| Book | Kind | Edition | Version | Last update |
Wolf Scouts | ||||
Wolf Scouts | Faction | 3 | November ’25 | November 2025 |
Below you will find a list of the operatives that make up a WOLF SCOUT kill team, including, where relevant, any weapons specified for that operative.
It is said by some battle-brothers that their Chapter’s Wolf Scouts take the storm with them. In many cases, these tempestuous upheavals truly are supernatural, called into being by accompanying Rune Priest Skjalds. At other times, Wolf Scouts skilfully time their hunts to coincide with local atmospheric phenomena or instigate them with arcane technologies. Wolf Scouts can operate for extended periods hidden by such storms; using the cover to mask their movements and confuse the senses of their prey, their enemies feel they are fighting the very elements themselves.
STRATEGIC GAMBIT. Remove your Storm marker from the killzone (if any), then place it in the killzone. Whenever an operative is within 6" horizontally of your Storm marker, it’s within your STORM.Wolf Scouts are experienced Space Marines who are utterly lethal on the hunt. These genetically modified superhumans are merciless warriors capable of exploiting strange climatic events to conceal their approach.
During each friendly WOLF SCOUT operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions:Wolf Scouts are expert in using the uncanny tempests around them to their advantage, ensuring their desperate prey rarely get a clean shot.
Subjected to numbing temperatures, flying debris or the empyric lash of a Rune Priest Skjald, the Wolf Scouts’ enemies struggle to focus their wrath and skill.
When roused, the elemental fury of Wolf Scouts is as ferocious as that of Fenris’ winter storms or the crackling lightning of its Season of Fire.
Once their prey have been cornered, the Wolf Scouts savagely sustain the pressure, ensuring no opportunity is missed to weaken their quarry.
The heightened acuity of the sons of Russ coupled with the keen hunter’s instincts of an experienced Wolf Scout enable these operatives to pick out their prey no matter where they hide.
Independence of spirit is exceptionally strong amongst Wolf Scouts. Enemies who believe them vulnerably isolated soon regret tackling these vicious survivalists.
The greatest hunters know never to waste the chance to make an unexpected lunge, their prey at its most vulnerable just as they strike.
The genetically modified physiology of the Space Wolves is capable of resisting wounds that would kill alesser being.
These blisteringly cold weapons are crafted by a master Iron Priest and boast lethal edges. Some incorporate ice kraken fangs while others are shards of energised diamond, appearing as if forged from purest ice.
The right to wear one of these fetishes may be earned in the contests of might held in the Chapter’s fortress monastery: the Fang. They recognise the bearer’s martial skill, and their capacity to draw upon great reserves of genetically augmented strength and perseverance.
Many pieces of a warrior’s wargear are artfully inscribed with runes, but only the enigmatic Rune Priests know the secrets of etching these more potent charms, which the Space Wolves believe can ward their very souls.
Thick pelts, skulls and tails adorn these sons of Russ.These trophies – taken from huge lupine beasts they have tracked and killed on Fenris – are seen as potent tokens of luck and protection against malign attacks.
Pack Leaders are supreme hunters, capable of stalking the greatest horrors alone and returning with their bloody pelts. These commanders lead through example rather than inspirational rhetoric, their long years of experience and instinctive guile granting them the status of apex predators.
Pack Leaders are supreme hunters, capable of stalking the greatest horrors alone and returning with their bloody pelts. These commanders lead through example rather than inspirational rhetoric, their long years of experience and instinctive guile granting them the status of apex predators. |
APL 3 |
MOVE 7" |
SAVE 3+ |
WOUNDS 14 |
NAME | ATK | HIT | DMG | WR | ||||
| Plasma pistol (standard) | ||||||||
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Range 8", Piercing 1 | Range 8", Piercing 1 | |||
| Plasma pistol (supercharge) | ||||||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Range 8", Hot, Lethal 5+, Piercing 1 | Range 8", Hot, Lethal 5+, Piercing 1 | |||
| Power weapon | ||||||||
| Power weapon | 5 | 3+ | 4/6 | Lethal 5+ | Lethal 5+ | |||
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WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, PACK, LEADER
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⌀32mm |
Fangbearers are experts in many of the unique genetics of their Chapter. Before battle, they employ shamanistic rites to strengthen their kill team in body and spirit against the dangers to come. They stand ready to heal injuries with biochemical balms and rough chirurgy, and carry a Fang of Morkai for when a warrior’s saga is over and only death awaits.
