Codex - Space Wolves Angry Furry Edition - LITE
Introduction[edit | edit source]
Angry codices are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codices.
Disclaimer[edit | edit source]
Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.
Editing[edit | edit source]
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Space Wolves Special Rules[edit | edit source]
Fenrisian Wolves and Cyberwolves[edit | edit source]
Many Space Wolves characters have the option of taking Fenrisian Wolves and Cyberwolves as upgrades. If taken, they and the character are treated as a single unit.
If a Space Wolves character has the Independent Character special rule, he and his wolves (Fenrisian Wolves and/or Cyberwolves) are permitted to join other units, in which case both the character and his wolves join the unit. If the Independent Character then leaves the unit, all his surviving wolves also leave the unit, forming a separate unit with him.
If the Independent Character is killed whilst part of a unit, his surviving wolves are thereafter part of that unit and cannot leave it; the Independent Character’s unit has been completely destroyed for the purposes of any victory conditions.
If the Independent Character is killed while he is not joined to another unit, do not remove any surviving wolves – in this case, the unit is not completely destroyed until all the wolves have been removed as casualties as well. These wolves cannot join other units. Another Independent Character can join the surviving wolves, but as they are not his upgrades, he cannot take them with him if he then joins another unit.
Wargear of the Fang[edit | edit source]
Special Issue Wargear[edit | edit source]
Thunderwolf Mount[edit | edit source]
A model armed with a Thunderwolf mount changes their unit type to Cavalry, as described in the Warhammer 40,000: The Rules. A model armed with a Thunderwolf Mount gains the Rending special rule. A model upgraded to have a Thunderwolf mount increases their Strength, Toughness and Wounds characteristics by 1 and their Attacks characteristic by 2. (these bonuses are already included in the profiles of models that have a Thunderwolf mount as part of their standard wargear).
Armour[edit | edit source]
Runic Armour[edit | edit source]
Terminator armour confers a 2+ Armour Save and a 6+ invulnerable save.
Terminator Armour[edit | edit source]
Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Models in Terminator armour have the Bulky, Deep Strike and Relentless special rules, and may not make Sweeping Advances. A model upgraded to have Terminator armour increase their Toughness characteristic by 1. (this bonus is already included in the profiles of models that have Terminator armour as part of their standard wargear).
Formations[edit | edit source]
Command Tanks[edit | edit source]
- 1 Land Raider Excelsior
- 1 Rhino Primaris
Restrictions: None.
- Special Rules:
Data Augurs: While this formation´s Land Raider Excelsior is within 12" of this formation´s Rhino Primaris the Land Raider Excelsior adds +1 to its Ballistic Skill.
Space Wolves Great Company[edit | edit source]
Formation:
- 1 Wolf Lord
- 1 Wolf Guard Battle Leader
- 1+ units chosen from the following:
- Wolf Guards - Wolf Guard Terminators - Thunderwolf Cavalry
- 3-5 units chosen from the following:
- Blood Claws - Swiftclaws - Skyclaws
- 5+ units of Grey Hunters
- 1-3 units of Wolf Scouts
- 0-3 Dreadnought Squadrons*
* Any Dreadnought Squadron may be replaced with either Bjorn the Fell-Handed or Murderfang
- 0-3 units of Fenrisian Wolves
- 2-3 units of Long Fangs
Restrictions:
One unit of Grey Hunters must include a wolf standard.
Special Rules:
Ideal Mission Commander: If the Wolf Lord in this formation is your Warlord then he may re-roll his Warlord Trait.
Objective Secured: All models in this formation have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Howl of the Wolves As long as this Formation's Wolf Lord is alive, all units in this Formation have the Fear special rule.
Wise Council[edit | edit source]
Formation
- 1 unit chosen from the following list:
- Rune Priest - Wolf Priest - Iron Priest
Restrictions:
None.
Special Rules:
None.
Wyrdstorm Brotherhood[edit | edit source]
Formation:
- 2-4 Rune Priests
- 0-1 Njal Stormcaller
Restrictions:
All Psykers in this Formation must generate at least one of their powers from the Tempestas discipline.
Special Rules:
- Eye of the Storm: Once per turn you must nominate one model from each Wyrdstorm Brotherhood in your army to be the Eye of the Storm for that Wyrdstorm Brotherhood. The Eye may re-roll failed psychic tests until the end of the psychic phase. In addition the Eye of the Storm automatically knows the Living Storm psychic power, he cannot forget this power until the end of the psychic phase, when the psychic phase ends he automatically forgets the Living Storm psychic power.
Living Storm.... Warp Charge 3
Living Storm is a Witchfire power with the profile given below
Range S AP Type 24" 7 - Assault xD6, Shock
- Shock: For each To Hit roll of 6 made with Living Storm, the target suffers 2 additional hits, unless those To Hit rolls were Snap Shots.
- Gathering Storm: x = the remaining number of Psykers in the Psykers Formation.
Land Raider Spearhead[edit | edit source]
- Formation:
- 3 units with Land Raider in their name in any combination.
- Restrictions:
None.
- Special Rules:
An Unstoppable Force: Models from this Formation ignore Crew Shaken, Crew Stunned, Weapon Destroyed and Immobilised results on the Vehicle Damage table as long as they are within 6" of at least one other model from this Formation when the roll is made.
Giant Slayers: Models in this Formation can re-roll failed To Wound rolls or armour penetration rolls when shooting at gargantuan creatures, super-heavy vehicles or buildings that have the Mighty Bulwark special rule.
Ice Wyrm[edit | edit source]
Formation:
- 1 Stormfang Gunship
Restrictions:
None.
Special Rules:
None.
Wulfen Murderpack[edit | edit source]
- Formation:
- 1-5 Wulfen Packs
Restrictions:
None.
Special Rules:
- Hunt and Kill: Friendly units of Bloodclaws, Swiftclaws and Skyclaws within 12", friendly Long Fang units within 3" and all other friendly non-vehicle Space Wolf units within 6" gain the Fleet and Rage special rules.
- The End Times: All Space Wolf units in an army that includes a unit from this formation treat Armies of the Imperium as Come the Apocalypse.
Wyrmslayer Squadron[edit | edit source]
- Formation:
- 1 unit of Hunters
- 1 unit of Stalkers
Restrictions: The unit of Stalkers must consist of at least 2 models.
Special Rules:
- Target Locked: If a Hunter from this Formation causes a hit on an enemy Flyer or Flying Monstrous Creature when firing its skyspear missile launcher, all Stalkers in this Formation add 1 to their Ballistic Skill until the end of the phase when firing at that same target unit.
Mechanised Firepower[edit | edit source]
- Formation:
- 3-5 Units of Vindicators, Predators and Whirlwinds in any combination.
Restrictions: None.
- Special Rules:
Wrath of the Machine Spirits: Units from this Formation gain Preferred Enemy while within 6" of another unit from this formation.
Suppression Force[edit | edit source]
- Formation:
- 1 unit of Whirlwinds
- 1 unit of Land Speeders
Restrictions: The unit of Whirlwinds must consist of at least 2 models.
- Special Rules:
Target Location Locked: The Land Speeder unit from this Formation may nominate one enemy unit within 18" and line of sight at the start of your shooting phase, during this phase, while shooting at the nominated unit, Whirlwinds from this formation have infinite range and may re-roll To Hit.
