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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 1Index81.3(?)September 2019
  Space WolvesCodex81.4September 2019
  Forge World: Termite Assault DrillDataslate8June 2018
  Chapter Approved 2018 EditionExpansion81.2September 2019
  Imperium Nihilus: Vigilus DefiantExpansion81.3October 2019
  Vanguard Space MarinesCodex81.0April 2019
  Games Workshop: Battle Tanks and Troop Transports Rules PreviewDataslate8June 2019
  Repulsor Executioner UpdateDataslate8July 2019
  Space Marines IICodex82.1September 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 successfully manifest Jaws of the World Wolf and select a unit that contains models with different Move characteristics, which one is used when resolving this psychic power?
 A
Use the lowest Move characteristic of models in the unit when this power is resolved.
 Q: If I use the Lone Wolf Stratagem to affect an Infiltrator Helix Adept who is the only model remaining from that unit, can I subsequently use the Helix Adept ability to return slain models to that unit?
 A
No.
 Q: When a unit with the And They Shall Know No Fear ability takes a Morale test, is the number that is added to the dice roll for the number of models destroyed in that unit for that turn considered to be a modifier (for the purposes of applying re-rolls before modifiers)?
 A
No, the number added is not considered to be a modifier.
 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.
 Q: Can the Killshot Stratagem be used to affect Deimos Pattern Relic Predators?
 A
No. The Killshot Stratagem can only be used to affect models using the Predator datasheet.
 Q: If I use the Hellfire Shells or Flakk Missile Stratagem and I hit, do I continue to roll to wound and do damage normally in addition to doing mortal wounds?
 A
No, the normal attack sequence ends.
 Q: Which part of a Drop Pod should I measure distances from and to, especially if the model has been assembled so its doors can be opened or closed?
 A
Measure all distances to and from any part of the model, including its doors. If this model has been assembled such that you can lower and raise its doors, then when this model is first set up in the battlefield choose whether the doors will be lowered or raised – you cannot raise or lower the doors thereafter during the battle.

Designer’s Note: Choosing to set this model up in the ‘raised doors position’ simply represents the doors closing the instant after its passengers have disembarked.

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.

Imperium Nihilus: Vigilus Defiant

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
 A
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: Is a BLOOD ANGELS, DARK ANGELS, SPACE WOLVES or DEATHWATCH Detachment also a Space Marines Detachment?
 A
No. As defined in Codex: Space Marines, a Space Marines Detachment is a Detachment that only includes units with one of the following Faction keywords: <CHAPTER>, ULTRAMARINES, IMPERIAL FISTS, SALAMANDERS, WHITE SCARS, RAVEN GUARD, IRON HANDS, CRIMSON FISTS or BLACK TEMPLARS.
 Q: What are the differences between the Stalker Pack’s Saga of the Savage and the Saga of the Wolfkin?
 A
The Saga of the Savage has a Deed of Legend that is slightly easier to achieve, but its effects only work when an affected model has made a charge move, while the Saga of the Wolfkin works not only when an affected unit makes a charge move, but also when it is charged or performs a Heroic Intervention.
 Q: How does the Stalker Pack’s Blood Scent Stratagem work against Ork units that have used the Mob Up Stratagem? Is the number of models in the unit when it is merged considered to be the unit’s initial size, or are prior casualties from either of the original units enough to allow the use of this Stratagem?
 A
If either of the units that were combined with the Mob Up Stratagem had suffered casualties before the Stratagem was used, the merged unit counts as having suffered casualties for the purposes of this Stratagem.

Codex: Vanguard Space Marines

 Q: If a unit has a rule that says enemy units cannot set up within a certain distance of it (e.g. Omni-scramblers), but an enemy unit has a rule that says it can set up within a certain distance (e.g. Vexilla Teleport Homer and Lying in Wait), which takes precedence?
 A
The rule that says you cannot be set up within a certain distance (in the example instance, Omni-scramblers) always takes precedence.
 Q: Can a bolt sniper rifle that is firing mortis rounds target a CHARACTER that is not the closest enemy unit and not visible to the firing model?
 A
Yes.
 Q: If I use the Princeps of Deceit Warlord Trait to redeploy units from my army and those units have an ability that allows them to set up in a different manner (e.g. Concealed Positions and Grav-chute), can those units use their abilities when they redeploy?
 A
No. These units must be deployed as described in the Deployment section of the mission you are playing (typically, this means on the battlefield and wholly within your own deployment zone).
 Q: If I use the Auspex Scan Stratagem to shoot with my Warlord as if it were my Shooting phase, can that Warlord then move as if it were my Movement phase if he has the Shoot and Fade Warlord Trait?
 A
Yes.
 Q: If a Librarian in Phobos Armour has the Tome of Malcador Relic, does he know one additional power from the Librarius discipline or from the Obscuration discipline?
 A
They know one additional power from the Librarius discipline.
 Q: If an enemy unit has a weapon or ability that allows them to target CHARACTERS even if they are not the closest enemy unit, and a CHARACTER from my army is under the effects of the Shrouding psychic power, which takes precedence?
 A
The Shrouding psychic power takes precedence.

