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With blood-chilling howls the warriors of the Space Wolves hurl themselves into battle, hacking and tearing with a primal, predatory ferocity. Mighty warriors whose deeds and sagas stretch back to the dawn of the Imperium, the Sons of Russ are amongst Humanity’s most redoubtable defenders.

This section contains all of the datasheets that you will need in order to fight battles with your Space Wolves miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Space Wolves units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Imperium 1Index81.2April 2018
  Space WolvesCodex81.1November 2018
  Forge World: Termite Assault DrillDataslate8June 2018
  Chapter Approved 2018 EditionExpansion81.0January 2019

FAQ

Index: Imperium 1

 Q: Can Svangir and Ulgir embark on a transport?
 A
Yes. Treat these models as if they were SPACE WOLVES INFANTRY for all rules purposes.

Codex: Space Wolves

 Q: If I replace a Wolf Guard Terminator’s storm bolter with a cyclone missile launcher and storm bolter from the Terminator Heavy Weapons list (as per the third bullet point), can I subsequently replace the new storm bolter with an item from the Combi-weapons or Terminator Melee Weapons list (as per the second bullet point)?
 A
Yes.
 Q: Does the Lone Wolf Stratagem have to be used at the end of the phase in which one of my units is reduced to its last model?
 A
No, this can be used at the end of any phase. This means you can wait until after the unit has taken any Morale test it is required to, and use this Stratagem at the end of the Morale phase, if you wish.
 Q: Are the effects of Stratagems such as Cloaked by the Storm and Howl of the Great Pack considered to be aura abilities for the purpose of the Saga of Majesty Warlord Trait?
 A
Yes.
 Q: If Ragnar Blackmane is my army’s Warlord, do Svangir and Ulfgir also gain the benefit of Saga of the Warrior Born Warlord Trait?
 A
Yes; this Warlord Trait affects the unit, of which Svangir and Ulfgir are a part.
 Q: Can the Armour of Russ relic force a charging unit to attack after all other units have done so?
 A
Yes, unless that chosen unit has an ability that allows it to fight first in the Fight phase, in which case it instead fights as if it didn’t have that ability.

Chapter Approved 2018 Edition

 Q: The points cost for a ‘Storm shield (Thunderwolf Cavalry)’ does not appear in the Space Wolves section of the updated points values in Chapter Approved: 2018 Edition, but there is an entry for ‘Storm shield (other models)’. What points value should I use for my Thunderwolf Cavalry models?
 A
Use the value in Codex: Space Wolves: 10 points per model.

Abilities

The following ability is common to several SPACE WOLVES units:

And They Shall Know No Fear

Heroes all, the warriors of Fenris are as unshakeable as any of their brother Adeptus Astartes, facing any danger with their fangs bared and their weapons ready.

You can re-roll failed Morale tests for this unit.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include SPACE WOLVES Detachments – that is, any Detachment which only includes SPACE WOLVES units.


Abilities

If your army is Battle-forged, Troops units in SPACE WOLVES Detachments gain the Defenders of Humanity ability. In addition, INFANTRY, BIKER, CAVALRY and DREADNOUGHT units (other than Servitor units) in SPACE WOLVES Detachments also gain the Hunters Unleashed ability.

Defenders of Humanity

The warriors of the Adeptus Astartes are sworn to defend the Imperium of Mankind. While a single Space Marine still stands, the light of Humanity will never fade.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Hunters Unleashed

The Space Wolves train their whole lives for the moment when battle is joined. After a long hunt tensed for the kill, they spring forward to devastating effect.

In any turn in which a unit with this ability made a charge move, was charged or made a Heroic Intervention, you can add 1 to its hit rolls in the Fight phase. In addition, CHARACTERS with this ability can perform a Heroic Intervention if, after the enemy has completed all of their charge moves, there are any enemy units within 6" of them. They can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model.

Tempestas Discipline

The elemental powers unleashed by the Rune Priests of the Space Wolves blast their enemies with the fury of the storm, take the form of creatures from legend that fight alongside the shamans, or shroud the Sons of Russ in a cloak of roiling clouds.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Tempestas discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

D6PSYCHIC POWER
1

LIVING LIGHTNING

Sentient electricity crackles amid the brooding skies above as the Rune Priest calls forth the elements to smite his foes. At the psyker’s command, lightning arcs into the ranks of the enemy, leaving a trail of blackened corpses in its wake.

Living Lightning has a warp charge value of 6. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If that unit is destroyed as a result, the closest enemy unit within 18" of the last model from that unit to be removed suffers D3 mortal wounds, and so on until a unit is not destroyed or there is no enemy unit within 18" of the last model in the destroyed unit.

