Wahapedia8 site header
Space WolvesRhino Primaris
9

Rhino Primaris

NAME M WS BS S T W A Ld Sv
Rhino Primaris * 6+ * 6 7 10 * 8 3+
A Rhino Primaris is a single model equipped with a twin plasma gun and an orbital array.
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
A model can only fire each of its hunter-killer missiles once per battle.
50
Orbital array
72"
Heavy D3
10
-4
D6
This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more models, change this weapon’s Type to Heavy D6.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
24"
Rapid Fire 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
WARGEAR OPTIONS
 • This model may take a hunter-killer missile.
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.

Servo-skull Hub: In each of your Shooting phases, choose one of the following effects:
  • Targeting Data Skull: Add 1 to hit rolls made for a single friendly SPACE WOLVES unit within 12" of this model until the end of the phase.
  • Repair Skull: Choose a single SPACE WOLVES VEHICLE within 12" of this model. That model regains 1 lost wound.
  • Vox Skull: Subtract 1 from Morale tests taken for friendly SPACE WOLVES units within 12" of this model until your next Shooting phase.
TRANSPORT
This model can transport 6 SPACE WOLVES INFANTRY models. It cannot transport JUMP PACK, PRIMARIS or TERMINATOR models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS
VEHICLE, TRANSPORT, RHINO PRIMARIS
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.
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.

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

Fast Attack
Army List

The TRANSPORT keyword is used in following Space Wolves datasheets:

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