logan Grimnar epitomises the noble fury of his people.
He is a figure of awe, not j ust upon Fenris but across the breadth of humanity's domain. To say logan is popular is to say the stars in the night sky are plentiful. He is the warrior king of the Space Wolves, a wise and cunning leader of men whose adulation borders upon worship on many Imperial worlds. The Old Wol f inspires such un- shakeable loyalty that he has led the Sons of Russ into unimaginable terrors and emerged with vidOry grasped firmly in his claws. Under Grimnar's command, men become heroes and heroes become legends. FORMATION: Logan Grimnar Ulri k the Sl ayer 0- 1 Rune Priest 0-1 Iron Priest 3+ Full Wol f Guards Packs 2- 12 Dreadnaughts or Venerable Dread- naughts 0-5 Land Raider (any type) One squad must be headed by Arjack Rockfist SPECIAL RULES: 150 POINTS + MODELS Logan's leadership of the Space Wotves has endured for over five hundred years. During that time, the Old Wolf has led his Chapter to victories beyond counting against monsters and madmen, humbling the warlords of Chaos and pushi ng back the omnipresent alien threat that gnaws at the edges of humanity's domain. When written in full, logan's saga stretches from one side of the Great Hall to the other, for the Old Wolf hunts evil wherever he finds it and without hesita- tion, no matter its provenance.
Grut Wolf Company: All units in the formation must be deployed within 12 w of Logan Grimnar or. If coming on from reserve. must enter the table within 12- of Greal Wolf. War Ruse: Space wol f plavtr can choose two additional assets, These assets only apply to Space Wolf models. OUr Saga starts here: All non-vehicle models In this formation withi n 6- of Logan Grimnar have the feel no pain special rule. All vehicle models in the same format ion wi thin 6- of Great Wolf ignore all 'Crew Shaken' and 'Crew Stunned' results. When the Drop Pod of the Space Wolves burn through the at- mosphere in formation, they carve apart the skies with great cont rails of the fi re that are known in the sagas as the Claws of Russ. The mere sight of such a pyrotechnic display is enough to drive a blade of despair into the hearts of the foe, for all who behold it know that the Space Marine are on the attack. Each Claw consist of several drop pods that descends in a tight for 2S0 POINTS + MODELS "Beat your thoughts to the mould of your will.' Leman Russ mali on, slamming into the planet's crust in quick succession, Whi lst the enemy is st ill reeli ng this compound blow, the hinged sides of each Drop Pod will explode out and down to form disernbarkat ion ramps, end a battle-hungry pads of Space Wolves wil l storm out, voices and weapons raised in a deafening salute to the gods of battle before the bloodletting begins. FORMATION: 1 ... Outh"orm Drop Pod. wi(h 1 Wolf Lord 0- 1 Saule Luder 1 ... Wolf Prie.t 0- 1 Rune Prle.t I ... Wolf Scout> I ... WOlf Guard. in Drop Pod . 4 ... Grey Hun(e" Pack> in Drop Pod. 2 ... Blood claw. Pack> In Drop Pod. 2 ... Long In Drop Pod. 0-6 Orudnaughts Of Dr eadnaughu In Drop Pod. SPECIAL RULES: Th. Sky When Ihe <trike force arrlllts. dete rmine Ihe Deep arrival point of the Dealh.rorm Drop Pod with localor All Drop Pod. In the .trike force must air.,e within 24" of the Dealh.ro,m Drop Pod. landing of .uch a large number Drop Pod. cau.ed panic among Ihe enemle . who know that Ihe angels of death came for them. AnV enemy unil Ihal hM had Drop pod land wilhln 6" of 1\ that tum ma.( lake a Moral at the end of the Space wolf Movemenl pha.e. For the Wolf time: In addition 10 hi. normal .traleglc Ihe plaver gain. Ihe following 'ree auelS: Hold al All Co., Planning Orbllal Bombardment The.e aUen only apply to Space Wolf models. le;ule, of the pack: Any unit wllhln 6". indudlng the chracter and hi. unit. may ,e- ,oll failed Mo,ale te5l'. BUli f Wolf Lord wa> .Ialn. all uniu gain Rage and Fu,I . ... pedal rule: In.e (he model of Lo,d In place. now it (Ount a. additlonalobjrive. Company Relic: Wolf Guard or Wolf Guard Sattle leader. may take Com- pany banner, which grant> ... 1 attack to all.pace wollle. uni(. within 12". p.r 7S points. LEMAN RUSS EXTERMINATOR The leman Russ Is generalty only used by the imperial Guard, but in recognItion of their Primarch. the Space WoNe-s do have a handful of leman Russ ExtermInators in their inventory. The Exterminator is a variant of the basic leman Russ tank design that carries a twin autocannon in place of the standard battle cannon. Armour 8S F S R leffidn Russ Exlernnn610r 4 14 13 10 Unit Type: Wargear verucle Itanl, Exterm natO!' autocannon Wargear (All): HE:lavy bOter SeM(hhght Smo<P Idunchet'\ Spe<ial Rules: lumbering Behemoth POINTS: 160 Is a common variant of the standard design, capable of laying down a withering hail of fire against which no infantry can sur- vive The ekterminator autocannon's rapid firing shells can tear through lightly armoured chassis as easily as they rip though flesh and bone. htermin"or Autoulnnon: Uti!!\e'd on Ihfo Lf'fNIn the twn'! of cln "lJloc:annon Wnchront'lf<i 01 obrl'.