2

TEMPEST’S WRATH

The Rune Priest brings the rage of the storm to a roaring crescendo, frost-fingered wind spirits whipping at his enemies, tearing at their eyes and snatching weapons from their hands.

Tempest’s Wrath has a warp charge value of 6. If manifested, select a visible enemy unit within 24" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for that unit.

3

MURDEROUS HURRICANE

The Rune Priest bellows an ancient curse, and within moments his foes are all but consumed in a hurricane of freezing shards, a thousand blades of psychically formed ice plunging into their flesh.

Murderous Hurricane has a warp charge value of 5. If manifested, select a visible enemy unit within 18" of the psyker. Roll one dice for each model in that unit – the unit suffers a mortal wound for each roll of 6.

4

FURY OF THE WOLF SPIRITS

Invoking the spirits of Freki the Fierce and Geri the Cunning, the Rune Priest sets the charcoal-black phantasms upon the foes.

Fury of the Wolf Spirits has a warp charge value of 7. If manifested, the Rune Priest gains the following weapon until the start of your next Psychic phase:


WEAPON
RANGE
TYPE
S
AP
D
Freki and Geri
Melee
Melee
5
-3
1
Abilities: After the Rune Priest makes his close combat attacks, you can attack with Freki and Geri. Make 6 additional attacks, using this weapon profile.

5

STORM CALLER

The Rune Priest chants an ancient rite that builds into a terrifying howl. Roaring winds and furious blizzards rage about him in a vortex of ice and snow that obscures him from sight.

Storm Caller has a warp charge value of 8. If manifested, until the start of your next Psychic phase, the psyker and any friendly SPACE WOLVES units within 6" of him gain the benefit of being in cover.

6

JAWS OF THE WORLD WOLF

The Rune Priest implores the spirit of the world upon which he walks to open its rock-fanged maw, and a chasm cracks open under the feet of his chosen enemy, sending them tumbling to their death below.

Jaws of the World Wolf has a warp charge value of 7. If manifested, select an enemy unit within 18" of the psyker, other than a VEHICLE. Roll 2D6 and subtract the target’s Move characteristic – the target unit suffers a number of mortal wounds equal to the result.


Stratagems

If your army is Battle-forged and includes any SPACE WOLVES Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These reflect the unique strategies used by the forces of the Space Wolves on the battlefield.
3CP

ORBITAL BOMBARDMENT

Space Wolves Stratagem

This Stratagem can be used once per battle, in the Shooting phase, if you have a SPACE WOLVES Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s ranged weapons, select a visible point on the battlefield and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.

1CP

KILLSHOT

Space Wolves Stratagem

Use this Stratagem in your Shooting phase if a SPACE WOLVES Predator from your army is within 6" of 2 friendly SPACE WOLVES Predators. If you do so, you can add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.

1CP

FLAKK MISSILE

Space Wolves Stratagem

You can use this Stratagem just before a SPACE WOLVES INFANTRY model from your army attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.

1CP

OVERWHELMING IMPETUOSITY

Space Wolves Stratagem

Use this Stratagem at the start of the Fight phase. Select a BLOOD CLAWS unit from your army that successfully charged this turn and is within 1" of an enemy unit with a higher Power Rating. You can re-roll failed hit rolls for the BLOOD CLAWS unit’s attacks that target that enemy unit.

1CP

WISDOM OF THE ANCIENTS

Space Wolves Stratagem

Use this Stratagem at the start of any phase. Select a SPACE WOLVES DREADNOUGHT from your army, other than Murderfang or a Wulfen Dreadnought. Until the end of the phase, you can re-roll all hit rolls of 1 for friendly SPACE WOLVES units within 6" of that Dreadnought.

3CP

CLOAKED BY THE STORM

Space Wolves Stratagem

Use this Stratagem in your Psychic phase. Choose a RUNE PRIEST from your army that successfully manifested a psychic power in this phase. Your opponent must subtract 1 from all hit rolls for ranged attacks that target friendly SPACE WOLVES units within 6" of this model until the beginning of your next Psychic phase.

1CP/3CP

TROPHIES OF FENRIS

Space Wolves Stratagem

Use this Stratagem before the battle. Your army can have one extra Relic of the Fang for 1 CP, or two extra Relics of the Fang for 3 CPs. All of the Relics of the Fang that you include must be different and be given to different SPACE WOLVES CHARACTERS. You can only use this Stratagem once per battle.

1CP

CUNNING OF THE WOLF

Space Wolves Stratagem

Use this Stratagem during deployment, when setting up a SPACE WOLVES INFANTRY unit. You can set up this unit on the hunt instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join the battle – set it up so that it is wholly within 6" of any battlefield edge of your choice and more than 9" away from any enemy models.

