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CodexFactionsSpace WolvesLong Fangs [Legends]

Long Fangs [Legends]

M6"
T4
SV3+
W2
LD6+
OC1

Composition & Wargear

Long Fang Pack Leader
Equipped Power weapon
4-5× Long Fang
Each model one of: boltgun / Lascannon / Heavy bolter / Grav-cannon / Missile launcher / Plasma cannon / multi-melta / Heavy flamer

Ranged Weapons

WeaponRangeABSSAPD
Boltgun 24"23+ 401
Flamer 12"D6N/A 401
Grav-gun 18"23+ 5-12
Plasma gun - standard 24"13+ 7-21
Plasma gun - supercharge 24"13+ 8-32
Meltagun 12"13+ 9-4D6
Plasma pistol - supercharge 12"13+ 8-32
Plasma pistol - standard 12"13+ 7-21
Bolt pistol 12"13+ 401
Lascannon 48"14+ 12-3D6+1
Heavy bolter 36"34+ 5-12
Grav-cannon 24"34+ 6-13
Missile launcher - frag 48"D64+ 401
Missile launcher - krak 48"14+ 9-2D6
Plasma cannon - standard 36"D34+ 7-21
Plasma cannon - supercharge 36"D34+ 8-32
Multi-melta 18"24+ 9-4D6
Heavy flamer 12"D6N/A 5-11
Vortex bolt 24"12+ 40D3+3

Melee Weapons

WeaponRangeAWSSAPD
Power weapon Melee23+ 5-21
Close combat weapon Melee23+ 401
Power fist Melee23+ 8-22
Astartes Chainsword Melee33+ 4-11
Paragon Blade Melee62+ 6-33
Monster Slayer of Caliban Melee72+ 6-22
Encarmine Warblade Melee62+ 6-33

Abilities

Fire Discipline Datasheet

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.

Attached Unit Datasheet

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.

Armorium Cherub Datasheet

Once per battle, after making a Hit roll for a model in this unit, you can change that roll to an unmodified 6.

Oath of Moment Core

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.

Heavy Core

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.

Sustained Hits Core

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).

Anti Core

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+.

Blast Core

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).

Hazardous Core

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.

Ignores Cover Core

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).

Torrent Core

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.