space wolf axe

By Gantz the slaughterer, in Deathwatch

hello,

in most image you can see the space wolves using axe...small, power, many model...

but, if i using an axe, i cannot use the counter attack....

and

for a level one space wolf, the using of an axe depend from the talent signature wargear? (but with not enough renown...)

and to create a new model of axe?

hey man you got to remember that most Space wolf images are based on them in their own territory where maybe they have access to mono-axes or power weapons that are actual axes. As for the Deathwatch well guess its between you and your GM. The basic combat blade is just some stats. I suggest asking your GM that seeing you are a SW and You may have brought your own gear that the standard weapon is same stats as your combat blade but just looks like an axe. Failing that start trying to earn favours with your local tech marines and see if any will help you to make an appropriate item. not everything has to be a game mechanic some things can be done through active roleplay.

Gantz the slaughterer said:

but, if i using an axe, i cannot use the counter attack....

IIRC there isn't anything stopping a counter-attack with a single-handed axe weapon which are simply unbalanced (-10 to parry) rather than unwieldy (e.g. a power fist).

very good suggest....

what do you think about:

power mono-axe

dam:1d10+4E pen:6 special:power field

(i reduced only to +4 instead of +8 damage and removed the "unbalanced")

or chain mono-axe

1d10+4R pen:4 special:tearing

The codex mentions that there are Frost Axes as well as Frost Blades, they are interchangable stat wise in TT. So basically there should be axe version.

And that's one of the reasons I didn't think counter attack fits that well for them but that no biggy.

the issue here is who the blade is for?

If I were the Gm here is what I would allow.

Space wolf personal weapon. The Space Wolves are well known for their preferance of melee attacks. Often the personal arms of the Space Wolves reflects the vicious nature of their homeworld. Runes and totemic icons are often added to these weapons.

dam 1d10+2 ® PEN 2 WT 3 REQ 3( IF a space wolf requests this he can exchange for free with combat marine knife from standard gear.) Renown - Any.

Space Wolf Shortaxe. Often used by the space wolves with their primary melee weapon this axe is well suited to injurying the vile foes of the Space Wolves. The head of the axe is of standard design but the shortened shaft on the axe means the weapon can be weileded comfortably in the off hand.

dam 1d10+6(E) Pen 6 WT 8 REQ 20 Renown - RESPECTED. TRAITS -Power, Balanced (only in left hand).

Space Wolf Chain Axe. Many of the Space Wolf legion bring back keepsakes from their trials on Fenris. The Ironpriests will often add teeth from the dread wolves of fenris into a weapon that mimics the Iron axes of the tribes of Fenris.

dam 1d10+3® PEN 4, TRAITS Tearing, balanced WT 10 REQ 5

As ypou can see by adding a little flavour from Fenris backgrouond and the Space Wolves own mentality you can create what you need.

I would refrain from slapping Balanced on every ax just because. By their nature an ax is not a balanced weapon, being a big hunk of metal on the end of a stick vs a sword. If you remove the penalties to parry, Unbalanced or Unwieldy, you are giving a bonus to the weapon. Slapping Balanced on everything seems a little over done.

I like the fluff here:

Space Wolf Chain Axe. Many of the Space Wolf legion bring back keepsakes from their trials on Fenris. The Ironpriests will often add teeth from the dread wolves of fenris into a weapon that mimics the Iron axes of the tribes of Fenris.

How about going a different route:

Totem Weapons: Some of the most dangerous creatures known to man roam the desolate world of Fenris. Legends say these creatures have claws that can tear through steel like paper and teeth that can pierce the most advanced armors. These things are more than just legends to the Space Wolves. The Chapters Ironpriests have been known to forge some of the most deadly weapons known that integrate the claw, tooth, and spirit of these animals.

Fenrisian Totem Ax: 1d10+3 R, Pen 4, Razor Sharp, Wt 8, May be taken by a SW in place of a Combat Knife. Master Crafted versions may, at GM's discretion, count as a Charm.

Fenrisian Totem Battle Axe: 1d10+7 R, Pen 6, Tearing, Razor Sharp, Wt 20, Master Crafted versions may, at GM's discretion, count as a Charm.

These are just ruff ideas above. The numbers haven't really been crunched or crosschecked.

I think the previous axes are a bit overpowered...

Totem Axe (can be taken as a Chapter Trapping)
Class: Melee
Dmg: 1d10+4 R
Pen: 3
Special: Unbalanced
Req.: -
Renown: -

A power axe is already in the core book.
All 40k RPG axes had greater damage (and penetration) but are also unbalanced.

Santiago said:

I think the previous axes are a bit overpowered...

Totem Axe (can be taken as a Chapter Trapping)
Class: Melee
Dmg: 1d10+4 R
Pen: 3
Special: Unbalanced
Req.: -
Renown: -

A power axe is already in the core book.
All 40k RPG axes had greater damage (and penetration) but are also unbalanced.

I agree. Keep with the theme of a slight boost to damage at the cost of being Unbalanced. Nothing stops the Space Wolves from using swords or other Balanced weapons in their opposite hands if they want to maximize use of Counter-Attack.

ItsUncertainWho said:

Fenrisian Totem Ax: 1d10+3 R, Pen 4, Razor Sharp, Wt 8, May be taken by a SW in place of a Combat Knife. Master Crafted versions may, at GM's discretion, count as a Charm.

These are just ruff ideas above. The numbers haven't really been crunched or crosschecked.

Far too good, to be honest. Compare it with the Ceremonial Sword (which is also a trapping). The above axe even compared favourably with power weapons. Plus; it's the only axe not to be unbalanced.

I'd go for something very much more in line with the later post, as it's balanced with the ceremonial sword. Although my take would be:

Broad Axe: 1d10+5 R, Pen 2, unbalanced, WT5, Req 3

Or

Great axe: 2d10+2 R, Pen 2, unbalanced, two handed, WT 5, Req 3 [Yes; this is exactly the same as the claymore...]

I'd allow 'frost axes' with the same stats as frostblades, too.