slt .... gth AI Type 48' 1 4 Heavy 4 'v.m. ed OPTIONS: Any model may exchange .ts heavy bolter for - Heavy flamer (rpe -ldsunnoo '5 pomrs pet model Any modPl may tal:p it pair of armed With . He"Y bo '''' 20 pomn per model Any modf'l may ta p any 01 the followmg: - Pinup-mounted storm bolter .10 posnts per model - Hunter-killer miSSile 10 pomts per model Dozer blade 10 pomcs per model - Exua armour .15 posnts per mode! THE SPEAR OF RUSS No one truly knows remembers why the Imperial Guard's mainstay tank was named after the Primarch of the Space Wolves. Some say that it was Leman Russ' Crusade that discovered the STC for the tank. others insist that it was the Space Wolves which started using Leman Russ Battle Tanks en masse. Although they are usually seen as de- tachments in Imperial Guard infantry companies or seen fighting as part of an 'Emperor's Fist' or ' Emperor's Lance' armored regiment. the Leman Russ Battle Tanks are also sometimes fielded by the Space Wolves Chapter. The most commonly used variant in such rare instances is the Leman Russ Exterminator. Armed with a pair of twin-linked autocannons and usually a few heavy bolters, the Leman Russ fulfills a role simi lar to that of a Predator Destructor. Its simple design, dura- bility and efficiency on the field of battle are literall y un- matched by any other Astartes vehicle - whether tasked with obliterating hordes or dealing with light vehicles or flyers, the adaptable as a wolf Exterminator always suc- ceeds. At fi rst manned by skilled Imperial Guard aces, the few leman Russ Exterminators in the possession of the Space Wolves were used on many planets and campaigns in and beyond the Imperium of Man. twas Egillron Wolfs idea to allow Space Wolf veterans to FORMATION: 3+ leman Russ Exterminator Tanks (from Codex: Imperial Guard) One tank must be marked as the command tank. SPECIAL RULES: 1 00 POINTS + MODELS man the vehicles instead. Egil, who was the Wolf lord in charge of the leman Russes decided that the few Extermina- tors in the Chapter should be driven by more deserving men - men with centuries of experience on the battle field. Instead of trusting mortal men with his few battle tanks, Egi l decided to give the honor of manning a vehicle bearing his Pri - march's name to some of the best long Fangs his Great Company had ever known. Thus, 'The Spear of Russ' armored regiment was created. The honor of going to battle inside the ferro-steel plating is given to some of the older long Fangs - Space Wolves with centuries of experience, nerves of steel and an extremely reli- able and stable demeanor. When a long Fang's pack be- comes too small or too precious to be on the battlefield un- proteded it is given the privilege of dispensing indiscriminate justice from the inside of a leman Russ Battle Tank. Ideally the remnants of a pack receive a dedicated vehicle, with the Squad leader in control of the vehicle and the rest of his long Fang pack manning the various turrets and sponsons. ' The Spear of Russ' is composed of at least three similar ve- hicles and one of them, usually the tank with the oldest Squad leader, is chosen to be the command tank. Although uneasy at first. the different long Fang packs eventually adapt to the situation and learn to function as one with the rest of the Exterminators. Strike Force: All units In The Spear of Russ must be deployed within 6 M of the command tank, or, i f comi ng on from reserve they must enter the table Wi thin 6- of the point entered by the command tank. Astanes Crew: To represent the long Fangs operating the leman Russ Exterminator tanks, every tank In The Spear of Russ formation gains +1 BS. The eKtra cost of this upgrade is already included in the pointS value of the formation. Autotargeting System: The leman Russ Exterminators have the Anti-Aircraft Mount speci al rule. Fire Control: If a tank from The Spear of Russ formation is within 12" of the command vehicle (or Is the command vehicle itself) it can shoot each of Its weapon at different targets. GORSEDD OF RUNE PRIESTS Most arcane of all the priesthoods of the Space Wolves, the Rune Priests are distant and mysterious figures. Often marked by