Fangbearers are experts in many of the unique genetics of their Chapter. Before battle, they employ shamanistic rites to strengthen their kill team in body and spirit against the dangers to come. They stand ready to heal injuries with biochemical balms and rough chirurgy, and carry a Fang of Morkai for when a warrior’s saga is over and only death awaits. |
APL 3 |
MOVE 7" |
SAVE 3+ |
WOUNDS 13 |
NAME | ATK | HIT | DMG | WR | ||||
| Absolvor bolt pistol | ||||||||
| Absolvor bolt pistol | 4 | 3+ | 4/5 | Range 9", Piercing Crits 1 | Range 9", Piercing Crits 1 | |||
| Combat blade | ||||||||
| Combat blade | 5 | 3+ | 4/5 | - | ||||
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WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, FANGBEARER
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⌀32mm |
The sagas of some Frosteyes have attributed them with the power to see into an enemy’s heart and freeze it with a glance. Supreme marksmen, they use instigator bolt carbines to strike from long range, and are so expert at exploiting ideal firing positions – often from within obscuring miasmas – that few of their victims even realise they are being hunted.
The sagas of some Frosteyes have attributed them with the power to see into an enemy’s heart and freeze it with a glance. Supreme marksmen, they use instigator bolt carbines to strike from long range, and are so expert at exploiting ideal firing positions – often from within obscuring miasmas – that few of their victims even realise they are being hunted. |
APL 3 |
MOVE 7" |
SAVE 3+ |
WOUNDS 13 |
NAME | ATK | HIT | DMG | WR | ||||
| Instigator bolt carbine (heavy) | ||||||||
| Instigator bolt carbine (heavy) | 4 | 2+ | 3/4 | Heavy (Dash only), Piercing Crits 1, Silent | Heavy (Dash only), Piercing Crits 1, Silent | |||
| Instigator bolt carbine (mobile) | ||||||||
| Instigator bolt carbine (mobile) | 4 | 3+ | 3/4 | Piercing Crits 1, Silent | Piercing Crits 1, Silent | |||
| Combat blade | ||||||||
| Combat blade | 4 | 3+ | 4/5 | - | ||||
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WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, FROSTEYE
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⌀32mm |
Gunners are weapons specialists who use powerful plasma guns. These dangerous weapons enable a hunting pack of Wolf Scouts to eradicate the most resilient of enemies at greater range. They may also burn through the foe’s defences with a single burst of the weapon’s fiery star-matter bolts.
Gunners are weapons specialists who use powerful plasma guns. These dangerous weapons enable a hunting pack of Wolf Scouts to eradicate the most resilient of enemies at greater range. They may also burn through the foe’s defences with a single burst of the weapon’s fiery star-matter bolts. |
APL 3 |
MOVE 7" |
SAVE 3+ |
WOUNDS 13 |
NAME | ATK | HIT | DMG | WR | ||||
| Plasma gun (standard) | ||||||||
| Plasma gun (standard) | 4 | 3+ | 4/6 | Piercing 1 | Piercing 1 | |||
| Plasma gun (supercharge) | ||||||||
| Plasma gun (supercharge) | 4 | 3+ | 5/6 | Hot, Lethal 5+, Piercing 1 | Hot, Lethal 5+, Piercing 1 | |||
| Combat blade | ||||||||
| Combat blade | 4 | 3+ | 4/5 | - | ||||
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WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, GUNNER
|
⌀32mm |
The Hunters of Wolf Scout packs are hard-bitten and experienced warriors, rarely content unless stalking their quarry. Few enemies who are hunted by them see anything more than vague, storm-wreathed shapes that doggedly trail them no matter how far they flee. When the Hunters strike, it is as if the elements themselves have borne them.
