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1850 Pts - Space Wolves - Tony Kupach Space Wolves 1st Seed

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HQ: Njal Stormcaller, Lord of Tempests (1 , 245 pts) Njal Stormcaller, Lord 1 5 4 4 4 2 4 3/4 10 2+ 245 of Tempests Unit Type: Infantry; Frag Grenades; Krak Grenades; Nightwing; Runic Armour; Wolftooth Necklace; Bolt Pistol; Staff of the Stormcaller; Acute Senses; And They Shall Know No Fear; Counter-attack; Independent Character; Lord of Tempests; Master Psyker; Fury of the Wolf Spirits; Jaws of the World Wolf; Living Lightning; Murderous Hurricane; Storm Caller; Tempest's Wrath; Thunderclap; Saga of Majesty Elite: Wolf Guard Pack (5 , 225 pts) Wolf Guard Pack 1 225 Wolf Guard in Power Armour; Wolf Guard in Power Armour; Wolf Guard in Power Armour; Wolf Guard in Power Armour; Wolf Guard in Power Armour Wolf Guard in Power 1 4 4 4/8 4 1 4/1 2 9 3+ [43] Armour Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Combi- Meltagun (x1); Power Fist (x1); Acute Senses; And They Shall Know No Fear; Counter-attack Wolf Guard in Power 1 4 4 4/8 4 1 4/1 2 9 3+ [43] Armour Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Combi- Meltagun (x1); Power Fist (x1); Acute Senses; And They Shall Know No Fear; Counter-attack Wolf Guard in Power 1 4 4 4/8 4 1 4/1 2 9 3+ [43] Armour Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Combi- Meltagun (x1); Power Fist (x1); Acute Senses; And They Shall Know No Fear; Counter-attack Wolf Guard in Power 1 4 4 4/8 4 1 4/1 2 9 3+ [48] Armour Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Melta Bombs; Combi- Meltagun (x1); Power Fist (x1); Acute Senses; And They Shall Know No Fear; Counter-attack Wolf Guard in Power 1 4 4 4/8 4 1 4/1 2 9 3+ [48] Armour Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Melta Bombs; Combi- Meltagun (x1); Power Fist (x1); Acute Senses; And They Shall Know No Fear; Counter-attack Elite: Wolf Scouts Pack (5 , 85 pts) Wolf Scouts Pack 5 4 4 4 4 1 4 1/2 8 4+ 85 Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol (x4); Close Combat Weapon (x5); Meltagun; Acute Senses; And They Shall Know No Fear; Behind Enemy Lines; Counterattack; Infiltrate; Move Through Cover; Scouts Troops: Grey Hunters Pack (9 , 170 pts) Grey Hunters Pack 8 4 4 4 4 1 4 1/2 8 3+ 170 Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol (x8); Bolter (x7); Close Combat Weapon (x8); Meltagun; Acute Senses; And They Shall Know No Fear; Counter-attack; Rhino Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35] Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair Troops: Grey Hunters Pack (9 , 170 pts) Grey Hunters Pack 8 4 4 4 4 1 4 1/2 8 3+ 170 Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol (x8); Bolter (x7); Close Combat Weapon (x8); Meltagun; Acute Senses; And They Shall Know No Fear; Counter-attack; Rhino Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35] Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair Troops: Grey Hunters Pack (8 , 155 pts) Grey Hunters Pack 7 4 4 4 4 1 4 1/2 8 3+ 155 Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol (x7); Bolter (x6); Close Combat Weapon (x7); Meltagun; Acute Senses; And They Shall Know No Fear; Counter-attack; Rhino Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35] Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair

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Name

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Save Cost

Troops: Grey Hunters Pack (8 , 155 pts) Grey Hunters Pack 7 4 4 4 4 1 4 1/2 8 3+ 155 Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol (x7); Bolter (x6); Close Combat Weapon (x7); Meltagun; Acute Senses; And They Shall Know No Fear; Counter-attack; Rhino Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [35] Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair Troops: Grey Hunters Pack (6 , 150 pts) Grey Hunters Pack 5 4 4 4 4 1 4 1/2 8 3+ 150 Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x5); Bolter (x4); Close Combat Weapon (x5); Flamer; Acute Senses; And They Shall Know No Fear; Counter-attack; Razorback Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [75] Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke Launchers; Lascannon and TL Plasmagun Troops: Grey Hunters Pack (6 , 150 pts) Grey Hunters Pack 5 4 4 4 4 1 4 1/2 8 3+ 150 Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x5); Bolter (x4); Close Combat Weapon (x5); Flamer; Acute Senses; And They Shall Know No Fear; Counter-attack; Razorback Razorback 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [75] Unit Type: Vehicle (Tank); Transport Capacity: 6 models; Access Points: 3; Searchlight; Smoke Launchers; Lascannon and TL Plasmagun Heavy Support: Long Fangs Pack (5 , 115 pts) Long Fangs Pack 4 4 4 4 4 1 4 1 9 3+ 115 Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Close Combat Weapon (x4); Missile Launcher (x4); Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control Squad Leader 1 4 4 4 4 1 4 2/3 9 3+ [15] Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control Heavy Support: Long Fangs Pack (5 , 115 pts) Long Fangs Pack 4 4 4 4 4 1 4 1 9 3+ 115 Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Close Combat Weapon (x4); Missile Launcher (x4); Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control Squad Leader 1 4 4 4 4 1 4 2/3 9 3+ [15] Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control Heavy Support: Long Fangs Pack (5 , 115 pts) Long Fangs Pack 4 4 4 4 4 1 4 1 9 3+ 115 Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Close Combat Weapon (x4); Missile Launcher (x4); Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control Squad Leader 1 4 4 4 4 1 4 2/3 9 3+ [15] Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control
Total Cost: 1850

Option Footnotes Saga of Majesty Fury of the Wolf Spirits Saga Any unit with 6", including the character and his unit, may re-roll failed Morale tests. Psychic Powers Used as a single psychic shooting attack, targeting the same unit and causing a Morale check on one or more casualties: 12" Range; S5; AP-; Assault 3. 12" Range; S4; AP2; Assault 2. As a Psychic Shooting attack, the Rune Priest may trace a straight line along the board starting with the Rune Priest and ending 24" away. This line may pass through terrain. Monstrous creatures, beasts, cavalry, bikes and infantry models that are touched by this line must take an initiative test. If the model fails the test, it is removed from play. Monstrous creatures may subtract one from their dice roll although a roll of 6 is always a failure.
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Jaws of the World Wolf

