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Space WolvesRhino
4

Rhino

NAME M WS BS S T W A Ld Sv
Rhino * 6+ * 6 7 10 * 8 3+
A Rhino is a single model equipped with a storm bolter.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
This weapon can only be fired once per battle.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • This model may take a hunter-killer missile.
 • This model may take an additional storm bolter.
ABILITIES
Self-Repair: Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this model.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
This model can transport 10 SPACE WOLVES INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS or WULFEN models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS
VEHICLE, TRANSPORT, RHINO
Does not include wargear
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.
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.
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.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The JUMP PACK keyword is used in following Space Wolves datasheets:

Fast Attack

The WULFEN keyword is used in following Space Wolves datasheets:

Elites
• Wulfen
Army List

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

The TRANSPORT keyword is used in following Space Wolves datasheets:

HQ
Dedicated Transport
• Rhino
Flyers
Heavy Support
© Vyacheslav Maltsev 2013-2019