Operation Bazaar

Mission: B.3.2 Patrol

Attacking Forces

Unit Name ## WS BS St To Wo In At Ld Save
Wolf Guard Battle Leader 1 5 5 4+1 4 2 5 4 9 3+
Independent Character unless accompanied by a Bodyguard. Can use the True Grit skill.; Powered Armour; Frost Blade; Bolter
  Runic Charm The model may re-roll one failed armour save per battle.
  Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle.
  Melta Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  Wolf Tooth Necklace The model always hits on a 3+ in close combat.
Wolf Guard 2 4 4 4/8 4 1 4 2 9 2+/5(I)+
Wolf Guard can fire a Bolter with one hand if charged.; Terminator Armour; Chainfist; Storm Bolter
    Runic Charm The model may re-roll one failed armour save per battle.
    Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle.
Wolf Guard #1 1 4 4 4/8 4 1 4 2 9 2+/5(I)+
Terminator Armour; Heavy Flamer; Chainfist
      Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle.
      Wolf Tooth Necklace The model always hits on a 3+ in close combat.
Wolf Guard #2 1 4 4 4/8 4 1 4 2 9 2+/5(I)+
Terminator Armour; Assault Cannon; Chainfist
      Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle.
      Runic Charm The model may re-roll one failed armour save per battle.
Wolf Priest 1 5 5 4 4 2 5 4/5 10 3+/4(I)+
Independent Character unless accompanied by a Bodyguard. Can use the True Grit skill.; Powered Armour; Plasma Pistol; Power Weapon; Iron Wolf Amulet
  Melta Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  Runic Charm The model may re-roll one failed armour save per battle.
  Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle.
Fenrisian Wolves 2 4 - 4 4 1 4 2 8 6+
The wolves & character form a unit and have to e.g., take morale checks for 25% casualties and give VP if reduced to half strength. They may still join other units. The wolves may ride in Rhinos as if they were Space Marines, and move at the same speed as the character they're with. They have the And They Shall Know No Fear, Acute Senses, No Matter The Odds and Counter-Attack special rules. They may not use Voluntary Fall Back. The wolves are removed when their character dies; if any are still alive when this happens, the character may not be captured in appropriate scenarios.
  Iron Wolf Amulet 4+ invulnerable save.
Grey Hunter Pack 10 4 4 4 4 1 4 1 8 3+
Grey Hunters can fire a Bolter with one hand if charged.; Bolter / CCW (x7); Bolter / Power Weapon (x2); Plasma Rifle (x1); Krak Grenades
Blood Claws Pack 10 3 3 4 4 1 4 1/2* 8 3+
Headstrong: Blood Claws must charge if they are able, unless led by an independent character. Berserk charge: Blood Claws get +2A when they charge, instead of just +1 (characters attached to the unit don't).; Bolt Pistol & CCWep. (x7); Bolt Pistol / Power Wep. (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 9 3+
Wolf Guard can fire a Bolter with one hand if charged.; Powered Armour; Power Weapon; Bolter
    Melta Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
    Runic Charm The model may re-roll one failed armour save per battle.
    Wolf Tooth Necklace The model always hits on a 3+ in close combat.
    Frag Grenades Fight simultaneosly with troops in cover. Models with Power Fists still go last.
Long Fang Pack 4 4 4 4 4 1 4 1 9 3+
Long Fangs can fire a Bolter with one hand if charged. As long as the pack leader is alive and doesn't shoot, the unit may split it's fire between two targets.; Heavy Bolter (x2); Lascannon (x1); Missile Launcher (x1)
  Pack Leader 1 4 4 4 4 1 4 1/2 9 3+
Bolt Pistol & CCWep.
Wolf Scouts 6 4 4 4 4 1 4 1/2* 8 4+
Infiltrate if allowed. Roll an extra D6 and pick the best when moving through difficult terrain. Instead of being set up normally, one unit of Wolf Scouts + Wolf Guard Leader can be sent ahead. If you do this, the Scout unit is kept in reserve, even if it's not allowed. When they turn up, they enter from the edge their oppositions reserves enter from or retreat towards. If their opponent doesn't have a table edge, roll randomly.; Bolt Pistol & CCWep. (x3); Sniper Rifle / CCW (x2); Plasma Rifle (x1)
Biterolf (Dreadnought) 1 WS: 4 BS: 4 S: 6/10 I: 4 A: 2
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Walker.; Dread. CC Weapon; Heavy Flamer; Assault Cannon
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.
Total Army Cost: 1499 Pts.
Notes:
And They Shall Know No Fear: Space Marines always regroup if they fall back, even if they've taken 50% casualties. They may act normally on the turn after they rally. If pursued and caught, they auto-rally and the enemy is treated as making a Sweeping Advance into them.
Drop pods: At the start of a battle where the Deep Strike rules are allowed, you can declare that your Space Marines are all using Drop Pods to deploy. Any model in Powered, Terminator or Artificer armour, and Scouts, Dreadnoughts and Land Speeders must deploy using the Deep Strike rules. Any other models stay on board ship and are not used in the game.
The Space Wolves have vast numbers of special rules. They are listed on Page 5 of the codex.