1CP

MENTOR’S GUIDANCE

Space Wolves Stratagem

Use this Stratagem in your Shooting phase or in the Fight phase. Choose a SPACE WOLVES CHARACTER (other than a WOLF PRIEST) within 6" of a WOLF PRIEST from your army. You can re-roll all failed wound rolls for that character in this phase.

1CP

LONE WOLF

Space Wolves Stratagem

Use this Stratagem at the end of any phase if there is a SPACE WOLVES INFANTRY unit from your army (other than a CHARACTER, a SERVITOR or a WULFEN) that has been reduced to a single model. That model’s Wounds characteristic is increased by 2 (and it gains 2 wounds), it gains the CHARACTER keyword and you can re-roll failed hit and wound rolls for it for the remainder of the game.

2CP

CHOOSER OF THE SLAIN

Space Wolves Stratagem

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements and is visible to a RUNE PRIEST from your army. A single friendly SPACE WOLVES unit within 6" of that Rune Priest can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from any hit rolls when it does so.

1CP

LAUGH IN THE FACE OF DEATH

Space Wolves Stratagem

Use this Stratagem in the Fight phase. Choose a SPACE WOLVES INFANTRY, BIKER or CAVALRY unit from your army that is affected by an enemy unit’s ability that modifies their Leadership. You can re-roll all failed hit rolls for that SPACE WOLVES unit in this phase.

1CP

OVERWHELMING SAVAGERY

Space Wolves Stratagem

Use this Stratagem in the Fight phase. Choose a unit of Thunderwolf Cavalry from your army. You can re-roll wound rolls of 1 for that unit in this phase.

2CP

ONLY IN DEATH DOES DUTY END

Space Wolves Stratagem

Use this Stratagem when a SPACE WOLVES CHARACTER from your army is slain; that model can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield (this Stratagem is not cumulative with the Great Company Banner ability – the Stratagem takes priority).

2CP

HOWL OF THE GREAT PACK

Space Wolves Stratagem

Use this Stratagem at the beginning of the Morale phase. Choose a WOLF LORD from your army. Friendly SPACE WOLVES units within 12" of that model automatically pass Morale tests in this phase, and your opponent must add 1 to Morale tests taken by enemy units within 12" of that model in this phase.

1CP

TRUE GRIT

Space Wolves Stratagem

Use this Stratagem in your Shooting phase. Choose a SPACE WOLVES INFANTRY unit from your army that is within 1" of an enemy unit. In this phase, models in that unit can fire their auto bolt rifles, boltguns, bolt rifles and bolt carbines as if they had the Pistol 2 Type. Models that do so cannot fire any other Pistols in this phase.

1CP

SEEKING A SAGA

Space Wolves Stratagem

Use this Stratagem at the beginning of the Fight phase. Choose a SPACE WOLVES CHARACTER from your army that is within 1" of an enemy unit with a greater Power Rating than that character. You can re-roll failed wound rolls for attacks made by that character against that enemy unit.

1CP

THE WOLF’S EYE

Space Wolves Stratagem

Use this Stratagem in your Shooting phase when a unit of Long Fangs from your army is chosen to make its attacks. You can re-roll either failed hit rolls or failed wound rolls for that unit for this phase; choose which when you use this Stratagem.

1CP

TALISMANIC SHIELD

Space Wolves Stratagem

Use this Stratagem at the beginning of your opponent’s Psychic phase. Choose a SPACE WOLVES CHARACTER from your army. That character can attempt to deny one psychic power this phase as if they were a PSYKER.

1CP

ARMOUR OF CONTEMPT

Space Wolves Stratagem

Use this Stratagem when a SPACE WOLVES VEHICLE from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase: on a 5+, that mortal wound is ignored and has no effect.

1CP

HELLFIRE SHELLS

Space Wolves Stratagem

Use this Stratagem just before a SPACE WOLVES INFANTRY model from your army attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.

1CP

LIVING STORM

Space Wolves Stratagem

Use this Stratagem if a SPACE WOLVES PSYKER from your army is within 6" of at least 2 other friendly SPACE WOLVES PSYKERS and manifests the Living Lightning psychic power. Whenever the power would inflict D3 mortal wounds, it instead inflicts D6 mortal wounds.

1CP

DATALINK TELEMETRY

Space Wolves Stratagem

Use this Stratagem in the Shooting phase just before a SPACE WOLVES Whirlwind from your army shoots. If the target of the Whirlwind’s shooting attacks is visible to a friendly SPACE WOLVES LAND SPEEDER unit that is within 12" of the target unit, the Whirlwind’s attacks automatically hit.

