Space Wolfs unite!

By Karateka87, in Deathwatch

A tred to post your awesome Space Wolf character!

Karateka87 said:

A tred to post your awesome Space Wolf character!

One of my players will create his Runepriest tonight, so I don't have anything to post yet. But as a side note (and for a chuckle), I'd like to point out the Ultramarines' Level 1 Insanity on page 281 which I just came across.

partido_risa.gif

They're doomed! :-)

Alex

double post.

I should have my book by tonight, will post the character at that time. Still thinking about the path of the character, might have to do a long fang or a grey hunter. Then again a sky Claw is also just as good.....

Brother Haakorn - Deathwatch Devastator- Spent 1k exp on Mighty shot, Carouse skill trained and carouse skill +10, and wrangling skill. - Took Immovable warrior special ability - Past Event; served in the fleet on Battle Cruiser Calalisus -

BROTHER YNGVAR
Space Wolves | Deathwatch Assault Marine (72) | Rank 1
Experience: 13,850 Total | 13,800 Spent | 17,000 Needed for Rank 2 | Renown: 3
Demeanors: Fury of the Wolf / Pious O | Fate Points: OOO
Wounds: OOOOO/OOOOO/OOOOO/OOOO | Fatigue [_____] | Critical Damage:
Insanity: Current [_____] | Battle Fatigue [_____] | Primarch's Curse:
Movement: Half Action [5] | Full Action [10] | Charge [15] | Run [30]

-----SPACE MARINE CHARACTERISTICS-----
WS 58 | BS 39 | S 62/42 [+10] | T 40 [+8] | AG 42 | Int 44 | Per 59 | WP 38 | Fel 44

-----SPACE MARINE SKILLS-----
Easy +30; Routine +20; Ordinary +10; Challenging +0; Difficult -10; Hard -20; Very Hard -30

-Acrobatics (Ag) [-]
-Awareness (Per) [b, T, +3] 62%
-Barter (Fel) 22%
-Blather (Fel) [-]
-Carouse (T) 20%
-Charm (Fel) 22%
-Chem-Use (Int) [-]
-Ciphers (Int)† [-]
--Chapter Runes [-, T] 44%
-Climb (S) [b, T] 62%
-Command (Fel) 22%
-Common Lore (Int)†
--Adaptus Astartes [-, T] 44%
--Deathwatch [-, T] 44%
--Imperium [-, T] 44%
--War [-, T] 44%
-Concealment (Ag) [b, T] 42%
-Contortionist (Ag) 21%
-Deceive (Fel) 22%
-Demolition (Int) [-]
-Disguise (Fel) 22%
-Dodge (Ag) 21%
-Drive (Ag)†
--Ground Vehicles [-, T] 42%
-Evaluate (Int) 22%
-Forbidden Lore (Int)†
--Xenos [-][T] 40%
-Gamble (Int) 22%
-Inquiry (Fel) 22%
-Interrogation (WP) [-]
-Intimidate (S) 31%
-Invocation (WP) [-]
-Lip Reading (Per) [-]
-Literacy (Int) [-, T] 44%
-Logic (Int) 22%
-Medicae (Int) [-]
-Navigation (Int)†
--Surface [-, T] 44%
-Performer (Fel)† [-]
-Pilot (Ag)†
--Personal [-, T] 42%
-Psyniscience (Per) [-]
-Scholasic Lore (Int)†
--Codex Astartes [-, T] 44%
-Scrutiny (Per) 30%
-Search (Per) 30%
-Secret Tongue (Int)†
-Security (Ag) [-]
-Shadowing (Ag) [-]
-Silent Move (Ag) [b, T] 42%
-Sleight of Hand (Ag) [-]
-Speak Language (Int)†
--High Gothic [-, T] 44%
--Low Gothic [-, T] 44%
-Survival (Int) [-]
-Swim (S) 32%
-Tactics (Int)†
--Assault [-, T] 44%
-Tech-Use (Int) [-]
-Tracking (Int) [-, T][+10] 54%
-Trade (Int)† [-]
-Wrangling (Int) [-]

--HIT LOCATIONS--
[1-10] Head
[11-20] R Arm
[21-30] L Arm
[31-70] Body
[71-85] R Leg
[86-100] L Leg

-----WISH LIST OF POSSIBLE SPACE MARINE ADVANCES-----

-----General (60)-----
Dodge [300 XP]
Search [400 XP]
Silent Move [300 XP]
Signature Wargear [500 XP]
-----Deathwatch (64)-----
Hunter of Aliens [1,000 XP]
-----Space Wolves (67)-----
Tracking +20 [200 XP]
Talented (Tracking) [500 XP]
-----Assault Marine (73)-----
Agility +5 [200 XP]
Two Weapon Wielder - Ballistic [500 XP]