Models in Army: 41
Troop Type Count Unused Points Unused Percent
HQ (>=2unit <=2unit) 2 0 587 913 39%
Elite (<=3unit) 3 0 224 1276 14%
Troops (>=2unit <=6unit) 2 4 495 1005 33%
Fst. Atck. (<=3unit) 0 3 0 1500 0%
Hvy. Supp. (<=3unit) 1 2 193 1307 12%
Other (N/A) 0 n/a 0 1500 0%
Equipment Summary 18 n/a 142 n/a 9%

Defending Forces

Warboss Bobz Killa Konvicts

Unit Name ## WS BS St To Wo In At Ld Save
Warboss Bob (Warbs) 1 5 2 5/10 4 3 4 4/5 9 3+
Independent character (unless accompanied by a bodyguard).; Power Klaw; Shoota
  'Eavy Armour 4+ Armour save.
  Kustom Job: Shootier Makes a Shoota or Slugga S5.
  Kustom Job: More Dakka Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol).
  Bionik Arm Causes one S4, I6 hit against one model in base contact in Close Combat. Also counts as an extra CC weapon if you don't otherwise have one (bonus S4 hit not included on profile, extra CC weapon attack is).
  Bionik Bonce +1 armour save (included on profile).
  Bosspole Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test.
Gooba (BigMk) 1 4 2 4 4 2 3 3/4 7 3+
Independent character (unless accompanied by a bodyguard).; Slugga; Burna
  'Eavy Armour 4+ Armour save.
  Mek's Tools May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage.
  Kustom Job: Blasta Gives a Shoota or Slugga AP3 at 12" and AP2 at 6". Overheats- if you roll a '1' to hit, make a save or take a wound.
  Kustom Job: More Dakka Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol).
  Bionik Arm Causes one S4, I6 hit against one model in base contact in Close Combat. Also counts as an extra CC weapon if you don't otherwise have one (bonus S4 hit not included on profile, extra CC weapon attack is).
  Bionik Bonce +1 armour save (included on profile).
Burna Boyz 9 4 2 3 4 1 2 2/3* 7 6+
Slugga & Choppa (x5); Burna (x4)
Shoota Boyz 10 4 2 3 4 1 2 2 7 6+
Shoota (x7); Big Shoota (x3)
Nob 1 4 2 4 4 2 3 3 7 6+
Choppa; Big Shoota
    Bosspole Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test.
Slugga Boyz 11 4 2 3 4 1 2 2/3* 7 6+
Slugga & Choppa (x11)
Nob 1 4 2 4 4 2 3 3/4 7 6+
Choppa; Slugga
da loonz (Storm) 15 4 2 3 4 1 2 2/3 7 6+
Move 12". If model starts or ends in difficult terrain, roll a D6- on a 6 it crashes and is removed. Flee & pursue 3d6".; Slugga & Choppa; Frag Stikkbomz
Sturmgar (Nob) 1 4 2 4 4 2 3 3/4 7 6+
Choppa; Slugga; Frag Stikkbomz
Tiggz Trukkaz (Trukk Boyz) 9 4 2 3 4 1 2 2/3* 7 6+
The Trukk Boyz only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it.; Slugga & Choppa (x9)
Tigg (Nob) 1 4 2 4/8 4 2 3 3/4 7 4+
Power Klaw; Slugga
    'Eavy Armour 4+ Armour save.
  Trukk 1 BS: 2 Front: 10 Side: 10 Rear: 10
Fast, Open-topped.; Big Shoota (x1)
    Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc.
