When this model is affected by the Shock Assault ability, add 3 to the Attacks characteristic of this model instead of 1. When a friendly SPACE WOLVES unit within 6" of this model and not within 3" of an enemy unit consolidates, it can move up to 6" instead of 3". You can always choose for a unit affected by this saga in the Fight phase to fight first even if they didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate chooseing units to fight with, starting with the player whose turn is taking place. Deed of Legend: Slay an enemy CHARACTER with your Warlord. You can add 1 to any Deny the Witch tests you make for a model equipped with a psychic hood against an enemy PSYKER within 12". Imperium, Adeptus Astartes, Space Wolves Character, Infantry, Terminator, Wolf Lord, Logan Grimnar If a unit is affected by this saga, they automatically pass Morale tests. In addition, if they are a CHARACTER, increase the range of any aura abilities they have by 3" (e.g. the Great Wolf and 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. If a unit is affected by this saga, they automatically pass Morale tests. In addition, if they are a CHARACTER, increase the range of any aura abilities they have by 3" (e.g. the Great Wolf and 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. You can always choose for a unit affected by this saga in the Fight phase to fight first even if they didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate chooseing units to fight with, starting with the player whose turn is taking place. Deed of Legend: Slay an enemy CHARACTER with your Warlord. If a unit is affectecd by this saga in the Fight phase, add 1 to the Attacks characteristic of all its models if it made a charge move, was charged, or performed a heroic intervention earlier in the same turn. Deed of Legend: Slay a total of five models in the Fight phase with your Warlord (keep a tally from turn to turn). If a unit is affectecd by this saga in the Fight phase, add 1 to the Attacks characteristic of all its models if it made a charge move, was charged, or performed a heroic intervention earlier in the same turn. Deed of Legend: Slay a total of five models in the Fight phase with your Warlord (keep a tally from turn to turn). If a unit is affected by this saga, they automatically pass Morale tests. In addition, if they are a CHARACTER, increase the range of any aura abilities they have by 3" (e.g. the Great Wolf and 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. If a unit is affected by this saga, they automatically pass Morale tests. In addition, if they are a CHARACTER, increase the range of any aura abilities they have by 3" (e.g. the Great Wolf and 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. Add 1 to wound rolls for attacks make by a unit affected by this saga that target a MONSTER or VEHICLE. Deed of Legend: Slay and enemy MONSTER or VEHICLE with your Warlord. If a unit is affected by this saga, they automatically pass Morale tests. In addition, if they are a CHARACTER, increase the range of any aura abilities they have by 3" (e.g. the Great Wolf and 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. Roll a dice each time a model affected by this saga loses a wound; on a 6, that model does not lose a wound. This sage has no effect on models with a similar ability (e.g. Bjorn the Fell-Handed's Legendary Tenacity ability). Deed of Legend: Successfully pass a saving throw for your Warlord. You can re-roll failed charge rolls for Murderfang. In addition, in a turn in which Murderfang makes a successful charge, increase his Attacks characteristic by 2 until the end of the turn. Murderfang cannot be your Warlord. Melee Melee x2 -3 3 You can re-roll failed wound rolls for this weapon. Roll a D6 each time this models finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers D3 mortal wounds. Roll a D6 each time this models finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers D3 mortal wounds. 6" 3+ 3+ 4 4 2 2 7 3+ 6" 3+ 3+ 4 4 2 3 8 3+ 10" 3+ 3+ 4 5 3 2 7 3+ 10" 3+ 3+ 4 5 3 3 8 3+ 16" 3+ 3+ 4 5 6 2 7 3+ 6" 3+ 3+ 4 4 5 4 8 3+ SPACE WOLVES units within 6" of any friendly SPACE WOLVES ANCIENTS add 1 to their Leadership. In addition, roll a D6 each time a <CHAPTER> INFANTRY model is destroyed within 6" of any friendly SPACE WOLVES ANCIENTS, before removing the model as a casualty. On a 4+, that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase. 6" 2+ 3+ 4 4 5 4 8 3+ Servitors improve both their Weapon Skill and Ballistic Skill to 4+, and their Leadership to 9, whilst they are within 6" of any friendly TECHMARINES. 5" 5+ 5+ 3 3 1 1 6 4+ 6" 2+ 2+ 6 7 8 4 8 3+ 6" 2+ 2+ 4 4 5 4 9 3+ 5" 2+ 2+ 4 5 7 5 9 3+ 14" 2+ 2+ 4 5 6 4 9 3+ 6" 2+ 2+ 4 4 6 4 9 2+ When this unit fires Overwatch or is chosen to shoot with, models in this unit can shoot twice if this unit did not move this turn. Models in this unit do not suffer the penalty to their hit rolls for Advancing and firing Assault Weapons. 5" 3+ 3+ 4 5 3 4 8 3+ 5" 3+ 3+ 4 5 3 3 7 3+ 6" 2+ 2+ 4 4 6 5 9 3+ 36" Heavy 1 4 -2 3 - 6" 2+ 3+ 4 4 5 4 9 3+ * * * 7 7 13 4 8 3+ 7-13+ 8" 3+ 3+ 4-6 6" 4+ 4+ 1-3 4" 5+ 5+ 6" Grenade D3 0 0 0 A shock greande doesn't inflict any damage. Instead, each time a shock grenade hits an enemy INFANTRY unit, it is stunned until the end of the turn - it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit. Second and subsequent hits from a shock grenade have no additional effect. When models with grapnel launchers move do not count any vertical distance they move against the total they can move that turn. In addition, during deployment you can set up this unit if it is equipped with grapnel launchers behing enemy lines instead of placing it on the battlefield. At the the end of your movement phase this unit can join the battle. Set it up within 6" of a battlefield edge of your choice and more than 9" away from any enemy models. During deployment, you can set it up in high orbit instead of placing it on the battlefield. At 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. 6" 3+ 3+ 4 4 2 2 7 3+ 6" 3+ 3+ 4 4 2 3 8 3+ * 6+ * 8 8 16 * 9 3+ 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 Distanes and ranges are always measured to and from this model's hull even though it has a base. Your opponent must subtract 2 from any charge rolls made for units that declare a charge against a Repulor. This model can transport 10 CHAPTER PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models. If a model has the Standard of the Emperor Ascendant, you can add 1 to the dice roll made to see if friendly CHAPTER models within 6" of the bearer can summon the strength to make one final attack when slain. In addition, whilst within 6" of the bearer, friendly ADEPTUS ASTARTES models automatically pass Morale tests, whilst enemy units must subtract 1 from their Leadership characteristic. If a model is armed with a auxiliary grenade launcher, increace the range of any Grenade weapons they have to 30" 24" Assault 3 4 0 1 - 36" Heavy 1 4 -2 2 - 4" 2+ 2+ 4 4 6 4 9 2+ This model has a 3+ invulnerable save, but you must halve the result of the dice rolled when determining how far this model Advances. 