the gods even before their induction into the Space Wolves, they are learned in shamanic tra- ditions that a mere tribesman could never truly cctmpre- hend. Theirs is the knowledge of the mystic arts, of hidden rites handed down throughout the millennia that consume their days and haunt their nights. Rune Priests keep their own counsel, living apart from their kin save FORMATION: Njal Slormcaller 3-5 Rune Priesl SPECIAL RULES: 150 POINTS + MODELS to interpret the casting of the runes. During battle, however, the Rune Priests are roaring, raging incarnations of storm- borne fury. Rune Priests are masters of the storm, and the elements themselves obey their command. A Rune Priest may call upon Grandfather Blizzard to drive shards of ice into the flesh of his enemies, implore the Lord of lightning to spear his nemesis from above, or compel the rocky jaws of Fends herself to open, sending the enemy tumbling down- ward into the planet's molten heart. The Master. All units in the formation must be deployed wi thin 6" of Njal Stormcaller or, If coming on rrom reserve, must enter the table within 6" of Njal Stormcaller. The Great Storm: Once per game Instead of the use their powers priests could cast a Great St orm (120", Apocalypt i c Barrage (3D+X), 57, AP5). Also the formati on grants the Blind Barrage strategic asset. ' X -;s nllmber Dr Rllne Priests. GO TO FIGHT SOME OLD WOLFS 1 00 POINTS + MODELS Some Space Wolves are canny enough to survive for centuries of active selVice in the name of the Allfather. Though their individual sagas are long and filled with bloody deeds, each has earned wisdom and insight from innumerable battlefields, and their collective skills are too valuable to throwaway upon a blood-soaked assault or a desperate quest for vengeance. These packs of veteran Space Wolves become Long Fangs, steady of hand and temperament, entrusted not only with the protection of their brethren but also the heaviest of weaponry used by the sons of Russ. FORMATION: 3+ Long Fangs Packs SPECIAL RULES: Long Fangs are dour and grizzled individuals, having sur- vived long enough for the genetic inheritance of the Canis Helix to manifest fully. They are literally endowed with long fangs, for as they age the canines of the Space Wolves con- tinually lengthen and their hair and beard grows thick and grey. In their youth they hungered for honour j ust like their younger brethren, each eager to earn his place in the sagas. Now, after countless long wars, their esteem stands tall as a mountain, commanding awe and respect from those of lesser years. Their saga is long and glorious. The hot steel of Ice Troll Hunters: Once per Shooting phase, the owning pl ayer may nominate a si ngle enemy unll. All fangs must fi re at this target but they count their weapons as twin-li nked for that round of shOOting. TIDES OF THUNDER Only the Space Wolves have the constitution to hunt the Thunderwolves that haunt the Mountains of the Mael- strom, where perpetual ice storms would flay the skin from a lesser creature in the space of a single day. There are several known instances of senior Space Wolves tracking down and 'breaking in' Thunderwolves in an ex- treme version of the lone Hunt This practice. thought to be an initiation ritual into the upper echelons of the Wolf FORMATION: 1 Wolf Lord on Thunderwolf mount 0-3 Iron Priest on Thunderwolf mount 2-+ Thunderwolf Calvary 1-+ Fenrlsian wolf pack SPECIAL RULES: Strike Force: All models must be placed wi thi n 6" of an- other model 1n the formation and must sian the game in reserves. Blood and Thunder. Once the formation has entered the board start a tally of the format ions wounds caused. Once the count reaches 30 wounds caused (destroyed vehicles count as l) the brothers let fourth a howl that energizes them. All uni ts in the formation gai n +11 and +1 A and the fearless speclal rule for the rest of the game. Strike from all Sides: The formation gains the Fl ank March Strategic Asset . 