Abilities

The following ability is common to several SPACE WOLVES units:

Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline and Shock Assault.

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.

Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR , BIKER or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.

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.

Specialist Detachments

Space Wolves Stalker Pack

Prowling through the smoke of corpse-strewn battlefields come the Space Wolves Stalker Packs, their eyes glinting gold in the fires of war. When they have the scent of their prey in their nostrils there is no escape, for these are hunters beyond compare, and savage on the attack.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

STALKER PACK

Specialist Detachment Stratagem

From the shadows come Space Wolves Stalker Packs, pursuing their quarry with unwavering ferocity. Once the enemy realises they are being pursued, it is often too late to evade their fate.

Use this Stratagem when choosing your army. Pick a SPACE WOLVES Detachment from your army to be a Stalker Pack Specialist Detachment. BATTLE LEADERS, BLOOD CLAWS and REIVERS in that Detachment gain the STALKER PACK keyword.

WARLORD TRAIT
If a STALKER PACK CHARACTER is your Warlord, you can give them the following Warlord Trait.

SAGA OF THE SAVAGE

Tales are told of this warrior’s bestial fury. Akin to a Fenrisian Wolf alpha, he hunts down his prey before despatching them with brutal efficiency.

Add 1 to the Attacks characteristics all models in a unit affected by this saga if it made a charge move in the same turn.

Deed of Legend: Enemy models lose at least 5 wounds as a result of attacks made by your Warlord’s melee weapons in a single phase.

RELICS OF THE FANG
If your army includes any Stalker Pack Specialist Detachments, you can give the following relic to a STALKER PACK CHARACTER in your army:

IRONFANG OF AMMAGRIMGUL

Forged from iron mined deep within the mountain Ammagrimgul on Fenris, many songs are sung of this artificer weapon and the blood it has spilled in battle with the Emperor’s foes.

Model with power axe only. The Ironfang of Ammagrimgul replaces the bearer’s power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ironfang of Ammagrimgul
Melee
Melee
+1
-2
D3
Abilities: If the wound roll for an attack made by this weapon is an unmodified 6, the target model suffers D3 mortal wounds instead of the normal damage.

STRATAGEMS
If your army includes any Stalker Pack Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

BLOOD SCENT

Space Wolves Stratagem

Once blood has been drawn, the warriors of the Stalker Pack fall upon their enemies like savage wolves, tearing them to pieces.

Use this Stratagem in the Fight phase. Pick an enemy INFANTRY or MONSTER unit that has suffered any casualties, or has any models in it with less than their starting number of wounds. Add 1 to wound rolls for attacks made by STALKER PACK units from your army that target that enemy unit until the end of that phase.
1CP

PACK KILLERS

Space Wolves Stratagem

With the scent of blood in their nostrils, the Stalker Pack first tempt their foe, testing out weaknesses in the enemy lines, before descending with murderous intent.

Use this Stratagem after a STALKER PACK unit makes a charge move. Pick another friendly STALKER PACK unit within 12" of the unit that charged. Until the end of that phase, you can roll 3D6 when making Charge moves with that unit and discard the dice with the lowest score.

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

The guns and ships of the Imperium stand ready to unleash hell at the Space Marines’ command.

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

Space Marine Predators often hunt in packs, combining their firepower to devastating effect.

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

Flakk missiles are designed to eliminate light aircraft by unleashing a payload of shrapnel that shreds armour and ruptures vital systems.

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

Faced with a powerful enemy, recklessness can become heroism.

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

Warriors entombed within Dreadnoughts have seen countless battles, and their knowledge of war is a prized weapon.

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

Where the Rune Priest unleashes his might, blinding Fenrisian tempests are sure to follow.

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

To the mightiest warriors go the greatest gifts.

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

The most successful hunts are those where the prey doesn’t know they are being hunted.

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

A Wolf Priest’s tutelage is never-ending.

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

A Space Marine whose packmates have all been slain fights with even greater tenacity to avenge his fallen battle-brothers.

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

The Rune Priests’ familiars act as battlefield spies, alerting nearby Space Wolves when unseen enemies approach.

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

The joy of battle is more powerful than the greatest fear.

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

Thunderwolf Cavalry posses a staggering capacity for violence.

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

The final act of a saga should be its most glorious.

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

The war cry of a Wolf Lord signals death, and can chill the blood of the most hardened foes.

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

The Sons of Russ drill for extreme close-quarters firefights.

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

The most dangerous foes are the source of the greatest glory, and the champions of the Space Wolves seek them eagerly.