8" 3+ 5+ 6 7 8 4 7 3+ You can re-roll any failed charge rolls for this model. 6" 3+ 3+ 4 4 4 3 8 3+ SPACE WOLVES units within 6" of any friendly SPACE WOLVES ANCIENTS add 1 to their Leadership. In addition, roll a D6 each time a <CHAPTER> INFANTRY model is destroyed within 6" of any friendly SPACE WOLVES ANCIENTS, before removing the model as a casualty. On a 4+, that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase. 6" 2+ 3+ 4 4 4 3 8 3+ This model must make a Heroic Intervention if it is able to do so. In addition, you can re-roll failed hit rolls for this model in the Fight phase when targeting a CHARACTER. 4" 3+ 3+ 4 4 2 2 8 2+ 4" 3+ 3+ 4 4 2 3 8 2+ Models in this unit have a 4+ invulerable save, but you must halve the result of the dice rolled when determind how far this unit Advances. 6" 3+ 3+ 4 4 2 2 8 2+ 6" 3+ 3+ 4 4 2 3 8 2+ This model has a 5+ invulnerable Save. * * * 7 7 10 4 8 3+ 6-10+ 9" 2+ 2+ 3-5 6" 3+ 3+ 1-2 4" 4+ 4+ If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield, on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. This unit has a 5+ invulnerable save. 16" 3+ 3+ 4 5 2 1 7 4+ 16" 3+ 3+ 4 5 2 2 8 4+ * 6" * 6 8 11 * 8 3+ 6-11+ 10" 3+ 3 3-5 5" 4+ D3 1-2 3" 5+ 1 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 D3 mortal wounds. * 6" * 6 8 11 * 8 3+ 6-11+ 10" 3+ 3 3-5 5" 4+ D3 1-2 3" 5+ 1 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 D3 mortal wounds. 18" 3+ 3+ 4 5 7 2 7 4+ This model can transport 5 SPACE WOLF SCOUT INFANTRY models. 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 1" suffers a mortal wounds. * 6+ * 6 7 10 * 8 3+ 6-10+ 20-60" 3+ 3 3-5 20-40" 4+ D3 1-2 20-25" 5+ 1 You can re-roll save rolls of 1 for this model. You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY. Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds. If a unit is affected by this saga, they automatically pass Morale tests. In addition, if your Warlord is a Character, increase the range of any aura abilities they have by 3" (e.g. the Great Wolf and Jarl of Fenris), excluding Explodes, Healing Balms, Battlesmith, this Warlord Trait, abilities of Relics of the Fang and effects of psychic powers. Deed of Legend: Slay the enemy Warlord with your Warlord. You can always choose for a unit affected by this saga in the Fight phase to fight first even if they didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate chooseing units to fight with, starting with the player whose turn is taking place. Deed of Legend: Slay an enemy CHARACTER with your Warlord. If a unit is affectecd by this saga in the Fight phase, add 1 to the Attacks characteristic of all its models if it made a charge move, was charged, or performed a heroic intervention earlier in the same turn. Deed of Legend: Slay a total of five models in the Fight phase with your Warlord (keep a tally from turn to turn). Add 1 to wound rolls for attacks make by a unit affected by this saga that target a MONSTER or VEHICLE. Deed of Legend: Slay and enemy MONSTER or VEHICLE with your Warlord. A unit affected by this saga in your Charge phase can charge even if it Advanced earlier in the turn. Deed of Legend: Successfully charge an enemy unit with your Warlord. Roll a dice each time a model affected by this saga loses a wound; on a 6, that model does not lose a wound. This sage has no effect on models with a similar ability (e.g. Bjorn the Fell-Handed's Legendary Tenacity ability). Deed of Legend: Successfully pass a saving throw for your Warlord. 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. 6" 3+ 3+ 4 4 2 2 7 3+ 6" 3+ 3+ 4 4 2 3 8 3+ 6" 2+ 2+ 4 4 6 5 9 3+ 30" Assault 1 4 -2 3 This weapon can target a CHARACTER unit even if it is not the closest enemy unit. 6" 3+ 3+ 4 4 5 4 9 3+ 2 1 Smite & 2 Obscuration - 6" 2+ 3+ 4 4 5 4 8 3+ During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit. 24" Rapid Fire 1 4 0 2 Units do not receive the benefit of cover to their saving throws against attacks made with this weapon. During deployment, you can set up this model in low altitude instead of setting it up on the battlefield. if you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models. Once per battle, instead of shooting in your Shooting phase, it can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll. 48" Heavy 2 7 -2 2 - - - - - - This weapon can target a CHARACTER even if it is not the closest enemy unit. In addition, when attacking with this weapon, choose one of the profiles below. 36" Heavy 1 5 -1 1 This weapon can target units that are not visible to the bearer. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw 36" Heavy 1 5 -2 D3 When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage. 36" Heavy D3 5 0 1 - The first time this unit’s Eliminator Sergeant fires Overwatch with an instigator bolt carbine in your opponent’s turn, this unit can, after it has resolved its Overwatch, move as if it were your Movement phase (it cannot Advance as part of this move). Instead of shooting in your Shooting phase, this unit’s Eliminator Sergeant can guide his squad’s aim. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in this unit, add 1 to the hit roll and wound roll. 6" 3+ 3+ 4 4 2 3 8 3+ 6" 3+ 3+ 4 4 2 3 8 3+ At the end of your Movement phase, this unit’s Infiltrator Helix Adept can provide medical attention to this unit. If this unit contains a model that has lost any wounds, that model regains 1 lost wound. Otherwise, if any models from this unit have been destroyed, roll one D6; on a 5+ you can return one destroyed model from this unit to the battlefield with 1 wound remaining, placing it within 3" of this unit’s Infiltrator Helix Adept and in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield). On a 4 or less, this unit’s Infiltrator Helix Adept cannot shoot this turn as it recovers the gene-seed of the fallen warrior. Each unit can only be provided medical attention once per turn. 6" 3+ 3+ 4 4 2 2 7 3+ Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly <Chapter> Phobos Captain or <Chapter> Phobos Lieutenant models on the battlefield, this unit is always treated as being within range of those models' Jarl of Fenris' and Huskarl to the Jarl abilities. 24" Rapid Fire 1 4 0 1 Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack). If this unit destroys any enemy models in your Shooting phase with its accelerator autocannons, the destroyed model's unit cannot fire Overwatch until the end of the turn. 12" 3+ 3+ 4 4 2 3 8 3+ Once per battle, instead of shooting any weapons in the Shooting phase, a Suppressor Sergeant can use its smoke launcher; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made with ranged weapons that target this unit. During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At 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. 