Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Wolf Guard Battle Leader (HQ) |
1 |
5 |
5 |
4+1 |
4/5 |
2 |
5 |
4 |
9 |
3+ |
120 |
Independent Character; True Grit; Frost Blade (x1)
|
Bike |
Independent characters may re-roll any dice throws for moving through difficult terrain. |
[35] |
Melta Bombs |
When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. |
[5] |
Venerable Dreadnought (HQ) |
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) |
9 |
3 |
3 |
4 |
4 |
1 |
4 |
1/2* |
8 |
3+ |
229 |
Headstrong; Berserk Charge; Bolt Pistol & CCWep. (x7); Bolt Pistol / Power Fist (x1); Bolt Pistol / Power Wep. (x1); Frag Grenades
|
Wolf Guard Leader |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
3+ |
[30] |
True Grit
|
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[53] |
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] |
Grey Hunter Pack (Troops) |
10 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2^ |
8 |
3+ |
258 |
True Grit; Bolter / CCW (x8); Bolter / Power Fist (x1); Bolter / Power Weapon (x1)
|
Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[53] |
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] |
Blood Claws Bike Pack (Fast Attack) |
3 |
3 |
3 |
4 |
4/5 |
1 |
4 |
1 |
8 |
3+ |
110 |
Headstrong; Berserk Charge; Twin Bolter; Bolt Pistol (x1); Power Fist (x1); Meltagun (x1)
|
Long Fang Pack (Heavy Support) |
2 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
113 |
True Grit; As long as the pack leader is alive and doesn't shoot, the unit may split it's fire between two targets; Missile Launcher (x2)
|
Pack Leader |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
9 |
3+ |
[37] |
Bolter / CCW
|
Option Footnotes: |
|
|
Assault Cannon |
24"R, S6, AP4, Heavy 3. Jams (and cannot be used further) if 3 1's are rolled to hit. |
|
Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
Bolter |
24"R, S4, AP5, Rapid Fire. |
|
CC Weapon |
+1A if used with another CCW / pistol. |
|
Dread. CC Weapon |
No armour save. If destroyed, use S before the /. |
|
Frag Grenades |
When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. |
|
Frost Blade |
No armour save. +1 Strength. |
|
Heavy Flamer |
Template, S5, AP4, Assault 1. |
|
Meltagun |
12"R, S8, AP1, +D6 AP at 6". |
|
Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
Power Fist |
Doubles strength, always go last & no armour save in close combat. |
|
Power Weapon |
No armour save in close combat. |
|
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. |
|
Twin Bolter |
24"R, S4, AP5, Rapid Fire, Linked. Always fires as if stationary. |
|