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 1
  Imperium 1Index81.3(?)September 2019
  Space Wolves
  Space WolvesCodex8Indomitus 1.0July 2020
  Forge World: Termite Assault Drill
  Forge World: Termite Assault DrillDataslate8June 2018
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Vanguard Space Marines
  Vanguard Space MarinesCodex81.0April 2019
  Games Workshop: Battle Tanks and Troop Transports Rules Preview
  Games Workshop: Battle Tanks and Troop Transports Rules PreviewDataslate8June 2019
  Repulsor Executioner Update
  Repulsor Executioner UpdateDataslate8July 2019
  Space Marines II
  Space Marines IICodex8Indomitus 1.0July 2020
  Warhammer Legends: Space Wolves
  Warhammer Legends: Space WolvesDataslate8December 2019
  Psychic Awakening: Saga of the Beast
  Psychic Awakening: Saga of the BeastExpansion8Indomitus Version 1.2August 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020
  Indomitus: The Edge of Silence
  Indomitus: The Edge of SilenceBoxset9Indomitus 1.1July 2020

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.

Expansion: 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.

Expansion: Psychic Awakening: Saga of the Beast

 Q: Does a unit under the effect of Gene-wrought Might, Touch of the Wild and Savage Fury generate 3 additional auto-wounding hits for every 6 rolled?
A:
No. If any additional hits are scored as the result of a particular hit roll, those additional hits are not considered to have been made with any hit roll – they simply hit the target and you must continue the attack sequence for them (i.e. make a wound roll).The additional hit from Savage Fury will wound automatically, as detailed in the Gene-wrought Might Stratagem. The additional hit generated from Touch of the Wild does not wound automatically.
 Q: If a model gains a Warlord Trait from the Hero of the Chapter Stratagem, does it also gain the associated Deed of Legend?
A:
Yes.
 Q: Does the Saga of Majesty extend the range of Litanies of Battle?
A:
Yes, but only the Litany of Hate, Litany of Faith and Canticle of Hate.

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, Shock Assault and Combat Doctrines.

And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale test is taken for this unit, you can re-roll the dice.

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, CENTURION 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.

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.

Combat Doctrines

After pounding the enemy with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and Unaligned units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).

Devastator Doctrine
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine
The Armour Penetration characteristic of Pistol and Melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Bolt Weapons

A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.), and any Relic that replaces a bolt weapon. Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons, and the boltgun profile of Relics that replace combi-weapons.

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

All units (excluding Servitors and Beasts) in Space Wolves Detachments gain the Hunters Unleashed ability. Troops units in Space Wolves Detachments gain the Defenders of Humanity 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 performed 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.

Savage Fury

In the maelstrom of battle, the Space Wolves crash head first into enemy lines, their blades rising and falling in red arcs. All those who would oppose them are left bloodied and broken in their wake.

Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target.

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
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 by Phase

Before battle

TROPHIES OF FENRIS

HERO OF THE CHAPTER

VETERAN INTERCESSORS

STALKER PACK (Specialist Detachment)

During deployment

CUNNING OF THE WOLF

Battle Round

Movement phase

WISDOM OF THE ANCIENTS

SKILLED RIDERS

FURY OF THE CHAMPIONS

Enemy Movement phase

WISDOM OF THE ANCIENTS

CHOOSER OF THE SLAIN

FURY OF THE CHAMPIONS

Psychic phase

WISDOM OF THE ANCIENTS

CLOAKED BY THE STORM

LIVING STORM

FURY OF THE CHAMPIONS

Enemy Psychic phase

TALISMANIC SHIELD

WISDOM OF THE ANCIENTS

FURY OF THE CHAMPIONS

Shooting phase

WISDOM OF THE ANCIENTS

BOLTSTORM

RAPID FIRE

TARGET SIGHTED

DATALINK TELEMETRY

FLAKK MISSILE

HELLFIRE SHELLS

KEEN SENSES

KILLSHOT

LINEBREAKER BOMBARDMENT

MENTOR’S GUIDANCE

THE WOLF’S EYE

TRUE GRIT

HUNTER-SLAYER MISSILE

SKYFIRE

STEADY ADVANCE

STORM STRIKE

ORBITAL BOMBARDMENT

FURY OF THE CHAMPIONS

Enemy Shooting phase

WISDOM OF THE ANCIENTS

FURY OF THE CHAMPIONS

Being targeted

DUTY ETERNAL

TRANSHUMAN PHYSIOLOGY

Charge phase

WISDOM OF THE ANCIENTS

PACK KILLERS

CRUSHING ASSAULT

FURY OF THE CHAMPIONS

HAMMER OF WRATH

Enemy Charge phase

WISDOM OF THE ANCIENTS

COUNTER-CHARGE

FURY OF THE CHAMPIONS

Fight phase

OVERWHELMING IMPETUOSITY

SEEKING A SAGA

WISDOM OF THE ANCIENTS

LAUGH IN THE FACE OF DEATH

MENTOR’S GUIDANCE

OVERWHELMING SAVAGERY

DEATH GRIP BITE

GENE-WROUGHT MIGHT

KNOWLEDGE OF THE FOE

PACK HUNTERS

TOUCH OF THE WILD

VICIOUS EXECUTIONERS

BLOOD SCENT

THE EMPEROR’S EXECUTIONERS

FURY OF THE CHAMPIONS

HONOUR THE CHAPTER

Enemy Fight phase

WISDOM OF THE ANCIENTS

FURY OF THE CHAMPIONS

Morale phase

HOWL OF THE GREAT PACK

WISDOM OF THE ANCIENTS

FURY OF THE CHAMPIONS

Enemy Morale phase

WISDOM OF THE ANCIENTS

FURY OF THE CHAMPIONS

Taking casualties

ARMOUR OF CONTEMPT

ONLY IN DEATH DOES DUTY END

VENGEANCE OF THE MACHINE SPIRIT

LONE WOLF


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.

Stratagems (Saga of the Beast)

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


1CP

DUTY ETERNAL

Space Wolves Stratagem

Having tasted death before, the Dreadnought pilot is determined to do his duty before his end finally comes.

