Attacking Forces
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save |
Biterolf (Venerable Dreadnought) |
1 | WS: 5 BS: 5 S: 6/10 I: 4 A: 3 | ||||||||
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Old & Wise: The army may re-roll the dice if the mission being played has a roll to see who gets the first turn. Hard to Kill: When the Dreadnought takes a hit, you may force your opponent to re-roll the damage it causes (you must accept the result of the second roll).; Dread. CC Weapon; Heavy Flamer; Assault Cannon | ||||||||||
Smoke Launchers | Use instead of shooting- for one turn, penetrating hits count as glancing blows. | |||||||||
Grey Hunter Pack | 9 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ |
Grey Hunters can fire a Bolter with one hand if charged.; Bolter / CCW (x6); Bolter / Power Weapon (x2); Plasma Rifle (x1); Krak Grenades | ||||||||||
Blood Claws Pack | 9 | 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. (x6); Bolt Pistol / Power Wep. (x2); Flamer (x1); Frag Grenades; Krak Grenades | ||||||||||
Wolf Guard Leader | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 3+ |
Wolf Guard can fire a Bolter with one hand if charged.; Powered Armour; Bolt Pistol; Power Weapon | ||||||||||
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 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. | |||||||||
Wolf Tooth Necklace | The model always hits on a 3+ in close combat. | |||||||||
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. | ||||||||||
Wolf Scouts | 4 | 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. (x1); Sniper Rifle / CCW (x2); Plasma Rifle (x1) | ||||||||||
Option Footnotes: |
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Assault Cannon | 24"R, S6, AP4, Heavy 3. Jams (and cannot be used further) if 3 1's are rolled to hit. | |||||||||
Bolt Pistol | 12"R, S4, AP5, Pistol. | |||||||||
Bolt Pistol | 12"R, S4, AP5, Pistol. | |||||||||
Bolter | 24"R, S4, AP5, Rapid Fire. | |||||||||
Bolter | 24"R, S4, AP5, Rapid Fire. | |||||||||
CC Weapon | +1A if used with another CCW / pistol. | |||||||||
Close Combat Weapon | +1A if used with another Pistol or Close Combat Weapon. | |||||||||
Dread. CC Weapon | No armour save. If destroyed, use S before the /. | |||||||||
Flamer | Template, S4, AP5, Assault 1. | |||||||||
Frag Grenades | When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. | |||||||||
Frost Blade | No armour save. +1 Strength. | |||||||||
Heavy Bolter | 36"R, S5, AP4, Heavy 3. | |||||||||
Heavy Flamer | Template, S5, AP4, Assault 1. | |||||||||
Krak Grenades | May be used against vehicles and immobile Dreadnoughts. One attack per model, 6+D6 AP. | |||||||||
Lascannon | 48" R, S9, AP2, Heavy 1. | |||||||||
Missile Launcher | 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). | |||||||||
Plasma Rifle | 24"R, S7, AP2, Rapid Fire. Overheats- if you roll a '1' to hit, make a save or take a wound. | |||||||||
Power Weapon | No armour save in close combat. | |||||||||
Power Weapon | No armour save in close combat. | |||||||||
Powered Armour | 3+ armour save. | |||||||||
Sniper Rifle | 36"R, Hits on 2+, Wounds on 4+, Heavy 1. |
Total Army Cost: 999 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: 32 |
Troop Type | Count | Unused | Points | Unused | Percent |
HQ (>=2unit <=2unit) | 2 | 0 | 294 | 706 | 29% |
Elite (<=3unit) | 2 | 1 | 78 | 922 | 7% |
Troops (>=1unit <=6unit) | 2 | 4 | 434 | 566 | 43% |
Fst. Atck. (<=3unit) | 0 | 3 | 0 | 1000 | 0% |
Hvy. Supp. (>=1unit <=3unit) | 1 | 2 | 193 | 807 | 19% |
Other (N/A) | 0 | n/a | 0 | 1000 | 0% |
Equipment Summary | 6 | n/a | 39 | n/a | 3% |
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Defending Forces
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | |
Warboss Bob | 1 | 5 | 2 | 5/10 | 4 | 3 | 4 | 4/5 | 9 | 4+ | |
Independent character (unless accompanied by a bodyguard).; Power Klaw; Slugga | |||||||||||