-----INITIAL VARIABLE SPACE MARINE TALENTS & TRAITS-----
Hatred - Chaos Space Marines [Armor Background] (119): WS +10 verses Chaos Space Marines.
Heightened Senses (Smell) [space Wolves] (120): Perception +10 with smell.
Pious (XXX) [Character]: XXX
The Sons of Russ (49) [space Wolves]: The Battle-Brothers of the Space Wolves are ferocious and aggressive warriors. Though far from mindless berserkers, they are certainly possessed of a feral exuberance for battle. They have an overriding sense of duty and honor, and are driven ever onwards by a strong desire to right the many wrongs that have befallen the Imperium of Man since the heady days of the Great Crusade. Space Wolves exhibit a fierce sense of loyalty to their comrades in arms and this is on occasion extended to their compatriots in other branches of the Imperium’s military.
Swift Attack (127) [Assault Marine]: WS Attack +1.
Wings of Angels (73) [Assault Marine]: (1) Twenty meters (20m) may be added to the movement rate with a successful Challenging (+0) Pilot (Personal) Test. (2) When making a Charge whilst using his Jump Pack, the Assault Marine adds an additional 1d5 Damage to any melee attacks. Charge: minimum 4m, WS +10 (238).
Wolf Senses (217) [space Wolves]: As part of the genetic gifts of their Primarch Leman Russ, the Space Wolves have almost preternatural senses that exceed even those of other Space Marines. A Battle-Brother of the Space Wolves Chapter may re-roll any failed Perception based tests and counts as being able to see normally in total darkness. However, none of these bonuses apply if the Space Wolf is wearing a helmet for a sealed set of armor.
To Forget is to forgive. Forget Nothing. [Armor History] (162): Gain one Hatred talent (selected Chaos Space Marines).

-----EXPERIENCED VARIABLE SPACE MARINE TALENTS & TRAITS-----
Perception +5 [200 XP, Assault Marine] (73): Perception +5
Tracking [200 XP, Space Wolves] (67): Trained in Tracking
Tracking +10 [200 XP, Space Wolves] (67): Tracking +10
Two Weapon Wielder - Melee [500 XP, Assault Marine] (73): WS Attack +1, WS -10/-10. Two weapon fighting (246).
Weapon Skill - Intermediate [500 XP, Assault Marine] (73): WS +5
Weapon Skill - Simple [200 XP, Assault Marine] (73): WS +5

-----STATIC SPACE MARINE TALENTS & TRAITS-----
Ambidextrous (113) [space Marine]: Off-hand penalty is reduced from -20 to +0, Two Weapon Wielder penalty is reduced from -20 to -10.
Astartes Weapon Training (113) [space Marine]: Proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all classes.
Bulging Biceps (114) [space Marine]: Penalties for firing heavy weapons in Semi-Auto burst and Full Auto without bracing burst are reduced from -30 to +0.
Deathwatch Training (115) [Deathwatch]: The Space Marine automatically confirms Righteous Fury against aliens.
Heightened Senses (Hearing, Sight) (120) [space Marine]: Perception +10 with hearing and sight.
Killing Strike (121) [space Marine]: When taking the All-Out Attack option, a space-marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge.
Nerves of Steel (123) [space Marine]: The character may re-roll failed Willpower Tests to avoid or recover from pinning.
Quick Draw (124) [space Marine]: The character can ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand.
Resistance (Psychic Powers) (125) [space Marine]: The character gains +10 bonus when making a test to resist the effects of psychic powers.
True Grit (128) [space Marine]: Whenever the character suffers critical damage, halve the result (round up).
Unarmed Master (128) [space Marine]: The character's unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality.
Unnatural Strength (136) [space Marine]: Double Strength Bonus.
Unnatural Toughness (136) [space Marine]: Double Toughness Bonus.

-----SPACE MARINE GEAR-----
Astartes Bolt Pistol (146): Damage: 2d10+5 X; Penetration: 5; Range: 30; ROF: S/3/-; Clip 14; Reload: Full; Tarring: +1k0 Damage
Astartes Chainsword (153): Damage: 1d10+13 R; Penetration: 4; Balanced: +10 Parry; Tarring: +1k0 Damage
Astartes Combat Knife (XXX): Damage: 1d10+12 R; Penetration: 2
Frag Grenades OOO (XXX): Damage: 2d10 X; Penetration: 0; Range: SBx3; Blast 4
Jump Pack (XXX): XXX
Krak Grenades OOO (XXX): Damage: 4d10+6; Penetration: 10; Range: SBx3; Blast 1
Repair Cement (XXX): XXX
Totem Of The Sun Wolf (170): Alertness +3

-----REQUISITIONS-----
Astartes Chainsword (XXX): Requisition Points: 5
Dipole Mag-lock (157): Requisition Points: 5
Dipole Mag-lock (157): Requisition Points: 5