The Hunters of Wolf Scout packs are hard-bitten and experienced warriors, rarely content unless stalking their quarry. Few enemies who are hunted by them see anything more than vague, storm-wreathed shapes that doggedly trail them no matter how far they flee. When the Hunters strike, it is as if the elements themselves have borne them. |
APL 3 |
MOVE 7" |
SAVE 3+ |
WOUNDS 13 |
NAME | ATK | HIT | DMG | WR | ||||
| Plasma pistol (standard) | ||||||||
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Range 8", Piercing 1 | Range 8", Piercing 1 | |||
| Plasma pistol (supercharge) | ||||||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Range 8", Hot, Lethal 5+, Piercing 1 | Range 8", Hot, Lethal 5+, Piercing 1 | |||
| Combat blade | ||||||||
| Combat blade | 5 | 3+ | 4/5 | - | ||||
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WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, HUNTER
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⌀32mm |
Like the Librarians of other Chapters, Rune Priest Skjalds are battle psykers who can draw upon the power of the Warp to destroy their enemies. Elemental seers who prophesise using empowered rune stones, they can rouse psychic blizzards and ear-bursting thunders, or even implore cold rock to yawn open in a chasm to swallow the foe.
Like the Librarians of other Chapters, Rune Priest Skjalds are battle psykers who can draw upon the power of the Warp to destroy their enemies. Elemental seers who prophesise using empowered rune stones, they can rouse psychic blizzards and ear-bursting thunders, or even implore cold rock to yawn open in a chasm to swallow the foe. |
APL 3 |
MOVE 7" |
SAVE 3+ |
WOUNDS 13 |
NAME | ATK | HIT | DMG | WR | ||||
| Bolt pistol | ||||||||
| Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" | |||
| Jaws of the World Wolf | ||||||||
| Jaws of the World Wolf | 5 | 3+ | 3/5 | PSYCHIC, Blast 2", Severe | PSYCHIC, Blast 2", Severe | |||
| Thunderclap | ||||||||
| Thunderclap | 5 | 2+ | 2/2 | PSYCHIC, Range 6", Saturate, Seek Light, Stun, Torrent 2" | PSYCHIC, Range 6", Saturate, Seek Light, Stun, Torrent 2" | |||
| Runic stave | ||||||||
| Runic stave | 5 | 3+ | 4/6 | PSYCHIC, Shock | PSYCHIC, Shock | |||
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WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, PSYKER, RUNE PRIEST SKJALD
|
⌀32mm |
Saboteurs and ordnance specialists, Trapmasters excel in the placement of their esoteric haywire mines, which can burn out sensitive mechanisms as easily as a target’s nervous systems. They lay these heavy-duty devices in prime positions to disrupt incursions or ambush likely escape routes.
Saboteurs and ordnance specialists, Trapmasters excel in the placement of their esoteric haywire mines, which can burn out sensitive mechanisms as easily as a target’s nervous systems. They lay these heavy-duty devices in prime positions to disrupt incursions or ambush likely escape routes. |
APL 3 |
MOVE 7" |
SAVE 3+ |
WOUNDS 13 |
NAME | ATK | HIT | DMG | WR | ||||
| Plasma pistol (standard) | ||||||||
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Range 8", Piercing 1 | Range 8", Piercing 1 | |||
| Plasma pistol (supercharge) | ||||||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Range 8", Hot, Lethal 5+, Piercing 1 | Range 8", Hot, Lethal 5+, Piercing 1 | |||
| Combat blade | ||||||||
| Combat blade | 5 | 3+ | 4/5 | - | ||||
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WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, TRAPMASTER
|
⌀32mm |
APL 2 |
MOVE 8" |
SAVE 5+ |
WOUNDS 9 |
NAME | ATK | HIT | DMG | WR | ||||
| Fangs | ||||||||
| Fangs | 5 | 3+ | 4/5 | Rending | Rending | |||
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WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, FENRISIAN WOLF
|
⌀60x35mm |
|
It is said by some battle-brothers that their Chapter’s Wolf Scouts take the storm with them. In many cases, these tempestuous upheavals truly are supernatural, called into being by accompanying Rune Priest Skjalds. At other times, Wolf Scouts skilfully time their hunts to coincide with local atmospheric phenomena or instigate them with arcane technologies. Wolf Scouts can operate for extended periods hidden by such storms; using the cover to mask their movements and confuse the senses of their prey, their enemies feel they are fighting the very elements themselves.
STRATEGIC GAMBIT. Remove your Storm marker from the killzone (if any), then place it in the killzone. Whenever an operative is within 6" horizontally of your Storm marker, it’s within your STORM.
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The WOLF SCOUT keyword is used in the following Wolf Scouts datacards:
The IMPERIUM keyword is used in the following Wolf Scouts datacards:
The ADEPTUS ASTARTES keyword is used in the following Wolf Scouts datacards:
The SPACE WOLVES keyword is used in the following Wolf Scouts datacards:
