Askar's Wolfpack

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.


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

ADEPTUS ASTARTES (4);
ASKAR'S WOLFPACK (4);
BATTLELINE (1);
CHARACTER (1);
EXPLOSIVES (1);
IMPERIUM (4);
INFANTRY (4);
SPACE WOLVES (4);
TACTICUS (2);
TERMINATOR (1);
WOLF GUARD (2)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

Curse of the Wulfen

Only while fighting at the side of their battle-brothers can the feral Wulfen control their frenzied aggression.

While this unit is within 6" of one or more friendly SPACE WOLVES CHARACTER models (excluding WULFEN models) or within 12" of one or more friendly WOLF PRIEST models, if it is not Battle-shocked, add 1 to the Objective Control characteristic of INFANTRY models in it and add 3 to the Objective Control characteristic of VEHICLE models in it.

Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
  • You can re-roll the Hit roll.
  • If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLACK TEMPLARS, BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, or one or more units from those factions’ Munitorum Field Manual sections, add 1 to the Wound roll as well.

Sagas

The battles fought and glorious victories won by the Great Companies of Fenris are retold in mighty sagas.

Each Detachment rule in this book includes a Saga you can complete, with additional effects that apply once you have done so.

Sons of Russ

The Great Companies of the Space Wolves are renowned for their ferocity and steadfast loyalty to the Imperium.

  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, Ragnar Blackmane has both the ADEPTUS ASTARTES and SPACE WOLVES Faction keywords, and is therefore from the Space Wolves Chapter.
  • You cannot include units from more than one Chapter in your army.
  • If your army uses any of the Detachments from this book, it can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Designer’s Note: The rules presented in this section assume that the ADEPTUS ASTARTES units in your army are from the Space Wolves Chapter, but they can also be used to represent any Space Wolves successor Chapter, such as one described in the background section of this book, or even one of your own invention. However, players who wish to faithfully recreate the Space Wolves Chapter on the tabletop should only include SPACE WOLVES EPIC HEROES if their collection is intended to represent the First Founding Chapter itself; Logan Grimnar is the Great Wolf of the Space Wolves, for example, and not of any of their successors.

Primary Mission

ENCIRCLE AND DESTROY
Askar's Wolfpack

Warriors of Fenris! The foe taunts us with their presence. We shall give them the battle they desire, but on our terms. Surround them, cut off their routes of retreat and then, when their fate is sealed, rip their beating hearts from their chests.

SECOND TO THIRD BATTLE ROUND
WHEN: End of your Command Phase.
For each expansion objective you control.5VP
FOURTH TO FIFTH BATTLE ROUND
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
For each home objective you control.10VP

Askar’s Wolfpack1DP

Detachment Rules

Hidden Hunters

Cunning as the lupine predators of his home world, Fyrri Askar favours ambush tactics. His warriors stalk the perimeter of the battlefield, striking only at the most opportune moment.

Friendly ASKAR’S WOLFPACK units have -3" detection range.

Enhancements

Aggressive ResponseUPGRADE

Struck by incoming fire, the pack responds with immediate aggression, closing in upon their assailants with fangs bared.

ASKAR’S WOLFPACK WOLF GUARD TERMINATORS unit only. (Once per turn, per unit) In your opponent’s Shooting phase, when an enemy unit has shot, if this unit was hit by those attacks, this unit can make a surge move of up to D3+1".

Lone Hunter

Fyrri Askar often prefers to hunt alone, stalking his prey from the shadows, observing the unfolding battle and throwing himself into battle only when he judges it necessary.

ASKAR’S WOLFPACK BATTLE LEADER model only. This model has:

  • Lone Operative 9".
  • Stealth.
  • +1 T.


Stratagems

BORN HUNTERS
1CP
Askar's Wolfpack Stratagem
The Space Wolves pursue their prey like feral predators, reacting to every move of their quarry with lightning speed.
WHEN: Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly ASKAR’S WOLFPACK unit (excluding TEMINATOR units) ends a fall-back move, if that ASKAR’S WOLFPACK unit is unengaged.

TARGET: That ASKAR’S WOLFPACK unit.

EFFECT: Your unit can make a normal move of up to D3+1".
BESTIAL DOMINANCE
1CP
Askar's Wolfpack Stratagem
Standing over the butchered corpses of the enemy, their armour flecked with gore, these warriors leave none in doubt as to their superiority.
WHEN: Your Shooting phase or the Fight phase, when an enemy unit is destroyed by a friendly ASKAR’S WOLFPACK WULFEN unit.

TARGET: That ASKAR’S WOLFPACK WULFEN unit.

EFFECT: Your unit has +1 OC until the end of the battle.
BRING IT DOWN
1CP
Askar's Wolfpack Stratagem
Even behemothic foes shielded by heavy armour are not immune to the Wolfpack’s wrath. Their weaponised fury is great enough to tear tanks and monsters asunder.
WHEN: Fight phase, when a friendly ASKAR’S WOLFPACK unit is selected to fight.

TARGET: That ASKAR’S WOLFPACK unit.

EFFECT: Your unit’s melee attacks have [Anti-Monster/Vehicle 4+].

Datasheets


Fyrri Askar
(⌀40mm)
M
7"
T
4
SV
3+
W
5
LD
6+
OC
1
INSV
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Master-crafted Power Weapon
Master-crafted Power Weapon
Melee
7
2+
5
-2
2
ARMY RULESCurse of the Wulfen, Sagas, Sons of Russ
ABILITIES
Storm Shield: This model has 6 W
Heroic Last Stand: In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: on a 2+, do not remove this model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield.
UNIT COMPOSITION
  • 1 Fyrri Askar model
This model is equipped with: 1 Master-crafted Power Weapon.
LEADER
This model can be attached to the following unit:
KEYWORDS: BATTLE LEADER; WOLF GUARD; CHARACTER; INFANTRY; IMPERIUM; TACTICUS; ASKAR'S WOLFPACK
FACTION KEYWORDS:
ADEPTUS ASTARTES; SPACE WOLVES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BORN HUNTERS
1CP
Askar's Wolfpack Stratagem
BRING IT DOWN
1CP
Askar's Wolfpack Stratagem
DETACHMENT ABILITY
Hidden Hunters
ENHANCEMENTS
Lone Hunter


Askar's Wolfpack Blood Claws
M
7"
T
4
SV
3+
W
2
LD
6+
OC
2
Blood Claw Pack Leader(⌀32mm)
7"
4
3+
2
6+
2
Blood Claw(⌀32mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plasma Pistol - Standard CLOSE-QUARTERS
Plasma Pistol - Standard CLOSE-QUARTERS
12"
1
3+
7
-2
1
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
12"
1
3+
8
-3
2
Bolt Pistol CLOSE-QUARTERS
Bolt Pistol CLOSE-QUARTERS
12"
1
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power Weapon
Power Weapon
Melee
4
3+
5
-2
1
Chainsword
Chainsword
Melee
4
3+
4
-1
1
ARMY RULESCurse of the Wulfen, Sagas, Sons of Russ
ABILITIES
Berserk Charge: When this unit makes an advance move, that advance move does not prevent this unit from being eligible to declare a charge.
UNIT COMPOSITION
  • 1 Blood Claw Pack Leader model
  • 9 Blood Claw models
The Blood Claw Pack Leader is equipped with: 1 Plasma Pistol - Standard; 1 Power Weapon.

Every Blood Claw is equipped with: 1 Bolt Pistol; 1 Chainsword.
KEYWORDS: EXPLOSIVES; ASKAR'S WOLFPACK; BATTLELINE; TACTICUS; INFANTRY; IMPERIUM
FACTION KEYWORDS:
ADEPTUS ASTARTES; SPACE WOLVES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BORN HUNTERS
1CP
Askar's Wolfpack Stratagem
BRING IT DOWN
1CP
Askar's Wolfpack Stratagem
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Hidden Hunters


Askar's Wolfpack Wolf Guard Terminators
M
6"
T
5
SV
2+
W
3
LD
6+
OC
1
Wolf Guard Terminator Pack Leader(⌀40mm)
6"
5
2+
3
6+
1
Wolf Guard Terminator with Assault Cannon and Power Fist(⌀40mm)
6"
5
2+
3
6+
1
Wolf Guard Terminator with Storm Bolter and Master-crafted Power Weapon(⌀40mm)
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Assault Cannon Devastating Wounds
Assault Cannon Devastating Wounds
24"
6
2+
6
0
1
Storm Bolter Rapid Fire 2
Storm Bolter Rapid Fire 2
24"
2
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Relic Greataxe Devastating Wounds
Relic Greataxe Devastating Wounds
Melee
3
3+
7
-2
3
Power Fist
Power Fist
Melee
3
3+
8
-2
2
Master-crafted Power Weapon
Master-crafted Power Weapon
Melee
4
3+
5
-2
2
ARMY RULESCurse of the Wulfen, Sagas, Sons of Russ
ABILITIES
Rugged Resilience: Attacks that target this unit with a S greater than this unit’s T have -1 to wound rolls.
UNIT COMPOSITION
  • 1 Wolf Guard Terminator Pack Leader model
  • 1 Wolf Guard Terminator with Assault Cannon and Power Fist model
  • 3 Wolf Guard Terminator with Storm Bolter and Master-crafted Power Weapon models
The Wolf Guard Terminator Pack Leader is equipped with: 1 Relic Greataxe.

The Wolf Guard Terminator with Assault Cannon and Power Fist is equipped with: 1 Assault Cannon; 1 Power Fist.

