Chris Fisher
10-14-2012, 02:50 PM
The DEFINITIVE Jaws of the World Wolf How-to
I’ll admit it, this article is written out of frustration and anger. I’m sick and tired of arguing with people about Jaws of the World Wolf and its effects, especially with Necron players. They say it’s broken that they don’t get a save of some kind (since they get saves from EVERYTHING, even death itself). Well, they don’t, and they have no right to complain about broken rules in other people’s Codexes, period. I’m not a rules lawyer normally, and I hate when I have to be to smack down some cheat or crybaby, but it does happen from time to time. I’ve found the more someone tries to convince you that something you know is right, isn’t, they’re probably cheating, and they know it. Frankly, that kind of thing just ruins the game for everyone, but I digress.
First off, here is the exact text of the Jaws of the World Wolf power, from pg 47 of the Space Wolves Codex (parentheticals are my comments).
As a psychic shooting attack, the Rune Priest may trace straight line along the board, starting from the Rune Priest and ending 24” away. This line may pass through terrain. Monstrous creatures, beasts, cavalry, bikes (including jet bikes, Space Wolves FAQ 1.1) and infantry (including jump infantry, Space Wolves FAQ 1.1) that are touched by this line must take an Initiative test. If the model fails the test, it is removed from play. Monstrous creatures may subtract one from their dice roll due to their tremendous size and strength; though remember that a roll of 6 is always a failure.
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How do you use Jaws?
Jaws is a hairline, not a beam like other psychic powers (Space Wolves FAQ 1.1). This means the line itself has no width. The FAQ suggests turning your tape measure on its side and using that to define your line. I’ll admit it works pretty well in a pinch. A laser level works better, but how many people carry those in their gear? So what you do is place your tape on the head of the Rune Priest and then point it anywhere you like. Everything touched by the line is hit. But ONLY those specific models. This means that yes, you can target specific models, like Fexes, Necron Lords and Imotekh (Space Wolves FAQ 1.1).
Every non-vehicle model hit by this line must pass an Initiative test, or is removed from play, it is NOT a casualty. Remember this, it is the first VERY important point to remember. This means jump infantry, flying Hive Tyrants, jetbikes and anything else that’s not a vehicle or walker can be targeted (Space Wolves FAQ, pg. 4). Since there is no specification in the rules about friend or foe; this means any of your own guys hit by the beam also have to make the test or be swallowed up by the earth. Plan your shots carefully in the movement phase so you don’t end up destroying your own men.
An Initiative test is a Characteristic test (WH40K, pg 7). This means you roll one die and must roll equal to or below your Initiative Characteristic to survive. If you roll over, you die. A natural 6 is always a failure. Monstrous creatures like Fexes get -1 to their roll, making their natural Initiative of 1 not the automatic death sentence you would assume. In practice it makes little difference in this case; I’ve only ever failed to nuke a Fex about twice. Bugzilla armies HATE the Space Wolves for really good reasons. :-D
Notice how nowhere in here did I mention Wounds? This is because Jaws does not cause Wounds (Space Wolves FAQ 1.1). This is the second VERY important point to remember.
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So what does all this mean to the poor target?
Well, first and foremost it means you don’t get saves of any kind. That’s right, no save of ANY kind. No armor saves, no invulnerable saves, no cover saves and no Feel No Pain or Resurrection Protocols either. But why, you ask? Because Jaws does not cause Wounds (VERY important point #2). The model is removed from play, not “removed as a casualty”.
The rules define a casualty thus: If at any point, a model’s Strength, Toughness or Wounds are reduced to 0, it is removed from play as a casualty (WH40K, pg 3). This is the third VERY important point to remember, the definition of casualty.Obviously, causing Wounds is the most common way to be removed as a casualty. Since Jaws does not cause Wounds, reduce Strength or Toughness models removed from play by Jaws do not count as casualties by definition.
So what recourse do models that failed their Initiative check have from certain doom? In short, NONE. If you fail the test, take the model off the table and put it back in the box. It’s done. It’s dead. It’s over. But just in case anyone has any lingering reservations, here’s a breakdown of the different ways people think they might get to cheat Wolf death:
In normal combat, to determine how many casualties are caused (VERY important point #3), you will need to allocate the Wounds (VERY important point #2) caused and resolve any saving throws the target is allowed (WH40K, pg 15). This means that Armor Saves, Invulnerable Saves, Cover Saves, Eternal Warrior, Feel No Pain, Instant Death, Look Out, Sir!, Reanimation Protocols and Ever-Living don’t apply since they all deal with casualties and wounds (VERY important points 2 and 3, WH40K and Space Wolves FAQ, pg 4). Jaws does not deal Wounds (VERY important point #2), it just makes the target go away, therefore you cannot prevent it by saves of any kind (VERY important point #1). Yes, Necron players hate this, but we all hate that no matter what you do to them otherwise, they get to come back on a 4+ (including Instant Death, being killed with power weapons and taking a Multi-Melta to the face).
