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Imperium - Adeptus Astartes - Space Wolves - Cazzo di Cani - (1990 pts)

Army Roster (Imperium - Adeptus Astartes - Space Wolves) (1990 pts)

Configuration
Show/Hide Options Titans are visible, Agents of the Imperium are visible, Imperial Knights are visible, Unaligned Fortifications are
visible, Unaligned Forces are visible, Legends are visible

Epic Hero (435 pts)


Arjac Rockfist (1) Rules: Deep Strike, Leader, Oath of Moment, Anti-, Assault
(95 pts) Abilities: Anvil of Endurance, Champion of the Kingsguard, Invulnerable Save[1], Leader[1]
Unit: Arjac Rockfist
Melee Weapons: Foehammer
Ranged Weapons: Foehammer

Bjorn the Fell-Handed (1) Multi-melta, Warlord


(180 pts)
Rules: Deadly Demise 1, Feel No Pain 5+, Oath of Moment, Lethal Hits, Ignores Cover, Torrent, Melta
Unit: Bjorn the Fell-Handed
Abilities: Ancient Tactician, Legendary Tenacity
Melee Weapons: Trueclaw
Ranged Weapons: Heavy Flamer, Multi-melta

Ragnar Blackmane (1) Rules: Leader, Oath of Moment, Sustained Hits, Pistol
(90 pts) Abilities: Battle-lust, Invulnerable Save[1], Leader[2], War Howl
Unit: Ragnar Blackmane
Melee Weapons: Frostfang
Ranged Weapons: Bolt Pistol[1]

Ulric the Slayer (1) Rules: Leader, Feel No Pain 6+, Oath of Moment, Hazardous, Pistol
(70 pts) Unit: Ulric the Slayer
Abilities: Invulnerable Save[1], Leader[3], Slayer’s Oath, Wolf Helm of Russ (Aura)
Ranged Weapons: Plasma pistol - standard, Plasma pistol - supercharge
Melee Weapons: Artificer crozius

Character (215 pts)


Iron Priest (1) Rules: Leader, Oath of Moment, Extra Attacks, Pistol, Torrent
(60 pts) Unit: Iron Priest
Abilities: Blessing of the Omnissiah, Iron Priest, Leader[4], Vengeance of the Omnissiah
Melee Weapons: Servo-arm, Tempest hammer
Ranged Weapons: Helfrost pistol - dispersed, Helfrost pistol - focused

Lieutenant in Reiver Armour (1) Rules: Scouts 6", Leader, Oath of Moment, Pistol, Precision
(55 pts) Unit: Lieutenant in Reiver Armor
Abilities: Deadly Terror, Leader[5], Tactical Precision
Ranged Weapons: Master-crafted Special Issue Bolt Pistol
Melee Weapons: Combat Knife

Wolf Lord on Thunderwolf (1) Thunder Hammer, Bolt Pistol


(100 pts)
Rules: Leader, Oath of Moment, Extra Attacks, Pistol
Abilities: Invulnerable Save[1], Leader[6], Rites of Battle, Speed of the Hunter
Unit: Wolf Lord on Thunderwolf
Melee Weapons: Crushing teeth and claws, Thunder Hammer
Ranged Weapons: Bolt Pistol[1]

Battleline (300 pts)


Blood Claws (10) • 9x Blood Claw: 9x Bolt Pistol
(140 pts) • Blood Claw Pack Leader: Power Fist, Bolt Pistol

Rules: Oath of Moment, Pistol


Unit: Blood Claws
Abilities: Attached Unit[1], Berserk Charge
Ranged Weapons: Bolt Pistol (9), Bolt Pistol[2]
Melee Weapons: Astartes chainsword, Power Fist

Intercessor Squad (5) • Intercessor Sergeant: Close Combat Weapon, Astartes Chainsword
(80 pts) • 4x Intercessors

Rules: Oath of Moment, Pistol, Assault, Heavy


Abilities: Objective Secured
Unit: Intercessor Squad
Ranged Weapons: Bolt Pistol[2], Bolt Rifle
Melee Weapons: Astartes Chainsword, Close Combat Weapon[1]
Intercessor Squad (5) • Intercessor Sergeant: Close Combat Weapon, Astartes Chainsword
(80 pts) • 4x Intercessors