1CP

KEEN SENSES

Space Wolves Stratagem

Use this Stratagem in your Shooting phase. Choose a SPACE WOLVES unit from your army. That unit doesn’t suffer any penalties to its hit rolls this phase.

1CP

THE EMPEROR’S EXECUTIONERS

Space Wolves Stratagem

Use this Stratagem when a SPACE WOLVES unit from your army is chosen to attack in the Fight phase. Each time you make a hit roll of 4+ for a model in that unit during this phase, it can, if it was targeting a THOUSAND SONS unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

3CP

HONOUR THE CHAPTER

Space Wolves Stratagem

Use this Stratagem at the end of the Fight phase. Select a SPACE WOLVES INFANTRY, BIKER or CAVALRY unit from your army – that unit can immediately fight for a second time.

1CP

LINEBREAKER BOMBARDMENT

Space Wolves Stratagem

Use this Stratagem in your Shooting phase if a SPACE WOLVES Vindicator from your army is within 6" of 2 friendly SPACE WOLVES Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24" of all three vehicles. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.


Warlord Traits

The champions of the Space Wolves have crafted their sagas over centuries of war against the enemies of the Imperium. Each is a living legend, an example to their warriors and a beacon of hope in a benighted galaxy

If a SPACE WOLVES CHARACTER is your Warlord, he can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.

Like other Warlord Traits, a Space Wolves saga grants a powerful advantage and is active on your Warlord at all times. However, unlike other Warlord Traits, from the end of a phase in which your Warlord performs a deed of legend (as detailed within the saga), the saga also affects friendly SPACES WOLVES units whilst they are within 6" of your Warlord. This effect lasts for the rest of the battle.

D6WARLORD TRAIT
1

SAGA OF THE WARRIOR BORN

Endowed with preternatural prowess, the Warlord strikes swift and savage at all who stand before him.

You can always choose for a unit affected by this saga in the Fight phase to fight first even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Deed of Legend: Slay an enemy CHARACTER with your Warlord.

2

SAGA OF THE WOLFKIN

The Warlord’s savage battle howl has a primal potency, sending the predatory instincts of his lupine kin into overdrive.

If a unit is affected by this saga in the Fight phase, add 1 to the Attacks characteristic of all its models if it made a charge move, was charged, or performed a heroic intervention earlier in the same turn.

Deed of Legend: Slay a total of five models in the Fight phase with your Warlord (keep a tally from turn to turn).

3

SAGA OF MAJESTY

The Warlord speaks with the wisdom of the ages, inspiring his men to acts of valour and greatness.

If a unit is affected by this saga, they automatically pass Morale tests. In addition, if your Warlord is a CHARACTER, increase the range of any aura abilities they have by 3" (e.g. the Great Wolf and Jarl of Fenris), excluding Explodes, Healing Balms, Battlesmith, this Warlord Trait, abilities of Relics of the Fang and effects of psychic powers.

Deed of Legend: Slay the enemy Warlord with your Warlord.

4

SAGA OF THE BEASTSLAYER

This hero has slain some of the mightiest beasts in the galaxy. Such a hero embodies Russ’ strength and courage.

Add 1 to wound rolls for attacks made by a unit affected by this saga that target a MONSTER or VEHICLE.

Deed of Legend: Slay an enemy MONSTER or VEHICLE with your Warlord.

5

SAGA OF THE HUNTER

A master of the chase, ever has this hero tracked his prey from the shadows. Such a warrior exemplifies his Primarch’s hunting instincts.

A unit affected by this saga in your Charge phase can charge even if it Advanced earlier in the turn.

Deed of Legend: Successfully charge an enemy unit with your Warlord.

6

SAGA OF THE BEAR

When this hero plants his feet firmly, he stands as strong as the mountains of Asaheim.

Roll a dice each time a model affected by this saga loses a wound; on a 6, that model does not lose a wound. This saga has no effect on models with a similar ability (e.g. Bjorn the Fell-Handed’s Legendary Tenacity ability).

Deed of Legend: Successfully pass a saving throw for your Warlord.


Named Characters and Warlord Traits

The mightiest warriors of Fenris are renowned as much for their methodology as they are for their deeds on the battlefield. If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.