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

Long Fangs can spot the weakness in any enemy line.

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

The talismans borne into battle by Space Wolves can ward off even the most devastating psychic manifestations.

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

Bellicose machine spirits shield Space Wolves vehicles from attacks that would otherwise pierce their thick hides.

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

Hellfire shells erupt in the midst of the foes, showering them with flesh-melting mutagenic acid.

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

Empowered by their psychic brethren, Space Wolves psykers can unleash even greater devastation upon their enemies.

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

Using batteries of auspex arrays, a Land Speeder can vox the precise coordinates of an enemy to an awaiting Whirlwind.

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

The heightened sense of the Space Wolves allows them to sniff out prey wherever, or however, it has hidden.

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

The Space Wolves have never forgotten their ten thousand year old charge to deliver the Emperor’s vengeance to the Sons of Magnus.

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

The Space Wolves were created for battle, and it is through this glorious act that their honour is earned.

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

The sheer power of a Space Marine armoured assault can shatter all before it in a firestorm of high-explosive rounds.

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.

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.


Obscuration Discipline

Those Space Marine Librarians seconded to Vanguard operations are trained in the psychic arts of obscuration and illusion. They weave impenetrable cloaks of warp energy around their battle-brothers, conjure haunting visions to distract and terrify their foes, and ease the Vanguard formations’ passage through enemy territory.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Obscuration 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

Shrouding

The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows.

Shrouding has a warp charge value of 6. If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 18" of the psyker. Until the start of your next Psychic phase, enemy models can only shoot this unit if it is the closest target that is visible to them.

2

Scryer’s Gaze

The psyker shares his warp-sight with his brethren, causing their eyes to glow with an ethereal light. So empowered, no foe can escape their omniscient gaze; the souls of their targets flare like flaming beacons in the dark.

Scryer’s Gaze has a warp charge value of 6. If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll failed hit rolls for attacks made with that units ranged weapons, and enemy models do not receive the benefit of cover to their saving throws against ranged attacks made by that unit.

3

Temporal Corridor

The psyker creates an invisible corridor in which the passage of time is altered, allowing his allies to traverse the battlefield with supernatural swiftness.

Temporal Corridor has a warp charge value of 6. If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase.

4

Hallucination

The psyker conjures images out of his foes’ own memories - from past allies seemingly returned from the dead, to apparitions wrought from their darkest nightmares. Paranoia, confusion and panic reign under such a psychic assault.

Hallucination has a warp charge value of 6. If manifested, select an enemy unit within 18" of and visible to the psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership characteristic. In addition, your opponent must roll 2D6 - if the result is greater than that unit’s Leadership characteristic, subtract 1 from hit rolls made for that unit until the start of your next Psychic phase.

5

Tenebrous Curse

As the psyker twists his hand, a psychic bolt lances through his foes’ minds. As they reel from the assault, their own shadows seemingly come to life, pulling their casters to the ground with frenzied determination.

Tenebrous Curse has a warp charge value of 6. If manifested, select an enemy unit that cannot FLY and is visible to and within 18" of the psyker. That unit suffers a mortal wound. In addition, until the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance or Charge rolls made for it.

6

Mind Raid

The psyker peers into the mind of the foe, raiding their thoughts for secret codes, battle plans, the location of hidden forces and any other tactical information that might be useful. Such brute psychic interrogation doubtless inflicts severe cerebral trauma on its victim.

Mind Raid has a warp charge value of 6. If manifested, select an enemy model within 18" of and visible to the psyker. That model’s unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a CHARACTER, you can then roll 3D6. If the result is equal to or higher than that models Leadership characteristic, you gain 1 Command Point.


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 

Vanguard Warlord Traits

The commanders of the Vanguard strike forces are masters of covert warfare and stealth tactics. Each has led countless operations deep into enemy territory, wreaking untold damage upon heretic and xenos forces.

If a PHOBOS CHARACTER is your Warlord, you can generate a Warlord Trait for him 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.
D6WARLORD TRAIT
1

SHOOT AND FADE

This master of ambush never lets his enemies settle, constantly harrying them with fire before fading back into the shadows.

Immediately after making a shooting attack apart from when firing Overwatch your Warlord can move as if it were the Movement phase. If it does, it must Advance as part of this move.

2

PRINCEPS OF DECEIT

None can anticipate this leaders strategies, for he is peerless in the arts of subterfuge and misinformation.

If your Warlord has this trait, then at the start of the first battle round, but before the first turn has begun, pick up to three friendly SPACE WOLVES INFANTRY units that are on the battlefield. You can immediately remove these units from the battlefield and set them up again as described in the Deployment section of the mission you are playing (if both players have abilities that allow them to redeploy units, roll off and the winner chooses which player redeploys their units first).