-----MARK VII POWER ARMOR-----
Armor History (XXX): To Forget is to forgive. Forget Nothing. This suit of armor grants the Hatred of Chaos Space Marines talent.
Auto-senses (XXX): Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests (total of +20 bonus with Heightened Senses).
Bio-monitor and Injectors: ***** If the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins.
Ceramite Plating: ***** Provides AP 8 to the head, and AP 10 to all other locations.
Magboots (XXX): ***** Can be activated to secure the Space Marine to a metallic surface (such as the hull of a
Nutrient Recycling (XXX): Can operate for two weeks without re-supply.
Osmotic Gill Life Sustainer (XXX): With the helmet on, the armor is environmentally sealed.
Poor Manual Dexterity (XXX): Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines.
Recoil Suppression (XXX): May fire Basic weapons 1-handed without penalty.
Servo-Augmented Musculature (XXX): +20 Strength.
Size: Hulking (Black Carapace means no bonus for enemies to attack).
spaceship).
Vox Link: ***** Serves as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.

Note: Possibly one, or more, not listed.


-----SPACE MARINE ABILITIES-----
Betcher’s Gland (38) [space Marine]: You may spit acid as a ranged weapon with the following profile: Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
Black Carapace (38) [space Marine]: While wearing Power Armor, enemies do not gain a bonus to hit you due to your size.
Catalepsean Node (36) [space Marine]: You suffer no penalties to Perception based Tests when awake for long periods of time.
Larraman’s Organ (36) [space Marine]: You do not suffer from Blood Loss.
Mucranoid (38): You may re-roll any failed Toughness Tests caused by temperature extremes.
Multi-Lung (37) [space Marine]: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results.
Neuroglottis (38) [space Marine]: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
Occulube, and Lyman’s Ear (38) [space Marine]: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
Omophagea (37) [space Marine]: You may gain a Skill or Skill Group by devouring a portion of an enemy.
Oolotic Kidney (38) [space Marine]: You may re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
Preomnor (36) [space Marine]: You gain +20 to Toughness Tests against ingested poisons.
Progenoids (38) [space Marine]: These may be retrieved with a successful Medicae Test.
Secondary Heart, Ossmodula, Biscopea, and Haemastamen (36) [space Marine]: You gain the Unnatural Strength and Toughness Traits.
Sus-an Membrane (38) [space Marine]: You may enter suspended animation.

Note: Possibly one, or more, not listed.

Brother Ulvir

Space Wolf Grey Hunter and aspiring Scout.

Rank 3 Tactical Marine

Signature Wargear (Master) - Master Crafted Stalker pattern Boltgun.

darkrose50 said:


-General (60)-
Dodge [300 XP]

Dodge and Intimidate are Trained Skills as per page 36. The official character sheet is incorrect.

Alex

I am Tactical Brother Steinulfri "Foehammer" son of Sonrri, son of Grimnir, Son of Hrafen son of Skjinir taker of the krakens head, vanquisher of the Goretooth warleader.

Former of the black bear tribe, bearer of the 5th company standard,

ect, ect, story to follow

UncleArkie said:

I am Tactical Brother Steinulfri "Foehammer" son of Sonrri, son of Grimnir, Son of Hrafen son of Skjinir taker of the krakens head, vanquisher of the Goretooth warleader.

Former of the black bear tribe, bearer of the 5th company standard,

ect, ect, story to follow

Space wolves do not have standard companies. They have Great companies. Each named after their wolf lord and his totem wolf standard.

Thus you have Engir Krakendoom's Great Company, with the Totem of the sea Wolf.

Or Bran Redmaw's great Company with the totem wolf of the Blooded Hunter.

woopsies, my bad. Make that of The Great Company of Gunnar Red Moon, bearer of the Wolf Standard.

ak-73 said:

Dodge and Intimidate are Trained Skills as per page 36. The official character sheet is incorrect.

Cool, thanks!

one suggest...

to remove the betcher gland implant....the space wolf had lost that advantage.....

when i receive my copy of DW I want to create a "Lone Wolf" inspired to "berserk"....

he was found by Ulrik on a distant feral planet slaiyng deamons.....

the priest decide that he had became a space wolf...

Ulryk word, was law....but for the other he was an outcast....

I suppose to give him:

an eviscerator to emulate the big sword (with no penalty)

one augmentic eye

one bionic forearm

a modified bolt pistol attached to his armor forearm

some knife

and a wolf helm.....

check out the post on collecters edition backgrounds for the saga of aelric silverhand

Gantz the slaughterer said:

one suggest...

to remove the betcher gland implant....the space wolf had lost that advantage.....

I believe in the book, Ragnar's Claw, Sven Bletched some acid into an orks face, some time around when they were in the city. If memory is correct that is. If it is not, well I don't plan on getting to up set about it. After all do you really think Favored Son ability would work on a Space wolf?

Ultramarine: You will listen to me because my primach is Robut Gulliman, creator of the codex! Also my geneseed is pure!

Space Wolf: <chugs a mead and burps> What was that? A Smurf Speaking... <Makes talking motion with hand> OH right...Gulliman. Well my primarch is Leman Russ, and he says <Censored by inquisition> Gullimans little roll of Toilet paper.

U know a "Lone Wolf" is a SW who seeks to die gloriusly in battle because of some shame that has to be rectified.

Whould seriusly doubth the Inq who enlist one of those=)

Nasher81 said:

U know a "Lone Wolf" is a SW who seeks to die gloriusly in battle because of some shame that has to be rectified.

Whould seriusly doubth the Inq who enlist one of those=)

Well remember, its not so much the Inq, as the Deathwatch (both being seperate) and the space marine chapter (in this case the SW) having some deal. Perhaps the shame of the Lone Wolf is so great that it is felt he should leave his brothers and fight somewhere else, I don't see why this couldn't somehow be worked out (reasonably at least, just saying that I don't think this makes the character a "bad" decision for the DW).

ITs not shame, in a sense. Its more that he is the last of his pack. Having seen his friends die, and being left alone is strange for a wolf. So in this case he decides to join his lost brothers sooner in the halls of Russ. But he wants to have a great tale of fighting a dangerous creature or enemy so he tries to face it alone. This is more like Norse traditions, a warrior dying bravely against a great creature, even if losing he is ensured a place in the halls of Heroes.

I dont think a lone wolf would work well with a team of Deathwatch. Mainly that they are not part of a squad and thus cant use squad abilities.

Ranek7212 said:

ITs not shame, in a sense. Its more that he is the last of his pack. Having seen his friends die, and being left alone is strange for a wolf. So in this case he decides to join his lost brothers sooner in the halls of Russ. But he wants to have a great tale of fighting a dangerous creature or enemy so he tries to face it alone. This is more like Norse traditions, a warrior dying bravely against a great creature, even if losing he is ensured a place in the halls of Heroes.

I dont think a lone wolf would work well with a team of Deathwatch. Mainly that they are not part of a squad and thus cant use squad abilities.

Could be an interesting background for the space marine to take. Give him an enhanced Solo Ability but he can't benefit from Squad Mode abilities.

There is that Idea that you could use as well. Still what specialty would he be, most are grey hunters, though a few blood claws and most likely Long fangs have done it. Which is why I have some issue with the space wolf Tactical marine not being better or having higher stats then an Assualt space wolf.

Unless all of them happen to be from the wolf guard first.

And Rune Priests....well I dont have the time to get into that right now.

Ranek7212 said:

Gantz the slaughterer said:

one suggest...

to remove the betcher gland implant....the space wolf had lost that advantage.....

I believe in the book, Ragnar's Claw, Sven Bletched some acid into an orks face, some time around when they were in the city. If memory is correct that is. If it is not, well I don't plan on getting to up set about it.

Yeah, the Wolves aren't actually missing any of the implants (in fact they technically have a 20th (or 0th depending on how you look at it); the Canis Helix) - a few of them have simply grown to more resemble their great Primarch over the years. For example, the Ossmodula and Betcher's Gland work together to grow those fangs as they age; the acid breaks down the enamel and the ossmodula forces it to regrow over and over. Similarly, their Melanchrome doesn't react as fast as other chapters' so their skin actually ages in the sun like a normal human's would, only slowed down by orders of magnitude. And then there's the changes to the Catalepsean Node and Sus-an Membrane that enable the Wolves' amazing sensory adaptations.

Nasher81 said:

U know a "Lone Wolf" is a SW who seeks to die gloriusly in battle because of some shame that has to be rectified.

Whould seriusly doubth the Inq who enlist one of those=)

their goal is to avenge the deaths of their pack if they die at least it will be glorious though if they some how manage to survive then they are generally promoted to the wolf guard of their great company.

I'm working on a Space Wolf Iron Priest (techmarine) right now for my group's upcoming game. I'm pretty pumped about everything. It will be interesting playing a chapter that favors up-close and personal violence as well as a character who is extremely ranged/intelligence based.

Anybody else playing an Iron Priest?

I thought about it, but instead I made a Grey hunter who was a part of Engir Kraken Dooms Great Company. Ulric wolfkin. He is a tactical marine with the speciality that he can share his chapter specific squad modes with his allies. I thought about a rune priest or Iron priest, but I was more interested in doing a Wolf priest, however I doubt that they would add Chaplin or wolf priest careers, just because it would be ackward for a Wolf Priest to listen to a Dark Angel confess his sins.