NAMED CHARACTERWARLORD TRAIT
Bjorn the Fell-handedSaga of Majesty 
Arjac RockfistSaga of the Bear 
Ragnar BlackmaneSaga of the Warrior Born 
Krom DragongazeSaga of the Warrior Born 
Harald DeathwolfSaga of the Wolfkin 
Canis WolfbornSaga of the Wolfkin 
Njal StormcallerSaga of Majesty 
Njal Stormcaller in Runic Terminator ArmourSaga of Majesty 
Ulrik the SlayerSaga of the Beastslayer 
Logan GrimnarSaga of Majesty 
Logan Grimnar on StormriderSaga of Majesty 

Tactical Objectives

D66Result
11Oath of Vengeance 
12The Stuff of Sagas 
13Unleash the Wolves 
14Counter-attack 
15Hunt With Cunning 
16The Heroes of Fenris 

The Space Wolves are not just an army of heroes – they are a flexible and effective fighting force, able to dictate the flow of battle to achieve any objective, no matter the odds.

If your army is led by a SPACE WOLVES Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Space Wolves player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Space Wolves Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.

11
OATH OF VENGEANCE
Space Wolves

Uphold the honour of the Sons of Russ by slaying a great enemy of Fenris and settling an ancient vendetta.

When this Tactical Objective is generated, your opponent must select a unit in their army (this must be a CHARACTER, if there is one). Score 1 victory point if the chosen unit is destroyed.

12
THE STUFF OF SAGAS
Space Wolves

Seek out and slay the most monstrous of foes – prevail, and know that the saga of your victory will be told for ages to come.

Score 1 victory point if an enemy VEHICLE or MONSTER is destroyed. If the last wound suffered by that model was inflicted by a friendly SPACE WOLVES CHARACTER, score D3 victory points instead.

13
UNLEASH THE WOLVES
Space Wolves

When the moment is right and the prey is there for the taking, howl with your brothers and strike as a pack.

Score 1 victory point at the end of your Charge phase if at least two friendly SPACE WOLVES units made a successful charge in that phase.

14
COUNTER-ATTACK
Space Wolves

Hold your ground no matter what; throw back every enemy assault and do not let a single foe pass.

Score 1 victory point if a friendly SPACE WOLVES unit makes a Heroic Intervention.

15
HUNT WITH CUNNING
Space Wolves

Land your attack where it will cause the most damage; remember that a true hunter strikes from an unseen and unexpected angle.

Score 1 victory point at the end of your turn if at least one enemy unit was destroyed in your turn. If the last model in the enemy unit was slain by an attack made by a unit that was set up on the battlefield during the turn, score D3 victory points instead.

16
THE HEROES OF FENRIS
Space Wolves

The greatest champions amongst the Sons of Russ must take the fight to the enemy, leading by example to inspire their pack-brothers.

Score 1 victory point if at least one friendly SPACE WOLVES CHARACTER begins the Fight phase within 1" of an enemy unit. If 2 to 4 friendly SPACE WOLVES CHARACTERS begin the Fight phase within 1" of an enemy unit, score D3 victory points instead. If 5 or more friendly SPACE WOLVES CHARACTERS begin the Fight phase within 1" of an enemy unit, score D3+3 victory points instead.


Relics of the Fang

The armouries of the Space Wolves’ fortress monastery overflow with finely crafted weapons, all the better to bring death to the enemies of the Allfather. Amongst these weapons are unique and treasured artefacts that are only entrusted to the greatest heroes of Fenris. Each is a potent relic that has the power to change the outcome of a battle or even a war.

If your army is led by a SPACE WOLVES Warlord, then before the battle you may give one of the following Relics of the Fang to a SPACE WOLVES CHARACTER. Named characters such as Ulrik the Slayer already have one or more artefacts, and cannot be given any of the following relics.
Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Relics of the Fang your characters may have on your army roster.

BLACK DEATH

Several sagas detail the monsters and fell champions slain by the Banisvatr – Black Death. They tell of how the runic enchantments etched into the ebon blade glow darkly in battle, transforming the bearer into a relentless killing machine.

Model with frost axe only. Black Death replaces the bearer’s frost axe and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Black Death
Melee
Melee
+2
-2
1
Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.

FROSTFURY

Crafted long ago by an unremembered Tech-Adept, Frostfury has the appearance of an elaborately decorated storm bolter, but its chambers are fitted to fire bolt rounds tipped with helfrost warheads. Upon impact these rounds release an explosive blast of glimmerfrost crystals, which can freeze and shatter the target in an instant.

Model with a storm bolter only. Frostfury replaces the bearer’s storm bolter and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Frostfury
24"
Assault 4
4
-1
2
Abilities: If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 4+, the target suffers a mortal wound.

HELM OF DURFAST

The device bound into Durfast’s wolf helm grants the wearer glimpses of the past, present and future, allowing them to track their targets on the battlefield with unerring accuracy. This device was first discovered on Mordrak after Durfast and his Great Company defeated the Ork Waaagh! that had beset the planet’s techno-savants.