12" 3+ 3+ 4 4 2 2 7 3+ During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At 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. Melee Melee +1 -2 D3 If the wound roll for an attack made by this weapon is an unmodified 6, the target model suffers D3 mortal wounds instad of the normal damage. Model with power axe only. The Ironfang of Ammagrimgul replaces the bearer's power axe. 72" Heavy 2 10 -4 D6 Damage rolls of 1 or 2 made for an attack with this weapon count as 3 instead. 36" Heavy 6 4 -1 1 Add 1 to hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls made for this weapon against all other targets. 36" Heavy 6 5 -1 1 - * 6+ * 8 8 16 * 9 3+ 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 Distances and ranges are always measured to and from this model's hull even though it has a base. Your opponent must subtract 2 from any charge rolls made for units that declare a charge against a Repulor. This model can transport 6 CHAPTER PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models. If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characterisitc), it can shoot its heavy laser destroyer or macro plasma incinerator twice in the following Shooting phase (this weapon must target the same unit both times). * * * 7 6 13 4 8 3+ 7-13+ 10" 3+ 3+ 4-6 8" 4+ 4+ 1-3 6" 5+ 5+ 6" 3+ 3+ 4 4 2 2 7 3+ 6" 3+ 3+ 4 4 2 3 8 3+ * 6+ * 7 7 11 * 8 3+ 6-11+ 14" 3+ 3 3-5 7" 4+ D3 1-2 4" 5+ 1 This model has a transport capacity of 6 <CHAPTER> PRIMARIS INFANTRY models. It cannot transport JUMP PACK or MK X GRAVIS models. After this model moves in your Movement phase, if this model did not Advance, any units embarked aboard it can disembark. Units that do so cannot be chosen to charge with that turn. Distances and ranges are always measured to and from this model's hull even though it has a base. A model with a shield dome has a 4+ invulnerable save. In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER . On a 4+ the unit being rolled for suffers D3 mortal wounds. 48" Heavy 1 8 -2 D6 - 48" Heavy D6 4 0 1 - 48" Heavy D3 7 -1 D3 When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll 36" Heavy 6 4 -1 1 When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can FLY; otherwise subtract 1 from the hit roll. 6" 2+ 3+ 4 4 5 4 8 3+ Re-roll wound rolls of 1 made for friendly <CHAPTER> units within 6" of this model. Enemy units must subtract 1 from their Leadership characteristic if they are within 3" of any Phobos Lieutenants 24" Rapid Fire 1 4 0 2 Units do not receive the benefit of cover to their saving throws against attacks made with this weapon. During deployment, you can set up this model in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this model can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models. If this model has smoke grenades, then once per battle, instead of shooting in your Shooting phase, it can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll. 8 6" Storm Caller has a warp charge value of 8. If manifested, until the start of your next Psychic phase, the psyker and any friendly SPACE WOLVESunits within 6" of him gain the benefit of being in cover. 6 24 Tempest’s Wrath has a warp charge value of 6. If manifested, select a visible enemy unit within 24" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for that unit. 7 18" Jaws of the World Wolf has a warp charge value of 7. If manifested, select an enemy unit within 18" of the psyker, other than a VEHICLE. Roll 2D6 and subtract the target’s Move characteristic – the target unit suffers a number of mortal wounds equal to the result. 6 18" Living Lightning has a warp charge value of 6. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If that unit is destroyed as a result, the closest enemy unit within 18" of the last model from that unit to be removed suffers D3 mortal wounds, and so on until a unit is not destroyed or there is no enemy unit within 18" of the last model in the destroyed unit 5 18" Murderous Hurricane has a warp charge value of 5. If manifested, select a visible enemy unit within 18" of the psyker. Roll one dice for each model in that unit – the unit suffers a mortal wound for each roll of 6. 7 Fury of the Wolf Spirits has a warp charge value of 7. If manifested, the Rune Priest gains the following weapon until the start of your next Psychic phase: Melee Melee 5 -3 1 Abilities: After the Rune Priest makes his close combat attacks, you can attack with Freki and Geri. Make 6 additional attacks, using this weapon profile 6 18" If manifested, pick an ADEPTUS ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll charge rolls and advance rolls for that unit and they always fight first in the Fight phase, even if they didn't charge. If the enemy unit also has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whse turn is taking place. 6 12" If manifested, select an ADEPTUS ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that model's Strength, Toughness, and Attacks characteristics. 8 Self If manifested, then until the start of your next Psychic phase, while they are within 6" of the psyker, enemy models cannot take invulnerabe saves and must halve the results of any Psychic tests (rounding up) that they take. 6 18" If manifested, select a visible enemy unit within 18". Then, roll a D6 and add the psyker's Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker's total score is greater than the enemy's score, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy's score, the enemy unit suffers one mortal wound; it if is less than the enemy's score, nothing happens. 7 3D6" If manifested, roll 3D6 and select a visible enemy unit within that many inches of the psyker (if no enemy models are within range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound. 5 18" If manifested, select a friendly ADEPTUS ASTARTES unit within 18". Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wounds is ignored. You can always choose for a unit affected by this saga in the Fight phase to fight first even if they didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate chooseing units to fight with, starting with the player whose turn is taking place. Deed of Legend: Slay an enemy CHARACTER with your Warlord. If a unit is affected by this saga in the Fight phase, add 1 to the Attacks characteristic of all its models if it made a charge move, was charged, or performed a heroic intervention earlier in the same turn. Deed of Legend: Slay a total of five models in the Fight phase with your Warlord (keep a tally from turn to turn). If a unit is affected by this saga, they automatically pass Morale tests. In addition, if they are a CHARACTER, increase the range of any aura abilities they have by 3" (e.g. the Great Wolf and 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. Add 1 to wound rolls for attacks make by a unit affected by this saga that target a MONSTER or VEHICLE. Deed of Legend: Slay and enemy MONSTER or VEHICLE with your Warlord. A unit affected by this saga in your Charge phase can charge even if it Advanced earlier in the turn. Deed of Legend: Successfully charge an enemy unit with your Warlord. Roll a dice each time a model affected by this saga loses a wound; on a 6, that model does not lose a wound. This sage has no effect on models with a similar ability (e.g. Bjorn the Fell-Handed's Legendary Tenacity ability). Deed of Legend: Successfully pass a saving throw for your Warlord. Add 1 to the Attacks characteristics [of] all models in a unit affected by this saga if it made a charge move in the same turn. Deed of Legend: Enemy models lose at least 5 wounds as a result of attacks made by your Warlord’s melee weapons in a single phase. At the start of your Shooting phase, you can select one friendly SPACE WOLVES PHOBOS unit within 6" of this Warlord. