Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Rune Priest (HQ) |
1 |
5 |
5 |
4+1 |
4 |
2 |
5 |
4/5 |
9 |
3+/4(I)+ |
149 |
Independent Character; True Grit; Psychic Power: Storm Caller; Bolt Pistol (x1); Frost Blade (x1)
|
Wolf Pelt |
The model gets +1A when it Counter-Attacks. |
[3] |
Chooser of the Slain |
Enemy infiltrators may not Infiltrate unless they roll a 4+ (roll for each unit). The Chooser also counts as an extra CC Weapon, if the Rune Priest doesn't already have one. |
[10] |
Wolf Tooth Necklace |
The model always hits on a 3+ in close combat. |
[10] |
Belt of Russ |
4+ invulnerable save. |
[25] |
Venerable Dreadnought (HQ) |
1 |
WS: 5 BS: 5 S: 6/10 I: 4 A: 3 |
183 |
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Old & Wise; Hard to Kill; Dread. CC Weapon; Storm Bolter; Twin Lascannon
|
Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
Wolf Guard Battle Leader (HQ) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4/5 |
9 |
3+ |
79 |
Independent Character; True Grit; Bolt Pistol (x1); Power Weapon (x1)
|
Wolf Pelt |
The model gets +1A when it Counter-Attacks. |
[3] |
Wolf Scouts (Elites) |
6 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2*^ |
8 |
4+ |
195 |
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 & CCWep. (x3); 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+ |
[51] |
True Grit; Close Combat Weapon (x1); Bolter-Meltagun
|
Melta Bombs |
When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. |
[5] |
Grey Hunter Pack (Troops) |
7 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2*^ |
8 |
3+ |
217 |
True Grit; Bolt Pistol & CCWep. (x4); Bolt Pistol / Power Fist (x2); Meltagun (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) |
8 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2*^ |
8 |
3+ |
234 |
True Grit; Bolt Pistol & CCWep. (x5); Bolt Pistol / Power Fist (x2); Meltagun (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] |
Blood Claws Pack (Troops) |
13 |
3 |
3 |
4 |
4 |
1 |
4 |
1/2* |
8 |
3+ |
267 |
Headstrong; Berserk Charge; Bolt Pistol & CCWep. (x10); Bolt Pistol / Power Fist (x3); Frag Grenades
|
Wolf Guard Leader |
1 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[49] |
True Grit; Bolt Pistol (x1); Power Fist (x1)
|
Wolf Pelt |
The model gets +1A when it Counter-Attacks. |
[3] |
Land Raider 'Crusader' (Heavy Support) |
1 |
BS: 4 Front: 14 Side: 14 Rear: 14 |
258 |
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] |
Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
Predator 'Annihilator' (Heavy Support) |
1 |
BS: 4 Front: 13 Side: 11 Rear: 10 |
168 |
Tank; 2 Sponson Lascannon; Turret Linked Lascannons
|
Extra Armour |
Count 'Crew Stunned' results as 'Crew Shaken'. |
[5] |
Smoke Launchers |
Use instead of shooting- for one turn, penetrating hits count as glancing blows. |
[3] |
Hunter-Killer Missile |
Unlimited range, S8, AP3, Heavy 1. 1 shot per battle. |
[15] |
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. |
|
Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
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. |
|
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. |
|
Lascannon |
48"R, S9, AP2, Heavy 1. |
|
Linked Assault Cannon |
24"R, S6, AP4, Heavy 3, Linked. |
|
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. |
|
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. |
|
Twin Lascannon |
48"R, S9, AP2, Heavy 1, Linked. |
|