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Living Lightning

A psychic shooting attack with the following profile: Unlimited Range; S7; AP5; Assault D6. Murderous Hurricane A Psychic Shooting attack with a range of 18". The target unit takes 3D6 Strength 3 hits with AP -. Place a marker next to the affected unit - next turn that unit treats all terrain, even clear terrain, as both difficult and danergous. Storm Caller At the beginning of his turn, until the beginning of the Rune Priest's next turn, he and all friendly units within 6" benefit from a 5+ cover save. Tempest's Wrath Used at the beginning of the Rune Priest's turn, until the beginning of the Rune Priest's next turn, all enemy skimmers, jetbikes, jump infantry and units deploying by Deep Strike that finish their move within 24" of the Rune Priest treat all terrain, even clear terrain, as both difficult and dangerous. Thunderclap A Psychic Shooting attack. Place a large blast marker so that it is touching the Rune Priest. Any enemy model touched by the marker takes a S3 hit with an AP of 5. Special Rules Acute Senses May reroll Night Fighting distances, conditions apply (p75 WH40K 5E) And They Shall Know No Automatically pass tests to regroup, can test if under 50%, conditions apply (C:SW, pg 23). Fear Behind Enemy Lines If outflank is used, roll a die when it enters play to see where it may be deployed. On a 1, the unit enters play from the short table edge of the owning player's left. On a 2, the unit enters from the sshort table edge of the owning player's right. On a 3+, the unit enters play from any table edge - even the opponent's table edge. Counter-attack If assaulted, unit gains +1A after passing a Ld test, conditions apply (p74 WH40K 5E) Fire Control As long as the Squad Leader is still alive and does not shoot in the Shooting phase the unit may split its fire and fire at two different targets instead of one. Independent Character (See WH40k, pg. 50.) Infiltrate Deploy last within 12" or 18", conditions apply (p75 WH40K 5E) Lord of Tempests At the beginning of Njal's turn, roll a D3 and add the turn number to the result. Refer to the table for the tempest's effects that game turn. Only enemy models in Njal's LOS can be affected by the tempest's effects. LORD OF TEMPESTS GAME EFFECT TABLE 2 No Effect. 3 Enemy Models within 24" are at -1 BS this turn. 4 Enemy Infantry within 24" move as if they were in difficult terrain. 5 At the end of Assault phase, all unengaged enemy units within 18" must pass a Morale test or fall back. 6 At the end of Shooting phase, a model within 18" takes D3 S9 hits. Vehicles are hit on their side armour. 7+ At the end of Shooting phase, unengaged enemy units with 12" of Njal take D6 S8 hits with an AP of 5. Master Psyker Njal knows all psychic power listed on (C:SW, pg. 37) and may use up to two per turn. Move Through Cover Roll an additional D6 when moving through cover, conditions apply (p75 WH40K 5E) Repair If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehcile shooting. Roll a D6 in the Shotting phase, and on a 6 the vehicle is no longer immobilzed. Scouts May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E) Unit Type Unit Type: Infantry Unit Type: Infantry (p.54 WH40k) Unit Type: Vehicle Unit Type: Vehicle (Tank) (WH40k, pp. 68-69) (Tank) Wargear Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E). Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K) Melta Bombs One attack with 8+2D6 AP (exceptions apply p72 WH40K) Nightwing Place a Chooser marker anywhere on the battlefield before the enemy has desployed. This marker must be smaller than the Rune Priest Model and cannot be destroyed. Enemy units may not use Infiltrate to deploy within 18" of a Chooser marker. Should the Rune Priest make a Shooting attack that has a line of sight to the Chooser marker, he may treat his BS as one higher than normal. In the Assault Phase, a single model in base- to-base contact suffers D3 S3 hits at Inititative 5. Power Armour Confers a 3+ Armour Save. Runic Armour Confers a 2+ Armour Save, and a 5+ Invulnerable Save against all wounds caused by psychic attacks. Scout Armour Confers a 4+ Armour Save.

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Searchlight

Smoke Launchers

Wolf Standard Wolftooth Necklace

Bolt Pistol Bolter Close Combat Weapon Combi- Meltagun Flamer Lascannon and TL Plasmagun Meltagun Missile Launcher Power Fist Staff of the Stormcaller Storm Bolter Roster Statistics % Elite: 16.8 % Fast: 0.0 % Heavy: 18.6 % HQ: 13.2 Model Count: 72 % Troops: 51.4 % Wargear: 0.0 Files version: 1.19 Faith Points: 0

Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight. Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62). Once per game, for the duration of the next Assault Phase, all models in that unit may re-roll any dice rolls of a 1. Against models with a WS value, a model with a Wolftooth Necklace always hits in close combat on the roll of a 3+. Weapons 12" Range; S4; AP5; Pistol 24" Range; S4; AP5; Rapid Fire If used with another close combat weapon, +1 attack in close combat. 24" Range; S4; AP5; Rapid Fire (Bolter) 12" Range; S8; AP1; Assault 1; Melta (Meltagun - once per battle) Template; S4; AP5; Assault 1 Lascannon: 48" Range; S9; AP2; Heavy 1. TL Plasmagun: 24" Range; S7; AP2; Rapid Fire, Gets Hot!, Twin-linked. 12" Range; S8; AP1; Assault 1; Melta. Frag: 48" Range; S4; AP6; Heavy 1; Blast. Krak: 48" Range; S8; AP3; Heavy 1. Ignores armour saves, increases strength in close combat. Counts as a Force Weapon. Whenever an enemy model suceeds on a Psychic text within 24", that power is nullified on a 3+. Always wounds Daemons on a roll of 2+; this has no effect on vehicle models. 24" Range; S4; AP5; Assault 2

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