Lobos Peque (Warhammer 40,000 8th Edition) (84 PL, 1,500pts)
Lobos Peque (Warhammer 40,000 8th Edition) (84 PL, 1,500pts)
Lobos Peque (Warhammer 40,000 8th Edition) (84 PL, 1,500pts)
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Frostfury Model with a storm bolter only. Frostfury replaces the bearer’s storm bolter and has the following profile:
Turbo-boost When this model Advances add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Psychic Warp
Range Details Ref
Power Charge
Fury of the Fury of the Wolf Spirits has a warp charge value of 7. If manifested, the Rune Priest gains the following
7
Wolf Spirits weapon until the start of your next Psychic phase:
Storm Storm Caller has a warp charge value of 8. If manifested, until the start of your next Psychic phase, the psyker
8 6"
Caller and any friendly SPACE WOLVESunits within 6" of him gain the benefit of being in cover.
Frag Grenade
6" 3 0 1 -
grenade D6
Freki Abilities: After the Rune Priest makes his close combat attacks, you can attack with Freki and
Melee Melee 5 -3 1
and Geri Geri. Make 6 additional attacks, using this weapon profile
Assault If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6, on a 4+ the
Frostfury 24" 4 -1 2
4 target suffers a mortal wound.
Krak Grenade
6" 6 -1 D3 -
grenade 1
Runic
Melee Melee +1 -2 D3 -
axe
Storm Rapid
24" 4 0 1 -
bolter Fire 2
Twin Rapid
24" 4 0 1 -
boltgun Fire 2
Wolf Lord [6 PL, 127pts]
Selections: Jump Packs [1 PL, 19pts], Master-crafted boltgun [3pts], Storm shield [10pts], Thunder hammer [21pts]
Categories: F :A A ,C , HQ, F :I ,I ,W L ,F :S W ,F ,J P
Rules: And They Shall Know No Fear, Hunters Unleashed
Abilities: Belt of Russ, Jarl of Fenris, Jump Pack Assault, Storm shield, Unit: Wolf Lord (Jump Pack), Weapon: Frag grenade, Krak grenade, Master-crafted
boltgun, Thunder hammer
Belt of
The bearer has a 4+ invulnerable save.
Russ
Codex:
Jarl of Space
You can re-roll hit rolls of 1 for friendly SPACE WOLVES units within 6" of this model.
Fenris Wolves
p83
Jump If this model has a jump pack, when you set it up during deployment, it can be set up high in the skies, ready to strike, instead of
Pack being placed on the battlefield. If it is, it can make a sudden assault to arrive on the battlefield at the end of any of your
Assault Movement phases; when it does so set it up anywhere that is more than 9" from any enemy models.
Storm
A model with a storm shield has a 3+ invulnerable save.
shield
Thunder hammer Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
At the end of your Movement phase a Wolf Priest can attempt to heal a single model. To do so, select a SPACE WOLVES INFANTRY,
Healing
BIKER or Cavalry unit within 3" of him. If that unit contains a wounded model, it is healed and immediately regains up to D3 lost
Balms
wounds. A unit can only be the target of Healing Balms once each turn.
Oath of
You can re-roll failed hit rolls in the Fight phase for friendly SPACE WOLVES units within 6" of this model.
War
Spiritual
All friendly SPACE WOLVES units within 6" of this model in the Morale phase can use its Leadership instead of their own.
Leader
You can make 1 additional attack for models in friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY units that are within 3" of
The
the bearer when they make their attacks in the Fight phase. Units of Wulfen are not affected, nor are units that made a charge while
Wulfen
within range of the Curse of the Wulfen (Hunt) ability earlier in the turn. In addition, a unit cannot be affected by both Curse of the
Stone
Wulfen (Kill) and the Wulfen Stone in the same Fight phase.
Turbo-
When this model Advances add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
boost
Wolf
This model has a 4+ invulnerable save.
Amulet
Beserk
On a turn in which they make a successful charge, you can make 1 additional attack in the Fight phase with all models in this unit.
Charge
Unless this unit contains a Wolf Guard Pack Leader or Wolf Guard Terminator Pack Leader, or is within 6" of a friendly WOLF
Headstrong
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, Wolf Guard Terminator
Mixed Unit
Pack Leaders have the TERMINATOR keyword
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Krak Grenade
6" 6 -1 D3 -
grenade 1
You can re-roll failed wound rolls for this weapon. A model armed with two wolf claws can
Wolf claw Melee Melee +1 -2 1
make 1 additional attack with this weapon.
Grey Hunters [4 PL, 76pts]
Categories: F :A A ,F :I ,F :S W ,I ,G H ,T
Rules: And They Shall Know No Fear, Defenders of Humanity, Hunters Unleashed
Abilities: Mixed Unit
Mixed For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability, Wolf Guard Terminator Pack
Unit Leaders have the TERMINATOR keyword
Rapid Fire
Boltgun 24" 4 0 1 -
1
Grenade
Frag grenade 6" 3 0 1 -
D6
Rapid Fire
Plasma gun, Standard 24" 7 -3 1 -
1
Plasma gun, Rapid Fire On a hit roll of 1, the bearer is slain after all of this weapon's shots have been
24" 8 -3 2
Supercharge 1 resolved.