    Stikkbom Chucka Vehicle can make Tank Shock attacks. If it can already Tank Shock, enemies have -1 to their Morale check when it does.
    Bolt-on Big Shoota 36"R, S5, AP5, Assault 3. Must be fired by a passenger.
Bobz Angelz (Warbk) 5 4 2 3 4/5 1 2 2 7 6+/5(U)+
Move 12". The Warbikes, and any unit behind them relative to the enemy unit shooting at them, count as in 5(I)+ Cover to shooting. If they charge, in the first round of combat the Orks go first, making a shooting attack instead of attacking before their opponents can retaliate. Warbikes are completely immune to the effects of morale and pinning.; Twin Linked Big Shoota (x5)
Gitsquisha (Dread) 1 WS: 4 BS: 2 S: 5/10 I: 2 A: 2/3
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Big Shoota; Mega-Blasta; Dreadnought CC Weapon; Dreadnought CC Weapon
Grotstompa (Dread) 1 WS: 4 BS: 2 S: 5/10 I: 2 A: 2/3
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Rokkit Launcha; Skorcha; Dreadnought CC Weapon; Dreadnought CC Weapon
da Smasha (Leman Russ Battle Tank) 1 BS: 2 Front: 14 Side: 12 Rear: 10
Make a Breakdown test for each looted vehicle at the start of each turn. Roll a D6, on a '1', roll again; 1) May not move this turn, roll again next turn, 2-3) May not move this turn, 4+) Don't press that... the vehicle moves 2D6" straight ahead, as if moving normally (e.g., tank shock, dangerous terrain, etc. apply) and cannot move further that turn.; Leman Russ; Tank.; Battle Cannon; Heavy Bolter; 2 Spn. Heavy Flamers
  Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc.
Option Footnotes:
Total Army Cost: 1498 Pts.
Notes:
Mob Rule: If an Ork Mob fails a Morale or Pinning test, roll 2D6- if you roll equal to or less than the number of Orks in the unit, the unit passes the test.
If falling back Orks are within 6 inches of other Orks at the end of their movement, they can make a Ld test- if they pass the mobs combine, and the falling back Mob rallies and can immediately move up to 6 inches to get into Coherency. Stormboyz and Warbikes may not mob up. Mobs which have Mobbed Up count as destroyed.
When shooting at ork Mobs wih mixed armour values (because of mobbing up), only take casualties from the most numerous save value.
Power of the WAAAAAAAAAAAGH: When an Ork Mob charges into combat, roll 2D6. If you roll =< the number of Orks in the mob, they double their Initiative for that Assault phase!

Models in Army: 69
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 197 1303 13%
Elite (<=3unit) 1 2 267 1233 17%
Troops (>=2unit <=6unit) 3 3 365 1135 24%
Fst. Atck. (<=3unit) 2 1 338 1162 22%
Hvy. Supp. (<=3unit) 3 0 331 1169 22%
Other (N/A) 0 n/a 0 1500 0%
Equipment Summary 18 n/a 104 n/a 6%

Roster created with Army Builder - Copyright (c) 1998-2000 by Lone Wolf Development, Inc.

 

 

 

Pre-battle Sequence