1850 Pts - Space Wolves - Tony Kopach`s Space Wolves 11th Seed

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1850 Pts - Space Wolves - Tony Kopach`s Space Wolves 11th Seed
1850 Pts - Space Wolves - Tony Kopach's Space Wolves 11th Seed
Adepticon 2012
Name
#
Grp
WS
BS
S
T
Wo
I
A
Ld
Save Cost
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 Scouts Pack (5 , 110 pts)
Wolf Scouts Pack
5
4
4
4
4
1
4
1/2
8
4+
110
Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Melta Bombs; Bolt Pistol (x4); Close
Combat Weapon (x5); Meltagun; Acute Senses; And They Shall Know No Fear; Behind Enemy Lines;
Counter-attack; Infiltrate; Move Through Cover; Scouts
Elite: Wolf Guard Pack (5 , 215 pts)
Wolf Guard Pack
1
215
Wolf Guard in Power Armour
Wolf Guard in Power 5
4
4
4/8
4
1
4/1
2
9
3+
[215]
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
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
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 (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
Created with Army Builder® - Copyright (c) 1997-2009 Lone Wolf Development, Inc. All rights reserved.
Download it for FREE at http://www.wolflair. com!
Name
#
Grp
WS
BS
S
T
Wo
I
A
Ld
Save Cost
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
Jaws of the World Wolf
Living Lightning
Murderous Hurricane
Storm Caller
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.
A psychic shooting attack with the following profile:
Unlimited Range; S7; AP5; Assault D6.
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.
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.
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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.
Searchlight
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.
Smoke Launchers
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).
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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
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
Created with Army Builder® - Copyright (c) 1997-2009 Lone Wolf Development, Inc. All rights reserved.
Download it for FREE at http://www.wolflair. com!