:
Monster hunter, Stubborn
Characters in this formation have preferred enemy (Characters). If one unit charges successfully, rest of the formation reroll charge distances this turn.
If the formation includes Krom, formation units get Furious charge


THE FIREHOWLERS 
1 Wolf Lord or Battale Leader
1 Wolf Guard
2-4 Skyclaws or Swiftclaws
2-4 Grey Hunters, Landspeeders
0-1 Long Fangs
0-1 Scouts
0-2 Lone Wolves

Restrictions: Wolf Lord, Battle Leader and Wolf Guard have to purchase a jump pack or a bike.

Special Rules:
Reroll failed charge distances
If an enemiy unit wants to overwatch has to pass L test. Fear when charging
If roll to charge is 10 or more, the unit get Furious charge

SPEAR OF RUSS
1-3 Iron priests
1-3 Units of: Predators, Whirlwinds or Vindicators
1-3 Units of Land Raiders of any type

One vehicle at 6″ of one of the Iron Priests gets one of the following rules: Tank Hunter, Monster hunter, Precision shots, Preferred enemy
All vehicles get the Power of the Machine Spirit rule if at 12″ of one Land Raider


THE IRONWOLVES FORMATION
1 Wolf Lord or Battle leader.
0-1 Wolf Guard or Termintors
2-3 Blood Claws
2-4 Grey Hunters Land Speeders
1-2 Long Fangs
0-1 Wolf Scouts
0-2 Lone Wolfs

Restrictions: The formation have to include enough dedicated transport to embark all non-vehicle model.

Special Rules:
Units of of this detachment may disembark from transport moving up to 12″
Vehicles may move additional 6″ when moving flat out.-
Vehicles of this formation may get all upgrades they want for free (weapons and wargear)

WYRDSTORM RUNEPRIESTS
2-5 Runepriests
Harness Warp Charges with 3+ when using Tempestas discipline.
Every turn choose a Rune Priest of the formation. That one gets the following power:

– Livinstorm (WC3)
24″, S7, AP- Assault 2D6, Shock (For every 6 you get +2 hits). Add +1D6 attacks to the power for every Runepriest in the formation beyond the 1st.

THE BLACKMANES 
Ragnar Blackmane or Wolf Guard Battle Leader
1 unit of Wolf guard, Terminators or Thunderwolves
3-5 units of Blood Claws, Skyclaws or Swiftclaws
0-1 Lukas
4-6 Grey Hunters, Land Speeders
1-2 Long Fangs
1 Wolf scouts
0-2 Lone Wolves

Units disembarking from a Drop Pod get Fearless and FnP6+ that turn.
If Ragnar is on the battlefield, all “Claw” units reroll to hit in combat
All unit that normally can purchase a Drop Pod, can get it for free. Have to pay the upgrades. All Drop Pods of this formation enter the battlefield in turn 1.


WULFEN MURDERPACK
2-5 units of Wulfen
Add +1 to the curse of the wulfen roll for every unit on the battlefield.
There is a 7+ result.
– Hunt: Affected units can move twice this turn. (Oh my goodness...)
– Kill: Affected units get +1A

The Wulfen units that get an additional attack for every 6 to hit in combat

GREATPACK
– For every unit in the formation roll a D6 at the beginning of the game. Add +2 to the roll for the troop units that have an IC joined. For every 6+, that unit gets flanking. Additionally, if a the leader is a Wolf Lord, a single unit in Reserves can enter the battlefield automatically instead of rolling.


Sanity is for the weak!

They’re all right here folks! Come see the new Decruion, formations, and rules for the Chaos Daemons in the Curse of the Wulfen supplement!

CHAOS DAEMONS RULES COMPILATION:

  • Models that are able to purchase Rewards, can purchase an (and only one) Artifact as well for the point cost.