You can re-roll failed hit rolls for this model’s ranged attacks. In addition, enemy units never gain any bonus to their saving throws for being in cover for attacks made by this model.

KRAKENBONE SWORD

The Krakenbone Sword was carved from the sternum of a gigantic ocean beast by a smith of the Iron Blood tribe and presented to a young Logan Grimnar. Though it has remained ever sharp, Arjac Rockfist reworked the blade, making it even more deadly, and it is now one of Fenris’ most prized heirlooms.

Model with frost sword only. The Krakenbone Sword replaces the bearer’s frost sword and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Krakenbone Sword
Melee
Melee
+1
-4
1
Abilities: You can re-roll failed wound rolls for this weapon.

THE ARMOUR OF RUSS

This ancient suit of armour was recovered from the Temple of Horus during the Second Great Hunt, and is believed to be none other than that worn by the Wolf-King. Not only is it of exceptional quality, it also exudes an aura of hoarfrost that chills nearby enemies, slowing their movements to a glacial crawl.

This model has a 4+ invulnerable save. In addition, at the start of the Fight phase, choose an enemy unit within 1" of this model. That unit cannot be chosen to fight in the Fight phase until all other units able to fight have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn’t have that ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.

THE WULFEN STONE

This large russet diamond was forged by the Iron Priest Fengri, the greatest artificer of his time, to house the raging spirit of the Wulfen. It is carried to battle only in the most extreme circumstances, and in its presence the caged, bestial nature deep within the Sons of Russ is set free, filling them with violent and uncontrollable rage.

You can make 1 additional attack for models in friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY units that are within 3" of the bearer when they make their attacks in the Fight phase. Units of Wulfen are not affected, nor are units that made a charge while within range of the Curse of the Wulfen (Hunt) ability earlier in the turn. In addition, a unit cannot be affected by both Curse of the Wulfen (Kill) and the Wulfen Stone in the same Fight phase.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Pistols). When this is the case, the unit may take any item from the appropriate list below.

