| Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Wolf Lord |
1 |
5 |
5 |
4+1 |
4 |
3 |
5 |
4/5 |
10 |
2+ |
165 |
|
Independent Character; True Grit; Frost Blade; Bolter-Meltagun
|
| Runic Armour |
2+ armour save. |
[20] |
| Wolf Tooth Necklace |
The model always hits on a 3+ in close combat. |
[10] |
| Wolf Tail Talisman |
If the model is affected by a Psychic Power, roll a D6 - on a 6+ he is unaffected (the power works normally on other models). |
[1] |
| Fenrisian Wolves |
2 |
4 |
- |
4 |
4 |
1 |
4 |
2 |
8 |
6+ |
[24] |
| Wolf Guard Battle Leader |
1 |
5 |
5 |
4+1 |
4 |
2 |
5 |
4/5 |
9 |
2+ |
165 |
|
Independent Character; True Grit; Frost Blade; Bolter-Meltagun
|
| Runic Armour |
2+ armour save. |
[20] |
| Wolf Tooth Necklace |
The model always hits on a 3+ in close combat. |
[10] |
| Wolf Tail Talisman |
If the model is affected by a Psychic Power, roll a D6 - on a 6+ he is unaffected (the power works normally on other models). |
[1] |
| Bionics |
If the model is killed, roll a D6 at the start of next turn; if a 6 is rolled, he gets back up with one wound left. |
[10] |
| Melta Bombs |
When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. |
[5] |
| Fenrisian Wolves |
2 |
4 |
- |
4 |
4 |
1 |
4 |
2 |
8 |
6+ |
[24] |
| Grey Hunter Pack |
6 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
8 |
3+ |
220 |
|
True Grit; Bolter / CCW (x1); Bolter / Power Fist (x2); Plasma Pistol / CCW (x2); Meltagun (x1)
|
| Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[55] |
|
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
|
| Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
| Grey Hunter Pack |
6 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
8 |
3+ |
220 |
|
True Grit; Bolter / CCW (x1); Bolter / Power Fist (x2); Plasma Pistol / CCW (x2); Meltagun (x1)
|
| Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[55] |
|
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
|
| Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
| Leman Russ Exterminator |
1 |
BS: 4 Front: 14 Side: 12 Rear: 10 |
205 |
|
Tank; Turret Linked Autocannon; Hull Lascannon; 2 Sponson Heavy Bolters
|
| Grey Hunter Pack |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
8 |
3+ |
344 |
|
True Grit; Bolter / CCW (x4); Bolter / Power Fist (x2); Plasma Pistol / CCW (x2); Meltagun (x1)
|
| Wolf Guard Leader |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[70] |
|
True Grit; Plasma Pistol; Bolter-Meltagun
|
| Wolf Tooth Necklace |
The model always hits on a 3+ in close combat. |
[10] |
| Master Crafted Weapon |
Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle. |
[10] |
| Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[55] |
|
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
|
| Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
| Blood Claws Pack |
8 |
3 |
3 |
4 |
4 |
1 |
4 |
1/2* |
8 |
3+ |
184 |
|
Headstrong; Berserk Charge; Bolt Pistol & CCWep. (x5); Plasma Pistol / CCW (x2); Flamer (x1); Frag Grenades
|
| Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[50] |
|
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
|
| Option Footnotes: |
|
|
| Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
| Bolter |
24"R, S4, AP5, Rapid Fire. |
|
| Bolter-Meltagun |
Bolter: 24"R, S4, AP5, Rapid Fire. Meltagun: 12"R, S8, AP1, Assault 1, +D6 AP at 6". May only fire Meltagun once per battle. May not fire both weapons at once. |
|
| CC Weapon |
+1A if used with another CCW / pistol. |
|
| Close Combat Weapon |
+1A if used with another Pistol or Close Combat Weapon. |
|
| 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. |
|
| Lascannon |
48" R, S9, AP2, Heavy 1. |
|
| Linked Autocannon |
48" R, S7, AP4, Heavy 2, Linked. |
|
| Meltagun |
12"R, S8, AP1, +D6 AP at 6". |
|
| Plasma Pistol |
12"R, S7, AP2, Pistol. Overheats: If you roll a 1 to hit, make a save or take a wound. |
|
| Plasma Pistol |
12" R, S7, AP2, Pistol. 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. |
|
| Storm Bolter |
24"R, S4, AP5, Assault 2. |
|