Use this Stratagem when a Space Wolves Dreadnought model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce the damage).
2CP

BOLTSTORM

Space Wolves Stratagem

The sons of Russ unleash an inescapable hail of fire.

Use this Stratagem at the start of your Shooting phase. Select one INTERCESSORS unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.’
2CP

RAPID FIRE

Space Wolves Stratagem

The combination of post-human reflexes and rigid bolter drills produce a devastating rate of firepower.

Use this Stratagem at the start of your Shooting phase. Select one INTERCESSORS unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.
1/2CP

VETERAN INTERCESSORS

Space Wolves Stratagem

This squad has been noted for exemplary service.

Use this Stratagem before the battle. Select one INTERCESSORS unit from your army that contains 5 models for 1 Command Point, or one INTERCESSORS unit from your army that contains 6 or more models for 2 Command Points. Add 1 to the Attacks and Leadership characteristics of models in that unit. Each INTERCESSORS unit can only be selected for this Stratagem once per battle.
1CP

HAMMER OF WRATH

Space Wolves Stratagem

Launching themselves into the enemy ranks, the Space Wolves crash into combat with bone-breaking force.

Use this Stratagem in your Charge phase when a JUMP PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.
1CP

HERO OF THE CHAPTER

Space Wolves Stratagem

Every Space Wolves warrior is a champion in their own right.

Use this Stratagem before the battle, after nominating your Warlord. Select one SPACE WOLVES CHARACTER model in your army that is not your Warlord (excluding Murderfang or Lukas the Trickster) and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1CP

FURY OF THE CHAMPIONS

Space Wolves Stratagem

When the fighting is at its fiercest, the Terminators of the Space Wolves truly show their quality.

Use this Stratagem in any phase. Select one SPACE WOLVES TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
0CP

KNOWLEDGE OF THE FOE

Space Wolves Stratagem

Many Space Wolves make full use of their Omophagea.

Use this Stratagem in the Fight phase when an enemy CHARACTER is destroyed by an attack made by a SPACE WOLVES model in your army. You receive 1 Command Point.
1CP

COUNTER-CHARGE

Space Wolves Stratagem

To the Space Wolves, attack is the best form of defence.

Use this Stratagem in your opponent’s Charge phase. Select one SPACE WOLVES unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER. In addition, it can perform a Heroic Intervention if there are any enemy units within 6" of it, instead of 3", and when doing so can move up to 6" instead of 3".
1CP

CRUSHING ASSAULT

Space Wolves Stratagem

With physiques more akin to Terran rhinoceroids than Terran canines, a Thunderwolf charge is deadly indeed.

Use this Stratagem in your Charge phase when a THUNDERWOLF CAVALRY unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 2+ that enemy unit suffers 1 mortal wound.
1CP

TOUCH OF THE WILD

Space Wolves Stratagem

Space Wolves are ferocious fighters.

Use this Stratagem in the Fight phase. Select one SPACE WOLVES CHARACTER model in your army. Until the end of that phase, when resolving an attack made by that model, an unmodified hit roll of 4+ scores 1 additional hit.
1CP

VICIOUS EXECUTIONERS

Space Wolves Stratagem

Veterans of many wars, Wolf Guard are ferocious warriors who stop at nothing to slay their foes.

Use this Stratagem in the Fight phase when a WOLF GUARD unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an INFANTRY unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
1CP

PACK HUNTERS

Space Wolves Stratagem

Fenrisian Wolves see sons of Russ as true packmates

Use this Stratagem in the Fight phase when a FENRISIAN WOLVES or CYBERWOLVES unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit, if that unit is within 3" of a friendly SPACE WOLVES INFANTRY unit or SPACE WOLVES CAVALRY unit, you can re-roll the hit roll.
1CP

STORM STRIKE

Space Wolves Stratagem

Skilled Stormfang pilots know precisely how and when to use their helfrost destructors to greatest effect.

Use this Stratagem in your Shooting phase when a STORMFANG GUNSHIP model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a helfrost destructor by that model, add 1 to the hit, wound and damage rolls.
1CP

GENE-WROUGHT MIGHT

Space Wolves Stratagem

Primaris Space Wolves can deliver devastating blows, their strength derived from arcane bio-tech.

Use this Stratagem in the Fight phase, when a PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll). If that unit is benefiting from the Savage Fury ability, the additional hit successfully wounds the target (do not make a wound roll).
3CP

TARGET SIGHTED

Space Wolves Stratagem

Intercessors pick out the enemy with pinpoint accuracy.

Use this Stratagem at the start of your Shooting phase. Select one INTERCESSORS unit from your army. Until the end of that phase, stalker bolt rifles that models in that unit are equipped with gain the following ability: ‘Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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.’
1CP

HUNTER-SLAYER MISSILE

Space Wolves Stratagem

Hunter-slayer missiles eliminate priority targets.

Use this Stratagem in your Shooting phase. Select one REPULSOR model in your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48" of that model that is not within 1" of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each REPULSOR model can only be selected for this Stratagem once per battle.
2CP

SKILLED RIDERS

Space Wolves Stratagem

Bikers and Land Speeders rely on their superhuman reflexes to weave around incoming fire.

Use this Stratagem in your Movement phase. Select one SPACE WOLVES BIKER unit or SPACE WOLVES LAND SPEEDER unit from your army. If that unit moves that phase, then models in that unit have a 4+ invulnerable save against attacks made with ranged weapons until the start of your next Movement phase. If that unit Advances that phase, models in that unit instead have a 3+ invulnerable save against attacks made with ranged weapons until the start of your next Movement phase.
1CP

DEATH GRIP BITE

Space Wolves Stratagem

A foe in a Thunderwolf’s jaws is utterly powerless.

Use this Stratagem in the Fight phase when a THUNDERWOLF CAVALRY unit from your army is chosen to fight with. Until the end of that phase, crushing teeth and claws weapons models in that unit are equipped with have a Damage characteristic of 2.
1CP

STEADY ADVANCE

Space Wolves Stratagem

A measured advance allows Space Wolves squads to unleash a steady stream of bolter fire.