150 POINTS + MODELS Guard, has given rise to the legendary Thunderwolf Cavalry - a small but dauntless elite within the ranks of the Wolf Guard who remain conveniently absent from any officiallmperial records. Though the existence of the vid-steal is a well - guarded secret no matter how often the Space Wolves deny the practice of riding beasts to war, rumours abound across the Fenris sector about the glorious charges of the Thunder- wolf Cavalry. STERNHAMMER'S WULFEN GUARD POINTS: 50 + MODELS The legend of the 13th Company of the Space Wolves is one never told outside of the Chapter irself. Even then. it is only whispered in private. fest the young Blood GaINS overhear lore nor meant for thei, ears. The 13th Company of the Space Wolves Legion is said to have fought at the forefront of the greatest battles of the Horus Heresy. Every brother of the legion bore the mark of the Canis Helix - the beast that lurks within every Space Wolf. In the warriors of the 13th Company ho\.vevet; the mark was fully manifest. turning the noble brethren into slavering beasrs on the eve of battle. At the height of ehe terrible conflict. the entire company disappeared, pursuing, it is said, some foe they would hunt until the end of time, racher than allow it to escape. After the heresy. the '3th Company passed inro dim legend. The Canis Helix remained the source of the chapter's ferociousness, yet was never as fully manifest as it was in the 13th Company. In recent rimes the legend of the I- m !!:! II: a.. ... .... o
Stem!\amtnff Spac' Wo/Ye1 13th Company Wolf Priest "Like fren zied beilsts. they WilS. But 1 tell you. there was never iI sweeter sound than the howl s of the Wulfen that dark night," - Sgt. Pridmu. of 1he T1.u: SUugh1C. fORMATION: I wolf Priest. chosen from Codex. Space Wolves 2-+ Wulfen Guard Packs SPECIAL RULES c ::::> '" '" Q II:
'" z
.... ::::>
Hun1ers' The WUlfen Guard stnkes soddenly and from an unexpe<:ted The models In $ternhammer's ....\'ulfen Guard have the Rank March strategic asset They always start the game In strategtc reserve. All Wulfen Guard Pads must enter the table Within 1 01 the WoII Pnest. WULfEN GUARD PACK WS BS S Wulfen Guard 5 0 5 Number/squad: 10 POINTS COST: 240 POINTS TWA l d Sv 4 5 2+1 10 3+ 13th Company has resurfaced. rales have been told of a band of savage warriors. wearing the grey armour of the second legion. yet supplemented by fragmenrs of armour rom from the bod,es of falfen Chaos Space Marines. This band has been seen co emerge as from nowhere upon the field of battle. falling upon the servants of the Ruinous Powers w;th savage ferociry. They are fed by a mighty warrior-priest named the Stemhammer by rhe fmpen'um's rroops, an indMduaf reportedly able co control the beasts in combat though barely. After each barrie, rhe band has disappeared before stunned fmperiaf forces could make contact. Many have reponed being gfad of this fact for the beasts appeared as ready to attack them as the enemy. None can say whether this band truly is some vestige of the fang-lost 13th Company. or even if i t is the same band that has been seen in each instance. Yet where the forces of the Imperium are hard-pressed by the Great Enemy, there too may the mournful howf of the Wuffen pierce the night. chilling the hearts of friend and foe alike. Squad Hellang Squad .Iomungdaw Weapons: Though some of the Wulfen Guard may still bear the remnants of thett lorlTlef weaponry, they use only their savage claws In dose combat. These are counted as two dose combat weapons (included In the profile above). SHOAL IUJlES Rending, Fleet Animal Rage: Should thetr WOlf Priest fall, the Wulfen Guard Will be fliled Wi th atavistic fury at the loss. If the Wolf Priest 15 removed as a casualty. all movement by the Wullen must be towards the closest enemy. and assaults mllst be made II possible. STORM BIRD GUNSHIP The aircraft used during the Great Crusade just before the Horus Heresy and the introduction of the Thunderhawk. They are void capable as well as capable of atmospheric flight. The actual pattern type is Warhawk VI. They played a similar role as the Thunderhawk Gunship today, and it had many weapons for a supporting troops while deploying from the front hatch. They were manufactured on Terra by t he Yndonesic Bloc for use against the Panpacific tribes during the Unification Wars. Their wings can be folded or