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Space WolvesHellblasters
8

Hellblasters

NAME M WS BS S T W A Ld Sv
Hellblaster 6" 3+ 3+ 4 4 2 2 7 3+
Hellblaster Pack Leader 6" 3+ 3+ 4 4 2 3 8 3+
This unit contains 1 Hellblaster Sergeant and 4 Hellblasters. It can include up to 5 additional Hellblasters (Power Rating +8). Each model is armed with a plasma incinerator, a bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
17
Assault plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
24"
Assault 2
7
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
17
Heavy plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
36"
Heavy 1
9
-4
2
On a hit roll of 1, the bearer is slain.
15
Plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
30"
Rapid Fire 1
8
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • All models in the unit may replace their plasma incinerator with an assault plasma incinerator.
 • All models in the unit may replace their plasma incinerator with a heavy plasma incinerator.
 • The Hellblaster Pack Leader may replace his bolt pistol with a plasma pistol.
ABILITIES
And They Shall Know No Fear
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS
INFANTRY, PRIMARIS, HELLBLASTERS
Does not include wargear
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.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
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.
Army List

This datasheet has Heavy Support Battlefield Role. Full list of Space Wolves units sharing same Battlefield Role follows:

The PRIMARIS keyword is used in following Space Wolves datasheets:

HQ
Troops
Elites
• Reivers
Fast Attack
Heavy Support
© Vyacheslav Maltsev 2013-2019