Rules: Oath of Moment, Pistol, Assault, Heavy


Abilities: Objective Secured
Unit: Intercessor Squad
Ranged Weapons: Bolt Pistol[2], Bolt Rifle
Melee Weapons: Astartes Chainsword, Close Combat Weapon[1]

Infantry (645 pts)


Aggressor Squad (3) Flamestorm Gauntlets
(120 pts) • 2x Aggressors
• Aggressor Sergeant

Rules: Oath of Moment, Twin-linked, Torrent, Ignores Cover


Unit: Aggressors
Abilities: Close-quarters Firepower
Melee Weapons: Twin Power Fist
Ranged Weapons: Flamestorm Gauntlets

Bladeguard Veteran Squad (3) • 2x Bladeguard Veterans


(90 pts) • Bladeguard Veteran Sergeant: Plasma Pistol

Rules: Oath of Moment, Pistol, Hazardous


Unit: Bladeguard Veteran Squad
Abilities: Bladeguard, Invulnerable Save[1]
Melee Weapons: Master-crafted Power Weapon
Ranged Weapons: Plasma Pistol - Standard, Plasma Pistol - Supercharge, Heavy Bolt Pistol

Hounds of Morkai (5) • 5x Hound of Morkai


(90 pts)
Rules: Scouts 6", Oath of Moment, Anti-, Devastating Wounds, Pistol, Precision
Unit: Hounds of Morkai
Abilities: Attached Unit[2], Invulnerable Save[2], Morkai’s Howl
Ranged Weapons: Morkai bolt pistol
Melee Weapons: Morkai combat knife

Long Fangs (5) • 4x Long Fang w/ boltgun


(150 pts) • Long Fang Pack Leader: Power Fist, Boltgun

Rules: Oath of Moment, Pistol


Unit: Long Fangs
Abilities: Armorium Cherub, Attached Unit[3], Fire Discipline
Ranged Weapons: Bolt Pistol[2], Boltgun
Melee Weapons: Close combat weapon, Power Fist

Wolf Guard Terminators (5) • 4x Wolf Guard Terminator: Storm bolter, Power fist
(195 pts) • Wolf Guard Terminator Pack Leader: Storm bolter, Thunder hammer

Rules: Oath of Moment, Devastating Wounds, Rapid Fire


Unit: Wolf Guard Terminators
Abilities: Attached Leaders, Invulnerable Save[1], Wolf Guard
Melee Weapons: Close Combat Weapon[2], Power fist, Thunder hammer
Ranged Weapons: Storm Bolter

Mounted (180 pts)


Thunderwolf Cavalry (3) • 3x Thunderwolf w/ storm shield
(90 pts)
Rules: Oath of Moment, Extra Attacks
Unit: Thunderwolf Cavalry
Abilities: Ferocious Charge, Storm Shield
Melee Weapons: Crushing teeth and claws, Heirloom weapon

Thunderwolf Cavalry (3) • 3x Thunderwolf w/ bolt pistol


(90 pts)
Rules: Oath of Moment, Extra Attacks, Pistol
Unit: Thunderwolf Cavalry
Abilities: Ferocious Charge
Melee Weapons: Crushing teeth and claws, Heirloom weapon
Ranged Weapons: Bolt Pistol[2]

Vehicle (140 pts)


Ballistus Dreadnought (1) Rules: Deadly Demise D3, Oath of Moment, Blast, Rapid Fire, Twin-linked
(140 pts) Unit: Ballistus Dreadnought
Abilities: Ballistus Strike, Damaged: 1-4 Wounds Remaining
Ranged Weapons: Ballistus Missile Launcher - Frag, Ballistus Missile Launcher - Krak, Ballistus Lascannon,
Twin Storm Bolter
Melee Weapons: Armoured Feet

Dedicated Transport (75 pts)


Rhino (1) Hunter Killer Missile
(75 pts)
Rules: Firing Deck 2, Deadly Demise D3, Oath of Moment, One Shot, Rapid Fire
Unit: Rhino
Abilities: Self Repair, Transport
Melee Weapons: Armoured Tracks
Ranged Weapons: Hunter Killer Missile, Storm Bolter

Army Roster (Imperium - Adeptus Astartes - Space Wolves)

Configuration
Battle Size Incursion (1000 Point limit)

Detachment Gladius Task Force

Abilities: Combat Doctrines

Show/Hide Options Titans are visible, Agents of the Imperium are visible, Imperial Knights are visible, Unaligned Fortifications are
visible, Unaligned Forces are visible, Legends are visible
Rules:

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Oath of Moment If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army.
Until the start of your next Command phase, each time a model from your army with this ability makes an attack that targets
that enemy unit, you can re-roll the Hit roll.

