Operation Patch

Mission: B.2. Bunker Assault

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+/4(I)+
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.
  Belt of Russ 4+ invulnerable save.
  Wolf Tooth Necklace The model always hits on a 3+ in close combat.
  Wolf Pelt The model gets +1A when it Counter-Attacks.
  Melta Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  Wolf Guard 1 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; Assault Cannon; Chainfist
    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 Tooth Necklace The model always hits on a 3+ in close combat.
 Wolf Guard 1 4 4 4/8 4 1 4 2 9 2+/5(I)+
Terminator Armour; Heavy Flamer; Chainfist
      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.
  Wolf Guard 1 4 4 4 4 1 4 2 9 2+/5(I)+
Terminator Armour; Power Weapon; Storm 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.
      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 Pelt The model gets +1A when it Counter-Attacks.
  Wolf Guard 1 4 4 4/8 4 1 4 2 9 2+/5(I)+
Terminator Armour; Power Fist; Storm 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.
      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 Priest 1 5 5 4 4 2 5 4 10 3+/4(I)+
Independent Character unless accompanied by a Bodyguard. Can use the True Grit skill.; Powered Armour; Power Weapon; Bolter; Iron Wolf Amulet
  Fang of Morkai For every dead Space Marine, the Space Marine player gets 1VP at the end of the battle.
  Healing Potions & Balms Ignore first failed saving throw in unit every turn. May not be used if the Apothecary is in base-to-base contact with an enemy model. Cannot negate hits from S >= 2*T.
  Wolf Tooth Necklace The model always hits on a 3+ in close combat.
  Melta Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  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.
Rune Priest 1 5 5 4 4 2 5 4/5 9 2+
Independent Character unless accompanied by a Bodyguard. Can use the True Grit skill. Psychic Power : Storm Caller : Instead of shooting, the Rune Priest can use this power on any friendly unit with a model within 12"; This units counts as being in 5+ cover - they get a cover save and strike first in close combat until the end of the next enemy turn; If they attack an enemy unit in cover, attacks go in initiative order.; Runic Armour; Rune Weapon; Bolter
  Chooser of the Slain Enemy infiltrators may not Infiltrate unless they roll a 4+ (roll for each unit). The Chooser also counts as an extra CC Weapon, if the Rune Priest doesn't already have one.
  Runic Charm The model may re-roll one failed armour save per battle.
  Melta Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle.
  Frag Grenades Fight simultaneosly with troops in cover. Models with Power Fists still go last.
  Wolf Tail Talisman If the model is affected by a Psychic Power, roll a D6 - on a 6+ he is unaffected (the power works normally on other models).
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 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); Frag Grenades; Krak Grenades
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10
Carries up to 10 Space Marines. Tank.; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.
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; Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10
Carries up to 10 Space Marines. Tank.; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.
  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.
    Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle.
    Frag Grenades Fight simultaneosly with troops in cover. Models with Power Fists still go last.
    Wolf Pelt The model gets +1A when it Counter-Attacks.
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 9 3+
Bolter / Power Weapon
Whirlwind Battery 1 BS: 4 Front: 11 Side: 11 Rear: 10
Tank.; Multirocket Launcher
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.
Leman Russ Exterminator 1 BS: 4 Front: 14 Side: 12 Rear: 10
Tank.; Turret Linked Autocannon; Hull Lascannon; 2 Sponson Heavy Bolters
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows.
Blood Claws Bike Pack 3 3 3 4 4/5 1 4 1 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).; Twin Bolter; Bolt Pistol (x2); Power Weapon (x1)
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); Frag Grenades; Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
Iron Priest 1 5 5 4/10* 4 2 5 3+1 9 2+
Independent Character unless accompanied by a Bodyguard.; Thunder Hammer; Bolter
  Runic Charm The model may re-roll one failed armour save per battle.
  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.
  Wolf Tooth Necklace The model always hits on a 3+ in close combat.
  Servo Arm Gives extra attack with double strength and no armour save, going last. If the Techmarine is in base contact with an immobilised vehicle, he may repair it on a D6 roll of 6.
  Melta Bombs When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.
  Master Crafted Weapon Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle.
Total Army Cost: 2485 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: 49
Troop Type Count Unused Points Unused Percent
HQ (>=4unit <=4unit) 4 0 997 1503 39%
Elite (<=3unit) 3 0 296 2204 11%
Troops (>=1unit <=6unit) 2 4 604 1896 24%
Fst. Atck. (<=3unit) 1 2 98 2402 3%
Hvy. Supp. (>=1unit <=3unit) 3 0 490 2010 19%
Other (N/A) 0 n/a 0 2500 0%
Equipment Summary 46 n/a 390 n/a 15%

