Operation Bazaar

Mission: B.1. Planetfall

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  
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.  
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.
Grey Hunter Pack 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".  
Blood Claws Pack 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.  
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
 

Option Footnotes:

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

Warboss Bobz Killa Konvicts

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; 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).  
'Ard Boyz 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.  
Burna Boyz 10 4 2 3 4 1 2 2/3* 7 6+  
Slugga & Choppa (x6); Burna (x4)
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)
Shoota Boyz 10 4 2 3 4 1 2 2 7 6+  
Shoota (x7); Big Shoota (x1); Rokkit Launcha (x2)
 

Option Footnotes:

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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