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Feel No Pain 5+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model
suffers damage and so would lose a wound.

Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.

Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Feel No Pain 6+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model
suffers damage and so would lose a wound.

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one
Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one
model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a
Character, Monster or Vehicle, in which case it suffers 3 mortal wounds instead. Note that if you selected a Character model in
an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit
that has lost one or more wounds or has had attacks allocated to it this phase.

Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a
weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks
made with an Extra Attacks weapon cannot be modified by other rules.
Scouts 6" Some units have ‘Scouts x’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any
DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are
embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than
9\" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn
moves their units first.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that
attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the
attacking unit have been allocated and resolved

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Firing Deck 2 Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the
Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select
one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it
counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

One Shot The bearer can only shoot with this weapon once per battle.
Abilities

Ancient Tactician

Once per battle, after your opponent uses a Stratagem, this model can use this ability. If it does, until the end of the battle, increase that Stratagem’s cost to
your opponent by 1CP.

Anvil of Endurance

While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to
the Wound roll as well if that unit is Below Half-strength.

Armorium Cherub

Once per battle, after making a Hit roll for a model in this unit, you can change that roll to an unmodified 6.

Attached Leaders

If a CHARACTER unit from your army with the Leader ability can be attached to a TERMINATOR SQUAD, it can instead be attached to this unit.

Attached Unit[1]

If a CHARACTER unit from your army with the Leader ability can be attached to an ASSAULT INTERCESSOR SQUAD or ASSAULT SQUAD, it can instead
be attached to this unit.

Attached Unit[2]

If a CHARACTER unit from your army with the Leader ability can be attached to a REIVER SQUAD, it can instead be attached to this unit.

Attached Unit[3]

If a CHARACTER unit from your army with the Leader ability can be attached to a DEVASTATOR SQUAD, it can instead be attached to this unit.

Ballistus Strike

Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll.

Battle-lust

Each time this model ends a Charge move, until the end of the turn, add 2 to the Attacks and Strength characteristics of this model’s Frostfang.

Berserk Charge

Each time this unit makes a Charge move, until the end of the turn, add 1 to the Attacks and Strength characteristics of melee weapons equipped by models
in this unit.

Bladeguard

At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

% Swords of the Imperium: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
% Shields of the Imperium: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.

Blessing of the Omnissiah

In your Command phase, you can select one friendly ADEPTUS ASTARTES VEHICLE model within 3" of this model. That model regains up to D3 lost
wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be
selected for this ability once per turn.

Champion of the Kingsguard

You can target this model with the Epic Challenge Stratagem for 0CP. In addition, each time this model makes a melee attack that targets a
CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll.

Close-quarters Firepower

Each time a model in this unit makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack
by 1.

Combat Doctrines
At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat
Doctrine is active and its effects apply to all Adeptus Astartes units from your army with this ability. You can only select each Combat Doctrine once per battle.

DEVASTATOR DOCTRINE
This unit is eligible to shoot in a turn in which it Advanced.

TACTICAL DOCTRINE
This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

ASSAULT DOCTRINE
This unit is eligible to declare a charge in a turn in which it Advanced.

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Deadly Terror

While this model is leading a unit, increase the range of that unit’s Terror Troops ability by 3".

Ferocious Charge

Each time this unit makes a Charge move, until the end of the turn, add 1 to the Damage characteristic of melee weapons equipped by models in this unit.

Fire Discipline

Each time this unit Remains Stationary, if it includes a Long Fang Pack Leader, you can select one enemy unit that is visible to that model. Until the end of
the turn, each time a model in this unit makes a ranged attack that targets that enemy unit, re-roll a Hit roll of 1.

Invulnerable Save[1]

4+

Invulnerable Save[2]

Models in this unit have a 6+ invulnerable save. This invulnerable save is improved to 4+ against Psychic Attacks.

