2000 Pts - Space Wolves Army Thorin's Nightwolf Company

Unit Name ## WS BS St To Wo In At Ld Save Cost
Thorin Nightwolf (WolfL) 1 5 5 4+1 4 3 5 4 10 2+/5(I)+ 346
Independent Character; True Grit; Frost Blade (x1); Storm Bolter
  Terminator Armour 2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. [15]
  Wolf Tooth Necklace The model always hits on a 3+ in close combat. [10]
  Runic Charm The model may re-roll one failed armour save per battle. [10]
  Wolf Guard 1 4 4 4 4 1 4 2 9 2+/5(I)+ [211]
True Grit; Power Weapon (x1); Storm Bolter
    Terminator Armour 2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. [5]
    Wolf Guard #1 1 4 4 4/8 4 1 4 2 9 2+/5(I)+ [65]
Assault Cannon; Power Fist (x1)
      Terminator Armour 2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. [5]
    Wolf Guard #2 1 4 4 4 4 1 4 2/3 9 2+/5(I)+ [50]
2 Lightning Claws
      Terminator Armour 2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. [5]
    Wolf Guard #3 1 4 4 4/8 4 1 4 2 9 2+/5(I)+ [53]
Chainfist (x1); Storm Bolter
      Terminator Armour 2+ armour save. May not make Sweeping Advances. Deep Strike if allowed. [5]
Rune Priest (HQ) 1 5 5 4 4 2 5 4 9 2+/4(I)+ 140
Independent Character; True Grit; Psychic Power: Storm Caller; Power Weapon (x1)
  Runic Armour 2+ armour save. [20]
  Belt of Russ 4+ invulnerable save. [25]
Bjorn the Fell-Handed (Dread) 1 WS: 5 BS: 5 S: 6/10 I: 4 A: 3 168
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Old & Wise; Hard to Kill; Dread. CC Weapon; Heavy Flamer; Assault Cannon
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
Blood Claws Pack (Troops) 10 3 3 4 4 1 4 1/2* 8 3+ 160
Headstrong; Berserk Charge; Bolt Pistol & CCWep. (x8); Bolt Pistol / Power Fist (x1); Bolt Pistol / Power Wep. (x1); Frag Grenades
Grey Hunter Pack (Troops) 10 4 4 4 4 1 4 1/2^ 8 3+ 268
True Grit; Bolter / CCW (x7); Bolter / Power Fist (x1); Bolter / Power Weapon (x1); Flamer (x1)
  Rhino APC 1 BS: 4 Front: 11 Side: 11 Rear: 10 [58]
Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Storm Bolter
    Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
    Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Grey Hunter Pack (Troops) 10 4 4 4 4 1 4 1/2^ 8 3+ 205
True Grit; Bolter / CCW (x8); Bolter / Power Fist (x1); Bolter / Power Weapon (x1)
Long Fang Pack (Heavy Support) 4 4 4 4 4 1 4 1 9 3+ 214
True Grit; As long as the pack leader is alive and doesn't shoot, the unit may split it's fire between two targets; Heavy Bolter (x1); Lascannon (x1); Missile Launcher (x1); Plasma Cannon (x1)
  Pack Leader 1 4 4 4 4 1 4 1/2 9 3+ [37]
Bolter / CCW
Land Raider 'Crusader' (Heavy Support) 1 BS: 4 Front: 14 Side: 14 Rear: 14 255
Frag Assault Launchers; Transports 15 Space Marines or 8 Terminators; May always fire one extra weapon at BS2, at a seperate target if it wishes; If the crew are stunned, it may move directly forward up to it's maximum move; 2 'Hurricane' Bolters; Linked Assault Cannon; Multi-Melta
  #Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [0]
Predator 'Destructor' (Heavy Support) 1 BS: 4 Front: 13 Side: 11 Rear: 10 133
Tank; 2 Sponson Lascannon; Turret Autocannon
  Smoke Launchers Use instead of shooting- for one turn, penetrating hits count as glancing blows. [3]
  Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'. [5]
Wolf Scouts (Elites) 5 4 4 4 4 1 4 1/2^ 8 4+ 110
Infiltrate if allowed; Roll an extra D6 when moving through difficult terrain; One unit of Wolf Scouts + Wolf Guard Leader can be sent ahead; Bolt Pistol / Power Wep. (x2); Sniper Rifle / CCW (x2); Meltagun (x1)
Option Footnotes:
  2 'Hurricane' Bolters Each 'Hurricane' bolter has 3 shots with the following profile: 24"R, S4, AP5, Rapid Fire, Linked. They may always be fired, no matter how far the Crusader moves.
  Assault Cannon 24"R, S6, AP4, Heavy 3. Jams (and cannot be used further) if 3 1's are rolled to hit.
  Autocannon 48"R, S7, AP4, Heavy 2.
  Bolt Pistol 12"R, S4, AP5, Pistol.
  Bolter 24"R, S4, AP5, Rapid Fire.
  CC Weapon +1A if used with another CCW / pistol.
  Chainfist No armour save. Always goes last. AP 8+2d6.
  Dread. CC Weapon No armour save. If destroyed, use S before the /.
  Flamer Template, S4, AP5, Assault 1.
  Frag Grenades When attacking troops in cover, both sides go simultaneosly. Power Fists still go last.
  Frost Blade No armour save. +1 Strength.
  Heavy Bolter 36"R, S5, AP4, Heavy 3.
  Heavy Flamer Template, S5, AP4, Assault 1.
  Lascannon 48" R, S9, AP2, Heavy 1.
  Lightning Claw(s) No armour save; re-roll failed "to wound" rolls. Lightning Claws do not give bonus attacks for 2 weapons unless 2 Claws are used together.
  Linked Assault Cannon 24"R, S6, AP4, Heavy 3, Linked.
  Meltagun 12"R, S8, AP1, +D6 AP at 6".
  Missile Launcher 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast).
  Multi-Melta 24"R, S8, AP1, Heavy 1, +D6 AP at 12".
  Plasma Cannon 36" R, S7, AP2, Heavy 1 Blast. Overheats: If you roll a 1 to hit, make a save or take a wound.
  Power Fist Doubles strength, always go last & no armour save in close combat.
  Power Weapon No armour save in close combat.
  Sniper Rifle 36"R, Hits on 2+, Wounds on 4+, Heavy 1.
  Storm Bolter 24"R, S4, AP5, Assault 2.
  True Grit A '^' in At means the True Grit attack bonus applies to some or all models.
Total Army Cost: 1999 Pts.
Notes:
Models in Army: 50


Validation Results:
Roster satisfies all enforced validation rules

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