collapsed in some manner. Stormbirds - monstrous, fat- bodied flyers with racks of mis- siles slung under each wing and wide rotary cannons seated in forward pintle mounts. Engines screamed at last minute adjust- ments. False Gods. UNIT: 1 stormbird Gunship ~ ARMOUR ~ BS FRONT SlOE REAR TYPE: Superheavy Flyer 4 12 12 10 STRUCTURE POINTS: 5 TRANSPORT: The Storm bird has a transport capacity of 100 (Rhino- based vehicles count as 15 models, Land Raiders count as 25, Bikes count as 2, Attack Bi kes count as 3, Baneblades and other similar size tanks count as 50). FIRE POINTS: None. ACCESS POINTS: 1 access hatch on either side and a forward assault ramp (units disembarking from a Storm bird may assault at the same time). WEAPONS AND EQUIPMENT: - Hull-mounted Battle canon (58 AP3, 7", Primary Weapon) - 8 sponson-mounted twin-l inked Heavy Bolters - 4 Hull-mounted twin-linked autocannons - 6 Bomb Pylons. For each bombing run, the Stormbird may drop 4 Pylons. This may be done 4 ti mes per game, after which the Stormbird is out of bombs. - Searchlight, Extra Armour, Armoured Cockpit. OPTlONS: POINTS: I sao They described as bulkier t han the Thunderhawk and less-agile. However, the Stormbi rd can carry up to the equivalent of a modern space marine company, between 60 and 100 marines. It is also de- scribed as having missiles slung under bot h wings and a cannon mounted on the nose. Stormbirds are piloted by two marines sitting back to back along with two hard wired servitors. It is not known the adual shape or look of a Stormbi rd, yet early drawings of the Thunderhawk show organic, large, and VTOL Impe- rial craft dropping marines on a target. WEAPONS RANGE l;tsc;tnnon 48' He;tvy bolter 36' Multimelt;t 24' B;tUle canon 72' Autocannon 48' Demoli sher Siege 24' Canon Puni sher (;atling 24' Cannon Bomb Bomb Hell strike Unl imited Mi ss ile Hel storm Hel lstorm HeUfury 72' Mi ssil e The Ultima Pattern switches the large wings and engine nacelles for large directional turbines. During key stages of the Heresy, many damaged Storm Birds were retrofitted to the Ultima Pattern by both sides and used as drop ships at Isstvan, Calth and Prospera. STR AP SPECIAL 9 2 Heavy 1 5 4 Heavy 3 8 1 Heavy l. Melta 8 3 Ordnance l. 7" Blast. Primary weapon 7 4 Heavy 4 10 2 Ordnance l. 7" Blast 5 Heavy 20 6 4 Apocalypse Barage (6) 8 3 Heavy 1. One-shot 7 3 Inferno, One-shot 4 5 Heavy 1. 7" Blast. One-shot May replace any twin-linked heavy bolter with: SPECIAL RULES Hover mode Ceramite Shielding Armoured Behemo1h: Models without M weapons use normal BS instead of hitting on 6's May replace nose-mounted autocan- nons A twin-l inked autocannon ........ 15pts A twin-l inked la$Cannon . ... .. ... .. . 35pts 2 multi-meltas ........................ .free A1oman1ic Shielding: Grants a 5+ invunerable save Battle Cannan .. ................... 25pts 2 twin-linked la$Cannons ..... .35pts May replace 6 Bomb Pylons with: 6 Hellfury Missiles ........................... free Punisher Gat ling Cannon .... AOpts 6 Hellstrike Missiles ...................... .free Demolisher Siege Cannan . . AOpts 1 Hellstorms ........................ ......... .free COPYRIGHT e GAMES WORKSHOP LTD. 2007 PERMISSION IS GRANTED TD PRINT THIS PAGE FOR PERSONAL USE ONLY TO PLAY A GAMES WORKSHOP GAME: ALL fURTHER RIGHTS RESERVED SABRE TANK HUNTER A rel ic of the Horus Heresy, the Sabre Tank Hunter originally mounted an Autocannon in the front mount. Though t here were other Tank Hunters devised, the Sabre became the most recognised and even though many of the t anks have had t hei r Autocannon replaced by the much more powerful laser De- stroyer, the name Sabre is still used to denote them. I '\ \ SS sabre 4 Un II Type: Vehicle (Tank) Special Rul es: None o 0 "" = '? Armour Front Side Rear 13 11 10 0 . 0. 0 0 Il Il ... Weapons and equipment: laser Destroyer Storm boiter Smoke launchers Searchlight POINTS: 150 They are very rare in the 41st Millennium, and a Chapter will generally not commit them to battle unless it is known that a significant enemy armour threat will be present. Sergeant Chro- nus of the Ultra marines is known to be particularly protective of the pair of Sabre vehicles his Chapter possess, and it will be rare that one will be deployed without him commanding it. fa .10] 0 Options: A Sabre Tank Hunter may take any of the foliowinQ: - a stOflTl bolter a missile a dozer blade a siege - armour Weapon Range Sir. AP Type