Champions of Fenris[edit | edit source]
Formation:
- 3-5 units chosen from the following:
- Wolf Guards - Wolf Guard Terminators - Thunderwolf Cavalry - Dreadnought Squadron - Bjorn the Fell-Handed
Special Rules:
- Preferred Enemy (Characters)
- Fear
Council of the High King[edit | edit source]
Formation:
- Ulrik the Slayer
- Njal Stormcaller
- 1 Iron Priest
Special Rules:
- Wise Counsel: An army that includes this Formation can re-roll the dice when determining who deploys first, and adds 2 to the dice roll when attempting to Seize the initiative.
Armies of Fenris[edit | edit source]
HQ[edit | edit source]
Wolf Lord[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Wolf Lord | 70 pts | 7 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 3+ | Infantry (C) | 1 Wolf Lord |
Fenrisian Wolf | 4 | 0 | 4 | 4 | 1 | 4 | 2 | 5 | 6+ | Beast |
Wargear:
- Power armour
- Bolt pistol
- Chainsword
- Frag grenades
- Krak grenades
- Belt of Russ
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Independent Character
- Fearless
- Master of Ballistics: Models with this special rule may fire an additional 2 shots with all ranged weapons with "bolt" in their names.
Options:
- May take up to two Fenrisian Wolves - 8 pts/model
- May replace power armour with runic armour - 30 pts
- May take items from the Melee Weapons. Ranged Weapons, Special Issue Wargear and/or Relics of the Fang lists.
- May replace his power armour, bolt pistol, chainsword and frag and krak grenades with Terminator armour, storm bolter and power weapon - 40 pts
- A Wolf Lord in Terminator armour may only take items form the Terminator Weapons, Special Issue Wargear and/or Relics of the Fang lists.
- May replace one ranged or Melee weapon wtih a storm shield - 15 pts
- If terminator armour is not taken, a Wolf Lord may take a Thunderwolf mount - 50 pts
Wolf Lord Krom[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Wolf Lord Krom | 150 pts | 7 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 3+ | Infantry (Character) | 1 (Unique) |
Wargear:
- Bolt pistol
- Frag grenades
- Krak grenades
- Belt of Russ
- Wyrmclaw
Range S AP Type - +2 2 Melee, Master-crafted, Shred, Unwieldy
Warlord Trait:
- Duty or Death: Your Warlord may re-roll failed saving throws while within 3" of an objective.
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Independent Character
- Fearless
- Furious Charge
- Wolf Lord: Models with this special rule always count their name as being "Wolf Lord" in addition to their true name.
- Master of Ballistics: Models with this special rule may fire an additional 2 shots with all ranged weapons with "bolt" in their names.
Ragnar Blackmane[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ragnar | 160 pts | 7 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 3+ | Infantry (C) | 1 Unique |
Fenrisian Wolf | 4 | 0 | 4 | 4 | 1 | 4 | 2 | 5 | 6+ | Beast |
Wargear:
- Power armour
- Bolt pistol
- Frag grenades
- Krak grenades
- Melta bombs
- Belt of Russ
- Frostfang
Range S AP Type - +1 3 Melee, Rending, Master-crafted
Warlord Trait:
- Coordinated Assault
In the Assault phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1.
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Independent Character
- Fearless
- Rage
- Master of Ballistics: Models with this special rule may fire an additional 2 shots with all ranged weapons with "bolt" in their names.
- Incredible Reflexes: Ragnar can re-roll a single failed saving throw in each Assault phase.
- Insanve Bravado: Ragnar must issue and accept a challenge whenever possible.
- War Howl: Ragnar and all models with the Space Wolves Faction in his unit have the Furious Charge special rule.
Options:
- May take up to two Fenrisian Wolves - 8 pts/model
Harald Deathwolf[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Harald | 185 pts | 7 | 5 | 5 | 5 | 4 | 5 | 5 | 10 | 3+ | Infantry | 1 Unique |
Fenrisian Wolf | 4 | 0 | 4 | 4 | 1 | 4 | 2 | 5 | 6+ | Beast |
Wargear:
- Bolt pistol
- Chainsword
- Frag grenades
- Krak grenades
- Storm shield
- Thunderwolf mount
- Mantle of the Ice Troll King
Flamer weapons automatically fail To Wound rolls against Harald Deathwolf´s unit. Psychic powers from the Pyromancy discipline have no effect on Harald Deathwolf´s unit.
Warlord Trait:
- Huntsmaster
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Fearless
- Independent Character
- Scout
- Master of Ballistics: Models with this special rule may fire an additional 2 shots with all ranged weapons with "bolt" in their names.
Options:
- May take up to two Fenrisian Wolves - 8 pts/model
Wolf Guard Battle Leader[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Wolf Guard Battle Leader | 45 pts | 7 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 3+ | Infantry (C) | 1 Wolf Guard Battle Leader |
Fenrisian Wolf | 4 | 0 | 4 | 4 | 1 | 4 | 2 | 5 | 6+ | Beast |
Wargear:
- Bolt pistol
- Chainsword
- Frag grenades
- Krak grenades
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Independent Character
- Fearless
- Master of Ballistics: Models with this special rule may fire an additional 2 shots with all ranged weapons with "bolt" in their names.
Options:
- May take up to two Fenrisian Wolves - 8 pts/model
- May replace power armour with runic armour - 25 pts
- May replace bolt pistol with boltgun - 0 pts
- May take items from the Melee Weapons. Ranged Weapons, Special Issue Wargear and/or Relics of the Fang lists.
- May replace his bolt pistol, chainsword and frag and krak grenades with Terminator armour, storm bolter and power weapon - 40 pts
- A Wolf Lord in Terminator armour may only take items form the Terminator Weapons, Special Issue Wargear and/or Relics of the Fang lists.
- May replace one ranged or Melee weapon wtih a storm shield - 20 pts
- If terminator armour is not taken, a Wolf Guard Battle Leader may take a Thunderwolf mount - 40 pts
Arjac Rockfist[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Arjac | 130 pts | 10 | 5 | 5 | 5 | 2 | 5 | 3 | 10 | 2+ | Infantry (C) | 1 Unique |
Wargear:
- Terminator armour
- Storm shield
- Foehammer
Range S AP Type 12" x2 2 Assault 1, Concussive - x2 2 Melee, Concussive, Unwieldy
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Independent Character
- Fearless
- Eternal Warrior
- Hammer of Wrath
- Grimnar´s Champion: Arjac Rockfist must issue and/or accept a challenge whenever possible.
Canis Wolfborn[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Canis | 185 pts | 7 | 5 | 5 | 5 | 3 | 5 | 5 | 10 | 3+ | Beast (C) | 1 Unique |
Fenrisian Wolf | 4 | 0 | 4 | 4 | 1 | 4 | 2 | 5 | 6+ | Beast |
Wargear:
- Bolt pistol
- Frag grenades
- Krak grenades
- Two wolf claws
- Thunderwolf mount
Warlord Trait:
- The Alpha Wolf
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Fearless
- Independent Character
- Rampage
- Master of Ballistics: Models with this special rule may fire an additional 2 shots with all ranged weapons with "bolt" in their names.
- Born of Wolves: Fenrisian Wolves and Cyberwolves in Canis´ unit are Toughness 5.
Options:
- May take up to two Fenrisian Wolves - 8 pts/model
Rune Priest[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Rune Priest | 60 pts | 5 | 4 | 4 | 4 | 2 | 4 | 2 | 10 | 3+ | Infantry (C) | 1 Rune Priest |
Wargear:
- Bolt pistol
- Frag grenades
- Krak grenades
- Runic axe, sword or stave
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Fearless
- Independent Character
- Psyker (Mastery Level 1)
Psyker: A Rune Priest generates his powers from the Biomancy, Daemonology (Santic), Divination, Telekinesis and Tempestas disciplines.
Options:
- May be upgraded to Psyker (Mastery Level 2) - 25 pts
- May take a psychic hood - 10 pts
- May take items from the Ranged Weapons, Special Issue Wargear and/or Relics of the Fang lists.
- May replace bolt pistol and frag and krak grenades with Terminator armour - 25 pts
- If armed wtih Terminator armour may take one of the following:
- Storm bolter - 5 pts - Combi-flamer - 5 pts - Combi-melta or -plasma - 10 pts
Njal Stormcaller[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Njal | 180 pts | 5 | 5 | 4 | 4 | 3 | 4 | 3 | 10 | 2+ | Infantry (C) | 1 Unique |
Wargear:
- Runic armour
- Bolt pistol
- Frag grenades
- Krak grenades
- Psychic hood
- Nightwing:
Range S AP Type 24" 3 - Assault D6
- Staff of the Stormcaller
Range S AP Type - +2 4 Melee, Concussive, Force, Wyrdbane
- Wyrdbane:The Staff of the Stormcaller grants the wielder the Adamantium Will special rule. In addition, the wielder can re-roll a single failed Deny the Witch attempt each turn.
Warlord Trait:
- Frostforged Will
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Fearless
- Independent Character
- Psyker (Mastery Level 3)
- Lord of Tempestas: Njal Stormcaller can re-roll a single failed Psychic test each turn when attempting to manifest psychic powers from the Tempestas Discipline.
Psyker: Njal Stormcaller can generate his powers from the Biomancy, Daemonology (Santic), Divination and Telekinesis disciplines or he can take all the powers from the Tempestas discipline.
Options:
- May replace his runic armour, frag and krak grenades with Terminator armour - 0 pts
Wolf Priest[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Wolf Priest | 110 pts | 5 | 4 | 4 | 4 | 2 | 4 | 2 | 10 | 3+ | Infantry (C) | 1 Wolf Priest |
Wargear:
- Bolt pistol
- Frag grenades
- Krak grenades
- Crozius arcanum
- Healing balms
- Wolf amulet
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Independent Character
- Zealot
Options:
- May replace power armour with runic armour - 20 pts
- May take items from the Ranged Weapons, Special Issue Wargear and/or Relics of the Fang lists.
- May replace bolt pistol and frag and krak grenades with Terminator armour and storm bolter - 30 pts
- May replace storm bolter with one of the following:
- Combi-flamer - 0 pts - Combi-melta or -plasma - 5 pts
- A Wolf Priest in Terminator armour may only take items from the Special Issue Wargear and/or Relics of the Fang lists.
Ulrik the Slayer[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ulrik | 145 pts | 7 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 3+ | Infantry (C) | 1 Unique |
Wargear:
- Plasma pistol
- Frag grenades
- Krak grenades
- Crozius arcanum
- Healing balms
- Wolf amulet
Warlord Trait:
- Hunter of Glory
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Independent Character
- Zealot
- Preferred Enemy
Bjorn the Fell-Handed[edit | edit source]
WS | BS | S | FA | SA | RA | I | A | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Bjorn | 170 pts | 7 | 5 | 7 | 13 | 12 | 10 | 3 | 4 | 3 | Vehicle (Walker, Character) | 1 Unique |
Wargear:
- Searchlight
- Smoke launchers
- Assault cannon
- True claw
Range S AP Type - 10 2 Melee, Master-crafted, Shred
Warlord Trait:
- Cunning of the Wolf
Special Rules:
- Venerable
- Ward of the Primarch: Bjorn the Fell-Handed has a 5+ Invulnerable save.
Options:
- May replace assault cannon with one of the following:
- Plasma cannon - 0 pts - Helfrost cannon - 0 pts - Twin-linked lascannon - 5 pts
- May take a Drop Pod as a Dedicated Transport.
Troops[edit | edit source]
Blood Claws[edit | edit source]
45 pts
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Blood Claw | 3 | 3 | 4 | 4 | 1 | 4 | 1 | 7 | 3+ | Infantry | 5 Blood Claws |
Lukas the Trickster | 7 | 5 | 4 | 4 | 2 | 4 | 3 | 8 | 3+ | Infantry (C) | |
Wolf Guard Pack Leader | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry (C) | |
Wolf Guard Terminator Leader | 5 | 5 | 4 | 5 | 1 | 4 | 2 | 10 | 2+/5+ | Infantry (C) |
Wargear
- Lukas the Trickster
- Plasma pistol
- Frag grenades
- Krak grenades
- Wolf claw
- Pelt of the Doppelgangrel
When fighting in a challenge, Lukas´ opponent suffers a -2 penalty to their Weapon Skill (to a minimum of 1).
- Blood Claws and Wolf Guard Pack Leader
- Bolt pistol
- Chainsword
- Frag grenades
- Krak grenades
- Wolf Guard Terminator Leader
- Terminator armour
- Storm bolter
- Power weapon
Special Rules
- Acute Senses
- Counter Attack
- And They Shall Know No Fear
- Outflank
- Rage (Blood Claws only)
- Fearless (Wolf Guard Pack Leader only)
- Headstrong: (Blood Claws only) Models with this special rule gain the Zealot special rule until the end of the turn when they charge.
- The Last Laugh: (Lukas only) If Lukas is removed as a casualty while in a challenge, Lukas´ opponent suffers one AP 2 wound with the Instant Death special rule.
- Rebellious: (Lukas only) Lukas the Trickster and his unit may never use a Leadership value higher than 8 for any tests they make. Independent Characters may not join Lukas´ unit.
Options
- May include up to five additional Blood Claws - 9 pts/model
- One Blood Claw may replace his close combat weapon and/or bolt pistol with one of the following:
- Power weapon - 15 pts - Power fist - 25 pts
- One Blood Claw may replace his close combat weapon and/or bolt pistol with a plasma pistol - 10 pts
- For every five models in the unit, one Blood Claw may take one item from the Special Weapons list.
- May upgrade one Blood Claw to one of the following:
- Lukas the Trickster - 80 pts - Wolf Guard Pack Leader - 25 pts - Wolf Guard Terminator Leader - 40 pts
- Wolf Guard Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
- Wolf Guard Pack Leader may take melta bombs - 5 ptss
- Wolf Guard Terminator Leader may only take items from the Terminator Weapons list.
- The unit may take one of the following transports as a dedicated transport:
- Rhino - Razorback - Drop Pod - Stormwolf
Grey Hunters[edit | edit source]
65 pts
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Grey Hunter | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Infantry | 5 Grey Hunters |
Wolf Guard Pack Leader | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry (C) | |
Wolf Guard Terminator Leader | 5 | 5 | 4 | 5 | 1 | 4 | 2 | 10 | 2+/5+ | Infantry (C) |
Wargear
- Blood Claws and Wolf Guard Pack Leader
- Power armour - Boltgun (Grey Hunter only) - Bolt pistol - Chainsword (Wolf Guard Pack Leader only) - Frag grenades - Krak grenades
- Wolf Guard Terminator Leader
- Terminator armour - Storm bolter - Power weapon
Special Rules
- Acute Senses
- Counter-attack
- Outflank
- And They Shall Know No Fear
- Fearless (Wolf Guard Pack Leader only)
Options
- May include up to five additional Grey Hunters - 13 pts/model
- Any model may do one of the following:
- Exchange boltgun for close combat weapon - 0 pts/model - Take a close combat weapon - 1 pt/model
- One Grey Hunter may replace his boltgun and/or bolt pistol with one of the following:
- Power weapon - 15 pts - Power fist - 25 pts
- One Grey Hunter may replace his boltgun and/or bolt pistol with a plasma pistol - 10 pts
- For every five models in the unit, one Grey Hunter may take one item from the Special Weapons list.
