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. | |||||||||
Melta Bombs | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. | |||||||||
Wolf Pelt | The model gets +1A when it Counter-Attacks. | |||||||||
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 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; Chainfist; Storm Bolter | ||||||||||
Wolf Tooth Necklace | The model always hits on a 3+ in close combat. | |||||||||
Runic Charm | The model may re-roll one failed armour save per battle. | |||||||||
Wolf Guard | 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 Guard | 1 | 4 | 4 | 4/8 | 4 | 1 | 4 | 2 | 9 | 2+/5(I)+ |
Terminator Armour; Heavy Flamer; Chainfist | ||||||||||
Wolf Tooth Necklace | The model always hits on a 3+ in close combat. | |||||||||
Runic Charm | The model may re-roll one failed armour save per battle. | |||||||||
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 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 | 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. | |||||||||
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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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. | |||||||||
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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; Wolf Totem | ||||||||||
Rhino APC | 1 | BS: 4 Front: 11 Side: 11 Rear: 10 | ||||||||
Carries up to 10 Space Marines. Tank.; Storm Bolter | ||||||||||
Wolf Totem | +1 bonus to combat resolution within 6". | |||||||||
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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 | ||||||||||
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. | |||||||||
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. | |||||||||
Melta Bombs | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. | |||||||||
Frag Grenades | Fight simultaneosly with troops in cover. Models with Power Fists still go last. | |||||||||
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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); Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. | ||||||||||
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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) | ||||||||||
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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. | |||||||||
Master Crafted Weapon | Allows one failed to hit roll to be re-rolled per turn. Choose which weapon is master-crafted before the battle. | |||||||||
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. | |||||||||
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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 | ||||||||||
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. | |||||||||
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. | |||||||||
Wolf Pelt | The model gets +1A when it Counter-Attacks. | |||||||||
Frag Grenades | Fight simultaneosly with troops in cover. Models with Power Fists still go last. | |||||||||
Iron Wolf Amulet | 4+ invulnerable save. | |||||||||
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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. | |||||||||
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. | |||||||||
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. | |||||||||
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. | |||||||||
Heavy Flamer | Template, S5, AP4, Assault 1. | |||||||||
Krak Grenades | May be used against vehicles and immobile Dreadnoughts. One attack per model, 6+D6 AP. | |||||||||
Melta-Bombs | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. | |||||||||
Multirocket Launcher | G48"R, S5, AP4, Ord. 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 Fist | Always go last. No armour save. Doubles srength. | |||||||||
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. | |||||||||
Storm Bolter | 24"R, S4, AP5, Assault 2. | |||||||||
Terminator Armour | 2+ armour save. May not make Sweeping Advances. Deep Strike. | |||||||||
Thunder Hammer | Doubles Strength, no armour save, always goes last. Models wounded may not attack again until the end of the next Assault phase. Vehicles hit suffer "Crew Shaken" in addition to other damage. | |||||||||
Twin Bolter | 24"R, S4, AP5, Rapid Fire, Linked. Always fires as if stationary. |
Total Army Cost: 2000 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: 44 |
Troop Type | Count | Unused | Points | Unused | Percent |
HQ (>=3unit <=3unit) | 3 | 0 | 924 | 1076 | 46% |
Elite (<=3unit) | 3 | 0 | 285 | 1715 | 14% |
Troops (>=1unit <=5unit) | 2 | 3 | 615 | 1385 | 30% |
Fst. Atck. (<=3unit) | 1 | 2 | 98 | 1902 | 4% |
Hvy. Supp. (<=1unit) | 1 | 0 | 78 | 1922 | 3% |
Other (N/A) | 0 | n/a | 0 | 2000 | 0% |
Equipment Summary | 41 | n/a | 346 | n/a | 17% |
Defending Forces
Warboss Bobz Killa Konvicts
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). | |||||||||
Grimgrin (BodyG) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 4+ |
Shoota | ||||||||||
'Eavy Armour | 4+ Armour save. | |||||||||
Waaagh! Banner | Any mob within 12" of a banner can re-roll "Power of the Waaaagh" tests. Only ONE model in an army can have a Waaagh! Banner. | |||||||||