Use this Stratagem in your Shooting phase, when a SPACE WOLVES INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had Remained Stationary in your previous Movement phase.
2CP

TRANSHUMAN PHYSIOLOGY

Space Wolves Stratagem

Space Wolves have reserves of willpower that allow them to fight through even the most grievous of wounds.

Use this Stratagem in any phase when a SPACE WOLVES unit from your army that is not a VEHICLE or a SERVITOR is chosen as a target for an attack. Until the end of that phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack has.
1CP

SKYFIRE

Space Wolves Stratagem

Advanced auspex arrays track the enemy aircraft.

Use this Stratagem in your Shooting phase, when a HUNTER or STALKER model in your army is chosen to shoot with. Until the end of that phase, that model can only target units that can FLY; when resolving an attack made by that model, add 1 to the hit roll and wound roll, and on an unmodified wound roll of 6, double the damage inflicted.
2CP

VENGEANCE OF THE MACHINE SPIRIT

Space Wolves Stratagem

The raging machine spirit wreaks havoc on the enemy.

Use this Stratagem when a SPACE WOLVES LAND RAIDER model, SPACE WOLVES REPULSOR model, STORMWOLF model or STORMFANG model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).

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
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 Rune Priests 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 SPACE WOLVES PSYKER models that know powers from the Obscuration discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

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 one friendly SPACE WOLVES PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch.

2

Soul Sight

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.

Soul Sight has a warp charge value of 6. If manifested, select one friendly SPACE WOLVES PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, you can re-roll the hit roll and the target does not receive the benefit of cover to its saving throw.

3

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 one enemy model within 18" of and visible to this psyker. That model’s unit suffers 1 mortal wound. If your army is Battle-forged and that model is a CHARACTER, roll 3D6; if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point.

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 one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership characteristic. Your opponent then rolls 2D6; if the result is greater than that unit’s Leadership characteristic, then until the start of your next Psychic phase, when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

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 one enemy unit that cannot FLY and is within 18" of and visible to this psyker. That unit suffers 1 mortal wound and, until the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance rolls and charge rolls made for it (rounding up).

6

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 7. If manifested, select one friendly SPACE WOLVES PHOBOS unit within 3" of this psyker. That unit can immediately move as if it were your Movement phase, but it cannot Fall Back as part of this move and must Advance. When the Advance roll is made for that Advance, roll 3D6 and discard two of the results. You cannot use Temporal Corridor on the same unit more than once per Psychic phase.


Litanies of Battle

Wolf Priests are keepers of their Chapter’s lore and traditions. Powerful orators and accomplished warriors both, they provide bellicose counsel to their comrades and act as spiritual bastions for their brothers. The litanies that Wolf Priests intone on the battlefield imbue those around them with fresh determination and martial fury.

Before the battle, generate the litanies for SPACE WOLVES WOLF PRIEST models that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows. In addition, if your army is Battle-forged, WOLF PRIESTS in SPACE WOLVES Detachments know the Tale of the Wolf King and the Lord of the Deeps litany in addition to any others they know.

D6LITANIES OF BATTLE
1

LITANY OF FAITH

The Wolf Priest exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear.

If this litany is inspiring, then when a model in a friendly SPACE WOLVES unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Saga of the Bear Warlord Trait).

2

CATECHISM OF FIRE

The Wolf Priest calls upon his brothers to unleash a relentless storm of close-range firepower.

If this litany is inspiring, select one friendly SPACE WOLVES unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.

3

EXHORTATION OF RAGE

The Wolf Priest bellows his fury at the enemy, his brothers surging forwards to strike them down.

If this litany is inspiring, select one friendly SPACE WOLVES unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

4

MANTRA OF STRENGTH

The Wolf Priest focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by the Primarch himself.

If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.

5

RECITATION OF FOCUS

The Wolf Priest recites creeds that focus the minds of his brothers to ensure their shots strike true.

If this litany is inspiring, select one friendly SPACE WOLVES unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

6

CANTICLE OF HATE

Bellowing his hatred of the foe, the Wolf Priest leads his brothers in the wholesale destruction of the enemy.

If this litany is inspiring, add 2 to charge rolls made for friendly SPACE WOLVES units whilst they are within 6" of this model. In addition, when a friendly SPACE WOLVES unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.

SPACE WOLVES: TALE OF THE WOLF KING AND THE LORD OF THE DEEPS

The Wolf Priest recounts the saga of Leman Russ’ casting down of the great kraken Gormenjarl, whose teeth were ripped out and used by the Primarch to forge a mighty blade. So inspired, his warriors surge forwards, each seeking to slay the largest foe they can find.

If this litany is inspiring, select one friendly SPACE WOLVES unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit against a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that weapon for that attack.


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

Primaris Space Wolves officers have all received advanced training in the Vanguard arts of war, and have honed their skills on a number of battlefields. Masters of stealth tactics and covert warfare, they have wreaked terrible damage on all manner of the Emperor’s foes.

If a SPACE WOLVES PHOBOS CHARACTER model is your Warlord, you can use the Vanguard Warlord Traits table below to determine what Warlord Trait they have instead of the Warlord Traits table from Codex: Space Wolves.

D6WARLORD TRAIT
1

SHOOT AND FADE

This warrior harries the foe before returning to the shadows.

At the start of your Shooting phase, you can select one friendly SPACE WOLVES PHOBOS unit within 6" of this Warlord. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase.

2

LORD OF DECEIT

This leader is adept at subterfuge and spreading misinformation.

At the start of the first battle round, before the first turn begins, select up to three friendly SPACE WOLVES PHOBOS units on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who 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 PHOBOS units whilst they are within 6" of this Warlord. Add 1 to Advance rolls and charge rolls made for friendly SPACE WOLVES PHOBOS units whilst they are within 6" of this Warlord.