3

MASTER OF THE VANGUARD

This Space Marine is a living legend of the Vanguard formations, and an inspiration to his battle-brothers.

Add 1" to the Move characteristic of friendly SPACE WOLVES units whilst they are within 6' of your Warlord. In addition, add 1 to Advance and charge rolls made for friendly SPACE WOLVES units whilst they are within 6" of your Warlord.

4

STEALTH ADEPT

Few are as adept at slipping through enemy-held territory and avoiding the wary eyes of sentries as this warrior of the Vanguard forces.

Subtract 1 from hit rolls that target your Warlord.

5

TARGET PRIORITY

This tactician is constantly analysing the battlefield, seeking opportune targets and directing pinpoint hails of fire at them.

Instead of shooting with your Warlord in your Shooting phase, you can select one friendly SPACE WOLVES unit within 3" of it and one enemy unit that is visible to your Warlord. Until the end of the phase, add 1 to hit rolls for attacks made by that friendly unit that target that enemy unit.

6

MARKSMAN'S HONDORS

One of the finest sharpshooters in the galaxy, this Vanguard commander is capable of bringing down almost any foe with surgical precision.

The Damage characteristic of ranged weapons your Warlord is armed with is increased by 1. In addition, you can re-roll failed hit and wound rolls for shooting attacks made by your Warlord. This Warlord Trait does not apply to Grenade weapons, but does apply to Relics of the Fang.


