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Space WolvesStormhawk Interceptor
10

Stormhawk Interceptor

NAME M WS BS S T W A Ld Sv
Stormhawk Interceptor * 6+ * 6 7 10 * 8 3+
A Stormhawk Interceptor is a single model equipped with two assault cannons, two heavy bolters and an Icarus stormcannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
20-60"
3+
3
3-5
20-40"
4+
D3
1-2
20-25"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
22
Assault cannon
24"
Heavy 6
6
-1
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
40
Las-talon
24"
Heavy 2
9
-3
D6
-
24
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
38
Typhoon missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
WARGEAR OPTIONS
 • This model may replace its two heavy bolters with a skyhammer missile launcher or a typhoon missile launcher.
 • This model may replace its Icarus stormcannon with a las-talon.
ABILITIES
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.

Interceptor: You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY.

Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice.

Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.

Infernum Halo-launcher: You can re-roll save rolls of 1 for this model.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS
VEHICLE, FLY, STORMHAWK INTERCEPTOR
Does not include wargear
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.
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.
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.
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.
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.
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.
Army List

The FLY keyword is used in following Space Wolves datasheets:

Dedicated Transport
Fast Attack
Flyers

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

© Vyacheslav Maltsev 2013-2019