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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 4+
Independent character (unless accompanied by a bodyguard).; Choppa; Power Klaw
  'Eavy Armour 4+ Armour save.
  Bosspole Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test.
  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).
  Grimfart (BodyG) 1 4 2 4/8 4 2 3 3/4 7 4+
Power Klaw; Slugga
    'Eavy Armour 4+ Armour save.
    Mad Doc Bludcutta (BadDk) 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.
      Grot Orderly Each Orderly in base contact with a Doc gives him a +1 bonus when fixing Orks, up to +3, but a '1' is still a '1'.
        Grot 1 2 2 2 2 1 2 1 5 -
    Vern (Mekz) 1 4 2 3 4 1 2 2 7 6+
Slugga; Kustom Force Field
      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.
      Super Stikkbomz As Krak Grenades, but AP == 2D6+10. If you roll a double for the AP, the Mek takes a wound unless he can make a save.
      Wheelz (Mekz) 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.
        Super Stikkbomz As Krak Grenades, but AP == 2D6+10. If you roll a double for the AP, the Mek takes a wound unless he can make a save.
    Gormat (BodyG) 1 4 2 4/8 4 2 3 3/4 7 4+
Power Klaw; Slugga
      'Eavy Armour 4+ Armour save.
    Lefty (BodyG) 1 4 2 4 4 2 3 3/4 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).
      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).
      Tankbusta Bomz As Krak Stikkbomz, but AP == (D6 * 2)+6.
    Sparkot (BodyG) 1 4 2 4 4 2 3 3 7 4+
Choppa; Shoota
      'Eavy Armour 4+ Armour save.
      Tankbusta Bomz As Krak Stikkbomz, but AP == (D6 * 2)+6.
    Grimgrin (BodyG) 1 4 2 4 4 2 3 3 7 4+
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).
      Tankbusta Bomz As Krak Stikkbomz, but AP == (D6 * 2)+6.
  da 'eavy Chevy (Trukk) 1 BS: 2 Front: 10 Side: 10 Rear: 10
Fast, Open-topped.; Rokkit Launcha (x1)
      Grot Riggers If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn.
      Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc.
      Reinforced Ram The vehicle may attack enemy vehicles if it is in base contact and moved less than 12". In the Assault Phase, make 1A that hits on a 4+ with a Strength of 6. Big Grabbers, Wrecker Balls, Reinforced Rams and Boarding Planks are cumulative - you get 1A for each you have. Walkers, Infantry and models with a WS cannot be attacked.
      Turbo Boosta Vehicle moves +D6" straight ahead. It counts as moving it's unmodified amount for shooting & disembarking, but if you roll 4+" nobody may shoot or disembark.
      10 pt. Armour Plates If the vehicle is hit, roll a D6- on a 6 ignore the hit.
      Bolt-on Big Shoota 36"R, S5, AP5, Assault 3. Must be fired by a passenger.
dem Gits (Gretc) 20 2 2 2 2 1 2 1 5 -
Orks shot at through Gretchin mobs make take 5(I)+ Cover saves, but for every save made one Grot is killed. If Grots are moving through the same difficult ground as Orks, the Orks may re-roll the distance they can move (unless they're wearing Mega-Armour... stomp *squelch*, stomp *squelch*, etc). If Grots move through a minefield, remove 3d6 grots and the minefield- if there are too few grots to remove, they are all killed and the minefield stays.; Blasta