t-5
Laser Destroyer 72" 10 2 Ordnance 1 The Sabre is a Heavy Support choice f or Space Marine, Dark Angel, Black Templar, Space Wolf and Blood Angels Armies, please refer to the appropriate codex. HERCULES ASSAULT TANK POINTS: 600 The Hercules is a super-hea'Y assault vehicle. Irs primary purpose is to rol l up to enemy fortifications, firing as it ad vances, and deploy troops into the breech. Its sheer size and thick armour more than make up for lade: of speed, as few foes can destroy a Hercules before it reaches their lines. It was a super heavy tank used by the Space Marines during the UNIT 1 Hercules TYPE: Super-heavy tank STRUCTURE POINTS: 3 ARMOUR BS Front Side 4 14 13 Rear 12 TRANSPORT: The Hercules has a transport capacity of 40. WEAPONS AND EQUIPTMENT: - Five sponsons, each With one lascannon and either a twlnIinked heavy flamer or a tWln-hnked heavy bolter Searchlight and smoke launchers OPTIONS: -Replace sponson mounted IWIn-linked heavy bolters With twin linked heavy flamers .. _ ................. _. __ ._._ ............... Free -A storm bo/tltf ... _ .. _ ... __ ......... __ ._ .. _ . _ . +10 pIS -II hunter.tyller misslle ... _ ..................... _._ ............ _ .. _ .... +l0 pts -A multHnelta ... _ ............ _ ..... _ ................... _ ...... _ .. __ ...... + 10 ptS SPECIAL RULES: Teleport Bucon: If a Hercules Is deployed on the tabl e, then any teleporting troops may re-roll the deep strike scatter dice. Orbital Bombardment: The Hercules gives the Space Marine player the Orbital Bombardment strategic asset. Improved Comms: The presence of one or more Her- cules In an army adds a Flank March Strategic asset while the Hercules Is on the table (I.e., the Hercules is not Itself held In reserve or destroyed). WEAPON RANGE STR AP SPECIAL Lascannon .. " , 2 Heavy I Heavy bolter "" 5 4 Heavy 3 Heavy fl amer Template 5 4 ASSilUI! 1 FIRE POINTS: Up to 20 models may fire from the Hercules's ftghllng platform ACCESS POINTS: The Hercules 15 treated as opentopped for the purposes of passengen embarking and dlSefTlbarklng. Shield Generator: Non-vehicle models wilhin 12" of tank receive a 4+ Invulnerable save against anyanack originating from more than 12" away from the genera- tor (vehicles counts as Obscured Instead). Mind of the Omnlssiah: The Fellblade can i gnore the fi rst "Gun Crew Shaken" or "Driver Stunned" result per turn. In addi tion, the tank may Ignore difficult terrain tests. Command Tank: The Hercules Is a mobil e field HQ. All Space Marine units with 24" of the tank may re-roll failed Morale Checks. SPACE MARINE ARMORED TASK FORCE 200 POINTS + MODELS Space Marine tanks and armoured fighting vehicles are geared towards this role, with the Predator and hulking land Raider battle tanks providing heavy support for the assaulting infantry. Even their artillery, the Whirlwind, is rapid moving, laying down a (over of supporting fire for the advancing Space Marines. The Thunderhawk Transporter is a logistical support vari- ant of the standard Thunderhawk Gunship. Used to quickly move a Space Marine Chapter's vehicles from FORMATION: 2-4 Land Raiders 4-8 Rhinos 0- 3 Predators 0-3 Vindicators 0- 3 Whirlwind SPECIAL RULES: their Strike Cruisers in orbit to the planet's surface. or from one ground operation to another, the transporter does not generally carry infantry (unless they are preloaded into their vehicles), It can carry two Rhino-sized vehicles, or a single Land Raider-sized vehicle using its powerful magnetic clamps. It can also carry an under slung supply pod, for moving ammunition or fuel. It also has other useful equip- ment such as a winch for recovering Drop Pods after a suc- cessful deployment. All tanks must be equipped with the passengers. One tank must be designated as the command. Strike Force: Each unit In the Armoured Task Force must be deployed Within 6" of another unit in [he strike force. If coming on from re- serve, they