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
Accelerator autocannon
48"
Heavy 2
7
-2
2
-
30
Aiolos missile launcher
60"
Heavy 2D3
6
-1
1
-
0
Air defence missiles
48"
Heavy D3
8
-2
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.
50
Anvillus autocannon battery
36"
Heavy 8
8
-1
2
-
75
Arachnus heavy lascannon battery
48"
Heavy 2
10
-4
D6
When attacking with this weapon, if at least one dice roll when determining Damage is inflicted is a natural ‘6’ then a mortal wound is inflicted in addition to other damage.
8
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
-
15
Assault plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
24"
Assault 2
7
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
6
Astartes grenade launcher
When you choose this weapon to shoot with, select 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
When resolving an attack made with this weapon against a unit that is within half range, this weapon has a Strength characteristic of 5 for that attack.
1
Auto bolt rifle
24"
Assault 3
4
0
1
-
12
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
17
Bellicatus missile array
When you choose this weapon to shoot with, select one of the profiles below.
 - Krak missiles
48"
Heavy 1
8
-2
D6
-
 - Frag missiles
48"
Heavy D6
4
0
1
-
 - Icarus missiles
48"
Heavy D3
7
-1
D3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
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
-
3
Bolt sniper rifle
When you choose this weapon to shoot with, select one of the profiles below.
 - Executioner round
36"
Heavy 1
5
-1
1
This weapon can target units that are not visible to the bearer, and can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
 - Hyperfrag round
36"
Heavy D3
5
0
1
This weapon can target a CHARACTER unit even if it is not the closest enemy unit.
 - Mortis round
36"
Heavy 1
5
-2
D3
This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
22
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
0
1
-
30
C-beam cannon
72"
Heavy 1
6
-3
D3
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
0
Cerberus launcher
18"
Heavy D6
4
0
1
-
2
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
8
Combi-flamer
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
13
Combi-grav
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
15
Combi-melta
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
11
Combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
32
Cyclone missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
36"
Heavy 2D3
4
0
1
-
 - Krak missile
36"
Heavy 2
8
-2
D6
-
75
Cyclonic melta lance
18"
Heavy 2D3
9
-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.
0
Deathstorm cannon array
12"
Heavy 6
6
-1
1
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
0
Deathstorm missile array
18"
Heavy 2
8
-2
D3
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
5
Deathwind launcher
12"
Assault D6
5
0
1
-
0
Demolisher cannon
24"
Heavy D6
10
-3
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
-
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
If the Relic Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
35
Dreadnought inferno cannon
8"
Heavy D6
6
-1
2
This weapon hits its target automatically.
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
100"
Heavy 2D6
8
-3
2
When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
100"
Heavy 2
14
-4
6
-
0
Firefury missile battery
72"
Heavy 4
6
-1
1
-
6
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
25
Flamestorm cannon
12"
Heavy D6
6
-2
2
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
14
Flamestorm gauntlets (shooting)
8"
Assault 2D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Foehammer (shooting)
12"
Assault 1
x2
-3
D3
When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3.
0
Frag grenades
6"
Grenade D6
3
0
1
-
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
20
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
8
Grav-pistol
12"
Pistol 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
15
Graviton blaster
18"
Assault 2
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 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
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
40
Heavy laser destroyer
72"
Heavy 2
10
-4
D6
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
0
Heavy neutron pulse array
72"
Heavy 3
14
-4
3+D6
Any VEHICLE which suffers wounds from this weapon but is not slain subtracts 1 from its Shooting hit rolls until the end of its controlling player’s next Shooting phase.
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
16
Heavy plasma cannon
When you choose this weapon to shoot with, select 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 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
17
Heavy plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
36"
Heavy 1
9
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
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.
0
Helios launcher
72"
Heavy 2D6
7
-1
1
This weapon can target units that are not visible to the bearer.
40
Hellfire plasma carronade
24"
Heavy 5
8
-3
3
For each hit roll of a 1, the bearer suffers one single mortal wound after all of the weapon’s shots have been resolved.
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
30
Hyperios launcher
72"
Heavy 2D3
8
-2
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. This weapon can target units not visible to the firing model.
6
Icarus ironhail heavy stubber
36"
Heavy 3
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
6
Icarus rocket pod
24"
Heavy D3
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
15
Incendium cannon
12"
Heavy 2D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
45
Infernus cannon
8"
Heavy 2D6
5
-1
2
This weapon hits its target automatically.
5
Instigator bolt carbine
24"
Assault 1
4
-1
2
This weapon can target a CHARACTER even if it is not the closest enemy unit.
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
5
Ironhail skytalon array
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can FLY; otherwise subtract 1 from the hit roll.
25
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
22
Kheres pattern assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
4
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
15
Las fusil
36"
Heavy 1
8
-3
3
-
40
Las-talon
24"
Heavy 2
9
-3
D6
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
 - Volley fire
36"
Heavy 2
9
-3
3
-
 - Overcharge fire
36"
Heavy 2
10
-5
6
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
31
Macro plasma incinerator
When you choose this weapon to shoot with, select 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 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
50
Magna-melta cannon
24"
Heavy D3
10
-4
D6
If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
0
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
4
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
3
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
6
Master-crafted instigator bolt carbine
30"
Assault 1
4
-2
3
This weapon can target a CHARACTER unit even if it is not the closest enemy unit.
4
Master-crafted occuius bolt carbine
24"
Rapid Fire 1
4
0
2
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
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
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
20
Missile launcher
When you choose this weapon to shoot with, select 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
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
0
Neutron pulse cannon
48"
Heavy 3
12
-4
D6
Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player’s next turn.
Nightwing
12"
Assault D6
3
0
1
-
0
Occulus bolt carbine
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
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 you choose this weapon to shoot with, select one of the profiles below.
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
18"
Assault 2
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
21
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharged
18"
Assault 2
8
-3
2
For each hit roll of 1, the bearer suffers a single mortal wound.
16
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
40
Plasma destroyer
36"
Heavy 2D3
7
-3
2
-
17
Plasma exterminator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
18"
Assault D3
7
-3
1
-
 - Supercharge
18"
Assault D3
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
11
Plasma gun
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
15
Plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
30"
Rapid Fire 1
8
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
0
Punisher rotary cannon
36"
Heavy 18
5
-1
1
-
36
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
45
Quad launcher
When firing this weapon, select one of the two profiles below:
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
60"
Heavy 4D3
5
0
1
This weapon can target units not visible to the firing model.
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
40
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
This weapon can target units not visible to the firing model.
0
Shock grenades
6"
Grenade D3
*
*
*
This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll: instead the target is stunned until the end of the turn. A stunned unit cannot fire Overwatch, and 1 is subtracted from hit rolls for attacks made by models in that unit.
0
Siege melta array
12"
Heavy 4D3
9
-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
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
42
Skyreaper battery
48"
Heavy 8
7
-1
5
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
When resolving an attack made with this weapon, you can re-roll the hit roll, and you add 1 to the hit roll if the target can FLY.
2
Sniper rifle
36"
Heavy 1
4
0
1
This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
0
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
50
Storm cannon array
24"
Heavy 10
7
-2
2
-
4
Stormfrag auto-launcher
12"
Assault D3
4
0
1
-
21
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
10
Tempest salvo launcher
36"
Heavy D3
6
-3
2
-
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
-
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
0
Twin accelerator autocannon
48"
Assault 8
7
-1
2
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
33
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
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
-
48
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
-
10
Twin Icarus ironhail heavy stubber
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
20
Twin ironhail autocannon
48"
Heavy 6
7
-1
2
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
120
Twin magna-melta
24"
Heavy 2D3
10
-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.
40
Twin multi-melta
24"
Heavy 2
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
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.
0
Twin volcano cannon
120"
Heavy 2D6
16
-5
2D6
You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
8
Twin volkite charger
15"
Heavy 4
5
0
2
-
32
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
25
Vengeance launcher
48"
Heavy 2D6
5
-1
1
-
3
Volkite charger
15"
Heavy 2
5
0
2
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
15
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the bearer.
20
Whirlwind vengeance launcher
72"
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the bearer.
0
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-
30
Xiphon missile battery
60"
Heavy 3
6
-2
3
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
12
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, 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.
0
Caestus ram
Melee
Melee
User
-3
D6
Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
11
Chainfist
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 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
When the bearer fights, it makes 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.
0
Crushing tracks
Melee
Melee
User
-2
D3
-
Dreadnought chainfist
Melee
Melee
x2
-4
4
-
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.
14
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, 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.
0
Invictor fist
Melee
Melee
x2
-3
3
-
Leviathan siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Leviathan siege drill
Melee
Melee
x2
-4
4
-
Lightning claw
Melee
Melee
User
-2
1
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
6
Master-crafted power sword
Melee
Melee
User
-3
2
-
0
Paired combat blades
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, 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
-
30
Seismic hammer
Melee
Melee
x2
-4
5
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Servo-arm
Melee
Melee
x2
-2
3
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, 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 resolving an attack made with this weapon, 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
35
Atomantic Pavaise
If equipped with an atomantic pavaise, all friendly SPACE WOLVES units that are wholly within 6" of the Relic Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing invulnerable saves.
0
Auto Launchers
Instead of shooting in your Shooting phase, this model can use its auto launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
1
Auxiliary Grenade Launcher
If a model has an auxiliary grenade launcher, Grenade weapons that model is equipped with have a Range characteristic of 30".
15
Blizzard Shield
A model equipped with a blizzard shield has a 4+ invulnerable save.
3
Camo Cloak
When resolving an attack made with a ranged weapon against this model whilst it is receiving the benefit of cover, add 2 to the saving throw instead of 1.
5
Combat Shield
This model has a 5+ invulnerable save.
2
Grapnel Launchers (Reivers)
If every model in this unit has a grapnel launcher, then during deployment you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