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase. At the start of the first battle round, before the first turn begins, select up to three friendly SPACE WOLVES PHOBOS units on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first). Add 1" to the Move characteristic of friendly SPACE WOLVES PHOBOS units whilst they are within 6" of this Warlord. Add 1 to Advance rolls and charge rolls made for friendly SPACE WOLVES PHOBOS units whilst they are within 6" of this Warlord. When resolving an attack made against this Warlord, subtract 1 from the hit roll. At the start of your Shooting phase, select one friendly SPACE WOLVES PHOBOS unit within 3" of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll. Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to Grenades or Relics. 6 18" Living Lightning has a warp charge value of 6. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If that unit is destroyed as a result, the closest enemy unit within 18" of the last model from that unit to be removed suffers D3 mortal wounds, and so on until a unit is not destroyed or there is no enemy unit within 18" of the last model in the destroyed unit 6 24 Tempest’s Wrath has a warp charge value of 6. If manifested, select a visible enemy unit within 24" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for that unit. 5 18" Murderous Hurricane has a warp charge value of 5. If manifested, select a visible enemy unit within 18" of the psyker. Roll one dice for each model in that unit – the unit suffers a mortal wound for each roll of 6. 7 Fury of the Wolf Spirits has a warp charge value of 7. If manifested, the Rune Priest gains the following weapon until the start of your next Psychic phase: Melee Melee 5 -3 1 Abilities: After the Rune Priest makes his close combat attacks, you can attack with Freki and Geri. Make 6 additional attacks, using this weapon profile 8 6" Storm Caller has a warp charge value of 8. If manifested, until the start of your next Psychic phase, the psyker and any friendly SPACE WOLVESunits within 6" of him gain the benefit of being in cover. 7 18" Jaws of the World Wolf has a warp charge value of 7. If manifested, select an enemy unit within 18" of the psyker, other than a VEHICLE. Roll 2D6 and subtract the target’s Move characteristic – the target unit suffers a number of mortal wounds equal to the result. This model has a 4+ invulnerable save. In addition, at the start of the Fight phase, choose an enemy unit within 1" of this model. That unit cannot be chosen to fight in the Fight phase until all other units able to fight have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn’t have that ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place. Model with frost axe only. Black Death replaces the bearer’s frost axe and has the following profile: Melee Melee +2 -2 1 Each time the bearer fights, it can make D3 additional attacks with this weapon. You can re-roll failed hit rolls for this model’s ranged attacks. In addition, enemy units never gain any bonus to their saving throws for being in cover for attacks made by this model. You can make 1 additional attack for models in friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY units that are within 3" of 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 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 Wulfen (Kill) and the Wulfen Stone in the same Fight phase. Model with a storm bolter only. Frostfury replaces the bearer’s storm bolter and has the following profile: 24" Assault 4 4 -1 2 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6, on a 4+ the target suffers a mortal wound. Model with frost sword only. The Krakenbone Sword replaces the bearer's frost sword and has the following profile: Melee Melee +1 -4 1 You can re-roll railed wound rolls for this weapon. When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost. A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save. When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends. When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic. INFANTRY CHARACTERonly. After you have resolved the bearer’s attacks in the Fight phase, but before they consolidate, you can select one enemy unit within 1" of the bearer and roll one D6; on a 2+ that unit suffers D3 mortal wounds. If this ability destroys an enemy CHARACTER, and the bearer is your Warlord, treat the bearer as having performed their deed of legend (see Codex: Space Wolves). RUNE PRIESTonly. After resolving the first psychic power for the bearer in your Psychic phase, roll one D6 for each enemy unit within 12" of the bearer; on a 4+ that enemy unit suffers 1 mortal wound. Melee Melee +1 -2 2 “When resolving an attack made with this weapon against a MONSTERor VEHICLE, this weapon has a Damage characteristic of 4 for that attack. Model with power axe only. This Relic replaces a power axe and has the following profile: 36" Heavy 1 6 -3 3 “This weapon can target a CHARACTERunit even if it is not the closest enemy unit. “Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile: Melee Melee +1 -4 D3 “When resolving an attack made with this weapon, you can re-roll the wound roll. In addition, if the target of that attack is a PSYKER, this weapon has a Damage characteristic of 3 for that attack. “Model equipped with a runic sword only. This Relic replaces a runic sword and has the following profile: “When you give a model this Relic, select one bolt weapon (pg 38) that model is armed with. When that model is chosen to shoot with, you can choose for that weapon to fire a Morkai’s Teeth bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, the target unit suffers 1 mortal wound and that unit is marked by Morkai until the end of the turn. When resolving an attack against a unit that is marked by Morkai, re-roll a wound roll of 1. Melee Melee +2 -3 2 When resolving an attack made with this weapon, if the bearer is within 3" of another friendly SPACE WOLVES CHARACTER unit, you can re-roll the wound roll. Model with power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the profile below. “When a Psychic test is taken for an enemy model within 18" of a model from your army with this Relic, subtract 2 from the result. Use this Stratagem when choosing your army. Pick a SPACE WOLVES Detachment from your army to be a Stalker Pack Specialist Detachment. BATTLELEADERS, BLOOD CLAWS and REIVERS in that Detachment gain the STALKER PACK keyword. 