PISTOLS

 • Bolt pistol

 • Plasma pistol

 • Grav-pistol

COMBI-WEAPONS

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

 • Storm bolter

 • Combi-grav1

1 Not included in Codex: Space Wolves

MELEE WEAPONS

 • Chainsword

 • Frost axe

 • Frost sword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

 • Wolf claw

 • Power lance1

1 Not included in Codex: Space Wolves

SPECIAL WEAPONS

 • Flamer

 • Plasma gun

 • Meltagun

HEAVY WEAPONS

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Multi-melta

 • Plasma cannon

TERMINATOR MELEE WEAPONS

 • Chainfist

 • Frost axe

 • Frost sword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

 • Wolf claw

TERMINATOR HEAVY WEAPONS

 • Assault cannon

 • Cyclone missile launcher and storm bolter

 • Heavy flamer

DREADNOUGHT HEAVY WEAPONS

 • Heavy plasma cannon

 • Helfrost cannon

 • Multi-melta

 • Twin lascannon

 • Twin heavy flamer1

 • Twin autocannon1

 • Twin heavy bolter1

 • Assault cannon1

1 Not included in Codex: Space Wolves


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
10
Assault bolter
18"
Assault 3
5
-1
1
-
22
Assault cannon
24"
Heavy 6
6
-1
1
-
22
Assault cannon
24"
Heavy 6
6
-1
1
-
17
Assault plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
24"
Assault 2
7
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
6
Astartes grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Astartes shotgun
12"
Assault 2
4
0
1
If the target is within half range, add 1 to this weapon’s Strength.
1
Auto bolt rifle
24"
Assault 2
4
0
1
-
12
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
22
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
0
1
-
0
Cerberus launcher
18"
Heavy D6
4
0
1
-
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
13
Combi-grav
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
15
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
11
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
38
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
36"
Heavy 2D3
4
0
1
-
 - Krak missile
36"
Heavy 2
8
-2
D6
-
5
Deathwind launcher
12"
Assault D6
5
0
1
-
0
Demolisher cannon
24"
Heavy D3
10
-3
D6
When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
0
Disintegration combi-gun
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Disintegration gun
18"
Rapid Fire 1
5
-3
D6
-
0
Disintegration pistol
9"
Pistol 1
5
-3
D6
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
30
Flamestorm cannon
8"
Heavy D6
6
-2
2
This weapon automatically hits its target.
15
Flamestorm gauntlets (shooting)
8"
Assault 2D6
4
0
1
This weapon automatically hits its target.
Foehammer (shooting)
12"
Assault 1
x2
-3
D3
When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3.
0
Frag grenade
6"
Grenade D6
3
0
1
-
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
28
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
8
Grav-pistol
12"
Pistol 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
0
Grenade harness
12"
Assault D6
4
-1
1
-
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
16
Heavy plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
17
Heavy plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
36"
Heavy 1
9
-4
2
On a hit roll of 1, the bearer is slain.
25
Helfrost cannon
When attacking with this weapon, choose one of the profiles below. If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound.
 - Dispersed beam
24"
Heavy D3
6
-2
1
-
 - Focused beam
24"
Heavy 1
8
-4
D6
-
0
Helfrost destructor
When attacking with this weapon, choose one of the profiles below. If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound.
 - Dispersed beam
24"
Heavy 3D3
6
-2
2
-
 - Focused beam
24"
Heavy 3
8
-4
D6
-
4
Helfrost pistol
12"
Pistol 1
8
-4
D3
If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
6
Icarus ironhail heavy stubber
36"
Heavy 3
4
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
6
Icarus rocket pod
24"
Heavy D3
7
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
25
Kheres pattern assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
4
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
40
Las-talon
24"
Heavy 2
9
-3
D6
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
31
Macro plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
8
-4
1
-
 - Supercharge
36"
Heavy D6
9
-4
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
4
Master-crafted auto bolt rifle
24"
Assault 2
4
0
2
-
3
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
2
-
0
Melta cutter
12"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
14
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Nightwing
12"
Assault D6
3
0
1
-
16
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
50
Orbital array
72"
Heavy D3
10
-4
D6
This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more models, change this weapon’s Type to Heavy D6.
17
Plasma blaster
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
18"
Assault 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
16
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
17
Plasma exterminator
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault D3
7
-3
1
-
 - Supercharge
18"
Assault D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
11
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
15
Plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
30"
Rapid Fire 1
8
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
0
Shock grenade
6"
Grenade D3
*
*
*
This weapon does not inflict any damage. If an enemy INFANTRY unit is hit by any shock grenades, it is stunned until the end of the turn – it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit.
24
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
0
Skyspear missile launcher
60"
Heavy 1
9
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. You can re-roll failed hit rolls for this weapon.
2
Sniper rifle
36"
Heavy 1
4
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
0
Stalker bolt rifle
36"
Heavy 1
4
-2
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
4
Stormfrag auto-launcher
12"
Assault D3
4
0
1
-
21
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
33
Twin autocannon
48"
Heavy 4
7
-1
2
-
2
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
30
Twin helfrost cannon
When attacking with this weapon, choose one of the profiles below. If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound.
 - Dispersed beam
24"
Heavy 2D3
6
-2
1
-
 - Focused beam
24"
Heavy 2
8
-4
D6
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
40
Twin multi-melta
24"
Heavy 2
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
24"
Rapid Fire 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
8
Twin volkite charger
15"
Heavy 4
5
0
2
-
38
Typhoon missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
3
Volkite charger
15"
Heavy 2
5
0
2
-
15
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the firing model.
20
Whirlwind vengeance launcher
72"
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the firing model.
0
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
12
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
22
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
11
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Claw of the Jackalwolf
Melee
Melee
+1
-2
2
You can re-roll failed wound rolls for this weapon.
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
0
Crushing teeth and claws
Melee
Melee
5
-1
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
50
Fenrisian great axe
When attacking with this weapon, choose one of the profiles below.
 - Cleave
Melee
Melee
+4
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
 - Scythe
Melee
Melee
User
-3
1
Make 2 hit rolls for each attack made with this weapon, instead of 1.
15
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
Flurry of teeth and claws
Melee
Melee
5
-1
1
Foehammer (melee)
Melee
Melee
x2
-3
D3
When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3.
10
Frost axe
Melee
Melee
+2
-2
1
-
15
Frost claws
Melee
Melee
+1
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed wound rolls for this weapon.
7
Frost sword
Melee
Melee
+1
-3
1
-
Frostfang
Melee
Melee
+1
-4
2
-
Glacius
Melee
Melee
+2
-2
2
If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound.
17
Great frost axe
Melee
Melee
+3
-3
D3
The bearer can make 1 additional attack with this weapon on a turn in which it has charged.
45
Great wolf claw
Melee
Melee
+4
-2
3
You can re-roll failed wound rolls for this weapon.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
6
Master-crafted power sword
Melee
Melee
User
-3
2
-
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power lance
Melee
Melee
+2
-1
1
-
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
0
Redemptor fist
Melee
Melee
x2
-3
D6
-
9
Relic blade
Melee
Melee
+2
-3
D3
-
12
Runic axe
Melee
Melee
+1
-2
D3
-
10
Runic stave
Melee
Melee
+2
-1
D3
-
10
Runic sword
Melee
Melee
User
-3
D3
-
0
Servo-arm
Melee
Melee
x2
-2
3
Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
Staff of the Stormcaller
Melee
Melee
+2
-1
D3
-
0
Teeth and claws
Melee
Melee
User
-1
1
-
30
Tempest hammer
Melee
Melee
x2
-3
3
If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound. When attacking with this weapon, you must subtract 1 from the hit roll.
0
Termite drill
Melee
Melee
x2
-4
3
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
The Axe Morkai
When attacking with this weapon, choose one of the profiles below.
 - One-handed
Melee
Melee
+2
-3
D3
-
 - Two-handed
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
The Murderclaws
Melee
Melee
x2
-3
3
You can re-roll failed wound rolls for this weapon.
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Trueclaw
Melee
Melee
+5
-4
D6
You can re-roll failed wound rolls for this weapon.
Wolf claw
Melee
Melee
+1
-2
1
You can re-roll failed wound rolls for this weapon. A model armed with two wolf claws can make 1 additional attack with this weapon.
0
Wulfen claws
Melee
Melee
User
-1
1
-
Wyrmclaw
Melee
Melee
+2
-2
D3
-