If a model in this unit has a grapnel launcher, then when that model moves in your Movement phase, do not count any vertical distance it moves against the total it can move that turn.
2
Grav-chute
If this model has a grav-chute, then during deployment you can set up this model in low altitude instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
10
Haywire Mine
In your Movement phase, one model from your army with a haywire mine that has not been primed can prime it. At any point during that model’s move, place one Primed Haywire Mine within 1" of it, more than 3" away from any enemy models and more than 6" away from any other Primed Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed Haywire Mine is then removed from play.

The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
10
Infiltrator Comms Array
Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly SPACE WOLVES PHOBOS WOLF LORD or SPACE WOLVES PHOBOS BATTLE LEADER models on the battlefield, this unit is always treated as being within range of those models’ Jarl of Fenris and Huskarl to the Jarl abilities.
18
Orbital Comms Array
In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 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.
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.
18
Shield Dome
A model with a shield dome has a 4+ invulnerable save.
0
Smoke Grenades
Once per battle, instead of shooting in your Shooting phase, this unit can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
Storm Shield
A model 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.
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.
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.
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.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a result that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must roll all of those dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied.
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
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.
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.

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

HQ
Elites
Fast Attack
Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR , BIKER or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
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.
Number of Attacks (melee)
The number of close combat attacks a model makes against its target is determined by its Attacks characteristic. You roll one dice for each close combat attack being made. For example, if a model has an Attacks characteristic of 2, it can make 2 close combat attacks and you can therefore roll 2 dice.

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

HQ
Fast Attack
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.

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

Troops
Elites
Fast Attack

The REIVERS keyword is used in following Space Wolves datasheets:

Elites
• Reivers
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.
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.

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
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.
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.

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

Dedicated Transport
Elites
Fast Attack
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 ADEPTUS ASTARTES and PHOBOS keywords are used in following Space Wolves datasheets:

HQ
Troops
Elites
• Reivers
Heavy Support
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
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.

The PHOBOS and CHARACTER keywords are used in following Space Wolves datasheets:

HQ
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.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll a D6, and whoever scores highest wins the roll-off. In the case of a tie, both players re-roll their D6; this is the only time players can reroll a re-roll – if the second and subsequent rolls are also tied, keep on rolling until a winner is decided.
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.
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.
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.

Absolvor bolt pistol used in following datasheets:

HQ

Accelerator autocannon used in following datasheets:

Fast Attack
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.

