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Camo cloak Add 2 to saving throws for this model when it receives the benefit of cover, instead of 1.
Concealed When you set up this model during deployment, it can be set up anywhere on the battlefield that
Position is more than 9" from the enemy deployment zone and any enemy models.
You can add 1 to any Deny the Witch tests you make for a model equipped wit ha psychic hood
Psychic Hood
against an enemy PSYKER within 12".
Psychic Warp
Range Details Ref
Power Charge
Jaws of the World Wolf has a warp charge value of 7. If manifested, select an
Jaws of
enemy unit within 18" of the psyker, other than a VEHICLE. Roll 2D6 and
the World 7 18"
subtract the target’s Move characteristic – the target unit suffers a number of
Wolf
mortal wounds equal to the result.
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit
Smite 5 18" within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the
Psychic test was more than 10 the target suffers D6 mortal wounds instead.
Storm Caller has a warp charge value of 8. If manifested, until the start of your
Storm
8 6" next Psychic phase, the psyker and any friendly SPACE WOLVESunits within 6"
Caller
of him gain the benefit of being in cover.
Frag
6" Grenade D6 3 0 1 -
grenade
Krak
6" Grenade 1 6 -1 D3 -
grenade
When this unit fires Overwatch or is chosen to shoot with, models in this unit can shoot twice if
Fire Storm
this unit did not move this turn.
Relentless Models in this unit do not suffer the penalty their hit rolls for Advancingnd firing Assault
Advance Weapons.
Aggressor 5" 3+ 3+ 4 5 3 3 7 3+
Aggressor
5" 3+ 3+ 4 5 3 4 8 3+
Sergeant
Auto Boltstorm Gauntlets When attacking with this weapon, you must
Melee Melee x2 -3 D3
(Melee) subtract 1 from the hit rolls.
Redemptor
* * * 7 7 13 4 8 3+
Dreadnought
Heavy
Heavy flamer 8" 5 -1 1 This weapon automatically hits its target
D6
Wound
Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Track
4x Wulfen [112pts]
Unit: Wulfen
2x Wulfen claws
Weapon: Wulfen claws
Bounding
Models in this unit can Advance and charge in the same turn.
Lope
Curse of the You can re-roll failed charge rolls for friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY
Wulfen units that are within 6" of this unit at the start of the Charge phase. This range of this ability is
(Hunt) doubled to 12" for friendly BLOOD CLAW units.
You can make 1 additional attack for models in SPACE WOLVES INFANTRY, BIKER and
CAVALRY units that are within 6" of any friendly unit with this ability when they make their attacks
Curse of the
in the Fight phase. The range of this ability is doubled to 12" for BLOOD CLAW units. Units of
Wulfen (Kill)
WULFEN are not affected by this ability, nor are units that made a charge while within range of the
Curse of the Wulfen (Hunt) ability.
Roll a D6 each time a model in this unit loses a wound; on a roll of 5+ that wound is not lost. If a
model in this unit is slain in the Fight phase, then once the enemy unit has finished making its
Death Frenzy
attacks you can attack with that model before removing it as a casualty, even if it has already
attacked that phase. This ability is not cumulative with the Great Company Banner ability.
Storm Shield A model equipped with a storm shield has a 3+ invulnerable save.
Wulfen 7" 3+ 5+ 5 4 2 3 7 4+
Wulfen Pack
7" 3+ 5+ 5 4 2 4 7 4+
Leader
Thunder When attacking with this weapon, you must subtract 1 from
Melee Melee x2 -3 3
hammer the hit roll.
HQ [7 PL, 118pts]
Jarl of You can re-roll hit rolls of 1 for friendly SPACE WOLVES units within 6" of this Codex: Space Wolves
Fenris model. p83
Boltstorm gauntlet When attacking with this weapon, you must subtract
Melee Melee x2 -3 D3
(melee) 1 from the hit roll.
Master-crafted power
Melee Melee User -3 2 -
sword
Pack Add 1 to this unit's Leadership if it contains 6 or more models, or add 2 instead if the unit contains
Mentality 10 or more models.
Swift Hunters You can re-roll failed charge rolls for this unit.
Teeth and
Melee Melee User -1 1 -
claws
Crushing Roll a D6 each time this an Inceptor finishes a charge move within 1" of an enemy unit; on a 6, that
Charge unit suffers a mortal wound.
During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of
Meteoric
any of your Movement phases this unit can use a meteoric descent - set it up anywhere on the
Descent
battlefield that is more than 9" away from any enemy models.
Inceptor 10" 3+ 3+ 4 5 3 2 7 3+
Inceptor
10" 3+ 3+ 4 5 3 3 8 3+
Sergeant
Assault
18" Assault 3 5 -1 1 -
bolter
2x Suppressor [60pts]
Selections: 2x Accelerator autocannon [20pts], 2x Grav-chute [4pts]
Abilities: Grav-chute, Unit: Suppressor, Weapon: Accelerator autocannon, Bolt pistol, Frag grenade, Krak grenade
During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At
Grav-chute the end of any of your Movement phases this unit can descend - set it up anywhere on the
battlefield that is more than 9" away from any enemy models.
Once per battle, instead of shooting any weapons in the Shooting phase, a Suppressor Sergeant
Smoke
can use its smoke launcher; until your next Shooting phase, your opponent must subtract 1 from
Launcher
hit rolls for attacks made with ranged weapons that target this unit.
Suppressing If this unit destroys any enemy models in your Shooting phase with its accelerator autocannons,
Fire the destroyed model's unit cannot fire Overwatch until the end of the turn.
Unit M WS BS S T W A Ld Save Ref
Suppressor 12" 3+ 3+ 4 4 2 2 7 3+
Suppressor
12" 3+ 3+ 4 4 2 3 8 3+
Sergeant
Accelerator
48" Heavy 2 7 -2 2 -
autocannon
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. ()
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. ()
Explodes (6"/D6): If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models
disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. ()
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. ()