- One Grey Hunter in each Detachment may exchange his boltgun with a wolf standard - 25 pts
All friendly units within 12” of a model with a wolf standard re-roll failed Morale checks and Pinning tests. In addition, all model in the unit gain +1 Attack.
- May upgrade one Grey Hunter to one of the following:
- Wolf Guard Pack Leader - 20 pts - Wolf Guard Terminator Leader - 35 pts
- Wolf Guard Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
- Wolf Guard Pack Leader may take melta bombs - 5 ptss
- Wolf Guard Terminator Leader may only take items from the Terminator Weapons list.
- The unit may take one of the following transports as a dedicated transport:
- Rhino - Razorback - Drop Pod - Stormwolf
Elites[edit | edit source]
Iron Priest[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Iron Priest | 65 pts | 4 | 5 | 4 | 4 | 2 | 4 | 2 | 9 | 2+ | Infantry (C) | 1 Iron Priest |
Cyberwolf | 4 | 0 | 4 | 4 | 1 | 4 | 3 | 6 | 4+ | Beast (C) | ||
Servitor | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | Infantry |
Wargear:
- Iron Priest
- Runic armour
- Boltgun
- Servo-arm
- Thunder hammer
- Frag grenades
- Krak grenades
- Servitor
- Servo-arm
Special Rules:
- Iron Priest
- Outflank
- Acute Senses
- Counter-attack
- And They Shall Know No Fear
- Independent Character
- Blessings of the Omnissiah: In each of your Shooting phases, instead of firing his weapons, an Iron Priest can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add +1 for each Servitor with a servoarm in his unit. If the result is a 4 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.
- Cyberwolves
- Outflank
- Acute Senses
- Counter-attack
- Servitors
- Mindlock: Unless it also contains an Iron Priest, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.
Options:
- Iron Priest
- May replace boltgun with one of the following:
- Bolt pistol - 0 pts - Helfrost pistol 20 pts
- May replace thunder hammer with tempest hammer - 10 pts
- May take items from the Special Issue Wargear list.
- May take a Thunderwolf mount - 50 pts
- May take up to four Cyberwolves - 15 pts/model
- May include up to five Servitors - 10 pts/model
- Servitor
- Up to two Servitors may replace their servo-arm with one of the following:
- Heavy bolter - 5 pts/model - Multi-melta - 0 pts/model - Plasma cannon - 15 pts/model
Wulfen Pack[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Wulfen | 115 pts | 4 | 1 | 5 | 4 | 2 | 5 | 3 | 8 | 4+ | Infantry | 5 Wulfen |
Wulfen Pack Leader | 4 | 1 | 5 | 4 | 2 | 5 | 4 | 9 | 4+ | Infantry (Character) |
Wargear:
- Close combat weapon
Special Rules:
- Acute Senses
- Outflank
- Fearless
- Fear
- Bulky
- Rending
- Counter-attack
- Rage
- Feel No Pain
- Curse of the Wulfen: Friendly units of Bloodclaws, Swiftclaws and Skyclaws within 12", friendly Long Fang units within 3" and all other friendly non-vehicle Space Wolf units within 6" may only fire Snap Shots.
- Bounding Lope: Units with this special rule may run and charge in the same turn. They may also re-roll failed charge rolls.
- Death Frenzy: Do not remove models with this special rule in close combat, before all models with this special rule have attacked. Models with this special rule may fight at their initiative step even if they were already killed.
Options:
- May add up to 5 additional Wulfen - 23 pts/model
- The entire unit may take stormfang auto-launchers - 2 pts/model
- Any model may take one of the following:
- Great frost axe - 25 pts/model - Two frost claws - 30 pts/model - Thunder hammer and storm shield - 35 pts
- May upgrade one Wulfen to a Wulfen Pack Leader armed with two frost claws - 40 pts
Dreadnought Squadron[edit | edit source]
WS | BS | S | FA | SA | RA | I | A | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Dreadnought | 100 pts | 4 | 4 | 6 | 12 | 12 | 10 | 4 | 4 | 3 | Vehicle (Walker, Character) | 1 Dreadnought |
Venerable Dreadnought | 5 | 5 | 6 | 12 | 12 | 10 | 4 | 4 | 3 | Vehicle (Walker, Character) |
Wargear:
- Searchlight
- Multi-melta
- Storm bolter
- Power fist
Special Rules:
- Venerable: (Venerable Dreadnought only) If a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.
- Outflank
- Acute Senses
- Counter-attack
Options:
- May take items from the Dreadnought Weapons list.
- May replace power fist with great wolf claw - 5 pts
Range S AP Type - x2 2 Melee, Shred, Specialist Weapon
- May replace power fist and storm bolter with one of the following:
- Missile Launcher - 0 pts - Twin-linked autocannon - 0 pts
- May replace storm bolter with heavy flamer - 10 pts
- May take extra armour - 5 pts
- May take smoke launchers - 5 pts
- May be upgraded to be a Venerable Dreadnought - 25 pts
- A Venerable Dreadnought may replace multi-melta and power fist with built-in storm bolter with a Fenrisian great axe and blizzard shield - 25 pts
- May select a Drop Pod as a Dedicated Transport.
Murderfang[edit | edit source]
WS | BS | S | FA | SA | RA | I | A | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Murderfang | 155 pts | 5 | 3 | 6 | 12 | 12 | 10 | 4 | 4 | 3 | Vehicle (Walker, Character) | 1 Unique |
Wargear:
- Searchlight
- Storm bolter
- Heavy flamer
- Two Murderclaws
Range S AP Type - 7 2 Melee, Master-crafted, Shred
- Furious Charge
- It Will Not Die
- Rage
- Rampage
- Murderlust: Murderfang ignores the effects of Crew Shaken or Crew Stunned (but still loses a Hull Point).
Wolf Guards[edit | edit source]
80 pts
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Wolf Guard | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry | 4 Wolf Guards, 1 Wolf Guard Pack Leader |
Wolf Guard Pack Leader | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry (C) |
Wargear
- Power armour
- Bolt pistol
- Chainsword
- Frag grenades
- Krak grenades
Special Rules
- Acute Senses
- Counter-attack
- Outflank
- Fearless
Options
- May include up to five additional Wolf Guards - 16 pts/model
- Any model may replace their bolt pistol and/or chainsword with a boltgun - 2 pt/model
- Any model may take items from the Melee Weapons and/or Ranged Weapons lists.
