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		<title><![CDATA[Latest posts for the thread "Codex: Desert Wolves (Name Pending)"]]></title>
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				<title>Codex: Desert Wolves (Name Pending)</title>
				<description><![CDATA[ I've been thinking about what kind of world would hold the key to allowing for the successful formation of a Space Wolves Successor Chapter. It occurred to me that it would have to be a world that is just as inhospitable as Fenris in order to breed the physical and more importantly mental strength required to accept the canis helix. So potentially another ice world would be their best bet but that would still be Space Wolves. But what if we go in the opposite direction. A desert world with harsh temperatures that would breed a new kind of wolf. So here's my idea for a new Codex that's a twist on traditional Space Wolves. This won't really be a full codex rather it will replace certain abilities across the board or certain units. So far I've only though up a replacement for the Wolf Scouts.<br /> <br /> Special Rules<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<b>Defensive Counter:</b> <i>If all the models in a unit possess this special rule, and that unit is charged, it must immediately take a Leadership test. If the test is successful, the unit is treated as having Defensive Grenades against the charging unit the end of the phase.<br /> <br /> If, when charged, the unit was already locked in combat, the Defensive Counter rule has no effect.<br /> <br /> An <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit may confer this ability to any unit it is attached to.</i><br /> (I felt this would be a nice change to reflect the more purposeful actions needed to survive in the desert. This replaces the normal Counter-Attack <span class="glossaryitem" onmouseover='gp(136);'>USR</span> that normal Space Wolves have.)<br /> 
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</div><br /> Elite<br /> <div style="margin-top:5px; margin-bottom:10px;">
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Sand Stalkers 18 Pts per Model  {Same stats as Wolf Scouts}<br /> <br /> -Scout Armor<br /> -<span class="glossaryitem" onmouseover='gp(20);'>CCW</span>  <br /> -Bolt Pistol<br /> -Frag and Krak Grenades<br /> <br /> *And They Shall Know No Fear<br /> *Acute Senses<br /> *Defensive Counter<br /> *Infiltrate<br /> *Move Through Cover<br /> *Fleet of Foot<br /> *Stealth<br /> <br /> Unit Type: Infantry<br /> <br /> Composition: 5-10 Sand Stalkers<br /> <br /> Each Sand Stalker may exchange it's Bolt Pistol and/or Close Combat Weapon for the following:<br /> -Boltgun.....................free<br /> -Sniper Rifle....................3 points per model<br /> -Storm Bolter....................5 points per model<br /> <br /> The entire squad may take:<br /> -Melta Bombs.....................5 points per model<br /> <br /> One Sand Stalker may take:<br /> -the Mark of the Wulfen..........15 Points<br /> <br /> One Sand Stalker may replace his bolt pistol with:<br /> -Heavy Bolter....................5 points<br /> -Meltagun or Missile Launcher....5 points<br /> -Plasma gun......................5 points<br /> <br /> Up to three Sand Stalkers may replace their Bolt pistol for<br /> -Flamer..........................5<br /> -Power Weapon....................20<br /> <br /> (My thoughts on this unit were to represent a unit trained to stalk through both openly and using the briefest moment of cover to disappear from sight and reposition like during a sand storm. Taking point and moving swiftly between cover and if necessary falling back rapidly or assaulting the enemy when they least expect it. I wasn't sure how I would feel giving them fleet but I think it rounds out nicely. I made them a bit more expensive than Wolf Scouts and hiked the price for the <span class="glossaryitem" onmouseover='gp(486);'>PW</span> since I'm letting them have 3 instead of the normal 2. Makes for a potent first strike unit with Infiltrate <i>and</i> Fleet of Foot. I was contemplating giving them Scout and Removing Infiltrate. Giving them both would be broken with everything else I've given them.)<br /> 
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				<pubDate><![CDATA[Sat, 22 Dec 2012 08:27:34]]> GMT</pubDate>
				<author><![CDATA[ S.K.Ren]]></author>
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				<title>Codex: Desert Wolves (Name Pending)</title>
				<description><![CDATA[ Well, 'officially', fluff wise there is a defect in the Space Wolf geneseed that made their successor chapters... a bad idea that had to be purged, they went bad, such was the official fate of the 'wolf brothers', first successor chapter to space wolves. (and the reason there's officially no others)<br /> <br /> But, don't let that stop you. Sneaky desert marines have coolness to them, and it strikes a chord with me since ages ago I'd invented a cameleoline-heavy chapter called the 'sandstormers', but I digress. So you can always pretend they're from an alternate geneseed, mutated by that radioactive atomic-desert planet of yours. Also I'm trying hard to not suggest you put a nod to Rommel and Patton's WWII stories and call this chapter the 'Desert foxes' instead  Hahaha!<br /> <br /> Back to input, I -like- your defensive counter rule. Not as good as defensive grenades, still good, fluffy!   Thumbs up.  <br /> <br /> The scouts... Have a great equipment variety AND fleet, AND move through cover AND stealth AND infiltrate?   I'm not familiar enough with marines to comment smartly, but that feels undercosted to me.  Maybe scrap the move through cover because... desert don't got much cover to practice with? So they'd be fast scouts rather than sneaky scouts?]]></description>
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				<pubDate><![CDATA[Sun, 23 Dec 2012 17:38:43]]> GMT</pubDate>
				<author><![CDATA[ Spacecat]]></author>
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