4

STEALTH ADEPT

So masterfully does this Warlord slip through enemy territory, that he appears to the foe as little more than a spectre.

When resolving an attack made against this Warlord, subtract 1 from the hit roll.

5

TARGET PRIORITY

This tactician is constantly seeking prime targets.

At the start of your Shooting phase, select one friendly SPACE WOLVES PHOBOS unit within 3" of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

6

MARKSMAN’S HONOURS

This Warlord is one of the finest sharpshooters in the galaxy.

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to grenades or Relics.


Relics of the Fang

Each Wolf Lord of Fenris keeps a vast armoury of priceless and deadly artefacts of war. On the eve of battle, they will open these armouries to their chosen warriors. Some of these are storied weapons, millennia old and with great sagas of their own, whilst others are more recently crafted, but no less glorious.

If your army is led by a SPACE WOLVES Warlord, you can give one of the following Relics of the Fang to a SPACE WOLVES CHARACTER model from your army instead of giving them a Relic from Codex: Space Wolves. Named characters (such as Ragnar Blackmane) and VEHICLES cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics your models 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
Black Death
Melee
Melee
+2
-2
1
Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into bionic implants or power-armoured gauntlets. Short-ranged and powerful, they can be triggered in the midst of melee to blast the enemy point-blank.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

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
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
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.

ADAMANTINE MANTLE

These rugged cloaks are crafted from the thickest ironweave, and are lined with leather taken from only the fiercest and most resilient of those beasts slain by its wearer. Even the heaviest blow can be turned aside by its unbreakable fabric.

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

COMPANION’S BLADE

Upon announcing the first Great Hunt, Bjorn the Fell- Handed decreed that Russ’ armouries be opened and the mightiest sons of Russ be permitted to take up the blades of the Wolf Guard sealed within.

Model with power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Companion’s Blade
Companion’s Blade
Melee
Melee
+2
-3
2
Abilities: When resolving an attack made with this weapon, if the bearer is within 3" of another friendly SPACE WOLVES CHARACTER unit, you can re-roll the wound roll.

MASTER-CRAFTED WEAPON

The armouries of each Great Company contain potent weapons crafted by the most skilled of artificers. Those who distinguish themselves in battle may be granted the honour of bearing one of these weapons.

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Relic of the Fang.

MORKAI’S TEETH BOLTS

Tipped with slivers of dark, unmelting ice mined from the deepest caves of Fenris, these bolts mark their victims’ very spirit, drawing the eye of Morkai to them.

When you give a model this Relic, select one bolt weapon that model is armed with. When that model is chosen to shoot with, you can choose for that weapon to fire a Morkai’s Teeth bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, the target unit suffers 1 mortal wound and that unit is marked by Morkai until the end of the turn. When resolving an attack against a unit that is marked by Morkai, re-roll a wound roll of 1.

MOUNTAIN-BREAKER HELM

The Wolf Lord Eirik Firemane was renowned for brawling with his warriors, often finishing such fights with a thunderous headbutt. In jest, his Wolf Guard charged their Iron Priests to fit their lord’s helm with reinforced front plating and micro-accelerators. Impressed with the savage effectiveness of this alteration, Firemane ensured many an enemy warlord was laid low in brutal fashion.

INFANTRY CHARACTER only. After you have resolved the bearer’s attacks in the Fight phase, but before they consolidate, you can select one enemy unit within 1" of the bearer and roll one D6; on a 2+ that unit suffers D3 mortal wounds. If this ability destroys an enemy CHARACTER, and the bearer is your Warlord, treat the bearer as having performed their deed of legend.

RUNIC ARMOUR

Whilst many see them as uncivilised barbarians, the sons of Russ maintain and craft wargear with the same reverence as any other Chapter. The runic armour crafted in concert between their Rune Priests and Iron Priests are an example of this exquisite craft.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

STORMSONG

Harek Hawkseye was a patient and skilled hunter, able to pick out and slay even the most evasive prey at long distances. Against the instruction of the Iron Priests, he constantly tinkered with his rifle, and in doing so produced a truly terrifying weapon capable of eliminating even the most evasive foe.

Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Stormsong
Stormsong
36"
Heavy 1
6
-3
3
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.

TALISMAN OF STORMS

Appearing as simple tokens or runic stones, these potent adornments – worn by the most storied of Rune Priests – are attuned to the tides of the immaterium. As the wearer commands the elements, the wrathful energies of the storm swirls around him to batter his foes.

RUNE PRIEST only. After resolving the first psychic power for the bearer in your Psychic phase, roll one D6 for each enemy unit within 12" of the bearer; on a 4+ that enemy unit suffers 1 mortal wound.

WOLF TAIL TALISMAN

Carried for millennia by the sons of Russ as tokens of luck, many consider the carrying of such trinkets to be mere superstition. When taken from creatures who hunted under the light of the Cicatrix Maledictum, however, these innocuous talismans actually bestow their bearer with a measure of protection against malicious magics.

When a Psychic test is taken for an enemy model within 18" of a model from your army with this Relic, subtract 2 from the result.

WYRDBANE

The saga of this weapon can be traced back to the Space Wolves invasion of Prospero. Carved with hexagrammic runes, it is the bane of those who would wield fell sorcery against the Emperor’s chosen sons.

Model equipped with a runic sword only. This Relic replaces a runic sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Wyrdbane
Wyrdbane
Melee
Melee
+1
-4
D3
Abilities: When resolving an attack made with this weapon, you can re-roll the wound roll. In addition, if the target of that attack is a PSYKER, this weapon has a Damage characteristic of 3 for that attack.

WYRMSPLITTER

At the start of the Season of Fire, Fenrisian tradition dictates that warriors hunt the great sea dragons that inhabit the worlds oceans. The warrior who can slay the largest creature will be granted the honour of bearing this brutal axe, which can split the skull of even the most gargantuan beast with a single blow.

Model with power axe only. This Relic replaces a power axe and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Wyrmsplitter
Wyrmsplitter
Melee
Melee
+1
-2
2
Abilities: When resolving an attack made with this weapon against a MONSTER or VEHICLE, this weapon has a Damage characteristic of 4 for that attack.

