Space Marines – Logan Grimnar on Stormrider
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9

Logan Grimnar on Stormrider

NoNAME  M WS BS S T W! A Ld Sv Base
160
Logan Grimnar on Stormrider (base: 120 x 92mm)
1
160
Logan Grimnar on Stormrider
10" 2+ 2+ 4 6 7-14 5 9 2+ 120 x 92mm
7" 2+ 2+ 4 6 4-6 5 9 2+
4" 2+ 2+ 4 6 1-3 5 9 2+
Logan Grimnar on Stormrider is equipped with: storm bolter; the Axe Morkai; flurry of teeth and claws. Your army can only include one LOGAN GRIMNAR model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
The Axe Morkai
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
The Axe Morkai
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - One-handed
 - One-handed
Melee
Melee
+2
-3
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
 - Two-handed
 - Two-handed
Melee
Melee
x2
-3
3
-
Flurry of teeth and claws
Flurry of teeth and claws
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 6 additional attacks with this weapon.
Each time the bearer fights, it makes 6 additional attacks with this weapon.
ABILITIES
ABILITIES
Angels of Death, Swift Hunters
Belt of Russ: This model has a 4+ invulnerable save.
High King of Fenris: If this model is your WARLORD, it is always treated as having completed the Deed associated with its Warlord Trait.
Chapter Master: In your Command phase, select one friendly SPACE WOLVES CORE or SPACE WOLVES CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Rites of Battle (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
WARLORD TRAIT!
WARLORD TRAIT!
Aura of Majesty:
  • Add 3" to the range of this WARLORD’s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9").
  • Add 3" to the range of any litanies recited by this WARLORD (to a maximum of 9").

Deed of Majesty: At the start of your Command phase, this model is within range of an objective marker that is more than 6" away from your deployment zone.

Saga of Majesty (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a Morale test is taken for that unit, it is automatically passed.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: CHARIOT, CHARACTER, STORMRIDER, CHAPTER MASTER, LOGAN GRIMNAR

Datasheet-related Stratagems

THE STRENGTH OF THE EMPEROR1CP
Space Marines – Boarding Actions – Battle Tactic Stratagem

Blessed with incredible strength, Space Marines deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack and an unmodified hit roll of 6 automatically wounds the target.
ONLY IN DEATH DOES DUTY END1CP
Space Marines – Boarding Actions – Epic Deed Stratagem

Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed models attacks, it is then removed.
ONLY IN DEATH DOES DUTY END2CP
Adeptus Astartes – Epic Deed Stratagem

Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.
STEADY ADVANCE1CP
Space Marines – Boarding Actions – Strategic Ploy Stratagem

A measured advance allows Space Marines to unleash a steady stream of accurate fire on the move.

Use this Stratagem when an ADEPTUS ASTARTES unit from your army completes the Set Overwatch action. While that unit Sets Overwatch, it also Holds Steady.
COUNTER CHARGE1CP
Space Marines – Space Wolves – Boarding Actions – Strategic Ploy Stratagem

The inter-pack dynamism of the Space Wolves ensures a fluid coordination of support that sees the Chapter’s battle-brothers launch themselves at the enemy’s throats from unexpected quarters.

Use this Stratagem in your opponent’s Charge phase. Select one SPACE WOLVES unit from your army. Until the end of the phase, that unit is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6". All other rules for Heroic Interventions still apply.

This datasheet has HQ Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
And They Shall Know No Fear

Space Marines stand unafraid before the terrors of the galaxy.

Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

The CENTURION keyword is used in the following Space Marines datasheets:

Bolter Discipline

To a Space Marine, the boltgun is more than a weapon - it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting model is INFANTRY (excluding CENTURION models) and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR or BIKER.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
Combat Doctrines

When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. During the first battle round, the Devastator Doctrine is active for your army. From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows:
  • If the Devastator Doctrine was active for your army during the previous battle round, you can change it so that the Tactical Doctrine is now active.
  • If the Tactical Doctrine was active for your army during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine

The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.

Tactical Doctrine

As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Set Overwatch
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.
Hold Steady
Some rules will allow a unit to Hold Steady. If a model makes an Overwatch attack while its unit is under the effects of such a rule, an unmodified hit roll of 5+ for that attack will score a hit.
Army List
Datasheets collated
Faction Rules

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Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

Storm bolter used in the following datasheets:


– may take Storm bolter as an option.

The LOGAN GRIMNAR keyword is used in the following Space Marines datasheets:

The Axe Morkai used in the following datasheets:

The LOGAN GRIMNAR keyword is used in the following Space Marines datasheets:

Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".
© Vyacheslav Maltsev 2013-2023