FORMATIONS:

Daemonic Incursion (Daemon Decurion)

Basic 1+
Command:0-4
Aux: 1+

Basic: Murderhorde, Warpflame Host, Tallyband, Flayertroupe
Command: 1 Daemon Lord (Great Daemons or DP), Infernal Tetrad
Aux: The rest of the formations

Special rules:
– Demonic corruption: Objetive tokens count always as controlled, if at least they were controlled by a Demon unit before. This Works even if the unit is destroyed.
– Warp unleashed: Reroll instability
– Demonic Power: +1 or -1 to the Warp Strom table after rolling

4 DP (Tetrad)

Every deamon must be aligned with a different God.
They get following accumulative benefits depending on how many models remain on the battlefield.
4 models: +1T (can’t be ID by STR 10 now)
3 models: +1S
2 models: Reroll 1’s to hit
1 model: No benefit

If your warlord is one of the DP, then all of them get the same warlord trait.

(Daemon Formations Below transcribed by XT-1984, dakkadakka 2-6-2016)

KHORNE

Artefacts:
  • A’rgath,king of swords: +1S, AP3, Specialist weapon, when fighting in a challenge always hits with 2+. 15 points
  • Lifetaker : AP2, Specialist weapong, 6 to wound are Instant Death, for every model killed, unit suffers 1D3 hits S3, AP4. 15 points
  • Crimson Crown; All Khorne Daemons at 8″ get +1A. 40 points
  • Skullcutter: AP2, Specialist weapon, 6 to hit are SD.30 points (THAT ONE IS DAMN GOOD).
  • Khartoth, the blood thirsty: +1S, AP3, If a model suffers an unsaved wound remove it from the game. At the beginning of the model controller’s turn roll a D6. With 4+ the model comes back to play via Deep strike, at 12″ or less from the point it was removed from game.
  • Armour of something: 3+ Armour save, Adamantium will, -1S to when attacking its bearer.
Khorne Formation:
1 Herald
8 units of either Bloodletters, Bloodcrushers or Fleshhounds

All units gain +1 attack while within 6″ of one another.

All units benefit from the Heralds loci if they are within 12″ of him.

Another formation:
3 Skull Cannons, squadron, may fire as one with an Apocolyptic Blast with AP3 and still Ignores cover, ouch.

TZEENTCH

Artefacts:
  • Paradox: AP4, Combat, Once per turn you can, after rolling for a psychic power turn the dices around. So, for example a roll of 1, 3 and 5, becomes 2, 4 and 6. 25 points
  • Unending grimorie: Bearer knows all the powers of the change discipline. 35 points
  • Scourge of souls: Combat, Fleshbane, AP is equal to the I of the target. Against vehicles is AP1. 15 points
  • Oracle disc: Disc of Tzeenth. At the beginning of your turn choose a unit in Reserves. That unit enters the game automatically. 35 points.
  • “Unable to translate”: Bearer gets 3++ save, Every time bearer suffers a wound must take a Ld test. If failed is removed from game. 25 points.
  • Eternal staff. Combat, AP4, soulblaze or Template, S5, AP3 Soulblaze. 20 points

Psychic powers:


Primaris: Same a codex Daemons
1. Same as 1-2 from Daemon codex
2. Same as 3-4 from Daemon codex
3. Nova. S1D6, AP4, Assault 2D6 Ignore cover, warp flames
4. Invocation, 12″, with 2 WC creates a Exalted Flamer of Tzeentch, with 3WC invoke 3 flamers of tzeentch or 1 burning chariot.
5. Same as 5-6 from Daemon codex.
6. Witch fire. 18″. SD, AP1, Assault 1DP

Note: From now on, translations of names may not be very accurate:

Tzeentch Formation:
Herald
9 units of either Pink Horrors, Flamers or Exalted Flamers.

+1 Strength to all Warpflame attacks.

All units within 12″ of the Herald benefit from his Loci.