Wargear

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

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

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

PISTOLS

 • Bolt pistol

 • Plasma pistol

 • Grav-pistol


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Absolvor bolt pistol
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
0
Absolvor bolt pistol (Indomitus)
0
Absolvor bolt pistol (Indomitus)
16"
Pistol 1
5
-1
2
-
0
Accelerator autocannon
0
Accelerator autocannon
48"
Heavy 2
7
-2
2
-
30
Aiolos missile launcher
30
Aiolos missile launcher
60"
Heavy 2D3
6
-1
1
-
0
Air defence missiles
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.
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.
70
Anvillus autocannon battery
70
Anvillus autocannon battery
36"
Heavy 8
8
-1
2
-
75
Arachnus heavy lascannon battery
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.
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.
0
Assault bolter
0
Assault bolter
18"
Assault 3
5
-1
1
-
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
0
Assault plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Assault plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
 - 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.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Astartes grenade launcher
When you choose this weapon to shoot with, select one of the profiles below.
0
Astartes grenade launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Astartes shotgun
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.
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.
0
Auto bolt rifle
0
Auto bolt rifle
24"
Assault 3
4
0
1
-
0
Auto boltstorm gauntlets (shooting)
0
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
20
Bellicatus missile array
When you choose this weapon to shoot with, select one of the profiles below.
20
Bellicatus missile array
When you choose this weapon to shoot with, select one of the profiles below.
 - Krak missiles
 - Krak missiles
48"
Heavy 1
8
-2
D6
-
 - Frag missiles
 - Frag missiles
48"
Heavy D6
4
0
1
Blast
Blast
 - Icarus missiles
 - Icarus missiles
48"
Heavy D3
7
-1
D3
Blast. 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.
Blast. 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
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Bolt sniper rifle
When you choose this weapon to shoot with, select one of the profiles below.
0
Bolt sniper rifle
When you choose this weapon to shoot with, select one of the profiles below.
 - Executioner round
 - Executioner round
36"
Heavy 1
5
-1
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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
 - Hyperfrag round
36"
Heavy D3
5
0
1
Blast. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Blast. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
 - Mortis round
 - Mortis round
36"
Heavy 1
5
-2
D3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Boltstorm gauntlet (shooting)
0
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
0
1
-
30
C-beam cannon
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.
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
0
Cerberus launcher
18"
Heavy D6
4
0
1
Blast
Blast
3
Combi-bolter
3
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - 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.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - 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.
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.
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - 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.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
25
Cyclone missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
25
Cyclone missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
36"
Heavy 2D3
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
60
Cyclonic melta lance
60
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.
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
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.
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
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.
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
5
Deathwind launcher
12"
Assault D6
5
0
1
Blast
Blast
0
Demolisher cannon
0
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
0
Disintegration combi-gun
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.
0
Disintegration combi-gun
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Disintegration gun
 - Disintegration gun
18"
Rapid Fire 1
5
-3
D6
-
0
Disintegration pistol
0
Disintegration pistol
9"
Pistol 1
5
-3
D6
-
0
Dreadhammer siege cannon
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
Blast. 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.
Blast. 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.
25
Dreadnought inferno cannon
25
Dreadnought inferno cannon
8"
Heavy D6
6
-1
2
This weapon hits its target automatically.
This weapon hits its target automatically.
11
Excelsior 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.
11
Excelsior 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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
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.
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
 - HE shells
100"
Heavy 2D6
8
-3
2
Blast. When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled.
Blast. When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
 - AE shells
100"
Heavy 2
14
-4
6
-
0
Firefury missile battery
0
Firefury missile battery
72"
Heavy 4
6
-1
1
-
5
Flamer
5
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.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Flamestorm cannon
0
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.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Flamestorm gauntlets (shooting)
0
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.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Foehammer (shooting)
Foehammer (shooting)
12"
Assault 1
x2
-3
D3
When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3.
When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3.
0
Frag grenades
0
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
5
Fragstorm grenade launcher
5
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
Grav-cannon and grav-amp
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.
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
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
Blast. 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.
Blast. 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.
5
Grav-pistol
5
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.
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
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.
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
5
Grenade harness
5
Grenade harness
12"
Assault D6
4
-1
1
Blast
Blast
5
Hand flamer
5
Hand flamer
6"
Pistol D6
3
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Heavy bolt pistol
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
0
Heavy bolt pistol (Indomitus)
0
Heavy bolt pistol (Indomitus)
18"
Pistol 1
4
-1
1
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
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.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
40
Heavy laser destroyer
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.
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
0
Heavy neutron pulse array
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.
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 onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
20
Heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
20
Heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
0
Heavy plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Heavy plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
 - 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.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
20
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.
20
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
 - Dispersed beam
24"
Heavy D3
6
-2
1
Blast
Blast
 - Focused beam
 - 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.
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
 - Dispersed beam
24"
Heavy 3D3
6
-2
2
Blast
Blast
 - Focused beam
 - Focused beam
24"
Heavy 3
8
-4
D6
-
5
Helfrost pistol
5
Helfrost pistol
12"
Pistol 1
8
-4
D3
When resolving an attack made with this weapon, if a model suffers any unsaved wounds but is not destroyed, roll one D6; on a 6, the target suffers 1 mortal wound.
When resolving an attack made with this weapon, if a model suffers any unsaved wounds but is not destroyed, roll one D6; on a 6, the target suffers 1 mortal wound.