must enter the table within 6" of the point entered bv another unit from the Armoured Task Force. If deep striking, they must aim to arrive within 6" of another unit from the Armoured Task Force. Thunderhawk Insertion: The Armoured Task Force can be deploved via Thunderhawk Transport. As a resul, the entire strike force can Deep Strike. First Into Battle: In additi on to his normal strategic assets the player gains the Careful Planning asset. Command Tank: As long as the Armoured Task Force command tank Is mobile, any tank In the spearhead within 12" of It (Including the command tank itself) re-rolls failed dangerous terrain tests. . AEGIS DEFENCE UNE Defence lines are built from crenellated shiel d sections that link together into a solid shieldwall. The most common type of defence tine comprises two such walls backto-back. lmperial Aegis lines can be built and de- ployed at such speed they are often referred to as 'in- stant fortresses'. Space Marine Chapters are composed of a thousand elite troops, the finest warriors Mankind can produce. This means that powerful though a Chapter is, it I 100 POINTS + MODELS wi ll always lack numbers. The Space Marines are equipped with a variety of remotely activated weaponry which can help alleviate these problems. Should a Chapter need to hold ground, but lack the troops to leave on stationary guard duty, then it can use an automated defence force. These weapons are dropped into place by Thunderhawks and acti - vated by the Chapter's T echmarines. The weapon's status can then be monitored from command vehicles. I ......
FORMATION: 1+ Techmarine I I 3+ Tarantula Se ntry Gun Pl atforms 1+ Aegis Defence Line 0+ Hyperlos Air Defense Battery SPECIAL RULES: I I Rul es for Tarantul a Sentry Guns and Hyperios Platforms can be found i n Imperi al Armour Apocalypse 2 and Imperial Armour Aeronautica. Forward Deployment: Tarant ula and Hyperios Air Defense Banery may deploy usi ng the Infil t rate universal special rule. All weapons pl atforms must be depl oyed within 1 8 ~ of the Techmari ne. Machine spi ri t cont rol: Tarantula and Hyperios Air Defense Battery are an automated weapon. However, any Techmarine, if he did not shoot and is Wi thi n r of weapons platforms, Tarantula Sentry Gun and Hyperi os Ai r De fense Battery may use hi s BaUistic Skill for shoot ing this turn. WOLVES OF THE REDMAW Amongst the twelve Wolf Lords of the Space Wolves Chapter, Bran Redmaw has a great fondness for the company of Fenrisian Wol ves. His own hall is littered with the creatures, and they join him when he goes to battle. Often he prefers to lead the wolves rather than his battle brothers. This is because in the heat of battle Bran can transform into the Redmaw, a savage wolf beast of monstrous size. He is not alone within his great company in being afflicted by the Curse of the Wulfen. FORMATION - Bran Redmaw or Wolf Guard Battle Leader - 2-4 Grey Hunters Packs - Each Grey Hunters Pack must be mounted in a Land Raider, land Raider Crusader or Land Raider Redeemer. SPECIAL RULES Strike Force: All models within the formation must deploy within 12" of the Redmaw or the Wolf Guard battle leader leading the formation (or the vehicle transporting them.) While within this range all Grey Hunters packs in the formation have the Furious Charge special rule. 219 POINTS: 25 + MODELS Space Wolves that have succumbed to the Wulfen are shunned by most of the Chapter, but Bran Redmaw's Great Company is unique, harbouring a few of them within their ranks and making good use of these savage shock troops in battle. The Wulfen within their ranks is a grim secret of Redmaw's Company, known only to Logan Grimnar and his closest advisors (but in truth suspected by many others). The day may come when they must be purged from the Chapter's ranks, but whilst Bran and his tainted brothers remain loyal warriors in firm control of their affliction, they are tolerated by the Great Wolf. Prey Drivers: Redmaw's wolves prefer to encircle thE:ir prey, herding them into a killing zone before attacking from many directions at once. Units in the formation are subject to the Rage special rule when within 12 of the enemy.