Iron Priest

While this model is within 3" of one or more friendly ADEPTUS ASTARTES VEHICLE units, this model has the Lone Operative ability

Leader[1]

This model can be attached to the following units:

% Relic Terminator Squad


% Terminator Assault Squad
% Terminator Squad
% Wolf Guard Terminators

You can attach this model to one of the above units even if one Captain or Chapter Master model has already been attached to it. If you do, and that
Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.

Leader[2]

This model can be attached to the following units:

% Wolf Guard
% Blood Claws
% Grey Hunters
% Assault Intercessor Squad
% Bladeguard Veteran Squad
% Intercessor Squad

Leader[3]

This model can be attached to the following units:

% Blood Claws
% Grey Hunters
% Long Fangs
% Wolf Guard

Leader[4]
This model can be attached to the following units:

% Astartes Servitors
% Blood Claws
% Grey Hunters
% Long Fangs

Leader[5]

This model can be attached to the following unit:

% Reiver Squad

You can attach this model to the above unit even if one Captain or Chapter Master model has already been attached to it. If you do, and that Bodyguard unit
is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.

Leader[6]

This model can be attached to the following units:

% Thunderwolf Cavalry

Legendary Tenacity

Each time an attack is allocated to this model, halve the Damage characteristic of that attack.

Morkai’s Howl

In your Shooting phase, you can select one enemy unit within 12" of this unit (if a LIEUTENANT IN REIVER ARMOUR is leading this unit, you can select one
enemy unit within 18" instead). That unit must take a Battle-shock test, subtracting 1 from the result if it is a PSYKER unit. If that test is failed, in addition to
being Battle-shocked, that unit is Stunned until the start of your next Shooting phase. While a unit is Stunned, each time a model in that unit makes a Psychic
Attack, subtract 1 from the Hit roll.

Objective Secured

If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains
under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Rites of Battle

Once per battle round, one unit from your army with this ability can be targeted by a Stratagem for 0CP, even if another unit from your army has already been
targeted by that Stratagem this phase.

Self Repair

At the end of your Command phase, this model regains 1 lost wound.

Slayer’s Oath

While this model is leading a unit, at the start of the Fight phase, select one enemy unit within Engagement Range of this model’s unit. Until the end of the
phase, each time a model in this model’s unit makes a melee attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. If that
enemy unit is a CHARACTER, VEHICLE or MONSTER unit, until the end of the phase, each time a model in this model’s unit makes a melee attack that
targets that enemy unit, you can re-roll the Hit roll and you can re-roll the Wound roll.

Speed of the Hunter

Add 1 to Advance and Charge rolls made for this model’s unit.

Storm Shield

The bearer has a 4+ invulnerable save.

Tactical Precision

While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.

Transport

This model has a transport capacity of 12 ADEPTUS ASTARTES INFANTRY models. It cannot transport JUMP PACK, WULFEN, PHOBOS, GRAVIS,
CENTURION, TERMINATOR or TACTICUS models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit)

Vengeance of the Omnissiah

If a friendly ADEPTUS ASTARTES VEHICLE model is destroyed within 12" of this model, until the end of the battle, this model’s tempest hammer has
an Attacks characteristic of 6.

War Howl

While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced.
Wolf Guard

Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristic and/or to the hit
roll. In addition, each time a model in this unit makes an attack that targets the enemy unit you selected for the Oath of Moment ability this turn, add 1 to the
Hit roll.

Wolf Helm of Russ (Aura)

While a friendly ADEPTUS ASTARTES unit is within 6" of this model, models in that unit have a Leadership characteristic of 5+.