6 18" Shrouding has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOSunit within 18" of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch. 6 18" Soul Sight has a warp charge value of 6. If manifested, select one friendly <CHAPTER> PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, you can re-roll the hit roll and the target does not receive the benefit of cover to its saving throw. 6 18" If manifested, select an enemy model within 18" of and visible to the psyker. That model's unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a CHARACTER, you can then roll 3D6. If the result is equal to or higher than that model's Leadership characteristic, you gain 1 Command Point. 6 18" If manifested, select an enemy unit within 18" of and visible to the psyker. Until the start of your next Psychic phase, subtract 1 from that unit's Leadership characteristic. In addition, your opponent must roll 2D6 - if the result is greate than that unit's Leadership characteristic, subtract 1 from hit rolls made for that unit until the start of your next Psychic phase. 6 18" If manifested, select an enemy unit that cannot FLY and is visible to and within 18" of the psyker. That unit suffers a mortal wound. In addition, until the start of your next Psychic phase, halve that unit's Move characteristic and the result of any Advance or Charge rolls made for it. 6 3" If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 3" of the psyker. That unit can immediately move as if it were the Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase. If this litany is inspiring, select one friendly SPACE WOLVESunit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit against a MONSTERor VEHICLEunit, add 1 to the Damage characteristic of that weapon for that attack If this litany is inspiring, then when a model in a friendly <CHAPTER> unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Psychic Fortress psychic power or the Flesh is Weak Chapter Tactic). If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll. If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack. If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with. If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll If this litany is inspiring, add 2 to charge rolls made for friendly <CHAPTER> units whilst they are within 6" of this model. In addition, when a friendly <CHAPTER> unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate. Before the battle, generate the psychic powers for PSYKER that can use the Tempestas discipline using the table below. You can either roll a D3 to generate their powers randomly (re-roll any duplicate results), or you can select the powers you wish the psyker to have. You can re-roll failed hit rolls for friendly SPACE WOLVES units that are within 6" of Logan Grimnar. You do not need to take Morale tests for friendly WOLF GUARD units within 6" of Logan Grimnar. During deployment, you can set up Logan Grimnar in a teleportarium chamber instead of placing him on the battlefield. At the end of any of your Movement phases he can use a teleport strike to arrive on the battlefield - set him up anywhere on the battlefield that is more than 9" away from any enemy models. You can re-roll failed charge rolls for this unit. You can re-roll hit rolls of 1 for friendly SPACE WOLVES units within 6" of this model. You can re-roll failed charge rolls for friendly SPACE WOLVES units within 6" of Ragnar Blackmane. Ragnar Blackmane can perform a Heroic Intervention if he is within 6" of an enemy unit instead of only 3", and if he does so he can move 6" rather than 3". During deployment, you can set up Harald Deathwolf ready to outflank his prey instead of placing him on the battlefield. At the end of any of your Movement phases he can join the battle - set him up so that he is within 12" of any battlefield edge of your choice and more than 9" away from any enemy models. All friendly THUNDERWOLF units and friendly units of Fenrisian Wolves or Cyberwolves within 6" in the Morale phase can use Harald Deathwolf's Leadership instead of their own. You can make 1 additional Teeth and Claws or Crushing Teeth and Claws attack in the Fight phase for all friendly models in THUNDERWOLF, Fenrisian Wolves or Cyberwolves units that are within 6" of Canis Wolfborn at the start of the phase. You can re-roll failed charge rolls for this Canis Wolfborn. You can re-roll wound rolls of 1 for friendly SPACE WOLVES units that are within 6" of Canis Wolfborn. 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 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 Movement phases, when it does so set it up anywhere that is more than 9" from any enemy models. 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 this unit that target that enemy unit you picked that phase. 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. In any turn in which a unit with this ability made a charge move, was charged or performed a Heroic Intervention, you can add 1 to its hit rolls in the Fight phase. In addition, CHARACTERSwith 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 Intervention, so long as they end the move closer to the nearest enemy model. 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. 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 D3 mortal wounds. This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. And They Shall Know No Fear: When a Morale test is taken for this unit, you can re-roll the dice. Designer’s Note: With the addition of the Angels of Death ability, some units in Codex: Space Wolves will gain the And They Shall Know No Fear ability twice. Such units gain no additional benefit from this. Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply: • The firing model’s target is within half the weapon’s maximum range. • The firing model is INFANTRYand every model in its unit remained stationary in your previous Movement phase. • The firing model is a TERMINATOR, BIKER, CENTURIONor DREADNOUGHT. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. 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. Combat Doctrines: Models in this unit gain a bonus depending on which combat doctrine is active for your army (see below). If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and Unaligned units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows: • During the first battle round, the Devastator Doctrine is active for your army. • During the second battle round, the Tactical Doctrine is active for your army. • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army. • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army. Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait). Devastator Doctrine The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1. Tactical Doctrine The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1. Assault Doctrine The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1. Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. 6" 3+ 3+ 4 4 1 3 9 3+ 6" 2+ 2+ 4 4 6 7 9 3+ 12" 3+ 7+ 4 4 1 3 4 6+ 12" 3+ 7+ 4 4 1 3 4 6+ Melee Melee +2 -4 2 - Melee Melee User -1 1 - Melee Melee +2 -3 D3 - Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll. Melee Melee +1 -2 2 You can re-roll failed wound rolls for this weapon. Melee Melee 5 -1 1 After a model on this mount makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile. Melee Melee +4 -3 D6 When attacking with this weapon, you must subtract 1 from the hit roll Melee Melee 5 -1 1 After Logan Grimnar makes his close combat attacks, you can attack with Tyrnak and Fenrir, Make a number of additional attacks as shown in the damage chart, using this weapon profile. Melee Melee x2 -3 D3 When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3. Melee Melee +2 -2 1 - Melee Melee +1 -2 1 Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed wound rolls for this weapon. Melee Melee +1 -3 1 - Melee Melee +2 -2 2 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound. Melee Melee +3 -3 D3 The bearer can make 1 additional attack with this weapon on a turn in which it has charged. Melee Melee +4 -2 3 You can re-roll failed wound rolls for this weapon. Melee Melee x2 -3 3 You can re-roll failed wound rolls for this weapon. Melee Melee +1 -2 D3 - Melee Melee +2 -1 D3 - Melee Melee User -3 D3 - Melee Melee +2 -1 D3 - Melee Melee x2 -3 3 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound. When attacking with this weapon, you must subtract 1 from the hit roll. Melee Melee +5 -4 D6 You can re-roll failed wound rolls for this weapon. Melee Melee +1 -2 1 You can re-roll failed wound rolls for this weapon. A model armed with two wolf claws can make 1 additional attack with this weapon. Melee Melee +2 -2 D3 - 12" Assault 1 x2 -3 D3 When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3. 24" Heavy D3 6 -2 1 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound. 24" Heavy 1 8 -4 D6 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound. 24" Heavy 3D3 6 -2 2 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound. 24" Heavy 3 8 -4 D6 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound. 12" Pistol 1 8 -4 D3 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound. 12" Assault D6 3 0 1 - 12" Assault D3 4 0 1 - 24" Heavy 2D3 6 -2 1 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound. 24" Heavy 2 8 -4 D6 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound. A model equipped with a blizzard shield has a 4+ invulnerable save. The model has a 5+ invulnerable save. The model has a 4+ invulnerable save. You can re-roll any dice rolls of 1 when making an Advance or charge move for a unit that has a wolf standard. Provides the wearer with a 4+ invulnerable save. If Ragnar Blackmane performs a Heroic Intervention, increase his Attacks characteristic by D3 until the end of the turn. You can re-roll hit rolls of 1 for friendly SPACE WOLVES units within 6" of this model. You can re-roll failed charge rolls for friendly SPACE WOLVES units (other than VEHICLE units) if they are within 6" of this model when the roll is made. 5 2+ 2+ 4 4 7 5 9 2+ You can re-roll failed hit rolls for friendly SPACE WOLVES units that are within 6". You do not need to take Morale tests for friendly WOLF GUARD units within 6" of Logan Grimnar. During deployment, you can set up the model in a teleportarium chamber instead of placing him on the battlefield. At the end of any of your Movement phases he can use a teleport strike to arrive on the battlefield - set him up anywhere on the battlefield that is more than 9" away from any enemy models. * 2+ 2+ 4 6 12 5 9 2+ 7-12+ 10" 6 4-6 7" 5 1-3 4" 4 You can re-roll failed charge rolls for this model. 10" 2+ 2+ 4 5 7 4 9 3+ 6" 2+ 2+ 4 4 5 5 9 3+ Enemy units that are within 3" of Krom Dragongaze must reduce their Leadership by 1. 10" 2+ 2+ 4 5 7 5 9 3+ During deployment, you can set up the unit ready to outflank his prey instead of placing him on the battlefield. At the end of any of your Movement phases he can join the battle - set him up so that he is within 12" of any battlefield edge of your choice and more than 9" away from any enemy models. All friendly THUNDERWOLF units and friendly units of Fenrisian Wolves or Cyberwolves within 6" of Harald Deathwolf can use his Leadership instead of their own. Add 1 to any saving throws (except for saving throws using an invulnerable save) you make for Harald Deathwolf against shooting attacks. 6" 2+ 3+ 4 4 4 3 9 3+ 14" 2+ 3+ 4 5 5 3 9 3+ 5" 2+ 3+ 4 4 5 3 9 2+ 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 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 Movement phases; when it does so set it up anywhere that is more than 9" from any enemy models. This model has a 5+ invulnerable save. When this model Advances add 6" to its Move characteristic for that Movement phase instead of rolling a dice. 10" 2+ 5+ 4 5 6 4 8 3+ You can make 1 additional teeth and claws or crushing teeth and claws attack in the Fight phase for all friendly models in THUNDERWOLF, Fenrisian Wolves or Cyberwolves units that are within 6" of Canis Wolfborn at the start of the phase. You can re-roll wound rolls of 1 for friendly SPACE WOLVES units that are within 6" of the model. 6" 2+ 2+ 4 4 5 3 9 2+ You can add 1 to any Psychic tests you make for Njal Stormcaller. Melee Melee +2 -1 D3 You can re-roll one failed Deny the Witch test for Njal Stormcaller in each of your opponent's Psychic phases. This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic powers in each enemy Psychic phase. It knows the <i>Smite</i> power and one psychic powers from the Tempestas discipline (pg 131). 2 2 Smite and 3 from Tempestas discipline All friendly SPACE WOLVES units within 6" of this model in the Morale phase can use its Leadership instead of their own. This model has a 4+ invulnerable save. 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, 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 wounds. A unit can only be the target of Healing Balms once each turn. 6" 2+ 3+ 4 4 4 3 9 3+ 6" 2+ 3+ 4 4 4 3 8 3+ You can re-roll wound rolls of 1 for friendly SPACE WOLVES units that are within 6" of this model. 