Long Fangs [Legends]
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Boltgun | 24" | 2 | 3+ | 4 | 0 | 1 |
| Flamer | 12" | D6 | N/A | 4 | 0 | 1 |
| Grav-gun | 18" | 2 | 3+ | 5 | -1 | 2 |
| Plasma gun - standard | 24" | 1 | 3+ | 7 | -2 | 1 |
| Plasma gun - supercharge | 24" | 1 | 3+ | 8 | -3 | 2 |
| Meltagun | 12" | 1 | 3+ | 9 | -4 | D6 |
| Plasma pistol - supercharge | 12" | 1 | 3+ | 8 | -3 | 2 |
| Plasma pistol - standard | 12" | 1 | 3+ | 7 | -2 | 1 |
| Bolt pistol | 12" | 1 | 3+ | 4 | 0 | 1 |
| Lascannon | 48" | 1 | 4+ | 12 | -3 | D6+1 |
| Heavy bolter | 36" | 3 | 4+ | 5 | -1 | 2 |
| Grav-cannon | 24" | 3 | 4+ | 6 | -1 | 3 |
| Missile launcher - frag | 48" | D6 | 4+ | 4 | 0 | 1 |
| Missile launcher - krak | 48" | 1 | 4+ | 9 | -2 | D6 |
| Plasma cannon - standard | 36" | D3 | 4+ | 7 | -2 | 1 |
| Plasma cannon - supercharge | 36" | D3 | 4+ | 8 | -3 | 2 |
| Multi-melta | 18" | 2 | 4+ | 9 | -4 | D6 |
| Heavy flamer | 12" | D6 | N/A | 5 | -1 | 1 |
| Vortex bolt | 24" | 1 | 2+ | 4 | 0 | D3+3 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Power weapon | Melee | 2 | 3+ | 5 | -2 | 1 |
| Close combat weapon | Melee | 2 | 3+ | 4 | 0 | 1 |
| Power fist | Melee | 2 | 3+ | 8 | -2 | 2 |
| Astartes Chainsword | Melee | 3 | 3+ | 4 | -1 | 1 |
| Paragon Blade | Melee | 6 | 2+ | 6 | -3 | 3 |
| Monster Slayer of Caliban | Melee | 7 | 2+ | 6 | -2 | 2 |
| Encarmine Warblade | Melee | 6 | 2+ | 6 | -3 | 3 |
Abilities
Each time this unit Remains Stationary, if it includes a Long Fang Pack Leader, you can select one enemy unit that is visible to that model. Until the end of the turn, each time a model in this unit makes a ranged attack that targets that enemy unit, re-roll a Hit roll of 1.
If a CHARACTER unit from your army with the Leader ability can be attached to a DEVASTATOR SQUAD, it can instead be attached to this unit.
Once per battle, after making a Hit roll for a model in this unit, you can change that roll to an unmodified 6.
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: ■ You can reroll the Hit roll ■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit: - That unit is unengaged. - That unit was not set up on the battlefield this turn. - No model in that unit has moved more than 3" this turn.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead. Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.