SPACE WOLVES. Wolf Guard Pack Leader. 25 points

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SPACE WOLVES Codex: Space Wolves This team list uses the special rules and wargear found in Codex: Space Wolves. If a rule differs from the Codex, it will be clearly stated. Headstrong Rule Addition If a model with the Headstrong rule is within the Inspiring Presence radius of the Team Leader, the Headstrong rule does not apply. Keen Senses Space Wolves have senses as keen as a Wolf of Fenris. Hidden enemy models within 12 of a Space Wolves model are automatically revealed. Model Availability You must follow the following model requirements when building your Kill Team: 1 Team Leader model 1-20 Core models 0-3 Special models Wolf Guard Pack Leader 4 4 4 4 2 4 2 9 3+ Inspiring Presence Terminator Armour: May replace all equipment with Terminator armour, Storm Bolter and Power Weapon for 20 points. May exchange Terminator Storm Bolter with: - Wolf Claw 15 pts - Power Fist 20 pts - Thunder Hammer 25 pts - Storm Shield 25 pts - Chainfist 25 pts May exchange Terminator Power Weapon with: - Wolf Claw 5 pts - Frost Blade 10 pts - Frost Axe 10 pts 25 points May replace any weapon with: - Storm Bolter 3 pts - Combi-flamer, -melta, -plasma 10 pts - Wolf Claw 20 pts - Frost Blade 25 pts - Frost Axe 25 pts - Thunder Hammer 30 pts If not wearing Terminator Armour, may take one of the following: - Jump Pack 10 pts - Thunderwolf Mount 35 pts May take wargear from the Space Wolves armoury including Pack Leader and Leader only items. If wearing Terminator armour may also take Terminator only wargear. 1

Wolf Scout Pack Leader 4 4 4 4 2 4 2 9 4+ Scout Armour Inspiring Presence Infiltrate Move Through Cover Scouts Behind Enemy Lines 25 points May replace any weapon with: - Sniper Rifle 3 pts - Combi-flamer, -melta, -plasma 10 pts May take wargear from the Space Wolves armoury including Pack Leader and Leader only items. Rune Skald 4 4 4 4 2 4 2 9 3+ Force Weapon Inspiring Presence Psyker (Mastery Level 1) Psychic Powers: Before the battle the Rune Skald may choose a single Psychic Power from the following list: 50 points May replace Force Weapon with Runic Weapon for 15 pts. May replace Bolt Pistol with: - Storm Bolter 3 pts - Chooser of the Slain 10 pts May take one of the following: - Jump Pack 10 pts May take wargear from the Space Wolves armoury including Leader and Rune Skald only items. - Thuderclap (C:SW) - Storm Caller (C:SW) - Living Lightning (C:SW) - Smite (Biomancy) - Prescience (Divination) - Assail (Telekinesis) Fenrisian Wolf 4 0 4 4 1 4 2 5 6+ Unit Type: Beasts 8 points Supernumerary Non-Learning 2

Grey Hunter 4 4 4 4 1 4 1 8 3+ Boltgun 15 points For every 5 Grey Hunters you take in your team, one model may replace any weapon with: For every 5 Grey Hunters you take in your team, one model may take the following: Blood Claw 3 3 4 4 1 4 1 8 3+ Berserk Charge Headstrong 15 points For every 5 Blood Claws you take in your team, one model may replace any weapon with: Iron Priest You may only ever take one Iron priest in your Kill Team. 4 4 4 4 1 4 2 8 2+ Runic Armour Thunder Hammer Servo-arm Battlesmith 50 points May replace Bolt Pistol with: - Saga of the Iron Wolf 15 pts May take one of the following: - Thunderwolf Mount 35 pts May take wargear from the Space Wolves armoury. Long Fang 4 4 4 4 1 4 1 9 3+ Heavy Bolter 3 20 points May replace Heavy Bolter with: - Missile Launcher 5 pts - Multi-melta 5 pts - Plasma Cannon 15 pts - Lacannon 20 pts May take wargear from the Space Wolves armoury.

Wolf Guard 4 4 4 4 1 4 2 9 3+ Terminator Armour: May replace all equipment with Terminator armour, Storm Bolter and Power Weapon for 15 points. May exchange Terminator Storm Bolter with: - Wolf Claw 10 pts May exchange Terminator Power Weapon with: - Wolf Claw 5 pts - Frost Blade 10 pts - Frost Axe 10 pts One Wolf Guard in your team may take one of the following options: - Replace Storm Bolter with Heavy Flamer 5 pts - Replace Storm Bolter with Assault Cannon 30 pts - Take a Cyclone Missile Launcher 30 pts 18 points May replace any weapon with: - Storm Bolter 3 pts - Plasma Pistol 10 pts - Power Weapon 10 pts - Wolf Claw 15 pts - Frost Blade 20 pts - Frost Axe 20 pts - Power Fist 20 pts - Storm Shield 25 pts - Thunder Hammer 25 pts May take the following: One Wolf Guard in your team may take the following: If not wearing Terminator Armour, may take one of the following: - Jump Pack 10 pts May take wargear from the Space Wolves armoury. If wearing Terminator armour may also take Terminator only wargear. Thunderwolf Rider 4 4 5 5 2 4 1 8 3+ Unit Type: Cavalry Rending (Close Combat Only) Wolfkin 50 points May replace Bolt Pistol with: One Thunderwolf Rider in your team may his Close Combat Weapon with: - Wolf Claw 20 pts - Frost Blade 25 pts - Frost Axe 25 pts - Thunder Hammer 30 pts May take the following: One Thunderwolf Rider in your team may take: May take wargear from the Space Wolves armoury. 4

