Thunderwolf Cavalry

Homebrew by Sgtlevis

Thunderwolves are monstrous and solitary alpha predators. Only the most dauntless elite within the Wolf Guard have the dominance to ride them to war. When they charge, crushing jaws tear through armoured plates, flesh, and bone with feral butchery, while the thunderwolves’ riders hack down the foe with heroic ferocity.

*Space Wolf take on Exodite Dragon Masters

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Composition

Thunderwolf Cavalry Killteam is composed of :

  • Thunderwolf Cavalry Pack Leader
  • Thunderwolf Cavalry Hunter
  • Thunderwolf Cavalry Wolf Priest
  • 2 Thunderwolf Cavalry Fenrisian Wolfs
Common Abilities and Options

Sprint (0AP):
Move the active operative to a location it can be placed. This must be directly forwards or backwards in one or more straight-line increments, and increments are always rounded up to the nearest inch. It cannot move more than 9" forwards or 3" backwards per activation, and it cannot move more than 12" per turning point.

Before or after one of the increments, you can pivot the active operative up to 45°. This doesn't use any of its movement allowance, and it can then continue its movement with any remaining move distance.

The active operative cannot climb or finish the move on Vantage terrain higher than 2" from the killzone floor. It can move through operatives and it treats terrain parts less than 2" tall as Accessible terrain. Whenever it moves through an equipment terrain feature, remove that terrain feature from the battle.

An operative cannot perform this action while counteracting. For the purposes of your opponent's rules, mission rules and killzone rules, this action is treated as the Reposition action, or the Charge action if the active operative ends the action within control range of an enemy operative.

Thunderwolf Agility:
THUNDERWOLF CAVALRY MOUNTED operatives cannot perform the Charge, Dash, Fall Back or Reposition actions; instead they can perform the Sprint and Turn unique actions.

Thunderwolf Cavalry Tactics:
When setting up an THUNDERWOLF CAVALRY kill team before the battle, the first third of your kill team must be friendly FENRISIAN WOLF operatives set up as normal. Each friendly THUNDERWOLF CAVALRY MOUNTED operative thereafter must be set up in reserver: place it on one side instead of killzone

In the first Firefight phase, each friendly THUNDERWOLF CAVALRY MOUNTED operative set up in reserve is activated as normal. When it is, set it up in a location it can be placed on the killzone floor with its base touching your killzone edge (it's no longer in reserve). The operative is treated as performing the Turn action (spend the AP accordingly), then continue its activation as normal.

Turn (1AP):
Pivot the active operative up to 45°. This doesn't use any of its movement allowance.

An operative cannot perform this action while counteracting. For the purposes of your opponent's rules, mission rules and killzone rules, this action is treated as the Dash action, or the Charge action if the active operative ends the action within control range of an enemy operative.

Wild Speed:
Each friendly THUNDERWOLF CAVALRY MOUNTED operative has a SPEED that has three levels: SPEED 3-, SPEED 4+ and SPEED 7+. An operative can only have one SPEED level at a time, and it starts the battle with SPEED 3-.

An THUNDERWOLF CAVALRY MOUNTED operative has SPEED 3- if either of the following are true:

  • It ends the Sprint action and it either moved backwards or less than 4" forwards.
  • It ends its activation without performing the Sprint action.

An THUNDERWOLF CAVALRY MOUNTED operative has SPEED 4+ if it ends the Sprint action and moved 4" or more during that action, or SPEED 7+ instead if it moved 7" or more during that action.

Whenever an operative is shooting a friendly THUNDERWOLF CAVALRY MOUNTED operative, if that friendly operative has SPEED 4+, you can retain one of your defence dice as a normal success without rolling it; if it has SPEED 7+, you can retain one as a critical success instead.

THUNDERWOLF CAVALRY MOUNTED operatives' SPEED changes as described on their datacard.

