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Space WolvesArjac Rockfist
7

Arjac Rockfist

NAME M WS BS S T W A Ld Sv
Arjac Rockfist 5" 2+ 3+ 5 4 5 4 8 2+
Arjac Rockfist is a single model armed with Foehammer. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Foehammer (shooting)
12"
Assault 1
x2
-3
D3
When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3.
Foehammer (melee)
Melee
Melee
x2
-3
D3
When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3.
ABILITIES
And They Shall Know No Fear

The Anvil Shield: Arjac Rockfist has a 3+ invulnerable save. In addition, reduce all damage suffered by Arjac Rockfist by 1 (to a minimum of 1).

Champion of the Kingsguard: 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.

Teleport Strike: During deployment, you can set up Arjac Rockfist in a teleportarium instead of placing him on the battlefield. At the end of any of your Movement phases Arjac can teleport into battle – set him up anywhere on the battlefield that is more than 9" away from any enemy models.

Thane to the High King: You can re-roll wound rolls of 1 for friendly SPACE WOLVES units that are within 6" of this model.
WARLORD TRAIT
Saga of the Bear: 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 saga 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.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS
CHARACTER, INFANTRY, TERMINATOR, WOLF GUARD, ARJAC ROCKFIST, BATTLE LEADER
Includes wargear
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
And They Shall Know No Fear

Heroes all, the warriors of Fenris are as unshakeable as any of their brother Adeptus Astartes, facing any danger with their fangs bared and their weapons ready.

You can re-roll failed Morale tests for this unit.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Army List
© Vyacheslav Maltsev 2013-2019