Having arrived on planet to relieve the beleaguered inhabitants from the vicious occupation of the Orkoid alien forces, Space Wolf units prepare a cunning plan that could ensure a quick victory. Striking quickly into the enemies rear to secure vital river crossing, the Space Wolves attempt to sow disorder by eliminating the Ork headquarters unit.
Attacking Forces
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | |
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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. | ||||||||||
Frag Grenades | Fight simultaneously with troops in cover. Models with Power Fists still go last. | ||||||||||
Bionics | If the model is killed, roll a D6 at the start of next turn; if a 6 is rolled, he gets back up with one wound left. | ||||||||||
Krak Grenades | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6. | ||||||||||
Wolf Guard | 4 | 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 | |||||||||||
Wolf Guard | 1 | 4 | 4 | 4/8 | 4 | 1 | 4 | 2 | 9 | 2+/5(I)+ | |
Terminator Armour; Assault Cannon; Chainfist | |||||||||||
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. | |||||||||||
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10 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2* | 8 | 3+ | |
Grey Hunters can fire a Bolter with one hand if charged.; Bolt Pistol & CCWep. (x8); Bolter / Power Weapon (x2); Wolf Totem | |||||||||||
Wolf Totem | +1 bonus to combat resolution within 6". | ||||||||||
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8 | 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. (x5); Bolt Pistol / Power Wep. (x2); Flamer (x1); Frag Grenades | |||||||||||
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 | |||||||||||
Runic Charm | The model may re-roll one failed armour save per battle. | ||||||||||
Frag Grenades | Fight simultaneosly with troops in cover. Models with Power Fists still go last. | ||||||||||
Wolf Tooth Necklace | The model always hits on a 3+ in close combat. | ||||||||||
Master Crafted Weapon | Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle. | ||||||||||
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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 | |||||||||||
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. | ||||||||||
Bolter | 24"R, S4, AP5, Rapid Fire. | ||||||||||
Chainfist | No armour save. Always goes last. AP 8+2d6. | ||||||||||
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 Flamer | Template, S5, AP4, Assault 1. | ||||||||||
Power Weapon | No armour save in close combat. | ||||||||||
Powered Armour | 3+ armour save. | ||||||||||
Storm Bolter | 24"R, S4, AP5, Assault 2. | ||||||||||
Terminator Armour | 2+ armour save. May not make Sweeping Advances. Deep Strike. |
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. The Space Wolves have vast numbers of special rules. They are listed on Page 5 of the codex. Models in Army: 28 |
Troop Type | Count | Unused | Points | Unused | Percent |
HQ (>=2unit <=2unit) | 2 | 0 | 586 | 414 | 58% |
Elite (<=3unit) | 1 | 2 | 0 | 1000 | 0% |
Troops (>=2unit <=6unit) | 2 | 4 | 413 | 587 | 41% |
Fst. Atck. (<=3unit) | 0 | 3 | 0 | 1000 | 0% |
Other (N/A) | 0 | n/a | 0 | 1000 | 0% |
Equipment Summary | 9 | n/a | 59 | n/a | 5% |
Defending Forces
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | |
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1 | 5 | 2 | 5/10 | 4 | 3 | 4 | 4/5 | 9 | 4+ | |
Independent character (unless accompanied by a bodyguard).; Power Klaw; Shoota | |||||||||||
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). | ||||||||||
Nobz Bodyguard | 2 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 6+ | |
Choppa; Slugga | |||||||||||
Mad Dok Bludcutta | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3 | 7 | 6+ | |
Choppa; Slugga | |||||||||||
Dok's Tools | May be used on an ork in the same mob at the end of the shooting phase. Roll a D6- on a 6 the Ork regains 1 wound, on a 2-5 nothing happens, on a 1 the Ork loses a wound. | ||||||||||
Mekboy Goober | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | |
Slugga; Burna | |||||||||||
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. | ||||||||||
Nob | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 4+ | |
Choppa; Slugga | |||||||||||
Eavy Armour | 4+ Armour save. | ||||||||||
Grimgrin (Nob) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 4+ | |
Choppa; Slugga | |||||||||||
Eavy Armour | 4+ Armour save. | ||||||||||
Grimfart (Nob) | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 4+ | |
Power Klaw; Slugga | |||||||||||
Eavy Armour | 4+ Armour save. | ||||||||||
Sparkot (Nob) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 4+ | |
Choppa; 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). | ||||||||||
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19 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 4+ | |
Slugga & Choppa (x16); Big Shoota (x1); Burna (x2) | |||||||||||
Slagot (Nob) | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 4+ | |
Power Klaw; Slugga | |||||||||||
'Eavy Armour | 4+ Armour save. | ||||||||||
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10 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | |
Slugga & Choppa (x6); Burna (x4) | |||||||||||
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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) | |||||||||||
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10 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | |
Shoota (x7); Big Shoota (x1); Rokkit Launcha (x2) | |||||||||||
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. | ||||||||||
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. |
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 armor 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: 52 |
Troop Type | Count | Unused | Points | Unused | Percent |
HQ (>=1unit <=2unit) | 1 | 1 | 351 | 649 | 35% |
Elite (>=1unit <=3unit) | 1 | 2 | 301 | 699 | 30% |
Troops (<=4unit) | 2 | 2 | 212 | 788 | 21% |
Fst. Atck. (<=2unit) | 0 | 2 | 0 | 1000 | 0% |
Hvy. Supp. (<=2unit) | 1 | 1 | 135 | 865 | 13% |
Other (N/A) | 0 | n/a | 0 | 1000 | 0% |
Equipment Summary | 14 | n/a | 68 | n/a | 6% |
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