Pack Leader
A 4
M 12"
S 3+
W 24
Weapons
ATK
HIT
DMG
Bolter Carabine (Dev 1)
4
3+
3/3
Thunderwolf Fangs & Claws (Brutal)
6
3+
3/5
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Hunt Leader0AP: SprintThunderwolf AgilityThunderwolf Cavalry Tactics1AP: TurnWild SpeedWolf Pack Shield
Options
Thunderwolf SpearheadFerocious DefenseHunt FrenzyMastery of Mounted WarfareThe Chosen of Logan

Hunt Leader: When this operative is selected for the battle, select up to two different WOLF GIFTS rules (Options) to be added to its datacard for the battle.

Wolf Pack Shield: Whenever an operative is shooting this operative, and no attack dice are retained as critical successes, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Thunderwolf Spearhead: Whenever this operative is fighting:

  • If it has SPEED 4+, the first time you strike with a normal success during that sequence, inflict 1 additional damage.
  • If it has SPEED 7+, add 1 to the Normal Dmg stat of melee weapons on its datacard.

Ferocious Defense: Once per turning point, when this operative is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).

Hunt Frenzy: Once during each of this operative's activations, after it's performed the Sprint action forwards and incapacitated an enemy operative during the Fight action, if it's no longer within control range of enemy operatives, you can use this rule. If you do, it can immediately perform a free Sprint action forwards using any remaining move distance it had from that first Sprint action, but it cannot pivot during that free action. That operative can perform two Sprint actions during its activation to do so, and its SPEED is measured by the distance moved during both Sprint actions combined. The operative cannot have performed any other actions between those actions.

Mastery of Mounted Warfare: Whenever this operative is fighting or retaliating with its moonblades, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

The Chosen of Logan: Whenever an enemy operative is shooting this operative while within 6" of it, if you allocate one or more critical successes to block your opponent's attack dice, you can use this rule. If you do, after the action, before incapacitated operatives are removed (including this one, if relevant), inflict 1 damage on that enemy operative for each critical success allocated this way.

75Thunderwolf Cavalry, Space Wolf, Mounted, Pack Leader
Hunter
A 4
M 12"
S 3+
W 24
Weapons
ATK
HIT
DMG
Stalker Bolt Rifle
Mobile (Dev 1)
4
3+
3/3
Stationary (Dev 3, *Aimed)
4
2+
3/3
Thunderwolf Fangs & Claws (Brutal)
6
3+
3/5
Chainsword (Lethal 5+)
3
3+
3/5
Abilities
*AimedHunter Training0AP: SprintThunderwolf AgilityThunderwolf Cavalry TacticsTough Mount1AP: TurnWild Speed
Options
Hunter’s SenseElusive HunterPrecise ShotTrained MountQuick Reflexes

*Aimed: This operative cannot use this weapon during an activation in which it moved more than 3", and it cannot move more than 3" during an activation in which it used this weapon. This weapon rule has no effect on preventing the Guard action.

Hunter Training: When this operative is selected for the battle, select up to two different WOLF GIFTS rules (options) to be added to its datacard for the battle

Tough Mount: You can ignore any changes to this operative's Thunderwolf Fangs & Claws weapon's Hit stat from being injured.

Hunter’s Sense: Once per turning point, this operative can perform the Guard action during its activation regardless of the killzone if it has SPEED 3- (see close quarters rules, Kill Team Core Book).

Whenever this operative performs a point-blank shot as a result of the Guard action, don't worsen the Hit stat of its weapons as a result of performing a point-blank shot.

Elusive Hunter: At the end of each Firefight phase, if this operative isn't within control range of enemy operatives, it can perform a free Sprint or Turn action, but it cannot move more than 3" during that action and its SPEED remains the same. Note that it must still have the necessary amount of movement allowance remaining this turning point.

Precise Shot: Once per turning point, when this operative performs the Shoot action and you select a profile of its long rifle, you can use this rule. If you do, select one of the following rules for it to have until the end of that sequence:

  • Enemy operatives cannot be obscured.
    
  • Having other friendly EXODITE DRAGON MASTER operatives within an enemy operative's control range doesn't prevent that enemy operative from being selected as a valid target.
    

Trained Mount: Whenever this operative is performing the Sprint action, it can perform the Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Sprint action can be used after it does so). Note that as the Shoot action occurs before the Sprint action ends, for that Shoot action, this operative's SPEED is whatever it had before beginning the Sprint action.