Unit M T SV W LD OC

Aggressors 5" 6 3+ 3 6+ 1

Arjac Rockfist 5" 5 2+ 6 6+ 1

Ballistus Dreadnought 8" 10 2+ 12 6+ 4

Bjorn the Fell-Handed 8" 9 2+ 8 6+ 3

Bladeguard Veteran Squad 6" 4 3+ 3 6+ 1

Blood Claws 6" 4 3+ 2 6+ 2

Hounds of Morkai 6" 4 3+ 2 6+ 1

Intercessor Squad 6" 4 3+ 2 6+ 2

Iron Priest 6" 4 2+ 4 6+ 1

Lieutenant in Reiver Armor 6" 4 3+ 4 6+ 1

Long Fangs 6" 4 3+ 2 6+ 1

Ragnar Blackmane 6" 4+ 3+ 5 6+ 1

Rhino 12" 9 3+ 10 6+ 2

Thunderwolf Cavalry 10" 6 3+ 4 6+ 2

Ulric the Slayer 6" 4 3+ 4 5+ 1

Wolf Guard Terminators 5" 5 2+ 3 6+ 1

Wolf Lord on Thunderwolf 10" 6 3+ 6 6+ 2


Melee Weapons Range A WS S AP D

Armoured Feet Melee 5 3+ 7 0 1

Armoured Tracks Melee 3 4+ 6 0 1

Artificer crozius Melee 5 2+ 6 -2 2

Astartes chainsword Melee 3 3+ 4 -1 1

Astartes Chainsword Melee 5 3+ 4 -1 1

Close combat weapon Melee 2 3+ 4 0 1

Close Combat Weapon[1] Melee 3 3+ 4 0 1

Close Combat Weapon[2] Melee 3 3+ 4 0 1

Combat Knife Melee 6 2+ 4 0 1

Precision

Crushing teeth and claws Melee 3 4+ 5 -1 1

Extra Attacks

Foehammer Melee 5 2+ 8 -2 3

Anti-MONSTER 2+

Frostfang Melee 8 2+ 6 -3 2

Sustained Hits 1

Heirloom weapon Melee 4 3+ 5 -1 1

Master-crafted Power Weapon Melee 4 3+ 5 -2 2

Morkai combat knife Melee 4 3+ 4 0 1

Anti-PSYKER 4+, Devastating Wounds, Precision

Power fist Melee 3 3+ 8 -2 2

Power Fist Melee 3 3+ 8 -2 2

Servo-arm Melee 1 3+ 8 -2 3

Extra Attacks

Tempest hammer Melee 3 4+ 8 -2 3

-
Thunder hammer Melee 3 4+ 8 -2 2

Devastating Wounds

Thunder Hammer Melee 5 3+ 8 -2 2

Devastating Wounds

Trueclaw Melee 6 2+ 12 -2 3

Lethal Hits

Twin Power Fist Melee 3 3+ 8 -2 2

Twin-linked
Ranged Weapons Range A BS S AP D

Ballistus Missile Launcher - Frag 48" 2D6 3+ 5 0 1

Blast

Ballistus Missile Launcher - Krak 48" 2 3 10 -2 D6

Helfrost pistol - dispersed 12" D3 N/A 3 -1 1

Pistol, Torrent

Helfrost pistol - focused 12" 1 3+ 6 -3 3

Pistol

Plasma pistol - standard 12" 1 2+ 7 -2 1

Pistol

Plasma Pistol - Standard 12" 1 3+ 7 -2 1

Pistol

Plasma pistol - supercharge 12" 1 2+ 8 -2 2

Hazardous, Pistol

Plasma Pistol - Supercharge 12" 1 3+ 8 -3 2

Hazardous, Pistol

Ballistus Lascannon 48" 2 3+ 12 -3 D6+1

Bolt Pistol (9) 12" 1 3+ 4 0 1

Pistol

Bolt Pistol[1] 12" 1 2+ 4 0 1

Pistol

Bolt Pistol[2] 12" 1 3+ 4 0 1

Pistol

Bolt Rifle 24" 2 3+ 4 -1 1

Assault, Heavy

Boltgun 24" 2 3+ 4 0 1

Flamestorm Gauntlets 12" D6+1 N/A 4 0 1

Ignores Cover, Torrent, Twin-linked

Foehammer 6" 1 2+ 8 -2 3

Anti-MONSTER 2+, Assault

Heavy Bolt Pistol 18" 1 3+ 4 -1 1

Pistol

Heavy Flamer 12" D6 N/A 5 -1 1

Ignores Cover, Torrent

Hunter Killer Missile 48" 1 2+ 14 -3 D6

One Shot
Master-crafted Special Issue Bolt Pistol 12" 1 2+ 4 0 2

Pistol, Precision

Morkai bolt pistol 12" 1 3+ 4 -1 1

Anti-PSYKER 4+, Devastating Wounds, Pistol, Precision

Multi-melta 18" 2 2+ 9 -4 D6

Melta 2

Storm Bolter 24" 2 3+ 4 0 1

Rapid Fire 2

Twin Storm Bolter 24" 2 3+ 4 0 1

Rapid Fire 2, Twin-linked

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