Aiolos missile launcher used in following datasheets:

Elites

Air defence missiles used in following datasheets:

Fast Attack

Anvillus autocannon battery used in following datasheets:

Elites

Arachnus heavy lascannon battery used in following datasheets:

Elites

Assault bolter used in following datasheets:

Fast Attack

Assault cannon used in following datasheets:

HQ
Dedicated Transport
Elites
Fast Attack
Flyers
Heavy Support

Assault plasma incinerator used in following datasheets:

Heavy Support

Astartes grenade launcher used in following datasheets:

Fast Attack

Astartes shotgun used in following datasheets:

Elites
Fast Attack

Auto bolt rifle used in following datasheets:

Troops

Auto boltstorm gauntlets (shooting) used in following datasheets:

Elites

Bellicatus missile array used in following datasheets:

Dedicated Transport

Bolt carbine used in following datasheets:

HQ
Elites
• Reivers

Bolt rifle used in following datasheets:

Troops
Elites

Bolt sniper rifle used in following datasheets:

Heavy Support

Boltstorm gauntlet (shooting) used in following datasheets:

HQ

C-beam cannon used in following datasheets:

Elites

Cerberus launcher used in following datasheets:

Dedicated Transport

Cyclone missile launcher used in following datasheets:

Elites
Heavy Support

Cyclonic melta lance used in following datasheets:

Heavy Support

Deathstorm cannon array used in following datasheets:

Fast Attack

Deathstorm missile array used in following datasheets:

Fast Attack

Deathwind launcher used in following datasheets:

Dedicated Transport

Demolisher cannon used in following datasheets:

Heavy Support
Lords of War

Disintegration combi-gun used in following datasheets:

Elites

Disintegration pistol used in following datasheets:

Elites

Dreadhammer siege cannon used in following datasheets:

Lords of War

Dreadnought inferno cannon used in following datasheets:

HQ
Heavy Support

Fellblade accelerator cannon used in following datasheets:

Lords of War

Firefury missile battery used in following datasheets:

Flyers

Flamer used in following datasheets:

Troops
Elites
Fast Attack
Heavy Support

Flamestorm cannon used in following datasheets:

Heavy Support

Flamestorm gauntlets (shooting) used in following datasheets:

Elites

Foehammer (shooting) used in following datasheets:

HQ

Fragstorm grenade launcher used in following datasheets:

Dedicated Transport
Elites
Heavy Support

Grav-cannon and grav-amp used in following datasheets:

HQ

Grav-flux bombard used in following datasheets:

Heavy Support

Grav-pistol used in following datasheets:

HQ

Graviton blaster used in following datasheets:

Elites

Grenade harness used in following datasheets:

Elites

Heavy bolt pistol used in following datasheets:

HQ
Elites
• Reivers

Heavy laser destroyer used in following datasheets:

Heavy Support

Heavy neutron pulse array used in following datasheets:

Lords of War

Heavy onslaught gatling cannon used in following datasheets:

Dedicated Transport
Elites
Heavy Support

Heavy plasma cannon used in following datasheets:

HQ
Elites
Heavy Support

Heavy plasma incinerator used in following datasheets:

Heavy Support

Helfrost cannon used in following datasheets:

HQ
Elites

Helfrost destructor used in following datasheets:

Flyers

Helfrost pistol used in following datasheets:

HQ

Helios launcher used in following datasheets:

Heavy Support

Hellfire plasma carronade used in following datasheets:

Elites

Hellstrike battery used in following datasheets:

Lords of War

Hurricane bolter used in following datasheets:

Heavy Support

Hyperios launcher used in following datasheets:

Heavy Support

Icarus ironhail heavy stubber used in following datasheets:

Dedicated Transport

Icarus rocket pod used in following datasheets:

Dedicated Transport
Elites
Heavy Support

Icarus stormcannon used in following datasheets:

Flyers
Heavy Support
• Stalker

Incendium cannon used in following datasheets:

Elites

Infernus cannon used in following datasheets:

Elites

Instigator bolt carbine used in following datasheets:

Heavy Support

Ironhail heavy stubber used in following datasheets:

Dedicated Transport
Elites
Heavy Support

Ironhail skytalon array used in following datasheets:

Dedicated Transport

Kheres assault cannon used in following datasheets:

Elites
Heavy Support

Kheres pattern assault cannon used in following datasheets:

Elites

Krakstorm grenade launcher used in following datasheets:

Dedicated Transport

Las fusil used in following datasheets:

Heavy Support

Las-talon used in following datasheets:

Dedicated Transport
Flyers

Laser destroyer used in following datasheets:

Heavy Support
Lords of War

Laser volley cannon used in following datasheets:

Heavy Support

Macro plasma incinerator used in following datasheets:

Elites
Heavy Support

Magna-melta cannon used in following datasheets:

Elites

Marksman bolt carbine used in following datasheets:

Troops

Master-crafted auto bolt rifle used in following datasheets:

HQ

Master-crafted boltgun used in following datasheets:

HQ

Master-crafted instigator bolt carbine used in following datasheets:

HQ

Master-crafted occuius bolt carbine used in following datasheets:

HQ

Master-crafted stalker bolt rifle used in following datasheets:

HQ

Melta cutter used in following datasheets:

Dedicated Transport

Meltagun used in following datasheets:

Troops
Elites
Fast Attack
Heavy Support

Missile launcher used in following datasheets:

Elites
Heavy Support

Neutron pulse cannon used in following datasheets:

Elites

Nightwing used in following datasheets:

HQ

Occulus bolt carbine used in following datasheets:

Troops

Onslaught gatling cannon used in following datasheets:

Dedicated Transport
Elites

Orbital array used in following datasheets:

HQ

Plasma blaster used in following datasheets:

Elites

Plasma blastgun used in following datasheets:

Elites

Plasma cannon used in following datasheets:

HQ
Elites
Heavy Support

Plasma destroyer used in following datasheets:

Elites

Plasma exterminator used in following datasheets:

Fast Attack

Plasma gun used in following datasheets:

Troops
Elites
Fast Attack
Heavy Support

Plasma incinerator used in following datasheets:

Heavy Support

Predator autocannon used in following datasheets:

Elites
Heavy Support

Punisher rotary cannon used in following datasheets:

Elites

Quad heavy bolter used in following datasheets:

Flyers
Heavy Support

Quad lascannon used in following datasheets:

Lords of War

Quad launcher used in following datasheets:

Heavy Support

Reaper autocannon used in following datasheets:

Elites

Scorpius multi-launcher used in following datasheets:

Elites

Shock grenades used in following datasheets:

Elites
• Reivers

Siege melta array used in following datasheets:

Lords of War

Skyhammer missile launcher used in following datasheets:

Flyers

Skyreaper battery used in following datasheets:

Lords of War

Skyspear missile launcher used in following datasheets:

Heavy Support
• Hunter

Sniper rifle used in following datasheets:

Elites

Stalker bolt rifle used in following datasheets:

Troops

Storm cannon array used in following datasheets:

Heavy Support

Stormfrag auto-launcher used in following datasheets:

Elites
• Wulfen

Stormstrike missile launcher used in following datasheets:

Flyers

Tempest salvo launcher used in following datasheets:

Fast Attack

Thunderhawk heavy cannon used in following datasheets:

Lords of War

Turbo-laser destructor used in following datasheets:

Lords of War

Twin accelerator autocannon used in following datasheets:

Elites

Twin assault cannon used in following datasheets:

Dedicated Transport
Fast Attack
Heavy Support

Twin avenger bolt cannon used in following datasheets:

Flyers

Twin heavy flamer used in following datasheets:

Dedicated Transport
Elites
Heavy Support
Lords of War

Twin helfrost cannon used in following datasheets:

Flyers

Twin hellstrike launcher used in following datasheets:

Flyers

Twin Icarus ironhail heavy stubber used in following datasheets:

Heavy Support

Twin ironhail autocannon used in following datasheets:

Elites

Twin magna-melta used in following datasheets:

Flyers

Twin multi-melta used in following datasheets:

Flyers
Heavy Support

Twin plasma gun used in following datasheets:

HQ
Dedicated Transport

Twin volcano cannon used in following datasheets:

Lords of War

Twin volkite charger used in following datasheets:

Dedicated Transport

Typhoon missile launcher used in following datasheets:

Elites
Fast Attack
Flyers

Vengeance launcher used in following datasheets:

Flyers

Volkite charger used in following datasheets:

Elites

Whirlwind castellan launcher used in following datasheets:

Heavy Support

Whirlwind vengeance launcher used in following datasheets:

Heavy Support

Wrist-mounted grenade launcher used in following datasheets:

HQ

Xiphon missile battery used in following datasheets:

Flyers

Auto boltstorm gauntlets (melee) used in following datasheets:

Elites

Boltstorm gauntlet (melee) used in following datasheets:

HQ

Caestus ram used in following datasheets:

Flyers

Claw of the Jackalwolf used in following datasheets:

Elites

Combat knife used in following datasheets:

HQ
Elites
• Reivers
Fast Attack

Crozius arcanum used in following datasheets:

HQ

Crushing teeth and claws used in following datasheets:

HQ
Fast Attack

Dreadnought chainfist used in following datasheets:

Elites
Ironclad Dreadnought/other models

Dreadnought combat weapon used in following datasheets:

HQ
Elites

Fenrisian great axe used in following datasheets:

Elites

Flamestorm gauntlets (melee) used in following datasheets:

Elites

Flurry of teeth and claws used in following datasheets:

HQ

Foehammer (melee) used in following datasheets:

HQ

Frost claws used in following datasheets:

Elites
• Wulfen

Frostfang used in following datasheets:

HQ

Glacius used in following datasheets:

HQ

Great frost axe used in following datasheets:

Elites
• Wulfen

Great wolf claw used in following datasheets:

Elites

Invictor fist used in following datasheets:

Elites

Leviathan siege claw used in following datasheets:

Heavy Support

Leviathan siege drill used in following datasheets:

Heavy Support

Master-crafted power sword used in following datasheets:

HQ
Elites

Paired combat blades used in following datasheets:

HQ
Troops