Quick Reflexes: Whenever an operative is shooting this operative from more than 8" away, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it; if you can retain any cover saves, you can retain one cover save as a critical success instead.

75Thunderwolf Cavalry, Space Wolf, Mounted, Hunter
Wolf Priest
A 4
M 12"
S 3+
W 24
Weapons
ATK
HIT
DMG
Bolter Carabine (Dev 1)
4
3+
3/3
Heavy Bolt Pistol (Rng 8", Severe, Tor 2")
4
3+
3/4
Thunderwolf Fangs & Claws (Brutal)
6
3+
3/5
Rune Staff (PSYCHIC, Lethal 5+, Shock, Stun)
4
3+
3/5
Abilities
Priesthood Training1AP: Saga of Ferocity0AP: SprintThunderwolf AgilityThunderwolf Cavalry Tactics1AP: TurnWild Speed
Options
Saga of PuritySaga of StormsSaga of ChainsSaga of ConquestThunderclap

Priesthood Training: When this operative is selected for the battle, select up to two different WOLF GIFTS rules (options) to be added to its datacard for the battle.

Saga of Ferocity (1AP): PSYCHIC. Select one friendly THUNDERWOLF CAVALRY operative visible to this operative. That operative regains up to 2D3 lost wounds.

PSYCHIC. Alternatively, each friendly THUNDERWOLF CAVALRY operative can regain up to D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Saga of Purity: SAGA OF PURITY (1AP). PSYCHIC Select one friendly THUNDERWOLF CAVALRY operative visible to this operative. Remove one rules effect or stat change your opponent has applied to it (e.g. Poison token, -1APL, cannot be activated or perform actions, etc.) This cannot allow it to regain lost wounds, remove mission pack rules or ignore the effects of being injured.

This operative cannot perform this action while within control range of an enemy operative. Note that unlike this operative's other unique action upgrades, it can perform this action more than once per turning point.

Saga of Storms: SAGA OF STORM (1AP). PSYCHIC Select one friendly THUNDERWOLF CAVALRY operative visible to this operative. Until the start of this operative's first activation in the next turning point, until it's incapacitated or until it performs this action again (whichever comes first), that selected operative's SPEED is one higher (i.e. if it would have SPEED 3-, it has SPEED 4+; if it would have SPEED 4+, it has SPEED 7+).

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Saga of Chains: SAGA OF CHAINS (1AP). PSYCHIC Select one enemy operative visible to this operative. Subtract 2" from the Move stat of that operative and each other enemy operative within 2" of it until the end of their next activations respectively (this isn't cumulative with being injured). MOUNTED operatives are unaffected.

Roll 2D3 separately for each of those operatives: inflict damage on that operative equal to the difference between the result and their new Move stat (this takes precedence over stats not changing during an action). MOUNTED operatives are unaffected.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Saga of Conquest: Once per turning point, during this operative's activation, before or after it performs an action, you can use this rule. If you do, select one objective marker it controls. Until this operative is incapacitated, until you use this rule again or until an enemy operative controls that marker (whichever comes first), this operative is treated as contesting that marker with an APL of 1 and controlling it for the purposes of mission actions and victory conditions (even if it's not within this operative's control range). Note that this could allow this operative to perform a mission action that would require it to control that marker.

Thunderclap: This operative has the following ranged weapon : Thunderclap | Ranged | ATTACK 4 | HIT 3+ | DMG 4/3 | Dev 2, Saturate, *Thunderclap]

*Thunderclap : If the target is in cover, this weapon has the Lethal 5+ weapon rule.

75Thunderwolf Cavalry, Space Wolf, Mounted, Wolf Priest, Psyker
Fenrisian Wolf
A 2
M 8"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fangs & Claws (Rending)
4
3+
3/4
Abilities
BeastThunderwolf Cavalry TacticsWild Sprint

Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Guard, Pick Up Marker, Place Marker, Reposition and mission actions. This operative cannot perform the Pick Up Marker, Place Marker or mission actions unless there's a friendly HUNTER, operative that isn't incapacitated. It cannot use any weapons that aren't on its datacard.

