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Battalion Detachment +5CP (Imperium - Space Wolves) [142 PL, 1CP, 2,355pts]
Rules: Bolter Discipline, Shock Assault
Ancient If your army is Battle-forged, you receive 1 additional Command Point if it includes Bjorn the Fell-
Tactician handed.
Explodes If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield, on
(Dreadnought) a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
Last of the
Company of You can re-roll hit rolls of 1 for friendly SPACE WOLVES units that are within 6" of the model.
Russ
Legendary
Roll a D6 each time Bjorn the Fell-handed loses a wound; on a roll of 5+ that wound is not lost.
Tenacity
If a unit is affected by this saga, they automatically pass Morale tests. In addition, if they are a
Saga of CHARACTER, increase the range of any aura abilities they have by 3" (e.g. the Great Wolf and
Majesty Jarl of Fenris), excluding Explodes, Healing Balms, Battlesmith, abilities of Relics of the Fang
and effects of psychic powers. Deed of Legend: Slay the enemy Warlord with your Warlord.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Warhammer
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit 40,000
Launchers
rolls for ranged weapons that target this vehicle. Rulebook
Heavy flamer 8" Heavy D6 5 -1 1 This weapon automatically hits its target
Trueclaw Melee Melee +5 -4 D6 You can re-roll failed wound rolls for this weapon.
At the end of your movement phase, this model can repair a single SPACE WOLVES VEHICLE within 1" of
Battlesmith him. That model immediately regains D3 wounds lost earlier in the battle. A model can only be repaired
once per turn.
Frag Grenade
6" 3 0 1 -
grenade D6
Helfrost If a model suffers any unsaved wounds from this weapon but is not slain,
12" Pistol 1 8 -4 D3
pistol roll a D6; on a 6, the target suffers a mortal wound.
Krak Grenade
6" 6 -1 D3 -
grenade 1
Each servo-arm can only be used to make one attack each time this model
Servo-
Melee Melee x2 -2 3 fights. When a model attacks with this weapon, you must subtract 1 from
arm
the hit roll.
If a model suffers any unsaved wounds from this weapon but is not slain,
Tempest
Melee Melee x2 -3 3 roll a D6; on a 6, the target suffers a mortal wound. When attacking with this
hammer
weapon, you must subtract 1 from the hit roll.
Beserk On a turn in which they make a successful charge, you can make 1 additional attack in the Fight phase with
Charge all models in this unit.
Unless this unit contains a Wolf Guard Pack Leader or Wolf Guard Terminator Pack Leader, or is within 6" of
Headstrong
a friendly WOLF GUARD, it must declare a charge in its Charge phase if it is possible to do so.
For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability,
Mixed Unit
Wolf Guard Terminator Pack Leaders have the TERMINATOR keyword
Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Krak
6" Grenade 1 6 -1 D3 -
grenade
Blood Claws [4 PL, 60pts]
Categories: T ,F :A A ,F :I ,F :S W ,I ,B C
Rules: And They Shall Know No Fear, Defenders of Humanity, Hunters Unleashed
Abilities: Beserk Charge, Headstrong, Mixed Unit
Beserk On a turn in which they make a successful charge, you can make 1 additional attack in the Fight phase with
Charge all models in this unit.
Unless this unit contains a Wolf Guard Pack Leader or Wolf Guard Terminator Pack Leader, or is within 6" of
Headstrong
a friendly WOLF GUARD, it must declare a charge in its Charge phase if it is possible to do so.
For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability,
Mixed Unit
Wolf Guard Terminator Pack Leaders have the TERMINATOR keyword
Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Krak
6" Grenade 1 6 -1 D3 -
grenade
Blood Claws [4 PL, 60pts]
Categories: T ,F :A A ,F :I ,F :S W ,I ,B C
Rules: And They Shall Know No Fear, Defenders of Humanity, Hunters Unleashed
Abilities: Beserk Charge, Headstrong, Mixed Unit
Beserk On a turn in which they make a successful charge, you can make 1 additional attack in the Fight phase with
Charge all models in this unit.
Unless this unit contains a Wolf Guard Pack Leader or Wolf Guard Terminator Pack Leader, or is within 6" of
Headstrong
a friendly WOLF GUARD, it must declare a charge in its Charge phase if it is possible to do so.
For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability,
Mixed Unit
Wolf Guard Terminator Pack Leaders have the TERMINATOR keyword
Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Krak
6" Grenade 1 6 -1 D3 -
grenade
Blizzard
A model equipped with a blizzard shield has a 4+ invulnerable save.
shield
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes
embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Warhammer
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls 40,000
Launchers
for ranged weapons that target this vehicle. Rulebook
Unyielding Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not
Ancient lost.