- Any model may take melta bombs - 5 pts
- The unit may take one of the following:
- Jump packs - 3 pts/model - Space Marine Bikes - 7 pts/model - Rhino - Razorback - Drop Pod - Land Raider - Land Raider Crusader - Land Raider Redeemer
Wolf Guard Terminators[edit | edit source]
105 pts
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Wolf Guard Terminator | 5 | 5 | 4 | 5 | 1 | 4 | 2 | 10 | 2+/5+ | Infantry | 2 Wolfguard Terminators, 1 Wolf Guard Terminator Leader |
Wolf Guard Terminator Leader | 5 | 5 | 4 | 5 | 1 | 4 | 2 | 10 | 2+/5+ | Infantry (C) |
Wargear
- Terminator armour
- Storm bolter
- Power weapon
Special Rules
- Acute Senses
- Counter-attack
- Outflank
- Fearless
Options
- May include up to two additional Wolf Guards - 35 pts/model
- Any model may replace their storm bolter and power weapon with one of the following:
- Thunder hammer and storm shield - 10 pts/model - Two wolf claws - 5 pts
- Any model may take items from the Terminator Weapons list.
- For every five models in the unit, one model may choose one of the following options:
- Replace their storm bolter with a heavy flamer - 10 pts/model
- Replace their storm bolter with an assault cannon - 20 pts/model
- Take a cyclone missile launcher - 25 pts - Drop Pod - Land Raider - Land Raider Crusader - Land Raider Redeemer
Lone Wolf[edit | edit source]
Lone Wolves do not use Force Organisation slots in detachments. You may never have more Lone Wolves in a detachment than your total number of Troops choices in the detachment.
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Lone Wolf | 20 pts | 5 | 5 | 4 | 4 | 2 | 4 | 2 | 10 | 3+ | Infantry (C) | 1 Lone Wolf |
Fenrisian Wolf | 4 | 0 | 4 | 4 | 1 | 4 | 2 | 5 | 6+ | Beast |
Wargear:
- Bolt pistol
- Chainsword
- Frag grenades
- Krak grenades
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Fearless
- Feel No Pain
- Monster Hunter
- Vengeance Seeker: Lone Wolf units are never scoring units.
- Pack of One: Lone Wolf units cannot be joined by units with the Independent Character special rule.
Options:
- May take up to two Fenrisian Wolves - 6 pts/model
- May take items from the Melee Weapons and/or Ranged Weapons lists.
- May take melta bombs - 5 pts
- May replace bolt pistol, chainsword and frag and krak grenades with Terminator armour, storm bolter and power weapon - 30 pts
- A Lone Wolf in Terminator armour may only take items form the Terminator Weapons list.
Wolf Scouts[edit | edit source]
55 pts
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Wolf Scout | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Infantry | 5 Wolf Scouts |
Wolf Guard Pack Leader | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry (C) |
Wargear
- Wolf Scouts
- Boltgun - Bolt pistol - Frag grenades - Krak grenades
- Wolf Guard Pack Leader
- Storm bolter - Power weapon
Special Rules
- Acute Senses
- Counter-attack
- Outflank
- And They Shall Know No Fear
- Infiltrate (Wolf Scouts only)
- Scout (Wolf Scouts only)
- Move Through Cover (Wolf Scouts only)
- Fearless (Wolf Guard Pack Leader only)
Options
- May include up to five additional Wolf Scouts - 11 pts/model
- Any model may do one of the following:
- Exchange boltgun for close combat weapon and Space Marine shotgun - 0 pts/model - Take a close combat weapon - 1 pt/model - Sniper rifle - 1 pt/model
- Up to two Wolf Scouts may replace their boltguns with a:
- Plasma gun - 10 pts - Power weapon - 15 pts
- For every five models in the unit, one Wolf Scout may take one item from the Heavy Weapons or Special Weapons lists.
- May upgrade one Wolf Scout to a Wolf Guard Pack Leader, Replacing his boltgun with a chainsword - 0 pts
- Wolf Guard Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
- Wolf Guard Pack Leader may take melta bombs - 5 pts
Fast Attack[edit | edit source]
Land Speeder Squadron[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Land Speeder | 40 pts | 4 | 10 | 10 | 10 | 2 | Vehicle (Fast, Skimmer) | 1 Land Speeder |
Wargear:
- Heavy bolter
Special Rules:
- Deep Strike
- Strike Craft: Whilst this unit includes three Land Speeders this unit may shoot their weapons and move flat out in the same turn (this may be done in any order).
Options:
- May include up to two additional Land Speeders - 40 pts/model
- Any Land Speeder may replace its heavy bolte4r with one of the following:
- Heavy flamer - 0 pts - Multi-melta - 10 pts/model
- Any Land Speeder may take one of the following:
- Heavy bolter - 10 pts - Heavy flamer - 10 pts - Typhoon missile launcher - 17 pts/model - Assault cannon - 20 pts/model - Multi-melta - 20 pts
Skyclaws[edit | edit source]
65 pts
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Skyclaw | 3 | 3 | 4 | 4 | 1 | 4 | 1 | 7 | 3+ | Jump Infantry | 5 Skyclaws |
Wolf Guard Sky Leader | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Jump Infantry (C) |
Wargear
- Power armour
- Bolt pistol
- Chainsword
- Frag grenades
- Krak grenades
Special Rules
- Acute Senses
- Counter Attack
- And They Shall Know No Fear
- Outflank
- Rage (Skyclaws only)
- Fearless (Wolf Guard Sky Leader only)
Options
- May include up to five additional Skyclaws - 13 pts/model
- Up to four Skyclaws may replace bolt pistol with a:
- Flamer - 5 pts/model - Meltagun - 10 pts/model - Plasma gun - 15 pts/model - Plasma pistol - 10 pts/model
- One Skyclaw may replace his chainsword with one of the following:
- Power weapon - 15 pts - Power fist - 25 pts
- One Skyclaw may replace his boltgun and/or bolt pistol with a plasma pistol - 10 pts
- For every five models in the unit, one Skyclaw may take one item from the Special Weapons list.
- May upgrade one Skyclaw to a Wolf Guard Sky Leader - 25 pts
- Wolf Guard Sky Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
- Wolf Guard Sky Leader may take melta bombs - 5 pts
Swiftclaws[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Swiftclaw Biker | 51 pts | 3 | 3 | 4 | 5 | 1 | 4 | 1 | 7 | 3+ | Bike | 3 Swiftclaws |
Swiftclaw Attack Bike | 3 | 3 | 4 | 5 | 2 | 4 | 2 | 7 | 3+ | Bike | ||
Wolf Guard Sky Leader | 5 | 5 | 4 | 5 | 1 | 4 | 2 | 10 | 3+ | Bike (C) |
Wargear
- Bolt pistol
- Twin-linked boltgun (Swiftclaw Bikers and Wolf Guard Bike Leader)
- Heavy bolter (Attack Bike only)
- Frag grenades
- Krak grenades
Special Rules
- Acute Senses
- Counter Attack
- And They Shall Know No Fear
- Outflank
- Rage (Swiftclaws only)
- Fearless (Wolf Guard Bike Leader only)
Options
- May include up to sene additional Swiftclaws - 17 pts/model
- Any model may replace their bolt pistol with a chainsword - 0 pts/model
- One Swiftclaw may replace bolt pistol with a:
- Flamer - 5 pts/model - Meltagun - 10 pts/model - Plasma pistol - 10 pts/model - Plasma gun - 15 pts/model
- May include a Swiftclaw Attack Bike - 25 pts
- Swiftclaw attack bike may replace heavy bolter with a multi-melta - 10 pts
- May upgrade one Skyclaw to a Wolf Guard Bike Leader - 25 pts
- Wolf Guard Bike Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
- Wolf Guard Bike Leader may take melta bombs - 5 pts
Fenrisian Wolf Pack[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Fenrisian Wolf | 40 pts | 4 | 0 | 4 | 4 | 1 | 4 | 2 | 6 | - | Beast | 5 Fenrisian Wolves |
Cyberwolf | 4 | 0 | 4 | 4 | 1 | 4 | 3 | 6 | 4+ | Beast (Character) |
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Monster Hunter
- Scout
- Hunter´s Call: Once per turn at the start of your turn you may choose a single unit of Fenrisian Wolves that are attempting to outflank. The chosen unit immediately arrives from reserves, no reserve roll is made. This can allow units outflank on turn 1.