Wild Sprint: Whenever this operative performs the Charge, Fall Back or Reposition action, if it ends that action more than 2" from its previous location, it has SPEED 4+; if it ends more than 5" from its previous location, it has SPEED 7+ instead. Whenever this operative ends its activation, if it didn't gain SPEED 4+ or SPEED 7+ during that activation, it has SPEED 3-. Note that it's the distance from the previous location, not the distance moved (in other words it cannot just circle back to its previous location and gain high SPEED).

Whenever an operative is shooting a friendly THUNDERWOLF CAVALRY operative, if that friendly operative has SPEED 4+, you can retain one of your defence dice as a normal success without rolling it; if it has SPEED 7+, you can retain one as a critical success instead.

32Thunderwolf Cavalry, Space Wolf, Fenrisian Wolf
Equipment

Great Fenrisian Wolfskin Pelts:
Once per turning point, when an operative is shooting a friendly THUNDERWOLF CAVALRY MOUNTED operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead.


Hardened Core Ammunition:
Once per turning point, when a friendly THUNDERWOLF CAVALRY operative is performing the Shoot action and you select a Boltrifle or Stalker Boltrifle, you can use this rule. If you do, until the end of that activation, that weapon has the Piercing 1 weapon rule.


Wolf Tokens:
Whenever a friendly THUNDERWOLF CAVALRY operative is incapacitated, you gain 1CP.


Wolf Runes:
Once per turning point, when a friendly THUNDERWOLF CAVALRY MOUNTED operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Ploys

Strategic - Steady Hand:
Whenever a friendly THUNDERWOLF CAVALRY operative is shooting, if it has SPEED 4+, its ranged weapons have the Balanced weapon rule.


Strategic - Fenrisian Fury:
Whenever a friendly THUNDERWOLF CAVALRY operative is fighting:

  • If it has SPEED 4+, its melee weapons have the Balanced weapon rule
  • If it has SPEED 7+, its melee weapons have the Ceaseless weapon rule

Strategic - Rapid Movement:
Whenever an enemy operative is shooting a friendly THUNDERWOLF CAVALRY operative more than 6" from it, if that friendly operative has SPEED 4+ or SPEED 7+, your opponent cannot re-roll their attack dice.


Strategic - Direct Charge:
Once during each friendly THUNDERWOLF CAVALRY MOUNTED operative's activation, whenever it ends its move during the Sprint action :

  • If it moved 4" or more during that action, you can inflict 1 demage on one enemy operative within its control range
  • If it moved 7" or more during that action, or it"s a PACK LEADER operative, you can inflict D3 damage on one enemy operative within its control range instead

Firefight - Harden Resolve:
Use this firefight ploy during a friendly THUNDERWOLF CAVALRY MOUNTED operative's activation or counteraction, before or after it performs an action. Until the start of its next activation, you can ignore any changes to that operative's weapon stats from being injured.


Firefight - Leap:
Use this firefight ploy when a friendly THUNDERWOLF CAVALRY operative performs the Sprint action. Instead of moving that operative, remove it from the killzone and set it back up in a location it can be placed within 1" horizontally of its original location. This distance cannot be measured through terrain features more than 2" tall, and that operative cannot be set up on Vantage terrain higher than 2" from the killzone floor. That operative is treated as having moved 3" for the purposes of its movement allowance and has SPEED 3-.


Firefight - Hunter Instincts:
Use this firefight ploy after rolling your attack dice for a friendly THUNDERWOLF CAVALRY operative, if it's fighting against a wounded enemy operative with its Thunderwolf Fangs & Claws or Fangs & Claws. You can re-roll any of your attack dice.


Firefight - Riding Mastery:
Use this firefight ploy when a friendly THUNDERWOLF CAVALRY MOUNTED operative performs the Sprint action during its activation. During that action, that operative can perform the Pick Up Marker, Place Marker or a mission action (you can determine control during that action to do so), and any remaining move distance it had from that Sprint action can be used after it does so.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.