Fenrisian Great Axe When attacking with this weapon, you must subtract 1
Melee Melee +4 -3 D6
(Cleave) from the hit roll
Fenrisian Great Axe Make 2 hit rolls for each attack made with this weapon
Melee Melee User -3 1
(Scythe) instead of 1
Wolf Guard [16 PL, 253pts]
Categories: F :A A ,F :I ,F :S W ,I ,W G ,E
Rules: And They Shall Know No Fear, Hunters Unleashed
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Plasma gun, Rapid On a hit roll of 1, the bearer is slain after all of this weapon's shots
24" 8 -3 2
Supercharge Fire 1 have been resolved.
Plasma pistol,
12" Pistol 1 7 -3 1 -
Standard
Plasma pistol,
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Supercharge
Thunder When attacking with this weapon, you must subtract 1 from the hit
Melee Melee x2 -3 3
hammer roll.
You can re-roll failed wound rolls for this weapon. A model armed
Wolf claw Melee Melee +1 -2 1
with two wolf claws can make 1 additional attack with this weapon.
Wolf Guard [16 PL, 253pts]
Categories: F :A A ,F :I ,F :S W ,I ,W G ,E
Rules: And They Shall Know No Fear, Hunters Unleashed
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Plasma gun, Rapid On a hit roll of 1, the bearer is slain after all of this weapon's shots
24" 8 -3 2
Supercharge Fire 1 have been resolved.
Plasma pistol,
12" Pistol 1 7 -3 1 -
Standard
Plasma pistol,
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Supercharge
Thunder When attacking with this weapon, you must subtract 1 from the hit
Melee Melee x2 -3 3
hammer roll.
You can re-roll failed wound rolls for this weapon. A model armed
Wolf claw Melee Melee +1 -2 1
with two wolf claws can make 1 additional attack with this weapon.
Wolf Guard in Terminator Armour [13 PL, 228pts]
Categories: F :A A ,F :I ,F :S W ,I ,T ,W G ,E
Rules: And They Shall Know No Fear, Hunters Unleashed
Abilities: Crux Terminatus, Teleport Strike
Crux
This model has a 5+ invulnerable save.
Terminatus
Storm
A model with a storm shield has a 3+ invulnerable save.
shield
During deployment, you can set up the model in a teleportarium chamber instead of placing him on the
Teleport
battlefield. At the end of any of your Movement phases he can use a teleport strike to arrive on the
Strike
battlefield - set him up anywhere on the battlefield that is more than 9" away from any enemy models.
Cyclone missile
Heavy
launcher, Frag 36" 4 0 1 -
2D3
missile
Cyclone missile
Heavy
launcher, Krak 36" 8 -2 D6 -
2
missile
Rapid
Storm bolter 24" 4 0 1 -
Fire 2
When attacking with this weapon, you must subtract 1 from the
Thunder hammer Melee Melee x2 -3 3
hit roll.
You can re-roll failed wound rolls for this weapon. A model armed
Wolf claw Melee Melee +1 -2 1 with two wolf claws can make 1 additional attack with this
weapon.
Pack Add 1 to this unit's Leadership if it contains 6 or more models, or add 2 instead if the unit contains 10 or
Mentality more models.
Swift
You can re-roll failed charge rolls for this unit.
Hunters
Crushing After a model on this mount makes its close combat attacks, you can
teeth and Melee Melee 5 -1 1 attack with its mount. Make 3 additional attacks, using this weapon
claws profile.
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Thunder
Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.
hammer
Thunderwolf Cavalry [8 PL, 183pts]
Categories: F :A A ,F :I ,F :S W ,C ,W G ,T
C ,F A
Rules: And They Shall Know No Fear, Hunters Unleashed
Crushing After a model on this mount makes its close combat attacks, you can
teeth and Melee Melee 5 -1 1 attack with its mount. Make 3 additional attacks, using this weapon
claws profile.
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Thunder
Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.
hammer
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes
embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Power of
the
This model can move and fire Heavy weapons without suffering the penalty to its hit rolls.
Machine
Spirit
Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Warhammer
Smoke
Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for 40,000
Launchers
ranged weapons that target this vehicle. Rulebook
This model can transport 10 SPACE WOLVES INFANTRY models. Each TERMINATOR, JUMP PACK or WULFEN
Transport
model takes the space of two other models. It may not transport PRIMARIS models.