0
Helios launcher
0
Helios launcher
72"
Heavy 2D6
7
-1
1
This weapon can target units that are not visible to the bearer.
This weapon can target units that are not visible to the bearer.
50
Hellfire plasma carronade
50
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.
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
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
5
Hunter-killer missile
5
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.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
15
Hurricane bolter
15
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
30
Hyperios launcher
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.
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.
5
Icarus ironhail heavy stubber
5
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.
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.
5
Icarus rocket pod
5
Icarus rocket pod
24"
Heavy D3
7
-1
2
Blast. 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.
Blast. 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
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.
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
Incendium cannon
0
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.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
45
Infernus cannon
45
Infernus cannon
8"
Heavy 2D6
5
-1
2
This weapon hits its target automatically.
This weapon hits its target automatically.
0
Instigator bolt carbine
0
Instigator bolt carbine
24"
Assault 1
4
-1
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
5
Ironhail heavy stubber
5
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
5
Ironhail skytalon array
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.
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
25
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
25
Kheres-pattern assault cannon
25
Kheres-pattern assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenades
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
5
Krakstorm grenade launcher
5
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
10
Las fusil
10
Las fusil
36"
Heavy 1
8
-3
3
-
35
Las-talon
35
Las-talon
24"
Heavy 2
9
-3
D6
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Laser destroyer
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.
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:
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
 - Volley fire
 - Volley fire
36"
Heavy 2
9
-3
3
-
 - Overcharge fire
 - 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.
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
30
Macro plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
30
Macro plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D6
8
-4
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
9
-4
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
40
Magna-melta cannon
40
Magna-melta cannon
24"
Heavy D3
10
-4
D6
Blast. 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.
Blast. 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
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).
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).
5
Master-crafted auto bolt rifle
5
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
5
Master-crafted boltgun
5
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
0
Master-crafted instigator bolt carbine
0
Master-crafted instigator bolt carbine
30"
Assault 1
4
-2
3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
0
Master-crafted occulus bolt carbine
0
Master-crafted occulus 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.
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
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
0
Melta cutter
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Melta rifle
0
Melta rifle
24"
Assault 1
8
-4
D6
When resolving an attack against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
10
Meltagun
10
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.
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.
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
25
Multi-melta (Indomitus)
25
Multi-melta (Indomitus)
24"
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2.
Multi-melta
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.
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.
Neo-volkite pistol
Neo-volkite pistol
15"
Pistol 2
5
0
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
0
Neutron pulse cannon
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.
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
Nightwing
12"
Assault D6
3
0
1
-
0
Occulus bolt carbine
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.
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
20
Onslaught gatling cannon
20
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
20
Onslaught gatling cannon (Indomitus)
20
Onslaught gatling cannon (Indomitus)
24"
Heavy 8
5
-1
1
-
10
Plasma blaster
When you choose this weapon to shoot with, select one of the profiles below.
10
Plasma blaster
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - 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.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
10
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
10
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharged
 - Supercharged
18"
Assault 2
8
-3
2
For each hit roll of 1, the bearer suffers a single mortal wound.
For each hit roll of 1, the bearer suffers a single mortal wound.
10
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
10
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
15
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
15
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. 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
40
Plasma destroyer
36"
Heavy 2D3
7
-3
2
Blast
Blast
5
Plasma exterminator
When you choose this weapon to shoot with, select one of the profiles below.
5
Plasma exterminator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
18"
Assault D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
18"
Assault D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
10
Plasma gun
When you choose this weapon to shoot with, select one of the profiles below.
10
Plasma gun
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - 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.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
 - 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.
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.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is destroyed after shooting with this weapon.
On an unmodified hit roll of 1, the bearer is destroyed after shooting with this weapon.
40
Predator autocannon
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
0
Punisher rotary cannon
0
Punisher rotary cannon
36"
Heavy 18
5
-1
1
-
60
Quad heavy bolter
60
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
80
Quad lascannon
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
45
Quad launcher
When firing this weapon, select one of the two profiles below:
45
Quad launcher
When firing this weapon, select one of the two profiles below:
 - Shatter shells
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
 - Thunderfire shells
60"
Heavy 4D3
5
0
1
This weapon can target units not visible to the firing model.
This weapon can target units not visible to the firing model.
10
Reaper autocannon
10
Reaper autocannon
36"
Heavy 4
7
-1
1
-
40
Scorpius multi-launcher
40
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
Blast. This weapon can target units not visible to the firing model.
Blast. This weapon can target units not visible to the firing model.
0
Shock grenades
0
Shock grenades
6"
Grenade D3
*
*
*
Blast. 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.
Blast. 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
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.
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
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.
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.
45
Skyreaper battery
45
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.
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
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.
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
2
Sniper rifle
36"
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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
0
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
50
Storm cannon array
50
Storm cannon array
24"
Heavy 10
7
-2
2
-
4
Stormfrag auto-launcher
4
Stormfrag auto-launcher
12"
Assault D3
4
0
1
Blast
Blast
0
Stormstrike missile launcher
0
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
0
Tempest salvo launcher
0
Tempest salvo launcher
36"
Heavy D3
6
-3
2
-
0
