Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Thorin Nightwolf (WolfL) |
1 |
5 |
5 |
4+1 |
4 |
3 |
5 |
4 |
10 |
2+/5(I)+ |
346 |
Independent Character; True Grit; Frost Blade (x1); Storm Bolter
|
Terminator Armour |
2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. |
[15] |
Wolf Tooth Necklace |
The model always hits on a 3+ in close combat. |
[10] |
Runic Charm |
The model may re-roll one failed armour save per battle. |
[10] |
Wolf Guard |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
2+/5(I)+ |
[211] |
True Grit; Power Weapon (x1); Storm Bolter
|
Terminator Armour |
2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. |
[5] |
Wolf Guard #1 |
1 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2 |
9 |
2+/5(I)+ |
[65] |
Assault Cannon; Power Fist (x1)
|
Terminator Armour |
2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. |
[5] |
Wolf Guard #2 |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+/5(I)+ |
[50] |
2 Lightning Claws
|
Terminator Armour |
2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. |
[5] |
Wolf Guard #3 |
1 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2 |
9 |
2+/5(I)+ |
[53] |
Chainfist (x1); Storm Bolter
|
Terminator Armour |
2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. |
[5] |
Rune Priest (HQ) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4 |
9 |
2+/4(I)+ |
140 |
Independent Character; True Grit; Psychic Power: Storm Caller; Power Weapon (x1)
|
Runic Armour |
2+ armour save. |
[20] |
Belt of Russ |
4+ invulnerable save. |
[25] |
Bjorn the Fell-Handed (Dread) |
1 |
WS: 5 BS: 5 S: 6/10 I: 4 A: 3 |
168 |
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Old & Wise; Hard to Kill; Dread. CC Weapon; Heavy Flamer; Assault Cannon
|
Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
Blood Claws Pack (Troops) |
10 |
3 |
3 |
4 |
4 |
1 |
4 |
1/2* |
8 |
3+ |
160 |
Headstrong; Berserk Charge; Bolt Pistol & CCWep. (x8); Bolt Pistol / Power Fist (x1); Bolt Pistol / Power Wep. (x1); Frag Grenades
|
Grey Hunter Pack (Troops) |
10 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2^ |
8 |
3+ |
268 |
True Grit; Bolter / CCW (x7); Bolter / Power Fist (x1); Bolter / Power Weapon (x1); Flamer (x1)
|
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[58] |
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Storm Bolter
|
Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
Grey Hunter Pack (Troops) |
10 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2^ |
8 |
3+ |
205 |
True Grit; Bolter / CCW (x8); Bolter / Power Fist (x1); Bolter / Power Weapon (x1)
|
Long Fang Pack (Heavy Support) |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
214 |
True Grit; As long as the pack leader is alive and doesn't shoot, the unit may split it's fire between two targets; Heavy Bolter (x1); Lascannon (x1); Missile Launcher (x1); Plasma Cannon (x1)
|
Pack Leader |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
9 |
3+ |
[37] |
Bolter / CCW
|
Land Raider 'Crusader' (Heavy Support) |
1 |
BS: 4 Front: 14 Side: 14 Rear: 14 |
255 |
Frag Assault Launchers; Transports 15 Space Marines or 8 Terminators; May always fire one extra weapon at BS2, at a seperate target if it wishes; If the crew are stunned, it may move directly forward up to it's maximum move; 2 'Hurricane' Bolters; Linked Assault Cannon; Multi-Melta
|
#Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[0] |
Predator 'Destructor' (Heavy Support) |
1 |
BS: 4 Front: 13 Side: 11 Rear: 10 |
133 |
Tank; 2 Sponson Lascannon; Turret Autocannon
|
Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
Wolf Scouts (Elites) |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2^ |
8 |
4+ |
110 |
Infiltrate if allowed; Roll an extra D6 when moving through difficult terrain; One unit of Wolf Scouts + Wolf Guard Leader can be sent ahead; Bolt Pistol / Power Wep. (x2); Sniper Rifle / CCW (x2); Meltagun (x1)
|
Option Footnotes: |
|
|
2 'Hurricane' Bolters |
Each 'Hurricane' bolter has 3 shots with the following profile: 24"R, S4, AP5, Rapid Fire, Linked. They may always be fired, no matter how far the Crusader moves. |
|
Assault Cannon |
24"R, S6, AP4, Heavy 3. Jams (and cannot be used further) if 3 1's are rolled to hit. |
|
Autocannon |
48"R, S7, AP4, Heavy 2. |
|
Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
Bolter |
24"R, S4, AP5, Rapid Fire. |
|
CC Weapon |
+1A if used with another CCW / pistol. |
|
Chainfist |
No armour save. Always goes last. AP 8+2d6. |
|
Dread. CC Weapon |
No armour save. If destroyed, use S before the /. |
|
Flamer |
Template, S4, AP5, Assault 1. |
|
Frag Grenades |
When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. |
|
Frost Blade |
No armour save. +1 Strength. |
|
Heavy Bolter |
36"R, S5, AP4, Heavy 3. |
|
Heavy Flamer |
Template, S5, AP4, Assault 1. |
|
Lascannon |
48" R, S9, AP2, Heavy 1. |
|
Lightning Claw(s) |
No armour save; re-roll failed "to wound" rolls. Lightning Claws do not give bonus attacks for 2 weapons unless 2 Claws are used together. |
|
Linked Assault Cannon |
24"R, S6, AP4, Heavy 3, Linked. |
|
Meltagun |
12"R, S8, AP1, +D6 AP at 6". |
|
Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
Multi-Melta |
24"R, S8, AP1, Heavy 1, +D6 AP at 12". |
|
Plasma Cannon |
36" R, S7, AP2, Heavy 1 Blast. Overheats: If you roll a 1 to hit, make a save or take a wound. |
|
Power Fist |
Doubles strength, always go last & no armour save in close combat. |
|
Power Weapon |
No armour save in close combat. |
|
Sniper Rifle |
36"R, Hits on 2+, Wounds on 4+, Heavy 1. |
|
Storm Bolter |
24"R, S4, AP5, Assault 2. |
|
True Grit |
A '^' in At means the True Grit attack bonus applies to some or all models. |
|