Another formation:
1 Herald
9 units of either Screamers of Tzeentch or Burning Chariots

Chariots can do Slash attacks, inflicting D6 str 5 ap 4 hits on a unit they move over. Screamers get +1 hit.

All units within 12″ of the Herald gain his Loci.

NURGLE

Artifacts:
  • Grotti, the nurgling (40 points): -1T to all non-Daemon of Nurgle model at 6″
  • Corruption (25 points): Combat, wounds automatically, always get a glancing hit if roll to pen?trate
  • Putrefaction horn of Nurgle (35 points): At the end of the combat phase, cr?ate a Plaguebearer for every model killed by the Bearer of the horn.
  • Epidemy (20 points): +1S, Combat, Specialist, Every time a model is killed with this weapon, unit must take a T test. If failed, the unit suffters a wound (no armour or cover saves allowed)
  • Bell of the end of the world (30 points): Instrument of Chaos. All enemy units get -1L
  • Death head of Duque Olaks (15 points): One use only. 12″, S1, AP4, Assault 1, Poisoned 2+, 5″ blast

Psychic Powers

Primaris: Same as Daemon Codex
1. Malediction.24″. Target unit cannot run, Sweeping advances or Overwatch. WC 1
2. Same as 1-2 of Daemon Codex
3. Same as 3-4 of Daemon Codex
4. Same as 5-6 of Daemon Codex
5. Focussed witch fire. 12″ AP2, Assault 1, Ignore cover, Instand Death.Instead of Rolling to wound, target must pass a “remaining wound test”. If failed, suffers a wound. WC2
6. Blessing. 24″. WC1-3. Add +1T for every WC to target unit.

Nurgle Formation:
1 Herald
7 units of either Plaguebearers or Nurglings.

Enemies may not fire overwatch at units from this formation.

All units gain the Heralds Loci while within 12″.

Another formation:
1 Herald
7 units of either Plague Drones or Beasts

All units gain Hammer of Wrath with poison 4+

1 unit within 12″ of the herald may take a leadership test if they pass they can reroll failed charges and gain +3 attacks. If failed they must attempt to charge the nearest enemy.

SLAANESH

Artifacts:
  • Soulstealer (20 points): AP3, Combat, When killing an enemy model, bearer recovers a wound.
  • Silver shard (30 points): AP3, Combat, +2 attacks
  • Lazy Claw (10 points): When attacking in CC, roll one attack separetly. It gets +2S, AP2, Rending, Specialist
  • Forbidden Gem (15 points): When fighting in a challenge, enemy rolls 3D6 – L. Enemy suffers a penalty to WS and I equal to the result. M?nimum 1.
  • Agony whip (15 points): AP5, Combat, Reroll to wound. If enemy suffers an unsaved wound, does not attack this turn.
  • Mark of excess (15 points): 1 A at the end of the game after killing a monster or Character for the rest of the game.
Psychic Powers:

Primaris: Same as daemon codex
1. Same as 1-2 of daemon codex
2. Same as 3-4 of daemon codex
3. Blessing, 24″, Unit suffers D6 S3 AP- hits but get: Furious charge, Rage and Zealot
4. WC1. Malediction. 18″, Unit must pass a L test if they want to do anything.
5. Witch fire. 24″, S4, AP4, Assault 1 5″ blast, Any unit cover by the template suffer must pass L test or suffer D6 S4, AP4 hits.
6. Same as 5-6 daemon codex.
Slaanesh Formation:

1 Herald
6 units of either Fiends of Slaanesh or Daemonettes.

Any enemy units in combat suffer -1 WS and -1I

All units within 12″ of the herald benefit from its loci.

Another formation:
1 Herald
6 units from either Seekers, Hellflayer, Seeker Calvacade.

All units move 6″ when running or moving flat out.

Just shut up lady

I guess that's all for now. Thank you for your time and hoping to write to you soon.

Joaquim de Oliveira



This publication was only possible thanks to:

Spikeybits (Part12 and 3)

Bols (Part1, and 2)

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