And that folks, is the full skinny on the Space Wolves’ great equalizer. Happy hunting!
I’ll admit it, this article is written out of frustration and anger. I’m sick and tired of arguing with people about Jaws of the World Wolf and its effects, especially with Necron players. They say it’s broken that they don’t get a save of some kind (since they get saves from EVERYTHING, even death itself). Well, they don’t, and they have no right to complain about broken rules in other people’s Codexes, period. I’m not a rules lawyer normally, and I hate when I have to be to smack down some cheat or crybaby, but it does happen from time to time. I’ve found the more someone tries to convince you that something you know is right, isn’t, they’re probably cheating, and they know it. Frankly, that kind of thing just ruins the game for everyone, but I digress.
First off, here is the exact text of the Jaws of the World Wolf power, from pg 47 of the Space Wolves Codex (parentheticals are my comments).
As a psychic shooting attack, the Rune Priest may trace straight line along the board, starting from the Rune Priest and ending 24” away. This line may pass through terrain. Monstrous creatures, beasts, cavalry, bikes (including jet bikes, Space Wolves FAQ 1.1) and infantry (including jump infantry, Space Wolves FAQ 1.1) that are touched by this line must take an Initiative test. If the model fails the test, it is removed from play. Monstrous creatures may subtract one from their dice roll due to their tremendous size and strength; though remember that a roll of 6 is always a failure.
___________________________________________
How do you use Jaws?
Jaws is a hairline, not a beam like other psychic powers (Space Wolves FAQ 1.1). This means the line itself has no width. The FAQ suggests turning your tape measure on its side and using that to define your line. I’ll admit it works pretty well in a pinch. A laser level works better, but how many people carry those in their gear? So what you do is place your tape on the head of the Rune Priest and then point it anywhere you like. Everything touched by the line is hit. But ONLY those specific models. This means that yes, you can target specific models, like Fexes, Necron Lords and Imotekh (Space Wolves FAQ 1.1).
Every non-vehicle model hit by this line must pass an Initiative test, or is removed from play, it is NOT a casualty. Remember this, it is the first VERY important point to remember. This means jump infantry, flying Hive Tyrants, jetbikes and anything else that’s not a vehicle or walker can be targeted (Space Wolves FAQ, pg. 4). Since there is no specification in the rules about friend or foe; this means any of your own guys hit by the beam also have to make the test or be swallowed up by the earth. Plan your shots carefully in the movement phase so you don’t end up destroying your own men.
An Initiative test is a Characteristic test (WH40K, pg 7). This means you roll one die and must roll equal to or below your Initiative Characteristic to survive. If you roll over, you die. A natural 6 is always a failure. Monstrous creatures like Fexes get -1 to their roll, making their natural Initiative of 1 not the automatic death sentence you would assume. In practice it makes little difference in this case; I’ve only ever failed to nuke a Fex about twice. Bugzilla armies HATE the Space Wolves for really good reasons. :-D
Notice how nowhere in here did I mention Wounds? This is because Jaws does not cause Wounds (Space Wolves FAQ 1.1). This is the second VERY important point to remember.
_______________________________________________
So what does all this mean to the poor target?
Well, first and foremost it means you don’t get saves of any kind. That’s right, no save of ANY kind. No armor saves, no invulnerable saves, no cover saves and no Feel No Pain or Resurrection Protocols either. But why, you ask? Because Jaws does not cause Wounds (VERY important point #2). The model is removed from play, not “removed as a casualty”.
The rules define a casualty thus: If at any point, a model’s Strength, Toughness or Wounds are reduced to 0, it is removed from play as a casualty (WH40K, pg 3). This is the third VERY important point to remember, the definition of casualty.Obviously, causing Wounds is the most common way to be removed as a casualty. Since Jaws does not cause Wounds, reduce Strength or Toughness models removed from play by Jaws do not count as casualties by definition.
So what recourse do models that failed their Initiative check have from certain doom? In short, NONE. If you fail the test, take the model off the table and put it back in the box. It’s done. It’s dead. It’s over. But just in case anyone has any lingering reservations, here’s a breakdown of the different ways people think they might get to cheat Wolf death:
In normal combat, to determine how many casualties are caused (VERY important point #3), you will need to allocate the Wounds (VERY important point #2) caused and resolve any saving throws the target is allowed (WH40K, pg 15). This means that Armor Saves, Invulnerable Saves, Cover Saves, Eternal Warrior, Feel No Pain, Instant Death, Look Out, Sir!, Reanimation Protocols and Ever-Living don’t apply since they all deal with casualties and wounds (VERY important points 2 and 3, WH40K and Space Wolves FAQ, pg 4). Jaws does not deal Wounds (VERY important point #2), it just makes the target go away, therefore you cannot prevent it by saves of any kind (VERY important point #1). Yes, Necron players hate this, but we all hate that no matter what you do to them otherwise, they get to come back on a 4+ (including Instant Death, being killed with power weapons and taking a Multi-Melta to the face).
And that folks, is the full skinny on the Space Wolves’ great equalizer. Happy hunting!