Thunderhawk heavy cannon
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
Blast
Blast
0
Turbo-laser destructor
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
0
Twin accelerator autocannon
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.
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.
0
Twin accelerator autocannon (Indomitus)
0
Twin accelerator autocannon (Indomitus)
48"
Heavy 6
7
-1
2
-
40
Twin assault cannon
40
Twin assault cannon
24"
Heavy 12
6
-1
1
-
0
Twin auto bolt rifle
0
Twin auto bolt rifle
24"
Assault 6
4
0
1
-
30
Twin autocannon
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin avenger bolt cannon
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
0
Twin bolt rifle
0
Twin bolt rifle
30"
Rapid Fire 2
4
-1
1
-
0
Twin boltgun
0
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
30
Twin heavy bolter
30
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
30
Twin heavy flamer
30
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
40
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.
40
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
 - Dispersed beam
24"
Heavy 2D3
6
-2
1
Blast
Blast
 - Focused beam
 - Focused beam
24"
Heavy 2
8
-4
D6
-
50
Twin hellstrike launcher
50
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
-
0
Twin Icarus ironhail heavy stubber
0
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.
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
Twin ironhail autocannon
0
Twin ironhail autocannon
48"
Heavy 6
7
-1
2
-
40
Twin las-talon
40
Twin las-talon
24"
Heavy 4
9
-3
D6
-
40
Twin lascannon
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
120
Twin magna-melta
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
50
Twin multi-melta
50
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.
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.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
 - 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.
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
0
Twin volcano cannon
0
Twin volcano cannon
120"
Heavy 2D6
16
-5
2D6
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
10
Twin volkite charger
10
Twin volkite charger
15"
Heavy 4
5
0
2
-
40
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
40
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
20
Vengeance launcher
20
Vengeance launcher
48"
Heavy 2D6
5
-1
1
Blast
Blast
5
Volkite charger
5
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.
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
15
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
10
Whirlwind vengeance launcher
10
Whirlwind vengeance launcher
72"
Heavy 2D3
7
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
5
Wrist-mounted grenade launcher
5
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
Blast
Blast
30
Xiphon missile battery
30
Xiphon missile battery
60"
Heavy 3
6
-2
3
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Astartes chainsword
0
Astartes chainsword
Melee
Melee
User
-1
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Auto boltstorm gauntlets (melee)
0
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Boltstorm gauntlet (melee)
0
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Caestus ram
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.
Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
10
Chainfist
10
Chainfist
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Claw of the Jackalwolf
Claw of the Jackalwolf
Melee
Melee
+1
-2
2
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
0
Combat knife
0
Combat knife
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Crozius arcanum (Indomitus)
0
Crozius arcanum (Indomitus)
Melee
Melee
+2
-1
2
-
0
Crozius arcanum
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
0
Crushing teeth and claws
0
Crushing teeth and claws
Melee
Melee
5
-1
1
When the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
When the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
0
Crushing teeth and claws
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.
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
0
Crushing tracks
Melee
Melee
User
-2
D3
-
Dreadnought chainfist
Dreadnought chainfist
Melee
Melee
x2
-4
4
-
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
Executioner relic blade
Executioner relic blade
Melee
Melee
+3
-3
2
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
30
Fenrisian great axe
When attacking with this weapon, choose one of the profiles below.
30
Fenrisian great axe
When attacking with this weapon, choose one of the profiles below.
 - Cleave
 - Cleave
Melee
Melee
+4
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
 - Scythe
 - Scythe
Melee
Melee
User
-3
1
Make 2 hit rolls for each attack made with this weapon, instead of 1.
Make 2 hit rolls for each attack made with this weapon, instead of 1.
0
Flamestorm gauntlets (melee)
0
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Flurry of teeth and claws
Flurry of teeth and claws
Melee
Melee
5
-1
1
See Logan Grimnar on Stormrider datasheet
See Logan Grimnar on Stormrider datasheet
Foehammer (melee)
Foehammer (melee)
Melee
Melee
x2
-3
D3
When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3.
When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3.
10
Frost axe
10
Frost axe
Melee
Melee
+2
-2
1
-
10
Frost claws
10
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.
Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed wound rolls for this weapon.
10
Frost sword
10
Frost sword
Melee
Melee
+1
-3
1
-
Frostfang
Frostfang
Melee
Melee
+2
-4
2
-
Glacius
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.
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.
10
Great frost axe
10
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.
The bearer can make 1 additional attack with this weapon on a turn in which it has charged.
20
Great wolf claw
20
Great wolf claw
Melee
Melee
+4
-2
3
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
0
Invictor fist
0
Invictor fist
Melee
Melee
x2
-3
3
-
Leviathan siege claw
Leviathan siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Re-roll failed wound rolls against INFANTRY.
Leviathan siege drill
Leviathan siege drill
Melee
Melee
x2
-4
4
-
Lightning claw
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.
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.
Master-crafted power sword (Indomitus)
Master-crafted power sword (Indomitus)
Melee
Melee
+1
-3
2
-
10
Master-crafted power sword
10
Master-crafted power sword
Melee
Melee
User
-3
2
-
0
Paired combat blades
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.
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
5
Power axe
5
Power axe
Melee
Melee
+1
-2
1
-
10
Power fist
10
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
5
Power maul
5
Power maul
Melee
Melee
+2
-1
1
-
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
0
Redemptor fist
0
Redemptor fist
Melee
Melee
x2
-3
D6
-
10
Relic blade
10
Relic blade
Melee
Melee
+2
-3
D3
-
0
Runic axe
0
Runic axe
Melee
Melee
+1
-2
D3
-
0
Runic stave
0
Runic stave
Melee
Melee
+2
-1
D3
-
0
Runic sword
0
Runic sword
Melee
Melee
User
-3
D3
-
30
Seismic hammer
30
Seismic hammer
Melee
Melee
x2
-4
5
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Servo-arm
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.
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
Staff of the Stormcaller
Melee
Melee
+2
-1
D3
-
0
Teeth and claws
0
Teeth and claws
Melee
Melee
User
-1
1
-
20
Tempest hammer
20
Tempest hammer
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, you must subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon, if a model suffers any unsaved wounds but is not destroyed, roll one D6; on a 6, the target suffers 1 mortal wound.
When resolving an attack made with this weapon, you must subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon, if a model suffers any unsaved wounds but is not destroyed, roll one D6; on a 6, the target suffers 1 mortal wound.
0
Termite drill
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.
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.
The Axe Morkai
When attacking with this weapon, choose one of the profiles below.
 - One-handed
 - One-handed
Melee
Melee
+2
-3
D3
-
 - Two-handed
 - Two-handed
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
The Murderclaws
The Murderclaws
Melee
Melee
x2
-3
3
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
Thunder hammer
Thunder hammer
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Trueclaw
0
Trueclaw
Melee
Melee
+5
-4
D6
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
Wolf claw
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.
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
0
Wulfen claws
Melee
Melee
User
-1
1
-
Wyrmclaw
Wyrmclaw
Melee
Melee
+2
-2
D3
-