6" 2+ 2+ 4 4 5 4 9 3+ You can re-roll failed hit rolls in the Fight phase for friendly SPACE WOLVES units within 6" of this model. If the model kills an enemy CHARACTER or MONSTER, then for the rest of the battle, you can add 1 to any wound rolls you make in the Fight phase for any friendly SPACE WOLVES units within 6" of him. All friendly SPACE WOLVES units within 9" of Ulrik the Slayer can use his Leadership instead of their own. 8" 2+ 2+ 7 8 8 5 9 3+ If your army is Battle-forged, you receive 1 additional Command Point if it includes Bjorn the Fell-handed. You can re-roll hit rolls of 1 for friendly SPACE WOLVES units that are within 6" of the model. Roll a D6 each time Bjorn the Fell-handed loses a wound; on a roll of 5+ that wound is not lost. 5" 2+ 3+ 5 4 5 4 8 2+ Arjac Rockfist has a 3+ invulnerable save. In addition, reduce all damage suffered by Arjac Rockfist by 1 (to a minimum of 1). You can re-roll failed hit rolls for Arjac Rockfist in the Fight phase when targeting a CHARACTER. In addition, you can make 1 additional attack in the Fight phase for all models in friendly WOLF GUARD units within 6" of Arjac Rockfist at the start of the phase. You can re-roll wound rolls of 1 for friendly SPACE WOLVES units that are within 6" of this model. 6" 2+ 3+ 4 4 4 3 8 2+ At the end of your movement phase, this model can repair a single SPACE WOLVES VEHICLE within 1" of him. That model immediately regains D3 wounds lost earlier in the battle. A model can only be repaired once per turn. 6" 2+ 3+ 4 4 4 4 8 3+ You can re-roll wound rolls of 1 for friendly Blood Claws units that are within 6" of this model. Subtract 1 from the Leadership of all units within 3" of Lukas the Trickster at the start of the Morale phase for the duration of the phase. In addition, Lukas the Trickster cannot be your Warlord. If Lukas the Trickster is slain in the Fight phase, both players roll a dice, re-rolling ties; if you roll lowest, nothing happens; if you roll highest, the unit that landed the blow immediately suffers D6 mortal wounds. Your opponent must subtract 1 from any hit rolls for attacks that target Lukas the Trickster in the Fight phase. 6" 3+ 4+ 4 4 1 1 7 3+ 6" 3+ 4+ 4 4 1 2 7 3+ 6" 3+ 3+ 4 4 1 2 8 3+ 5" 3+ 3+ 4 4 2 2 8 2+ 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. Unless this unit contains a Wolf Guard Pack Leader or Wolf Guard Terminator Pack Leader, or is within 6" of a friendly WOLF GUARD, it must declare a charge in its Charge phase if it is possible to do so. 10" 3+ - 4 4 2 3 6 4+ You can re-roll failed charge rolls for this unit. 6" 2+ 3+ 4 4 3 3 8 3+ Roll a D6 each time this model loses his final wound; on a roll of a 4+ that wound is not lost. In addition, if this model is slain in the Fight phase, once the unit that slew him has made its attacks, you can attack with him before removing his model as a casualty, even if he has already attacked that phase. You can re-roll failed wound rolls of 1 for this model when attacking a CHARACTER or MONSTER in the fight phase. This model can never have a Warlord Trait. 8" 2+ 3+ 6 7 8 5 8 3+ You can re-roll any failed charge rolls for Murderfang. 7" 3+ 5+ 5 4 2 3 7 4+ 7" 3+ 5+ 5 4 2 4 7 4+ Models in this unit can Advance and charge in the same turn. 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 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. You can re-roll failed charge rolls for friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY units that are within 6" of this unit at the start of the Charge phase. This range of this ability is 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 in the Fight phase. The range of this ability is doubled to 12" for BLOOD CLAW units. Units of 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. 6" 3+ 3+ 4 4 1 2 8 3+ 14" 3+ 3+ 4 5 2 2 8 3+ 5" 3+ 3+ 4 4 2 2 8 2+ * 6+ * 8 7 14 3 8 3+ * 6+ * 8 7 14 3 8 3+ 8-14+ 20-50" 3+ 4-7 20-35" 4+ 1-3 20" 5+ 4-7 20-35" 4+ 1-3 20" 5+ 8-14+ 20-50" 3+ * 6+ * 6 7 10 * 8 3+ * 6+ * 6 7 10 * 8 3+ * 6+ * 6 7 10 * 8 3+ 6-10+ 12" 3+ 3 3-5 6" 4+ D3 3-5 6" 4+ D3 1-2 3" 5+ 1 1-2 3" 5+ 1 6-10+ 12" 3+ 3 6-11+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 6-11+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 6-11+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 9-16+ 10" 3+ 6 9-16+ 10" 3+ 6 9-16+ 10" 3+ 6 9-16+ 10" 3+ 6 5-8 5" 4+ D6 1-4 3" 5+ 1 5-8 5" 4+ D6 5-8 5" 4+ D6 5-8 5" 4+ D6 1-4 3" 5+ 1 1-4 3" 5+ 1 1-4 3" 5+ 1 * 6+ * 6 7 11 * 8 3+ * 6+ * 6 8 11 * 8 3+ * 6+ * 6 7 11 * 8 3+ * 6+ * 8 8 16 * 9 2+ * 6+ * 8 8 16 * 9 2+ * 6+ * 8 8 16 * 9 2+ * 6+ * 8 8 16 * 9 2+ 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 crashes in a fiery explosion and each unit within 6" suffers D6 mortal wounds. Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase. This model can move and fire Heavy weapons without suffering the penalty to its hit rolls. This model cannot charge, can only be charged by units that can FLY and can only attack or be attacked in the Fight phase by units that can FLY. Your opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase. Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. This model can transport 6 SPACE WOLVES INFANTRY models. Each TERMINATOR, JUMP PACK or WULFEN model takes the space of two other models. It may not transport PRIMARIS models. This model can transport 16 SPACE WOLVES INFANTRY models. Each TERMINATOR, JUMP PACK or WULFEN model takes the space of two other models. It may not transport PRIMARIS models. 12" 3+ 4+ 4 4 1 1 7 3+ 12" 3+ 4+ 4 4 1 2 7 3+ 12" 3+ 3+ 4 4 1 2 8 3+ The bearer has a 4+ invulnerable save. A model equipped with a storm shield has a 3+ invulnerable save. Add 1 to and saving throws you make for Harald Deathwolf against shooting attacks. You can add 1 to any Deny the Witch tests you make for a model equipped wit ha psychic hood against an enemy PSYKER within 12". Add 1 to this unit's Leadership if it contains 6 or more models, or add 2 instead if the unit contains 10 or more models. You can re-roll failed charge rolls for this unit. 10" 3+ - 4 4 1 2 4 6+ 6" 3+ 3+ 4 4 1 1 7 3+ You can re-roll any dice rolls of 1 when making an Advance or charge move for a unit that has a Wolf Standard During deployment, you can set up this unit behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join the battle - set it up so that he is within 6" of any battlefield edge of your choice and more than 9" away from any enemy models. 6" 3+ 3+ 4 4 1 1 7 4+ 6" 3+ 3+ 4 4 1 2 7 4+ 14" 3+ 4+ 4 5 2 1 7 3+ 14" 3+ 4+ 4 5 2 2 7 3+ 14" 3+ 4+ 4 5 4 2 7 3+ 14" 3+ 4+ 4 5 2 2 8 3+ 6" 3+ 3+ 4 4 1 1 8 3+ 6" 3+ 3+ 4 4 1 2 8 3+ 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 this unit that target the enemy unit you picked that phase. 10" 3+ 3+ 4 5 3 2 8 3+ 10" 3+ 3+ 4 5 3 3 8 3+ 6" 3+ 3+ 6 7 8 4 8 3+ 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 D3 mortal wounds. 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 inside must immediately disembark, but they must be set up more than 9" away from any enemy model. Any 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. 0" - 3+ 6 6 8 0 8 3+ This model can transport 10 SPACE WOLVES INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, or WULFEN models. 