Kustom Job: More Dakka | Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol). | |||||||||
Kustom Job: Shootier | Makes a Shoota or Slugga S5. | |||||||||
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. | |||||||||
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 | - |
Grimfart (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). | |||||||||
Slapgit (BodyG) | 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). | |||||||||
Gormat (BodyG) | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 4+ |
Choppa; Shoota | ||||||||||
'Eavy Armour | 4+ Armour save. | |||||||||
Sparkot (BodyG) | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 4+ |
Power Klaw; Slugga | ||||||||||
'Eavy Armour | 4+ Armour save. | |||||||||
da 'eavy Chevy (Trukk) | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | ||||||||
Fast, Open-topped.; Rokkit Launcha (x1) | ||||||||||
Red Paint Job | 1" is added to the vehicles moves; i.e. it can move 25" and not shoot, 13", shoot & disembark, etc. | |||||||||
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. | |||||||||
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. | |||||||||
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. | |||||||||
Grot Riggers | If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. | |||||||||
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19 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 4+ |
Slugga & Choppa (x16); Big Shoota (x1); Burna (x2) | ||||||||||
Nob | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3/4 | 7 | 4+ |
Power Klaw; Slugga | ||||||||||
'Eavy Armour | 4+ Armour save. | |||||||||
Big Horns / Iron Gob | +1 Leadership if leading a Mob. Not included on profile. | |||||||||
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29 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ |
Slugga & Choppa (x27); Big Shoota (x1); Burna (x1) | ||||||||||
Nob | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3/4 | 7 | 6+ |
Choppa; Slugga | ||||||||||
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9 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ |
Slugga & Choppa (x5); Burna (x4) | ||||||||||
Mekboy | 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. | |||||||||
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14 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ |
Shoota (x11); Big Shoota (x1); Rokkit Launcha (x2) | ||||||||||
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17 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ |
Tankbusta Bomz; Slugga & CC Weapon (x15); Big Shoota (x2); Frag Stikkbomz; Krak Stikkbomz | ||||||||||
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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. | |||||||||
- Blasta Buggy | 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. | |||||||||
- Rokkit TRakk | 1 | BS: 2 Front: 10 Side: 10 Rear: 10 | ||||||||
Fast, Open-Topped.; Twin Linked Rokk. Launcha (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. | |||||||||
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2 | 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 | 8 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - |
Mekboy | 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. | |||||||||
Grot Oiler | Each Oiler in base contact with a Mek gives him a +1 bonus when fixing vehicles, up to +3, but a '1' is still a '1'. | |||||||||
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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) | ||||||||||
5 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. | |||||||||
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. | |||||||||
CC Weapon | +1A if used with another Pistol or CC Weapon. Note: A CC Weapon is NOT a Choppa. | |||||||||
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). | |||||||||
Krak Stikkbomz | AP 6+D6 vs vehicles and immobile Dreadnoughts in close combat- only one attack may be made per model with grenades. | |||||||||
Kustom Force Field | All models within 6" have a 5+ (I) saving throw, vehicles are Hull Down. No effect in close combat. | |||||||||
Kustom Mega-Blasta | 24"R, S7, AP2, Heavy 1, Blast. Overheats: if you roll a '1' to hit, make a save or take a wound / glancing hit. | |||||||||
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. | |||||||||
Tankbusta Bomz | AP 6+(D6 * 2) vs vehicles and immobile Dreadnoughts in close combat- only one attack may be made per model with grenades. | |||||||||
Twin Linked Big Shoota | Normal: 36"R, S5, AP5, Assault 3, Linked. Warbike: 18"R, S5, AP5, Assault 3, Linked. | |||||||||
Twin Linked Rokk. Launcha | 24"R, S8, AP3, Assault 1, Linked. | |||||||||
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: 2000 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: 118 |
Troop Type | Count | Unused | Points | Unused | Percent |
HQ (<=1unit) | 1 | 0 | 486 | 1514 | 24% |
Elite (<=1unit) | 1 | 0 | 307 | 1693 | 15% |
Troops (>=2unit <=6unit) | 4 | 2 | 789 | 1211 | 39% |
Fst. Atck. (<=1unit) | 1 | 0 | 158 | 1842 | 7% |
Hvy. Supp. (<=2unit) | 2 | 0 | 260 | 1740 | 13% |
Other (N/A) | 0 | n/a | 0 | 2000 | 0% |
Equipment Summary | 39 | n/a | 208 | n/a | 10% |
Roster created with Army Builder - Copyright (c) 1998-2000 by Lone Wolf Development, Inc. |