Options:
- May include up to seventy additional Fenrisian Wolves - 8 pts/model
- One Fenrisian Wolf may be upgraded to a Cyberwolf - 10 pts
- If the squad numbers 10 or more models an additional Fenrisian Wolf may be upgraded to a Cyberwolf - 10 pts
- If the squad numbers 15 or more models an additional Fenrisian Wolf may be upgraded to a Cyberwolf - 10 pts
- If the squad numbers 20 or more models an additional Fenrisian Wolf may be upgraded to a Cyberwolf - 10 pts
- If the squad numbers 25 or more models an additional Fenrisian Wolf may be upgraded to a Cyberwolf - 10 pts
Rhino[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Rhino | 35 | 4 | 11 | 11 | 10 | 3 | Vehicle (Tank, Transport) | 1 Rhino |
Wargear:
- Storm bolter
- Searchlight
- Smoke launchers
Special Rules:
- Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.
Transport:
- Transport Capacity: Ten models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
- Fire Points: Two models can fire from the Rhino´s top hatch.
- Access Points: The Rhino has one Access Point on each side of the hull and one at the rear.
Options:
- May take items from the Space Wolves Vehicle Equipment list.
Razorback[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Razorback | 45 | 4 | 11 | 11 | 10 | 3 | Vehicle (Tank, Transport) | 1 Razorback |
Wargear:
- Twin-linked heavy bolter
- Searchlight
- Smoke launchers
Transport:
- Transport Capacity: Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
- Fire Points: Two models can fire from the Rhino´s top hatch.
- Access Points: The Rhino has one Access Point on each side of the hull and one at the rear.
Options:
- May take items from the Space Wolves Vehicle Equipment list.
- May replace twin-linked heavy bolter with one of the following:
- Twin-linked heavy flamer - 0 pts - Twin-linked Assault cannon - 10 pts - Twin-linked lascannon - 10 pts - Lascannon and twin-linked plasma gun - 10 pts
Drop Pod[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Drop Pod | 35 pts | 4 | 12 | 12 | 12 | 3 | Vehicle (Open-topped, Transport) | 1 Drop Pod |
Wargear:
- Storm bolter
Special Rules:
- Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
- Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
- Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.
Transport:
- Transport Capacity: Ten models. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.
Options:
- May replace storm bolter with deathwind launcher - 10 pts
- May take a locator beacon - 10 pts
Dreadnought Drop Pod[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Dreadnought Drop Pod | 50 pts | 4 | 12 | 12 | 12 | 3 | Vehicle (Open-topped, Transport) | 1 Dreadnought Drop Pod |
Wargear:
- Storm bolter
Special Rules:
- Drop Pod: This units name is always "Drop Pod" in addition to its true name.
- Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
- Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
- Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.
Transport:
- Transport Capacity: One Dreadnought or up to three Monstrous Creatures.
Options:
- May take a locator beacon - 10 pts
Stormwolf[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Stormwolf | 205 pts | 4 | 12 | 12 | 12 | 3 | Vehicle (Flyer, Hover, Transport) | 1 Stormwolf |
Wargear:
- Twin-linked helfrost cannon
- Twin-linked lascannon
- Two twin-linked heavy bolters
- Ceramite plating
Special Rules:
- Assault Vehicle
- Power of the Machine Spirit
Transport:
- Transport Capacity: Sixteen models.
- Fire Points: None.
- Access Points: A Stormwolf has one Access Point at the front of its hull.
Options:
- May replace both twin-linked heavy bolters with one of the following:
- Two skyhammer missile launchers - 40 pts
Range S AP Type 60" 7 3 Heavy 3, Skyhammer
- Skyhammer: A Flying Monstrous Creature suffers a negative penalty to its grounding test equal to the number of wounds suffered from weapons with this special rule this turn.
- Two twin-linked multi-meltas - 40 pts
Thunderwolf Cavalry Pack[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Thunderwolf Guard | 120 pts | 5 | 5 | 5 | 5 | 2 | 4 | 4 | 10 | 3+ | Cavalry | 3 Thunderwolf Guards |
Thunderwolf Guard Pack Leader | 5 | 5 | 5 | 5 | 2 | 4 | 5 | 10 | 3+ | Cavalry (C) |
Wargear
- Boltgun
- Chainsword
- Frag grenades
- Krak grenades
Special Rules
- Acute Senses
- Counter Attack
- Outflank
- Fearless
- Rending
Options
- Any model may replace their boltgun with any of the following:
- Bolt pistol - 5 pts/model - Plasma pistol - 15 pts/model
- Any model may take items from the Melee Weapons list.
- Any model may take melta bombs - 5 pts/model
- May upgrade one Thunderwolf Cavalry to Thunderwolf Cavalry Pack Leader - 20 pts
Heavy Support[edit | edit source]
Stormfang Gunship[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Stormwolf | 210 pts | 4 | 12 | 12 | 12 | 3 | Vehicle (Flyer, Hover, Transport) | 1 Stormfang Gunship |
Wargear:
- Twin-linked helfrost destructor
- Two stormstrike missiles
- Two twin-linked heavy bolters
- Ceramite plating
Special Rules:
- Assault Vehicle
- Power of the Machine Spirit
Transport:
- Transport Capacity: Six models.
- Fire Points: None.
- Access Points: A Stormwolf has one Access Point at the rear of its hull.
Options:
- May replace both twin-linked heavy bolters with one of the following:
- Two skyhammer missile launchers - 40 pts
Range S AP Type 60" 7 3 Heavy 3, Skyhammer
- Skyhammer: A Flying Monstrous Creature suffers a negative penalty to its grounding test equal to the number of wounds suffered from weapons with this special rule this turn.
- Two twin-linked multi-meltas - 40 pts
- May replace its two stormstrike missiles with a twin-linked lascannon - 15 pts
Long Fang Pack[edit | edit source]
35 pts
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Long Fang | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 10 | 3+ | Infantry | 1 Long Fang, 1 Long Fang Ancient |
Long Fang Ancient | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry (C) | |
Wolf Guard Pack Leader | 5 | 5 | 4 | 4 | 1 | 4 | 2 | 10 | 3+ | Infantry (C) | |
Wolf Guard Terminator Leader | 5 | 5 | 4 | 5 | 1 | 4 | 2 | 10 | 2+/5+ | Infantry (C) |
Wargear
- Power armour
- Boltgun (Long Fang only)
- Bolt pistol
- Chainsword (Wolf Guard Pack Leader only)
- Frag grenades
- Krak grenades
Special Rules
- Acute Senses
- Counter-attack
- Outflank
- And They Shall Know No Fear
- Split Fire (Long Fang Ancient Only)
- Fearless (Wolf Guard Pack Leader and Wolf Guard Terminator Leader only)
Options
- May include up to four additional Long Fangs - 15 pts/model
- Long Fang Ancient may replace his chainsword and/or bolt pistol with one of the following:
- Plasma pistol - 10 pts - Power weapon - 15 pts - Power fist - 25 pts
- Long Fang Ancient may take melta bombs - 5 pts
- Any Long Fang may take one item from the Heavy Weapons list. The Long Fang Ancient may take one item from the Special Weapons List.
