Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Ull (Dread) |
1 |
WS: 5 BS: 5 S: 6/10 I: 4 A: 3 |
180 |
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] |
Kvasir (WolfL) |
1 |
5 |
5 |
4+1 |
4 |
3 |
5 |
4 |
10 |
2+/5(I)+ |
115 |
Independent Character; True Grit; Frost Blade (x1); Storm Bolter
|
Terminator Armour |
2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. |
[15] |
Grettir (RuneP) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4 |
9 |
2+/5(I)+ |
140 |
Independent Character; True Grit; Psychic Power: Storm Caller; Rune Weapon (x1); Storm Bolter
|
Terminator Armour |
2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. |
[15] |
Bodvar's Pack (GreyH) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2^ |
8 |
3+ |
315 |
True Grit; Bolter / CCW (x6); Plasma Pistol / Power Wp. (x1); Plasma Pst. / Power Fist (x1); Flamer (x1)
|
Wolf Guard Leader |
1 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[55] |
True Grit; Power Fist (x1); Bolter-Plasma Gun
|
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
|
Hednar's Pack (Blood) |
9 |
3 |
3 |
4 |
4 |
1 |
4 |
1/2* |
8 |
3+ |
254 |
Headstrong; Berserk Charge; Bolt Pistol & CCWep. (x6); Bolt Pistol / Power Fist (x1); Bolt Pistol / Power Wep. (x1); Meltagun (x1); Frag Grenades
|
Wolf Guard Leader |
1 |
4 |
4 |
4/8 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[50] |
True Grit; Power Fist (x1); Bolter-Flamer
|
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 (Troops) |
8 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2^ |
8 |
3+ |
237 |
True Grit; Bolter / CCW (x5); Plasma Pistol / Power Wp. (x1); Plasma Pst. / Power Fist (x1); Flamer (x1)
|
Wolf Guard Leader |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[45] |
True Grit; Power Weapon (x1); Bolter-Flamer
|
Long Fang Pack (Heavy Support) |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
219 |
True Grit; As long as the pack leader is alive and doesn't shoot, the unit may split it's fire between two targets; Lascannon (x1); Missile Launcher (x2); Plasma Cannon (x1)
|
Pack Leader |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
[37] |
Bolter / CCW
|
Predator 'Annihilator' (Heavy Support) |
1 |
BS: 4 Front: 13 Side: 11 Rear: 10 |
153 |
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] |
Wolf Scouts (Elites) |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2*^ |
8 |
4+ |
88 |
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. (x1); Plasma Pistol / CCW (x2); Plasma Gun (x1)
|
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-Plasma Gun |
Bolter: 24"R, S4, AP5, Rapid Fire. Plasma Gun: 24"R, S7, AP2, Rapid Fire, if you roll a '1' to hit and make a save or take a wound. May only fire Plasma Gun 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 /. |
|
Flamer |
Template, S4, AP5, Assault 1. |
|
Force 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. |
|
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. |
|
Meltagun |
12"R, S8, AP1, +D6 AP at 6". |
|
Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
Plasma Cannon |
36" R, S7, AP2, Heavy 1 Blast. Overheats: If you roll a 1 to hit, make a save or take a wound. |
|
Plasma Gun |
24"R, S7, AP2, Rapid Fire. 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. |
|
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 Lascannon |
48"R, S9, AP2, Heavy 1, Linked. |
|