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Auto Launchers
Instead of shooting any weapons in the Shooting phase, this model can use its auto launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
0
Auxiliary Grenade Launcher
If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30".
15
Blizzard Shield
A model equipped with a blizzard shield has a 4+ invulnerable save.
3
Camo Cloaks
If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.
5
Combat Shield
This model has a 5+ invulnerable save.
2
Grapnel Launchers
When models with grapnel launchers move in the Movement phase, do not count any vertical distance they move against the total they can move (i.e. moving vertically is free for these models in the Movement phase). In addition, during deployment, you can set up this unit, if it is equipped with grapnel launchers, behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases this unit can join the battle – set it up within 6" of a battlefield edge of your choice and more than 9" away from any enemy models.
2
Grav-chutes
During deployment, you can set up this unit, if it is equipped with grav-chutes, in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
5
Psychic Hood
You can add 1 to Deny the Witch tests you take for a model with a psychic hood against enemy PSYKERS within 12".
7
Runic Armour
A model equipped with runic armour has a 5+ invulnerable save.
5
Runic Terminator Armour
Njal Stormcaller has a 4+ invulnerable save.
Storm Shield
A model equipped with a storm shield has a 3+ invulnerable save.
10
Wolf Standard
You can re-roll any dice rolls of 1 when making an Advance or charge move for a unit that has a wolf standard.
Terminator Heavy Weapons
 • Assault cannon
22
 • Cyclone missile launcher and storm bolter
52
 • Heavy flamer
14
Combi-weapons
 • Combi-flamer
8
 • Combi-melta
15
 • Combi-plasma
11
 • Storm bolter
2
 • Combi-grav1
13

1 Not included in Codex: Space Wolves

single/pair
CHARACTERS/other models
Terminator Melee Weapons
 • Chainfist
11
 • Frost axe
10
 • Frost sword
7
 • Lightning claw
 • Power axe
5
 • Power fist
9
 • Power maul
4
 • Power sword
4
 • Thunder hammer
 • Wolf claw
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The BIKER and SPACE WOLVES keywords are used in following Space Wolves datasheets:

HQ
Elites
Fast Attack

The CAVALRY and SPACE WOLVES keywords are used in following Space Wolves datasheets:

HQ
Fast Attack

The DREADNOUGHT and SPACE WOLVES keywords are used in following Space Wolves datasheets:

HQ
Elites
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

The BLOOD CLAWS keyword is used in following Space Wolves datasheets:

Troops
Elites
Fast Attack

The SPACE WOLVES and DREADNOUGHT keywords are used in following Space Wolves datasheets:

HQ
Elites

The RUNE PRIEST keyword is used in following Space Wolves datasheets:

HQ

The WOLF PRIEST keyword is used in following Space Wolves datasheets:

HQ

The SERVITORS keyword is used in following Space Wolves datasheets:

Elites

The WULFEN keyword is used in following Space Wolves datasheets:

Elites
• Wulfen
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.

The VEHICLE and SPACE WOLVES keywords are used in following Space Wolves datasheets:

The SPACE WOLVES and PSYKER keywords are used in following Space Wolves datasheets:

HQ

The LAND SPEEDER and SPACE WOLVES keywords are used in following Space Wolves datasheets:

Dedicated Transport
Fast Attack
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Ironclad Dreadnought/other models
Army List
© Vyacheslav Maltsev 2013-2019