- May upgrade one Long Fang to a Wolf Guard Pack Leader, Replacing his boltgun with a chainsword - 20 pts
- May upgrade one Long Fang to one of the following:
- Wolf Guard Pack Leader - 20 pts - Wolf Guard Terminator Leader - 35 pts
- Wolf Guard Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
- Wolf Guard Pack Leader may take melta bombs - 5 ptss
- Wolf Guard Terminator Leader may only take items from the Terminator Weapons list.
- The unit may take one of the following transports as a dedicated transport:
- Rhino - Razorback - Drop Pod
Predator Squadron[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Predator | 75 pts | 4 | 13 | 11 | 10 | 3 | Vehicle (Tank) | 1 Predator |
Wargear:
- Autocannon
- Searchlight
- Smoke launchers
Special Rules:
- Killshot: Whilst this unit includes three Predators, all Predators in the unit have the Monster Hunter and Tank Hunters special rules.
Options:
- May include up to two additional Predators - 75 pts/model
- Any Predator may replace its autocannon with a twin-linked lascannon - 25 pts/model
- Any Predator may take two side sponsons which are both armed with one of the following:
- Heavy bolters - 20 pts/model - Lascannons - 40 pts
- Any Predator may take items from the Space Wolves Vehicle Equipment list.
Whirlwind Squadron[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Whirwind | 65 pts | 4 | 11 | 11 | 10 | 3 | Vehicle (Tank) | 1 Whirwind |
Wargear:
- Whirlwind multiple missile launcher
Range S AP Type Vengeance 12"-48" 5 4 Ordnance 1, Barrage, Large Blast Incendiary castellan 12"-48" 4 5 Ordnance 1, Barrage, Large Blast, Ignores Cover, Soul Blaze
- Searchlight
- Smoke launchers
Special Rules:
- Suppressive Bombardment: Whilst this unit includes three Whirlwinds, each model´s Whirlwind multiple missile launcher in the unit has the Pinning and Shred special rules (regardless of which missile type it fires).
Options:
- May include up to two additional Whirlwinds - 65 pts/model
- Any Whirlwind may take items from the Space Wolves Vehicle Equipment list.
Vindicator Squadron[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Vindicator | 120 pts | 4 | 13 | 11 | 10 | 3 | Vehicle (Tank) | 1 Vindicator |
Wargear:
- Demolisher cannon
Range S AP Type - 10 2 Ordnance 1, Large blast
- Searchlight
- Smoke launchers
Special Rules:
- Linebreaker Bombardment: If this unit contains three Vindicators that can all fire their demolisher cannons, the squadron can fire a single Linebreaker Bombardment instead of firing normally. To do so, nominate one model in the squadron as the firer; the firer’s demolisher cannon changes its type from Large Blast to Apocalyptic Blast and gains the Ignores Cover special rule..
Options:
- May include up to two additional Vindicators - 120 pts/model
- Any Vindicator may take a siege shield - 20 pts/model
A model armed with a siege shield counts as being armed a dozer blade. A model armed with a siege shield counts its front arc as being obscured, receiving a 5+ cover save against any hits inflicted in the front arc.
- Any Vindicator may take items from the Space Wolves Vehicle Equipment list.
Hunter Squadron[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Hunter | 70 pts | 4 | 12 | 12 | 10 | 3 | Vehicle (Tank) | 1 Hunter |
Wargear:
- Skyspear missile launcher
Range S AP Type 60" 7 2 Heavy 1, Armourbane, Savant Lock, Skyfire
- Savant Lock: If any shot from a weapon with this special rule misses a Flyer, Flying Monstrous Creature, Skimmer or Jetbike, roll a D6 at the start of the next friendly Shooting phase if the target unit is still on the battlefield and has not been destroyed. On a 5+, the target unit suffers a hit (using its rear Armour Value if it is a vehicle) with the
profile above.
- Searchlight
- Smoke launchers
Special Rules:
- Savant Systems Interlocked: Whilst this unit includes three Hunters, each model´s skyspear missile launcher can re-roll the dice when resolving its Savant Lock special rule.
Options:
- May include up to two additional Hunters - 70 pts/model
- Any Hunter may take items from the Space Wolves Vehicle Equipment list.
Stalker Squadron[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Stalker | 75 pts | 4 | 12 | 12 | 10 | 3 | Vehicle (Tank) | 1 Stalker |
Wargear:
- Icarus stormcannon array
Range S AP Type 48" 7 4 Heavy 3, Interceptor, Skyfire, Independent Targeting
- Independent Targeting: When a unit that contains one or more models equipped with Icarus stormcannon arrays shoots, choose either one or two targets. If one target is chosen, each model can re-roll failed To Hit rolls when firing its Icarus stormcannon array at that target. If two targets are chosen, each model that is able to fire its Icarus stormcannon array fires it at each target, resolving all shots from the unit against the first target before moving on to the second.
- Searchlight
- Smoke launchers
Special Rules:
- Skystorm: Whilst this unit includes three Stalkers, each model’s Icarus stormcannon
Options:
- May include up to two additional Stalkers - 75 pts/model
- Any Stalker may take items from the Space Wolves Vehicle Equipment list.
Land Raider[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Land Raider | 250 pts | 4 | 14 | 14 | 14 | 4 | Vehicle (Tank, Fast, Transport) | 1 Land Raider |
Wargear:
- Extra armour
- Twin-linked heavy bolter
- Two twin-linked lascannons
- Searchlight
- Smoke launchers
Special Rules:
- Assault Vehicle
- Power of the Machine Spirit
- Move Through Cover
- Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.
Transport:
- Transport Capacity: Ten models.
- Fire Points: None
- Access Points: The Land Raider has one Access Point on each side of the hull and one at the front.
Options:
- May take items from the Space Wolves Vehicle Equipment list.
- May take a multi-melta - 8 pts
Land Raider Crusader[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Land Raider | 250 pts | 4 | 14 | 14 | 14 | 4 | Vehicle (Tank, Fast, Transport) | 1 Land Raider |
Wargear:
- Extra armour
- Twin-linked assault cannon
- Two hurricane bolters
- Frag assault launchers
Any unit charging into close combat on the same turn as it disembarks from vehicle armed with frag assault launchers counts as having frag grenades.
- Searchlight
- Smoke launchers
Special Rules:
- Assault Vehicle
- Power of the Machine Spirit
- Move Through Cover
- Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.
Transport:
- Transport Capacity: Sixteen models.
- Fire Points: None
- Access Points: The Land Raider has one Access Point on each side of the hull and one at the front.
Options:
- May take items from the Space Wolves Vehicle Equipment list.
- May take a multi-melta - 5 pts
Land Raider Redeemer[edit | edit source]
BS | FA | SA | RA | HP | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|
Land Raider | 250 pts | 4 | 14 | 14 | 14 | 4 | Vehicle (Tank, Fast, Transport) | 1 Land Raider |
Wargear:
- Extra armour
- Twin-linked assault cannon
- Two flamestorm cannons
Range S AP Type Template 5 4 Heavy 1, Torrent
- Frag assault launchers
Any unit charging into close combat on the same turn as it disembarks from vehicle armed with frag assault launchers counts as having frag grenades.