Grey Hunters [4 PL, 76pts]
Categories: F :A A ,F :I ,F :S W ,I ,G H ,T
Rules: And They Shall Know No Fear, Defenders of Humanity, Hunters Unleashed
Abilities: Mixed Unit
Mixed For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability, Wolf Guard Terminator Pack
Unit Leaders have the TERMINATOR keyword
Rapid Fire
Boltgun 24" 4 0 1 -
1
Grenade
Frag grenade 6" 3 0 1 -
D6
Rapid Fire
Plasma gun, Standard 24" 7 -3 1 -
1
Plasma gun, Rapid Fire On a hit roll of 1, the bearer is slain after all of this weapon's shots have been
24" 8 -3 2
Supercharge 1 resolved.
Swiftclaw [23pts]
Selections: Bolt pistol
Unit: Swiftclaw, Weapon: Bolt pistol, Frag grenade, Krak grenade
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Swiftclaw [23pts]
Selections: Bolt pistol
Unit: Swiftclaw, Weapon: Bolt pistol, Frag grenade, Krak grenade
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Swiftclaw [23pts]
Selections: Bolt pistol
Unit: Swiftclaw, Weapon: Bolt pistol, Frag grenade, Krak grenade
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Swiftclaw [23pts]
Selections: Bolt pistol
Unit: Swiftclaw, Weapon: Bolt pistol, Frag grenade, Krak grenade
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Swiftclaw [23pts]
Selections: Bolt pistol
Unit: Swiftclaw, Weapon: Bolt pistol, Frag grenade, Krak grenade
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Swiftclaw [23pts]
Selections: Bolt pistol
Unit: Swiftclaw, Weapon: Bolt pistol, Frag grenade, Krak grenade
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Swiftclaw [23pts]
Selections: Bolt pistol
Unit: Swiftclaw, Weapon: Bolt pistol, Frag grenade, Krak grenade
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Swiftclaw [23pts]
Selections: Bolt pistol
Unit: Swiftclaw, Weapon: Bolt pistol, Frag grenade, Krak grenade
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Swiftclaw [23pts]
Selections: Bolt pistol
Unit: Swiftclaw, Weapon: Bolt pistol, Frag grenade, Krak grenade
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Swiftclaw [23pts]
Selections: Bolt pistol
Unit: Swiftclaw, Weapon: Bolt pistol, Frag grenade, Krak grenade
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Bike [2pts]
Selections: Twin boltgun [2pts]
Abilities: Turbo-boost, Weapon: Twin boltgun
Beserk
On a turn in which they make a successful charge, you can make 1 additional attack in the Fight phase with all models in this unit.
Charge
Unless this unit contains a Wolf Guard Pack Leader or Wolf Guard Terminator Pack Leader, or is within 6" of a friendly WOLF
Headstrong
GUARD, it must declare a charge in its Charge phase if it is possible to do so.
Storm
A model with a storm shield has a 3+ invulnerable save.
shield
Turbo-
When this model Advances add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
boost
Swiftclaw 14" 3+ 4+ 4 5 2 1 7 3+
Thunder hammer Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.
Fire At the start of each of your Shooting phases, pick one enemy unit on the battlefield. You can re-roll hit rolls of 1 for any models from
Discipline 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 Guard Terminator
Unit Pack Leaders have the TERMINATOR keyword
Rapid Fire
Boltgun 24" 4 0 1 -
1
Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Grenade
Frag grenade 6" 3 0 1 -
D6
Reinforced
Atomantic This model has a 4+ invulnerable save.
Barriers
Once per game, instead of shooting any weapon in the Shooting phase, this model can use its smoke launchers. Until the
Smoke
controlling player's next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks
Launchers
made against this unit.
Heavy
Heavy flamer 8" 5 -1 1 This weapon automatically hits its target
D6
Leviathan siege
Melee Melee x2 -3 3 Re-roll failed wound rolls against INFANTRY.
claw
Assault If the target is within half range of this weapon, roll two dice when inflicting damage with
Meltagun 12" 8 -4 D6
1 it and discard the lowest result.
Selection Rules
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit. ()
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. ()
Relic: If your army is Battle-forged, no Detachment can contain more Relic units than it does non-Relic units of the same Battlefield Role. You can, however, include a single Relic
Lord of War unit in your army even if it contains no non-Relic Lord of War units (you cannot include second and subsequent Relic Lord of War units unless they are taken in a
Detachment that contains at least as many non-Relic Lord of War units). In addition, as long as a Battle-forged army included at least one RELIC unit, you gain access to the
RELIC OF ANCIENT GLORY stratagem. (Imperial Armour Index: Forces of the Adeptus Astartes p4)