Space Wolves Army army two

Unit Name ## WS BS St To Wo In At Ld Save Cost
Rune Priest 1 5 5 4+1 4 2 5 4/5 9 2+ 181
Independent Character; True Grit; Psychic Power: Storm Caller; Frost Blade; Rune Weapon
  Runic Armour 2+ armour save. [20]
  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]
  Wolf Tooth Necklace The model always hits on a 3+ in close combat. [10]
  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]
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]
Grey Hunter Pack 6 4 4 4 4 1 4 1/2* 8 3+ 215
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 [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
Grey Hunter Pack 6 4 4 4 4 1 4 1/2* 8 3+ 215
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 [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
Blood Claws Pack 9 3 3 4 4 1 4 1/2* 8 3+ 304
Headstrong; Berserk Charge; Bolt Pistol & CCWep. (x6); Plasma Pistol / CCW (x2); Meltagun (x1); Frag Grenades; Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  Wolf Guard Leader 1 4 4 4 4 1 4 2/3 9 3+ [63]
True Grit; Plasma Pistol; Bolter-Meltagun
    Wolf Tooth Necklace The model always hits on a 3+ in close combat. [10]
    Melta Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. [3]
  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]
Land Speeder 'Typhoon' 1 BS: 4 Front: 10 Side: 10 Rear: 10 90
Fast; Skimmer; Multi-Melta; Typhoon Missile
Grey Hunter Pack 9 4 4 4 4 1 4 1/2* 8 3+ 326
True Grit; Bolter / CCW (x6); Plasma Pistol / Power Wp. (x1); Plasma Pistol / CCW (x1); Meltagun (x1); Frag Grenades; Krak Grenades
  Wolf Guard Leader 1 4 4 4 4 1 4 2/3 9 3+ [45]
True Grit; Plasma Pistol; Bolter-Flamer
  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]
Option Footnotes:
  Bolt Pistol 12"R, S4, AP5, Pistol.
  Bolter 24"R, S4, AP5, Rapid Fire.
  Bolter-Flamer Bolter: 24"R, S4, AP5, Rapid Fire. Flamer: Template, S4, AP5, Assault 1. May only fire Flamer once per battle. May not fire both weapons at once.
  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.
  Frag Grenades When attacking troops in cover, both sides go simultaneosly. Power Fists still go last.
  Frost Blade No armour save. +1 Strength.
  Krak Grenades May be used against vehicles and immobile Dreadnoughts. One attack per model, 6+D6 AP.
  Melta-Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  Meltagun 12"R, S8, AP1, +D6 AP at 6".
  Multi-Melta 24"R, S8, AP1, Heavy 1, +D6 AP at 12".
  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.
  Power Weapon No armour save in close combat.
  Rune Weapon No armour save. If a model takes a wound but is not killed, make a psychic test- if you pass, it dies. Use against one model per combat round.
  Storm Bolter 24"R, S4, AP5, Assault 2.
  Typhoon Missile 48"R, S5, AP5, Heavy 1 Blast, Linked.
Total Army Cost: 1496 Pts.
Notes:
Models in Army: 41



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