Canis Wolfborn

(Entry)
Type: unit
EntryId: e436-1899-9719-d705
Hidden: false
Costs: 185 Points

Constraints:

max(roster): 1
Options (1)
Rules (2)
And They Shall Know No Fear
Space Marines automatically pass tests to regroup, and can take such tests even if the squad has been reduced to less than half strength by casualties, though all other criteria apply. Usually troops that regroup cannot move normally and always count as moving whether they do or not, but these restrictions do not apply to models subject to this special rule. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens then the unit is subject to the No Retreat! rule in this round of close combat and might therefore suffer additional casualties.


Units which include Servitors are still subject to this rule, providing that the unit contains at least one Space Marine.
Cavalry
Beasts and cavalry move like infantry.


Beasts and cavalry fall back just like infantry, except that they move 3D6" due to their speed.


Beasts and cavalry have the ‘fleet’ special rule.  When assaulting they move up to 12". 


If assaulting through cover, beasts and cavalry are slowed by difficult terrain – roll for the distance they can move just as you would for infantry, but double the result of the highest scoring dice.

Profiles:

Abilities
Lord of the Wolfkin:

Any unit of Fenrisian Wolves within 12" of Canis may use his Leadership value instead of their own.

Wrath of the Savage:

Canis may choose to use the number of enemy models in base contact with him as his Attack Characteristic. For instance, Canis charges into combat and is quickly surrounded by six Orks. He will hence have eight attacks that close combat phase (6 for the number of Orks in base contact, +1 for charging, and +1 for his two wolf claws). For those considering mounting Canis on a really large base to take advantage of this - don't even think about it!

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Acute Senses:

When the Night Fighting mission special rule is in use, such models may choose to re-roll the test to determine how far they can see, but must abide by the new result. Characters with this rule confer it onto any unit they join, as long as they are part of the unit. Units with this rule confer it onto any characters joining them, as long as they are part of the unit.

Counter-Attack:

When a unit with this rule is assaulted by the enemy it must take a Leadership test. If the test is successful all models in the unit get the +1 assault bonus to their attacks, exactly as if they too had assaulted that turn.

This rule cannot be used if, when assaulted, the unit was already locked in combat from a previous turn.

Rending:

Any toll to Wound of 6 with a rending weapon automatically causes a wound, regardless of the target's Toughness, and counts as AP2. Against vehicles, an armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the score.

Wargear
Wolftooth Necklace:

In close combat, a model with a Wolftooth necklace always hits on the roll of a 3+ regardless of comparative Weapon Skills.

Wolf Tail Talisman:

If a model with a Wolf Tail Talisman or the unit he is with is affected by an enemy psychic power, roll a D6. On the roll of 5+ that power is nullified.

Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Saga
Saga of the Wolfkin
Description:

Fenrisian Wolves and Cyberwolves in the same army as the character have Initiative 5 and Leadership 7.

Oath:

Honour of the Wolfkin: At least one Fenrisian Wolf or Thunderwolf should survive the battle.

Melee Weapons
Wolf Claw:

A Wolf Claw is a lightning claw that allows the wielder to either re-roll his To Hit rolls or re-roll his To Wound rolls - the owner must choose at the beginning of each Close Combat phase.