  Slapgit (Slave) 1 4 2 3 4 1 2 2 7 6+
Slugga; Grabba Stick
da shootaz (Shoot) 10 4 2 3 4 1 2 2 7 6+
Shoota (x7); Big Shoota (x2); Rokkit Launcha (x1)
  Gumpf (Nob) 1 4 2 4 4 2 3 3 7 6+
Choppa; Big Shoota
da sluggaz (Slugg) 29 4 2 3 4 1 2 2/3* 7 6+
Slugga & Choppa (x26); Big Shoota (x1); Burna (x2)
  Stumpf (Nob) 1 4 2 4 4 2 3 3/4 7 6+
Choppa; Slugga
    Tankbusta Bomz As Krak Stikkbomz, but AP == (D6 * 2)+6.
da 'untrukkaz (Slugg) 12 4 2 3 4 1 2 2/3* 7 6+
Slugga & Choppa (x12);
Dispossesed trukkaz.
da smokaz (Burna) 9 4 2 3 4 1 2 2/3* 7 6+
Slugga & Choppa (x5); Burna (x4)
da bommaz (Stikk) 12 4 2 3 4 1 2 2/3* 7 6+
Slugga & CC Weapon (x9); Big Shoota (x2); Rokkit Launcha (x1); Frag Stikkbomz; Krak Stikkbomz
da 'ard boyz (Ardby) 19 4 2 3 4 1 2 2/3* 7 4+
Slugga & Choppa (x16); Big Shoota (x1); Burna (x2); Frag Stikkbomz; Krak Stikkbomz
  Slagot (Nob) 1 4 2 4/8 4 2 3 3/4 7 4+
Choppa; Power Klaw; Frag Stikkbomz; Krak Stikkbomz
    'Eavy Armour 4+ Armour save.
    Bosspole Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test.
    Big Horns / Iron Gob +1 Leadership if leading a Mob. Not included on profile.
da loonz (Storm) 12 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; Krak Stikkbomz
  Sturmgar (Nob) 1 4 2 4 4 2 3 3/4 7 6+
Choppa; Slugga; Frag Stikkbomz; Krak Stikkbomz
    Tankbusta Bomz As Krak Stikkbomz, but AP == (D6 * 2)+6.
da shoota buggy (WarBg) 1 BS: 2 Front: 10 Side: 10 Rear: 10
Fast, Open-Topped.; Twin Linked 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.
  5 pt. Armour Plates If the vehicle is hit, roll a D6- on a 6 ignore the hit.
  da rokkit trakk (WarBg) 1 BS: 2 Front: 10 Side: 10 Rear: 10
Fast, Open-Topped.; Twin Linked Rokk. Launcha (x1)
    Stikkbom Chucka Vehicle can make Tank Shock attacks. If it can already Tank Shock, enemies have -1 to their Morale check when it does.
    Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc.
  da blasta buggy (WarBg) 1 BS: 2 Front: 10 Side: 10 Rear: 10
Fast, Open-Topped.; Kustom Mega-Blasta (x1)
    Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc.
    Turbo Boosta Vehicle moves +D6" straight ahead. It counts as moving it's unmodified amount for shooting & disembarking, but if you roll 4+" nobody may shoot or disembark.
Zzap Dragon 1 BS: 2 Front: 12 Side: 12 Rear: 10
Tank, Fast vehicle; Skorcha (x1); Zzap Gun (x1)

Custom VDR vehicle. Want to see more?

  Red Paint Job 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc.
  Grot Riggers If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn.
da klunkaz (KillK) 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)
  5 pt. Armour Plates If the vehicle is hit, roll a D6- on a 6 ignore the hit.
da 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
Total Army Cost: 2495 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: 147
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=1unit) 1 0 503 1997 20%
Elite (<=2unit) 2 0 618 1882 24%
Troops (>=2unit <=6unit) 6 0 868 1632 34%
Fst. Atck. (<=1unit) 1 0 158 2342 6%
Hvy. Supp. (<=3unit) 3 0 368 2132 14%
Other (N/A) 0 n/a 0 2500 0%
Equipment Summary 44 n/a 201 n/a 8%

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Onward to Battle!