Other Wargear

OTHER WARGEAR
ABILITIES 
40
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.
40
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.
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.
2
Auxiliary Grenade Launcher
If a model has an auxiliary grenade launcher, Grenade weapons that model is equipped with have a Range characteristic of 30".
2
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.
15
Blizzard Shield
A model equipped with a blizzard shield has a 4+ invulnerable save.
2
Camo Cloak
Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
2
Camo Cloak
Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
3
Combat Shield
This model has a 5+ invulnerable save.
3
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
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.
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
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 PHOBOS WOLF LORD or 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.
10
Infiltrator Comms Array
Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly PHOBOS WOLF LORD or 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.
20
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.
20
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
If this model has a psychic hood, then when a Deny the Witch test is taken for it to resist a psychic power manifested by an enemy model within 12", add 1 to the total.
5
Psychic Hood
If this model has a psychic hood, then when a Deny the Witch test is taken for it to resist a psychic power manifested by an enemy model within 12", add 1 to the total.
10
Runic Armour
A model with runic armour has a 5+ invulnerable save.
10
Runic Armour
A model with runic armour has a 5+ invulnerable save.
5
Runic Terminator Armour
Njal Stormcaller has a 4+ invulnerable save.
5
Runic Terminator Armour
Njal Stormcaller has a 4+ invulnerable save.
25
Shield Dome
A model with a shield dome has a 4+ invulnerable save.
25
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.
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.
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.
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.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly Transport model they can embark within it. A unit cannot embark within a Transport model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a Transport model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a Transport model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly Transport if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a Transport that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a Transport.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

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.

The Servitors keyword is used in following Space Wolves datasheets:

Elites

The Wulfen keyword is used in following Space Wolves datasheets:

Elites
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.
And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale test is taken for this unit, you can re-roll the dice.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
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 dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
INFANTRY/other models
INFANTRY/other model
Terminator Heavy Weapons
 • Assault cannon
 • Cyclone missile launcher and storm bolter
34
 • Heavy flamer
Combi-weapons
 • Combi-flamer
10
 • Combi-melta
10
 • Combi-plasma
10
 • Storm bolter
3
single/pair
CHARACTER/other model
Terminator Melee Weapons
 • Chainfist
10
 • Frost axe
10
 • Frost sword
10
 • Lightning claw
 • Power axe
5
 • Power fist
10
 • Power maul
5
 • Power sword
5
 • Thunder hammer
 • Wolf claw
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.
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.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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

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

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.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The <Clan> and Boyz keywords are used in following Orks datasheets:

Troops
1CP

MOB UP

Orks Stratagem

Smaller Ork mobs tend to be caught up and swept along when a large enough horde of greenskins stampedes across the battlefield.

Use this Stratagem at the end of your Movement phase, before setting up any reinforcement units in your army on the battlefield (if any). Select two <CLAN> BOYZ units from your army that are within 2" of each other. If one of the units has 10 or more models, and the other has 10 or fewer, the two units merge and, for the rest of the battle, they are counted as a single unit for all rules purposes.

The Vexilus Praetor keyword is used in following Adeptus Custodes datasheets:

3CP

VEXILLA TELEPORT HOMER

Adeptus Custodes Stratagem

Custodes vexillas incorporate sophisticated teleport homers, allowing daring strikes into the heart of the enemy army.

Use this Stratagem at the end of your Movement phase. When you set up a teleporting ADEPTUS CUSTODES unit at the end of the phase, you can set it up wholly within 6" of a friendly VEXILUS PRAETOR (other than one that was set up in this turn) and more than 3" from enemy models. Any models that cannot be set up this way are destroyed.
2CP

LYING IN WAIT

Genestealer Cults Stratagem

Revealing themselves from carefully prepared positions, the true believers appear as if from thin air.

Use this Stratagem when you set up a unit from your army as reinforcements that has the Cult Ambush ability and that was set up underground. When setting up that unit, it can be set up anywhere on the battlefield that is more than 3" from any enemy models, but that unit cannot make a charge move this turn.
2CP

AUSPEX SCAN

Space Marines Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.

Use this Stratagem after your opponent sets up a unit on the battlefield as reinforcements within 12" of any ADEPTUS ASTARTES INFANTRY units from your army. Select one of those units from your army to shoot at that enemy unit as if it were your Shooting phase; when resolving these attacks, subtract 1 from hit rolls.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

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 one friendly <CHAPTER> PHOBOS unit within 18" of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch.

1CP

GENE-WROUGHT MIGHT

Space Wolves Stratagem

Primaris Space Wolves can deliver devastating blows, their strength derived from arcane bio-tech.

Use this Stratagem in the Fight phase, when a PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll). If that unit is benefiting from the Savage Fury ability, the additional hit successfully wounds the target (do not make a wound roll).
1CP

TOUCH OF THE WILD

Space Wolves Stratagem

Space Wolves are ferocious fighters.

Use this Stratagem in the Fight phase. Select one SPACE WOLVES CHARACTER model in your army. Until the end of that phase, when resolving an attack made by that model, an unmodified hit roll of 4+ scores 1 additional hit.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The Murderfang keyword is used in following Space Wolves datasheets:

The Lukas the Trickster keyword is used in following Space Wolves datasheets:

1CP

HERO OF THE CHAPTER

Space Wolves Stratagem

Every Space Wolves warrior is a champion in their own right.

Use this Stratagem before the battle, after nominating your Warlord. Select one SPACE WOLVES CHARACTER model in your army that is not your Warlord (excluding Murderfang or Lukas the Trickster) and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
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, CENTURION 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.

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.
Combat Doctrines

After pounding the enemy with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and Unaligned units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).

Devastator Doctrine
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine
The Armour Penetration characteristic of Pistol and Melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The Beast keyword is used in following Space Wolves datasheets:

Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The Blood Claws keyword is used in following Space Wolves datasheets:

The Reivers keyword is used in following Space Wolves datasheets:

Elites
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.
1/2CP

VETERAN INTERCESSORS

Space Wolves Stratagem

This squad has been noted for exemplary service.

Use this Stratagem before the battle. Select one INTERCESSORS unit from your army that contains 5 models for 1 Command Point, or one INTERCESSORS unit from your army that contains 6 or more models for 2 Command Points. Add 1 to the Attacks and Leadership characteristics of models in that unit. Each INTERCESSORS unit can only be selected for this Stratagem once per battle.
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.
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.