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4

Swiftclaws

NAME M WS BS S T W A Ld Sv
Swiftclaw 14" 3+ 4+ 4 5 2 1 7 3+
Swiftclaw Pack Leader 14" 3+ 4+ 4 5 2 2 7 3+
Swiftclaw Attack Bike 14" 3+ 4+ 4 5 4 2 7 3+
Wolf Guard Bike Leader 14" 3+ 3+ 4 5 2 2 8 3+
This unit contains 1 Swiftclaw Pack Leader and 2 Swiftclaws. It can include up to 3 additional Swiftclaws (Power Rating +4), up to 6 additional Swiftclaws (Power Rating +8), up to 9 additional Swiftclaws (Power Rating +12) or up to 12 additional Swiftclaws (Power Rating +16). It can also include a single Swiftclaw Attack Bike (Power Rating +3) and/or Wolf Guard Bike Leader (Power Rating +2).
 • The Swiftclaws and the Swiftclaw Pack Leader are each armed with a bolt pistol, frag grenades and krak grenades. Each of their bikes is equipped with a twin boltgun.
 • The Swiftclaw Attack Bike is equipped with a twin boltgun and heavy bolter, and is crewed by two Swiftclaws armed with bolt pistols, frag grenades and krak grenades.
 • A Wolf Guard Bike Leader is armed with a bolt pistol, frag grenades and krak grenades. His bike is equipped with a twin boltgun.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
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.
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.
2
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
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 sword
Melee
Melee
User
-3
1
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • Any model may replace its bolt pistol with a chainsword.
 • One Swiftclaw or Swiftclaw Pack Leader may replace their bolt pistol with a plasma pistol or an item from the Special Weapons list.
 • The Swiftclaw Pack Leader may replace his bolt pistol with a power axe, power fist or power sword.
 • The Wolf Guard Bike Leader may replace his bolt pistol with a plasma pistol, storm shield or an item from the Melee Weapons or Combi-weapons list.
 • The Swiftclaw Attack Bike may replace its heavy bolter with a multi-melta.
 ◦ The Swiftclaw Pack Leader may replace his bolt pistol with an item from the Melee Weapons list.
ABILITIES
Angels of Death

Headstrong: Unless this unit contains a Wolf Guard Bike Leader, or is within 6" of a friendly WOLF GUARD, it must declare a charge in its Charge phase if it is possible to do so.

Berserk Charge: On a turn in which they make a successful charge, you can make 1 additional attack in the Fight phase with all models in this unit.

Turbo-boost: When this unit Advances, add 6" to the Move characteristic of its models until the end of the Movement phase instead of making an Advance roll.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS
BIKER, BLOOD CLAW, SWIFTCLAWS

Optional Wargear

COMBI-WEAPONS

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

 • Storm bolter

MELEE WEAPONS

 • Chainsword

 • Frost axe

 • Frost sword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

 • Wolf claw

SPECIAL WEAPONS

 • Flamer

 • Plasma gun

 • Meltagun


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
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.
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.
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.
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.
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.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
6
Frost axe
Melee
Melee
+2
-2
1
-
5
Frost sword
Melee
Melee
+1
-3
1
-
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.
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 maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
Thunder hammer
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
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.

This datasheet has Fast Attack Battlefield Role. Full list of Space Wolves units sharing same Battlefield Role follows:

Does not include wargear
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.
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.
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.
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.
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.
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.
Special Weapons
 • Flamer
6
 • Plasma gun
11
 • Meltagun
14
single/pair
CHARACTERS/other models
Melee Weapons
 • Chainsword
0
 • Frost axe
6
 • Frost sword
5
 • Lightning claw
 • Power axe
5
 • Power fist
9
 • Power maul
4
 • Power sword
4
 • Thunder hammer
 • Wolf claw
Combi-weapons
 • Combi-flamer
8
 • Combi-melta
15
 • Combi-plasma
11
 • Storm bolter
2
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, Shock Assault and Combat Doctrines.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
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 BIKER keyword is used in following Space Wolves datasheets:

HQ
Elites
Fast Attack

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

Troops
Elites
Fast Attack
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.

Flamer used in following datasheets:

Troops
Elites
Fast Attack
Heavy Support

Meltagun used in following datasheets:

Troops
Elites
Fast Attack
Heavy Support

Plasma gun used in following datasheets:

Troops
Elites
Fast Attack
Heavy Support
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.
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© Vyacheslav Maltsev 2013-2020