Brother Kage - Enhanced Bionics, Master Crafted Bolt Pistol, The Fenrisian Axe, Belt Of Russ, Runic Armour,
Wolf Tooth Necklace, Wolf Pelt, Wolf Tail Talisman, Frag Grenades - 200
WS BS S T W I A
Ld Sv
6 4 5 4 2 6
D6 10 2+
The Fenrisian Axe - Counts as a Master Crafted Power Fist without Initiative Modifier (Doubles Strength, No Saves)
Morning Star - Attached to the end of the Fenrisian Axe is a morning star. When in close combat due to Kage's frantic
swinging this scores an instant strength 5 hit that allows standard saves.
Mental Instability - Due to the state of Kage's mind, he isn't effected by instant death and will keep fighting until he is
completely incapacitated. Immune to Instant Death.
Enhanced Bionics - Kage has been equipped with enhanced bionics that keep him alive. Therefore, if he is "killed", on a roll
of 5+ he returns to his feet and continues to fight with 1 less wound then he did before he died. His amount of wounds can
only be reduced to a minimum of 1.
Lightning Reflexes - Kage has lightning fast reflexes and moves so quick even the strongest attacks have trouble connecting
with him. He recieves a 4+ Invulnerable save.
Beserk Leader - All models in a squad including Kage recieves Beserk Charge.
Furious Charge - Kage recieves a +1 bonus to his strength and initiative characteristics.
Infection of the fang - Brother Kage is unpredictable when it comes to close combat. To represent this, before the match roll
a
D6, this represents his attacks. When charging he also recieves +D3 attacks instead of +1.
Headstrong - Kage must charge if he is within 6" of the enemy. He must advance after a defeated enemy unit and may never choose to use the optional voluntary fall back rule. If he has joined a unit then these rules apply to that unit as well.
HQ 2 - Father Karcer - Bolt Pistol, Frost Axe, Runic Armour, Wolf Helm Of Russ, Wolf Pelt, Wolf Tooth Necklace, Frag - 200
WS BS S T W I A
Ld Sv
5 5 5 5 2 5 4 10 2+
The Gate - On a successful psychic test, Father Karcer can use this ability at the start of the movement phase. Take him, and
a squad of your choice (including other independant characters leading that squad) that is within 6" of him and remove them
from the tabletop and then immediately place them anywhere on the board. On a roll of 6 the squad lands exactly where
specified, on a roll of anything else, roll a
D6 and a Scatter Die. The Gate may be used even if Karcer or the models he is
teleporting is in base contact with an enemy model.
Stormcaller - In the shooting phase of any Space Wolves turn, Father Karcer can use his powers to call up a blizzard of
psychic energy, lasting until the end of the following enemy turn, which can be used to hide friendly troops or vehicles
from the enemy. He may not shoot on the same turn that he calls up the storm. If he successfully uses the power then he can
summon the storm either over himself and the unit he is with or over any friendly unit that has a model within 12" of him.
This unit counts as being in cover for rules purposes and so will recieve a 5+ cover save and will strike first in the first
round of combat if they charge or are charged. Units that are protected in this way may assault and, if they do so and the
enemy are also in cover, attacks are resolved simultaneously.
Psychic Field - Father Karcer enters battle with a psychic field surrounding him. Karcer has a 5+ invulnerable.
Elite 1 - Venerable Dreadnought (
CSM*) - Rocket Launchers, Twin-Linked Lascannons, Smoke Launchers, Tank Hunter - 168
Elite 2 - Venerable Dreadnought (CSW**) - Assault Cannon, Heavy Flamer, Extra Armour - 170
Troop 1 - 12 Blood Claws - 3x Power Weapons, Flamer - 206
Troop 2 - 10 Grey Hunters inc. Sergeant - 9x Bolters, 3x Power Fists, Meltagun - 234
Fast Attack - Land Speeder Tornado - Assault Cannon, Multi Melta - 80
Transport - 5x Drop Pods - 4x Deathwind Launchers - 230
1488
*Codex: Space Marine
**Codex: Space Wolves
***Never call them Missile launchers, because they'll miss
Any good? They'll all land up the front except for the space marine venerable dreadnought who will stay up the back or middle and take out tanks and heavy infantry.