Land Raider * 6+ * 8 8 16 * 9 2+
Hunter-killer Heavy A model can only fire each of its hunter killer missiles once per
48" 8 -2 D6
missile 1 battle.
Heavy
Twin heavy bolter 36" 5 -1 1 -
6
Heavy
Twin lascannon 48" 9 -3 D6 -
2
Long Fangs [8 PL, 176pts]
Categories: F :A A ,F :I ,F :S W ,I ,L F ,H S
Rules: And They Shall Know No Fear, Hunters Unleashed
Abilities: Fire Discipline, Mixed Unit
Fire At the start of each of your Shooting phases, pick one enemy unit on the battlefield. You can re-roll hit rolls of
Discipline 1 for any models from this unit that target the enemy unit you picked that phase.
Mixed For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability, Wolf
Unit Guard Terminator Pack Leaders have the TERMINATOR keyword
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Plasma gun, Rapid On a hit roll of 1, the bearer is slain after all of this weapon's
24" 8 -3 2
Supercharge Fire 1 shots have been resolved.
During Deployment, you can set this model, along with any units embarked within it, in orbit instead of placing
it on the battlefield. At the end of any of your Movement phases this model can perform a drop pod assault. -
set it up anywhere on the battlefield that is more that 9" away from any enemy models. Any models embarked
Drop Pod inside must immediately disembark, but they must be set up more than 9" away from any enemy model. Any
Assault models that cannot be set up because there is not enough room are slain.
Matched Play: This model and any units embarked aboard it are exempt from the Tactical Reserves matched
play rule.
After this model has been set up on the battlefield it cannot move for any reason, and no units can embark
Immobile
upon it.
This model can transport 10 SPACE WOLVES INFANTRY models. It cannot transport JUMP PACK,
Transport
TERMINATOR, PRIMARIS, or WULFEN models.
During Deployment, you can set this model, along with any units embarked within it, in orbit instead of placing
it on the battlefield. At the end of any of your Movement phases this model can perform a drop pod assault. -
set it up anywhere on the battlefield that is more that 9" away from any enemy models. Any models embarked
Drop Pod inside must immediately disembark, but they must be set up more than 9" away from any enemy model. Any
Assault models that cannot be set up because there is not enough room are slain.
Matched Play: This model and any units embarked aboard it are exempt from the Tactical Reserves matched
play rule.
After this model has been set up on the battlefield it cannot move for any reason, and no units can embark
Immobile
upon it.
This model can transport 10 SPACE WOLVES INFANTRY models. It cannot transport JUMP PACK,
Transport
TERMINATOR, PRIMARIS, or WULFEN models.
Force Rules
Bolter Discipline: All ADEPTUS ASTARTES and HERETIC ASTARTES models gain this ability. Instead of following the normal rules for Rapid Fire
weapons, Rapid Fire bolt weapons used by models with this ability make double the number of attacks if any of the following conditions apply: 1) The
firing model's target is within half the weapon's maximum range. 2) The firing model is INFANTRY and every model in its unit remained stationary in
your previous Movement phase. 3) The firing model is a TERMINATOR, BIKER, CENTURION, or DREADNOUGHT. For the purposes of this ability a
Rapid Fire Bolt weapon is any weapon with the Rapid Fire type whose name includes the word 'bolt' (e.g. boltgun, bolt rifle, storm bolter, combi-bolter,
hurricane bolter, inferno boltgun, etc.) This also applies when firing the boltgun profile of a combi-weapon (including the bolt weapon profile of Relics
such as Blood Song and the Lion's Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a rapid-fire weapon
(e.g. Primarch's Wrath, Fury of Deimos, etc) The gauntlets of ultramar and the Talon of Horus are also considered Rapid Fire Bolt weapons, as is the
guardian spear used by Deathwatch Watch Masters. (White Dwarf Feb 2019)
Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this
unit until the end of the turn. ()
Selection Rules
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit. ()
Combi Weapon: When attacking with this weapon, choose one or both of the profiles. If you choose both, subtract 1 from all hit rolls for this weapon.
()
Defenders of Humanity: A Unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker
even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar
ability, then the objective marker is controlled by the player who has the most models within range of it as normal. ()
Hunters Unleashed: If your army is battle-forged, in any turn in which a unit with this ability made a charge move, was charged or made a Heroic
Intervention, you can add 1 to its hit rolls in the Fight phase. In addition, CHARACTERS with this ability can perform a Heroic Intervention if, after the
enemy has completed all of their charge moves, there are any enemy units within 6" of them. They can move up to 6" when performing a Heroic
Interveition, so long as they end the move closer to the nearest enemy model. ()