'Eavy Armour | 4+ Armour save. | ||||||||||
Bosspole | Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test. | ||||||||||
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). | ||||||||||
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). | ||||||||||
Slugga Boyz | 29 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | |
Slugga & Choppa (x26); Big Shoota (x1); Burna (x2) | |||||||||||
Nob | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 6+ | |
Choppa; Slugga | |||||||||||
Burna Boyz | 7 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | |
Slugga & Choppa (x3); Burna (x4); Frag Stikkbomz | |||||||||||
Goober (Mekboy) |
1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | |
Slugga; Burna; Frag Stikkbomz | |||||||||||
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. | ||||||||||
Shoota Boyz | 10 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | |
Shoota (x7); Big Shoota (x2); Rokkit Launcha (x1) | |||||||||||
Kurtz Kroozaz (Trukk Mob) | 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.; Shoota (x3); Slugga & Choppa (x5); Burna (x1) | |||||||||||
Kurt (Nob) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 6+ | |
Choppa; Slugga | |||||||||||
da Killa Krooza (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. | ||||||||||
Armoured Top | The vehicle no longer counts as being Open-Topped, however only 1/2 of the passengers may shoot from vehicle | ||||||||||
Da
Klunkaz (Killa Kans) |
3 | WS: 4 BS: 2 S: 5/10 I: 2 A: 2 | |||||||||
Front Armour: 11; Side Armour: 11; Rear Armour: 10; Dreadnought CC Weapon; Big Shoota (x2); Rokkit Launcha (x1) | |||||||||||
Big Gunz Battery | 1 | Armour: 10 | |||||||||
Randomise hits between the Gun and Krew; on a 1-4 the Krew is hit, on a 5+ the Guns are hit (it has Armour 10 all round and is destroyed by any glancing or penetrating hits).; Zzap Gun | |||||||||||
Krew | 3 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | |
Vern (Mekboy) | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | |
Slugga; Kustom Force Field | |||||||||||
Option Footnotes: |
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Big Shoota | 36"R, S5, AP5, Assault 3. | ||||||||||
Burna | (Template, S4, AP5, Assault 1) OR (No armour save in close combat). May not be used as both in the same turn. AP 4+2D6 vs. vehicles. | ||||||||||
Choppa | +1A if used with another Pistol or CC Weapon. Saving throws of 3+ or 2+ count as 4+ against a Choppa. | ||||||||||
Dreadnought CC Weapon | No armour save in close combat. 1 CCW doubles strength; 2 give +1 Attacks. | ||||||||||
Frag Stikkbomz | When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). | ||||||||||
Kustom Force Field | All models within 6" have a 5+ (I) saving throw, vehicles are Hull Down. No effect in close combat. | ||||||||||
Power Klaw | Doubles strength, no armour save & always strikes last in close combat. +1A if used with another Pistol or CC Weapon. | ||||||||||
Rokkit Launcha | 24"R, S8, AP3, Assault 1. | ||||||||||
Shoota | 24"R, S4, AP6, Rapid Fire. | ||||||||||
Slugga | 12"R, S4, AP6, Pistol. +1A if used with another Pistol or CC Weapon. | ||||||||||
Zzap Gun | 24"R, S(2D6), AP2, Heavy 1. Hits automatically. If you roll an 11 or 12 for the Strength, one of the Krew is killed. |
Total Army Cost: 999 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: 68 |
Troop Type | Count | Unused | Points | Unused | Percent |
HQ (>=1unit <=1unit) | 1 | 0 | 113 | 887 | 11% |
Elite (<=2unit) | 0 | 2 | 0 | 1000 | 0% |
Troops (>=2unit <=6unit) | 3 | 3 | 519 | 481 | 51% |
Fst. Atck. (<=1unit) | 1 | 0 | 169 | 831 | 16% |
Hvy. Supp. (<=3unit) | 2 | 1 | 198 | 802 | 19% |
Other (N/A) | 0 | n/a | 0 | 1000 | 0% |
Equipment Summary | 10 | n/a | 53 | n/a | 5% |
Roster created with Army Builder - Copyright (c) 1998-2000 by Lone Wolf Development, Inc.
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