6" 3+ 3+ 4 4 2 2 7 3+ 6" 3+ 3+ 4 4 2 3 8 3+ 6" 3+ 3+ 4 4 4 3 8 3+ Roll a D6 each time this an Inceptor finishes a charge move within 1" of an enemy unit; on a 6, that 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 any of your Movement phases this unit can use a meteoric descent - set it up anywhere on the battlefield that is more than 9" away from any enemy models. This model can transport 10 SPACE WOLVES INFANTRY models. Each TERMINATOR, JUMP PACK or WULFEN model takes the space of two other models. It may not transport PRIMARIS models. Roll a D6 each time this models finishes a charge move within 1" of an enemy unit; on a 4+ that unit suffers D3 mortal wounds. This model has a 5+ invulnerable save. While this model is within 24" of any friendly CHAPTER Rhino Primaris, add 1 to its hit rolls for shooting attacks. You can re-roll hit rolls of 1 made for friendly CHAPTER units within 6" of this model. This model can transport 12 SPACE WOLVES INFANTRY models. Each TERMINATOR, JUMP PACK or WULFEN model takes the space of two other models. It may not transport PRIMARIS models. This model can transport 16 SPACE WOLVES INFANTRY models. Each TERMINATOR, JUMP PACK or WULFEN model takes the space of two other models. It may not transport PRIMARIS models. Models in this unit have a Move of 20", instead of 16", whilst the unit contains 3 models. During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit. 6-10+ 12" 3+ 3 3-5 6" 4+ D3 1-2 3" 5+ 1 This model can transport 6 SPACE WOLVES INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, or WULFEN models. Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound. In each of your shooting phases, choose one of the following effects:<br> Targeting Data Skull: Add 1 to hit rolls made for a single friendly SPACE WOLVES unit within 12" of this model until the end of the phase. <br><br> Repair Skull: Choose a single SPACE WOLVES VEHICLE within 12" of this model. That model regains 1 lost wound. <br><br> Vox Skull: Subtract 1 from Morale tests taken for friendly SPACE WOLVES units within 12" of this model until your next shooting phase. This model can transport 6 SPACE WOLVES INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, or CENTURION models. Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost. Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit rolls. 8" Assault 2d6 4 0 1 This weapon automatically hits its target. Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit rolls. 18" Assault 6 4 0 1 - 18" Assault D6 4 0 1 - This model has a 4+ invulnerable save. You can re-roll hit rolls of 1 made for friendly CHAPTER units within 6" of this model. 16" Pistol 1 5 -1 1 - You can re-roll failed hit rolls in the Fight phase for friendly CHAPTER units within 6" of this model. This model has a 4+ invulnerable save. All friendly SPACE WOLVES units within 6" of this model can use the Wolf Priest's Leadership instead of their own. You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12". 30" Heavy 12 5 -1 1 - 36" Heavy D6 8 -4 1 - 36" Heavy D6 9 -4 2 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. 24" Heavy 6 5 -1 1 - Melee Melee x2 -3 D6 - 24" Heavy D3 7 -1 2 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. 12" Pistol 1 4 -1 1 - 24" Assault 2 4 0 1 - 36" Heavy 3 4 -1 1 - 36" Heavy 3 4 -1 1 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets. Instead of shooting any weapons in the Shooting phase, the vehicle can use its Auto Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. 18" Assault 1 6 -1 D3 - For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability, Wolf Guard Terminator Pack Leaders have the TERMINATOR keyword <CHAPTER> units within 6"of any friendly <CHAPTER> ANCIENTS add 1 to their Leadership. In addition, roll a D6 each time a <CHAPTER> INFANTRY model is destroyed within 6" of any friendly <CHAPTER> ANCIENTS, before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succuming to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase. 24" Assault 2 6 -4 1 - 24" Assault 2 7 -4 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. 36" Heavy 1 8 -4 1 - 36" Heavy 1 9 -4 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. 18" Assault D3 7 -3 1 - 18" Assault D3 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. You can re-roll failed hit rolls for friendly SPACE WOLVES units that are within 6" of Logan Grimnar. If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield, on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds. 2 1 Smite and two from the Tempestas Discipline 6" 2+ 3+ 4 4 5 4 9 3+ Melee Melee User -3 1 Make 2 hit rolls for each attack made with this weapon instead of 1 When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models. Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit. Add 2 to saving throws for this model when it receives the benefit of cover, instead of 1. When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models. This model does not suffer he penalty to hit rolls for moving and firing Heavy Weapons. 12 Heavy 2D6 5 -1 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Melee Melee x2 -3 3 Whilst this model is within 1" of any enemy units, its heavy bolter has a Type characteristic of Pistol 3. 24" Rapid Fire 1 4 0 1 When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw. Melee Melee User 0 1 When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. In your Movement phase, one model from your army with a haywire mine that has not been primed can prime it. At any point during that model’s move, place one Primed Haywire Mine within 1" of it, more than 3" away from any enemy models and more than 6" away from any other Primed Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that unit is a Vehicle, it suffers D3+1 mortal wounds instead. That Primed Haywire Mine is then removed from play. The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes. When resolving an attack made with a ranged weapon by a model in this unit, ignore hit roll modifiers and Ballistic Skill modifiers. Once per battle, instead of shooting any weapons in the Shooting phase, this unit can use its smoke grenades; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made with ranged weapons that target this unit. 48" Heavy 6 7 -1 2 - 24" Assault 1 4 -1 2 This weapon can target a Character even if it is not the closest enemy unit. 36 Heavy 1 8 -3 3 6" 3+ 3+ 4 4 2 2 7 3+ Whilst any REIVER units from your army are within 3" of any enemy units, subtract 1 from the Leadership characteristic of each of those enemy units for each REIVER unit from your army that is within 3" of that enemy unit (to a maximum of -3). This model knows the Litany of Hate (see below) and one litany from the Litanies of Battle (pg 59). At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the end of that battle round. Litany of Hate:If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly SPACE WOLVES units whilst their unit is within 6" of this model.