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Space WolvesWolf Guard Terminators
13

Wolf Guard Terminators

NAME M WS BS S T W A Ld Sv
Wolf Guard Terminator 5" 3+ 3+ 4 4 2 2 8 2+
Wolf Guard Terminator Pack Leader 5" 3+ 3+ 4 4 2 3 8 2+
This unit contains 1 Wolf Guard Terminator Pack Leader and 4 Wolf Guard Terminators. It can include up to 5 additional Wolf Guard Terminators (Power Rating +13).
 • Each Wolf Guard Terminator is armed with a power fist and storm bolter.
 • The Wolf Guard Terminator Pack Leader is armed with a power sword and storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • Any model may replace its power fist or power sword with a storm shield or an item from the Terminator Melee Weapons list.
 • Any model may replace its storm bolter with an item from the Combi-weapons or Terminator Melee Weapons list.
 • For every five models, one Wolf Guard Terminator may replace their storm bolter with an item from the Terminator Heavy Weapons list.
ABILITIES
And They Shall Know No Fear, Bolter Discipline

Crux Terminatus: All models in this unit have a 5+ invulnerable save.

Storm Shield:
2
A model equipped with a storm shield has a 3+ invulnerable save.

Teleport Strike: During deployment, you can set up this unit in a teleportarium chamber instead of placing them on the battlefield. At the end of any of your Movement phases this unit can teleport into battle – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS
INFANTRY, TERMINATOR, WOLF GUARD
Does not include wargear
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.
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.
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.
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
Combi-weapons
 • Combi-flamer
8
 • Combi-melta
15
 • Combi-plasma
11
 • Storm bolter
2
 • Combi-grav1
13

1 Not included in Codex: Space Wolves

Terminator Heavy Weapons
 • Assault cannon
22
 • Cyclone missile launcher and storm bolter
52
 • Heavy flamer
14
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.
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.

The FALLEN keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen
Number of Attacks (shooting)
Each time a model shoots a ranged weapon, it will make a number of attacks. You roll one dice for each attack being made. The number of attacks a model can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make.
Bolter Discipline
All ADEPTUS ASTARTES, HERETIC ASTARTES and FALLEN models gain this ability.

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, CENTURION, DREADNOUGHT or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.). This also applies when firing the boltgun profile of combi-weapons (including the bolt weapon profile of Relics such as Blood Song and the Lion’s Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a Rapid Fire weapon (e.g. Primarch’s Wrath and Fury of Deimos). The Gauntlets of Ultramar and the Talon of Horus are also Rapid Fire bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
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.
Army List
© Vyacheslav Maltsev 2013-2019