Space Wolf
Space Wolf
Configuration
Battle Size Strike Force (2000 Point limit)
Show/Hide Options Titans are visible, Agents of the Imperium are visible, Imperial Knights are visible, Unaligned Fortifications are
visible, Unaligned Forces are visible, Legends are visible
Logan Grimnar on Stormrider (1) Rules: Leader, Deadly Demise D3, Oath of Moment, Extra Attacks, Rapid Fire
(180 pts) Unit: Logan Grimnar on Stormrider
Abilities: High King of Fenris, Invulnerable Save, Leader[2], Logan Grimnar, The Great Wolf
Melee Weapons: The Axe Morkai - one-handed, The Axe Morkai - two-handed, Flurry of teeth and claws
Ranged Weapons: Storm Bolter[2]
Wolf Guard Terminators (10) • 3x Wolf Guard Terminator: Storm bolter, Power fist
(390 pts) • 4x Wolf Guard Terminator: Storm bolter, Power fist
• 2x Wolf Guard Terminator w/ Heavy Weapon: Cyclone Missile and Storm Bolter, Power fist
• Wolf Guard Terminator Pack Leader: Storm bolter, Power weapon
Wolf Guard Terminators (10) • 7x Wolf Guard Terminator: Storm bolter, Power fist
(390 pts) • 2x Wolf Guard Terminator w/ Heavy Weapon: Cyclone Missile and Storm Bolter, Power fist
• Wolf Guard Terminator Pack Leader: Storm bolter, Power weapon
Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.
Oath of Moment If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army.
Until the start of your next Command phase, each time a model from your army with this ability makes an attack that targets
that enemy unit, you can re-roll the Hit roll.
Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.
Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a
weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks
made with an Extra Attacks weapon cannot be modified by other rules.
Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.
Scouts 6" Some units have ‘Scouts x’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any
DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are
embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than
9\" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn
moves their units first.
Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one
Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one
model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a
Character, Monster or Vehicle, in which case it suffers 3 mortal wounds instead. Note that if you selected a Character model in
an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit
that has lost one or more wounds or has had attacks allocated to it this phase.
Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).
Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.
Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.
Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.
Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that
attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the
attacking unit have been allocated and resolved
Abilities
Anvil of Endurance
While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to
the Wound roll as well if that unit is Below Half-strength.
Assault Ramp
Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
Attached Leaders
If a CHARACTER unit from your army with the Leader ability can be attached to a TERMINATOR SQUAD, it can instead be attached to this unit.
Attached Unit
If a CHARACTER unit from your army with the Leader ability can be attached to an STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD, it
can instead be attached to this unit.
You can target this model with the Epic Challenge Stratagem for 0CP. In addition, each time this model makes a melee attack that targets a
CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
Champions of Russ
At the end of the battle round, you can select one of the Sagas listed below. If that Saga was completed by your army during that battle round, all ADEPTUS
ASTARTES models from your army gain the associated benefit until the end of the battle. You can only select each Saga once per battle.
Chosen Companions
While a CHARACTER model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit roll.
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Ferocious Charge
Each time this unit makes a Charge move, until the end of the turn, add 1 to the Damage characteristic of melee weapons equipped by models in this unit.
Guerrilla Tactics[1]
At the end of your opponent’s turn, if this unit is more than 6" away from all enemy models, you can remove this unit from the battlefield and place it into
Strategic Reserves.
Guerrilla Tactics[2]
At the end of your opponent’s turn, if this unit is more than 6" away from all enemy models, you can remove this unit from the battlefield and place it into
Strategic Reserves.
Once per battle, in your Charge phase, this model can use this ability. If it does, until the end of the turn, you can re-roll Charge rolls made for ADEPTUS
ASTARTES units from your army and, until the end of the turn, each time an ADEPTUS ASTARTES model from your army makes a melee attack, you can
re-roll the Hit roll.
Invulnerable Save
4+
Leader[1]
You can attach this model to one of the above units even if one Captain or Chapter Master model has already been attached to it. If you do, and that
Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
Leader[2]
% Thunderwolf Cavalry
Leader[3]
You can attach this model to one of the above units even if one Captain or Chapter Master model has already been attached to it. If you do, and that
Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
Logan Grimnar
Your army cannot contain both Logan Grimnar and Logan Grimnar on Stormrider
Tactical Precision
While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Target Priority
This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back
Each time this model destroys an enemy unit, you gain 1CP.
ADEPTUS ASTARTES model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test.
Transport
This model has a transport capacity of 14 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2
models and each Centurion model takes up the space of 3 models.
Wolf Guard
Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristic and/or to the hit
roll. In addition, each time a model in this unit makes an attack that targets the enemy unit you selected for the Oath of Moment ability this turn, add 1 to the
Hit roll.
Saga of Majesty
This Saga is completed if you controlled one or more objective markers in your opponent’s deployment zone at the end of either player’s turn during
the battle round, and one or more ADEPTUS ASTARTES CHARACTER models from your army were within range of that objective marker.
Improve the Objective Control characteristic of ADEPTUS ASTARTES models from your army by 1.
This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army were reduced to below half of their starting number of
wounds during the battle round, but were not destroyed at the end of the battle round.
ADEPTUS ASTARTES models from your army have the Feel No Pain 6+ ability.
This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army destroyed one or more enemy MONSTER or
VEHICLE models during the battle round.
Melee weapons equipped by ADEPTUS ASTARTES models from your army have the [LETHAL HITS] ability.
This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army destroyed one or more enemy CHARACTER
models during the battle round.
Melee weapons equipped by ADEPTUS ASTARTES models from your army have the [SUSTAINED HITS 1] ability.
Unit M T SV W LD OC
Lieutenant 6" 4 3+ 4 6+ 1
Boltgun 24" 2 3+ 4 0 1 -