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Space WolvesWolf Guard Cataphractii Terminators
12

Wolf Guard Cataphractii Terminators

NAME M WS BS S T W A Ld Sv
Wolf Guard Cataphractii Terminator 4" 3+ 3+ 4 4 2 2 8 2+
Wolf Guard Cataphractii Pack Leader 4" 3+ 3+ 4 4 2 3 8 2+
This unit contains 1 Wolf Guard Cataphractii Pack Leader and 4 Wolf Guard Cataphractii Terminators. It can include up to 5 additional Wolf Guard Cataphractii Terminators (Power Rating +12).
 • The Wolf Guard Cataphractii Pack Leader is armed with a combi-bolter and power sword.
 • Each Wolf Guard Cataphractii Terminator is armed with a combi-bolter and power fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
0
Grenade harness
12"
Assault D6
4
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
11
Chainfist
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll.
6
Lightning claw
Melee
Melee
User
-2
1
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
9
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
4
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • For every five models in the unit, one Wolf Guard Cataphractii Terminator may replace his combi-bolter with a heavy flamer.
 • Any model may replace his combi-bolter with a lightning claw.
 • Any Wolf Guard Cataphractii Terminator may replace his power fist with a chainfist or lightning claw.
 • The Wolf Guard Cataphractii Pack Leader may replace his power sword with a chainfist, power fist or lightning claw.
 • The Wolf Guard Cataphractii Pack Leader may take a grenade harness.
ABILITIES
Angels of Death

Cataphractii Armour: Models in this unit have a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far this unit Advances.

Teleport Strike: During deployment, you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS
INFANTRY, TERMINATOR, WOLF GUARD, CATAPHRACTII TERMINATORS
Does not include wargear
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.

Grenade harness used in following datasheets:

Elites
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.
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.
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.
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.
Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.
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.
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
Elites
• Reivers
• Wulfen
© Vyacheslav Maltsev 2013-2020