- Searchlight
- Smoke launchers
Special Rules:
- Assault Vehicle
- Power of the Machine Spirit
- Move Through Cover
- Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.
Transport:
- Transport Capacity: Sixteen models.
- Fire Points: None
- Access Points: The Land Raider has one Access Point on each side of the hull and one at the front.
Options:
- May take items from the Space Wolves Vehicle Equipment list.
- May take a multi-melta - 5 pts
Lords of War[edit | edit source]
Logan Grimnar[edit | edit source]
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Logan | 190 pts | 9 | 10 | 4 | 5 | 4 | 5 | 4 | 10 | 2+ | Infantry (C) | 1 Unique |
Logan on Stormrider | 9 | 10 | 5 | 6 | 6 | 5 | 8 | 10 | 2+ | Cavalry (C) | 1 Unique |
Wargear:
- Terminator armour
- Storm bolter
- Belt of Russ
- Axe of Morkai
Range S AP Type One-handed - +2 3 Melee Two-handed - x2 2 Melee, Unwieldy
Warlord Trait:
- Follow me Sons of Russ
All friendly Space Wolf models have the Fearless special rule. All models with the Fearless special rule have the Furious Charge special rule.
Special Rules:
- Outflank
- Acute Senses
- Counter-attack
- Independent Character
- Fearless
- Eternal Warrior
Options:
- May replace Terminator armour with Stormrider - 160 pts
If armed with Stormrider Logan uses the Logan on Stormrider profile and loses the Independent Character special rule.
Space Wolves Wargear List[edit | edit source]
Ranged Weapons[edit | edit source]
A model may replace his Melee weapon or boltgun with one of the following:
- Storm bolter - 2 pts - Combi-flamer - 5 pts - Combi-melta or - plasma - 10 pts - Plasma pistol - 8 pts
Melee Weapons[edit | edit source]
A model may replace his bolt pistol and/or Melee weapon with one of the following:
- Power weapon - 15 pts - Storm shield - 15 pts - Frost sword or axe - 20 pts - Wolf claw - 20 pts - Power fist - 25 pts - Thunder hammer - 30 pts - Two wolf claws*1 - 30 pts
Terminator Weapons[edit | edit source]
Any model wearing Terminator armour may replace his power weapon with one of the following:
- Storm shield - 5 pts - Frost axe or sword - 5 pts - Wolf claw - 5 pts - Power fist - 10 pts - Chainfist - 15 pts - Thunder hammer - 15 pts
Heavy Weapons[edit | edit source]
A model may replace his Melee weapon or boltgun with one of the following:
- Heavy bolter - 10 pts - Multi-melta*2 - 0 pts - Missile launcher - 13/17/20 (1/2/3 missile types) - Plasma cannon - 15 pts - Lascannon - 20 pts
Special Weapons[edit | edit source]
A model may replace his Melee weapon or boltgun with one of the following:
- Flamer - 5 pts - Meltagun - 15 pts - Plasma gun - 10 pts
Dreadnought Weapons[edit | edit source]
A model may replace its multi-melta with one of the following:
- Twin-linked autocannon - 0 pts - Twin-linked heavy bolter - 0 pts - Twin-linked heavy flamer - 0 pts - Plasma cannon - 5 pts - Assault cannon - 10 pts - Helfrost cannon - 10 pts - Twin-linked lascannon - 10 pts
Special Issue Wargear[edit | edit source]
- Melta bombs - 5 pts/model - Digital weapons - 10 pts - Jump pack*345 - 15 pts - Space Marine bike*34 - 20 pts
Relics of the Fang[edit | edit source]
Only one of each Relic of the Fang may be taken per army. A model can replace one weapon with one of the following:
- The Bite of Fenris - 10 pts - Helm of Durfast*6 - 20 pts - Black Death - 25 pts - Fangsword of the Ice Wolf - 25 pts - The Armour of Russ*6 - 35 pts - The Wulfen Stone*6 - 40 pts
Space Wolves Vehicle Equipment[edit | edit source]
A model may take up to one of each of the following:
- Dozer blade*7 - 5 pts - Storm bolter - 5 pts - Hunter-killer missile - 8 pts - Extra armour - 5 pts
- *1 Replaces bolt pistol and Melee weapon. Can only be taken by models that can replace both weapons.
- *2 May not be taken by Wolf Scouts.
- *3 May not be taken by models wearing Terminator armour or models who have a Thunderwolf mount.
- *4 Note that these pieces of wargear are mutually exclusive. For example, a model riding a Space Marine bike may not also take a jump pack.
- *5 May not be taken by Iron Priests.
- *6 Does not replace one of the character´s weapons.
- *7 May not be taken by a Land Raider of any type.
Ranged Weapons[edit | edit source]
- Storm Bolter
Range S AP Type 18" 4 5 Salvo 2/4
- Plasma Weapons
Range S AP Type Plasma pistol 12" 7 3 Pistol, Gets Hot, Shred Plasma gun 24 7 3 Rapid Fire, Gets Hot, Shred Plasma cannon 36 7 3 Salvo 1/2, Blast, Gets Hot, Shred
- Heavy Bolter
Range S AP Type 36 5 4 Salvo 2/3, Shred
- Grav Weapons
Range S AP Type Grav gun 24 * 2 Salvo 2/3, Concussive, Graviton Grav cannon 24 * 2 Salvo 3/5, Concussive, Graviton
- Melta Weapons
Range S AP Type Meltagun 12" 8 1 Rapid Fire Multi-melta 24" 8 1 Heavy 1, Melta
- Missile launcher
Note down on your army list which of the three options you wish to have. 1 option - 13 pts, 2 options - 17 pts, 3 options - 20 pts.
Range S AP Type - Krak Missile 48 8 2 Heavy 1 - Frag Missile 48 4 4 Heavy 1, Blast - Flakk Missile 48 8 2 Heavy 1, Skyfire
- Lascannon
Range S AP Type 48 7 1 Heavy 1, Lance, Fleshbane, Piercing Power
Piercing Power: Any weapon with this special rule rolls 2D6 and chooses the highest result when rolling for armour penetration.
Warlord Traits[edit | edit source]
1. Cunning of the Wolf[edit | edit source]
Immediately after deployment you may redeploy D3 units on the table, instead of redeploying a unit you may instead put a unit on the field into reserves.
2. Defender of Fenris[edit | edit source]
While within your deployment zone the Warlord gains the Preferred enemy and Split Fire special rules.
3. Hunter of Glory[edit | edit source]
The Warlord does not award a Victory Point/Kill Point if slain. If the Warlord is slain after killing an enemy character and/or monstrous creature gain 2 victory points
4. The Alpha Wolf[edit | edit source]
As long as the Warlord is alive friendly models with the Beast unit type may use his leadership instead of their own.
5. Huntsmaster[edit | edit source]
Whilst the Warlord is alive, friendly units arriving from outflank may choose which table edge they arrive from as if they rolled a 6.
6. Frostforged Will[edit | edit source]
The Warlord has the Feel No Pain special rule.
Space Wolf Obectives[edit | edit source]
Replace tactical objective 11-16 with the following.
11-16. The Stuff of Sagas[edit | edit source]
Complete an oath. Already completed oaths cannot be completed again. If you have no uncompleted oaths discard this objective and generate a new one.