Swiftclaw Biker 3 3 4 5 1 4 1 8 3+ Unit Type: Bike Space Marine Bike Berserk Charge Headstrong 25 points One Swiftclaw Biker in your team may replace any weapon with: May take the following: Skyclaw 3 3 4 4 1 4 1 8 3+ Unit Type: Jump Infantry Jump Pack Berserk Charge Headstrong 18 points One Skyclaw in your team may replace any weapon with: One Skyclaw in your team may take the following: Wolf Scout 4 4 4 4 1 4 1 8 4+ Scout Armour Infiltrate Move Through Cover Scouts Behind Enemy Lines 15 points May replace any weapon with: - Sniper Rifle 3 pts One Wolf Scout in your team may replace its Bolt Pistol with: - Heavy Bolter 5 pts - Missile Launcher 10 pts Up to two Wolf Scouts in your team may replace any weapon with: Any model may take the following: - Melta Bombs 5 pts One Wolf Scout in our team may take the following: 5

Lone Wolf 5 4 4 4 2 4 2 8 3+ Fearless Eternal Warrior Feel No Pain Beastslayer Deathwish* Terminator Armour: May replace all equipment with Terminator armour, Storm Bolter and Power Weapon for 25 points. May exchange Terminator Storm Bolter with: - Wolf Claw 15 pts - Power Fist 20 pts - Thunder Hammer 25 pts - Storm Shield 25 pts - Chainfist 25 pts May exchange Terminator Power Weapon with: - Wolf Claw 5 pts 20 points Deathwish: A Lone Wolf gladly runs into the most dangerous of situations to try and fulfil his oath. No model may receive EXP from killing a Lone Wolf. Also, if you roll Major Injury when making an Injury roll, treat this as Dead! instead. May replace any weapon with: - Wolf Claw 20 pts - Frost Blade 25 pts - Frost Axe 25 pts - Thunder Hammer 30 pts May take wargear from the Space Wolves armoury. If wearing Terminator armour may also take Terminator only wargear. 6

Amulet of Russ (Leader Only) 15 pts The amulet contains a powerful refractor field. Grants the model a 5+ invulnerable save. Wulfjaw (Leader Only) 15 pts Wulfjaw is a mighty weapon crafted centuries ago, its chainsaw blade is fashioned from a rare sonicallyimbued metal whose secret has long since passed. Wulfjaw has the following profile: Range S AP Type Wulfjaw - +1 4 Melee, Strikedown The Wulfen Stone (Leader Only) 10 pts Within the stone s murky depths lies the raging image of the Were. The model gains the Fear special rule. Victory Charm (Leader Only) 5 pts This is a memento of a past victory. The model gains Preferred Enemy (Codex). Choose the Codex when the model buys this charm. Saga of the Frontrunner (Pack Leader Only) 10 pts The model s Inspiring Presence radius is increased to 12. Wolf Helm (Pack Leader Only) 10 pts All friendly Space Wolf models within the Inspiring Presence radius of the team leader may re-roll all Morale checks. Saga of the Frontrunner (Pack Leader Only) 10 pts Tales are sung of the pack leader s leadership and charisma. The model s Inspiring Presence radius is increased to 12. Helm of Durfast (Pack Leader Only) 5 pts Forged in the stasis-bound ion furnaces beneath the Fang, this helm enables the wearer to readily spot any foes that are obscured from sight. The model can shoot at and charge Hidden models. Pelt of the Dire Wolf (Pack Leader Only) 5 pts An ancient pelt from a massive Wolf of Fenris. This venerable hide has been interwoven with a cameleoline web. The model has the Stealth special rule. Staff of Blizzards (Rune Skald Only) 10 pts The Rune Skald may fire a blast of freezing cloud from the tip of this staff, blinding his enemies. The Staff of Blizzards counts as a shooting weapon with the following profile: Range S AP Type Staff of Blizzards Template 4 - Assault 1, Blind Tartaros Pattern Armour (Terminator Only) 5 pts The Tartaros pattern provides greater mobility for its wearer with no loss in durability or protection. Allows the model to make a Sweeping Advance. Wolf Standard 10pts Maximum of one per Kill Team. Rule Amendment: Once per game, at the start of the Assault phase the model may call upon the power of the wolf. During this phase, the model and all friendly Space Wolf models within 6" may re-roll any dice rolls of 1. Master-Crafted Weapon 10 pts Choose a single weapon the model has to gain the Master-crafted special rule. Overcharged Weapon 10pts Choose a single ranged weapon the model has to be overcharged. This gains +1 Strength and the Gets Hot rule. Plasma weapons may be overcharged but will Get Hot on a To Hit roll of a 1 or 2 instead of just a 1. Suspensors 10 pts A model with Suspensors that is equipped with a Heavy type weapon may fire this weapon even if he has moved in the previous Movement phase although if he does so, the maximum range of the weapon is halved. Smoke Grenades 10 pts A smoke grenade has the following profile: Range S AP Type Smoke Grenade 8 - - Assault 1, One Shot Large Blast, Smoke* *Smoke: Any model that is hit by this weapon gains a 5+ cover save until the start of their next turn. You may target friendly models with this weapon. Auxiliary Grenade Launcher 5 pts A tubular device that fires pre-loaded grenades, fixed to the models primary weapon. This attachment allows any grenades to be fired in addition to another weapon in the shooting phase rather than instead of. Auspex 5 pts A model with an Auspex can use it in place of making a shooting attack. Target an enemy unit within 12". A unit that is targeted by one or more auspexes has its cover saves reduced by 1 until the end of the phase. Bionics 5 pts Once the model loses his final wound and is about to be taken off the table as a casualty the bearer may make a dice roll. On a 6 the model is left with a single wound. Targeter 5 pts If a model with a Targeter has not moved in the previous Movement phase it may re-roll To Hit rolls of 1 when shooting. 7