Every Wolf Guard Terminator with Storm Bolter and Master-crafted Power Weapon is equipped with: 1 Master-crafted Power Weapon; 1 Storm Bolter.
KEYWORDS: WOLF GUARD; INFANTRY; IMPERIUM; TERMINATOR; ASKAR'S WOLFPACK
FACTION KEYWORDS:
ADEPTUS ASTARTES; SPACE WOLVES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BRING IT DOWN
1CP
Askar's Wolfpack Stratagem
DETACHMENT ABILITY
Hidden Hunters
ENHANCEMENTS
Aggressive Response


Askar's Wolfpack Wulfen
M
9"
T
6
SV
4+
W
2
LD
7+
OC
0
Wulfen(⌀40mm)
9"
6
4+
2
7+
0
Wulfen with Stormfrag Auto-launcher(⌀40mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Stormfrag Auto-launcher ASSAULT BLAST 1
Stormfrag Auto-launcher ASSAULT BLAST 1
12"
D3
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Frost Blades and Feral Claws - Feral Claws Sustained Hits 1
Frost Blades and Feral Claws - Feral Claws Sustained Hits 1
Melee
3
3+
5
-2
2
ARMY RULESCurse of the Wulfen, Sagas, Sons of Russ
ABILITIES
Death Totem: This model’s melee attacks can re-roll hit rolls of 1.
Savage Frenzy: When an enemy unit (excluding MONSTER/VEHICLE units) engaged with this unit is selected to make a fall-back move:
  • That enemy unit must select the desperate escape mode.
  • If that enemy unit is battle-shocked, that enemy unit has -1 to the hazard rolls made for that desperate escape.
UNIT COMPOSITION
  • 2 Wulfen with Feral Claws and Stormfrag Auto-launcher models
  • 3 Wulfen with Feral Claws models
Every Wulfen with Feral Claws and Stormfrag Auto-launcher is equipped with: Death Totem; 1 Feral Claws; 1 Stormfrag Auto-launcher.

Every Wulfen with Feral Claws is equipped with: Death Totem; 1 Feral Claws.
KEYWORDS: ASKAR'S WOLFPACK; INFANTRY; IMPERIUM
FACTION KEYWORDS:
ADEPTUS ASTARTES; SPACE WOLVES
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BORN HUNTERS
1CP
Askar's Wolfpack Stratagem
BESTIAL DOMINANCE
1CP
Askar's Wolfpack Stratagem
BRING IT DOWN
1CP
Askar's Wolfpack Stratagem
DETACHMENT ABILITY
Hidden Hunters

The ADEPTUS ASTARTES keyword is used in the following Askar's Wolfpack datasheets:

The ASKAR'S WOLFPACK keyword is used in the following Askar's Wolfpack datasheets:

The BATTLELINE keyword is used in the following Askar's Wolfpack datasheets:

The CHARACTER keyword is used in the following Askar's Wolfpack datasheets:

Datasheets

The EXPLOSIVES keyword is used in the following Askar's Wolfpack datasheets:

The IMPERIUM keyword is used in the following Askar's Wolfpack datasheets:

The INFANTRY keyword is used in the following Askar's Wolfpack datasheets:

The SPACE WOLVES keyword is used in the following Askar's Wolfpack datasheets:

The TACTICUS keyword is used in the following Askar's Wolfpack datasheets:

The TERMINATOR keyword is used in the following Askar's Wolfpack datasheets:

The WOLF GUARD keyword is used in the following Askar's Wolfpack datasheets:

[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".

Errata

13.09 - Change to First Bullet Point
Change to: ‘That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.’
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
Surge Move
SURGE MOVE21.02
MAXIMUM DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
Curse of the Wulfen

Only while fighting at the side of their battle-brothers can the feral Wulfen control their frenzied aggression.

While this unit is within 6" of one or more friendly SPACE WOLVES CHARACTER models (excluding WULFEN models) or within 12" of one or more friendly WOLF PRIEST models, if it is not Battle-shocked, add 1 to the Objective Control characteristic of INFANTRY models in it and add 3 to the Objective Control characteristic of VEHICLE models in it.
Sagas

The battles fought and glorious victories won by the Great Companies of Fenris are retold in mighty sagas.

Each Detachment rule in this book includes a Saga you can complete, with additional effects that apply once you have done so.
Sons of Russ

The Great Companies of the Space Wolves are renowned for their ferocity and steadfast loyalty to the Imperium.

  • If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, Ragnar Blackmane has both the ADEPTUS ASTARTES and SPACE WOLVES Faction keywords, and is therefore from the Space Wolves Chapter.
  • You cannot include units from more than one Chapter in your army.
  • If your army uses any of the Detachments from this book, it can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

Designer’s Note: The rules presented in this section assume that the ADEPTUS ASTARTES units in your army are from the Space Wolves Chapter, but they can also be used to represent any Space Wolves successor Chapter, such as one described in the background section of this book, or even one of your own invention. However, players who wish to faithfully recreate the Space Wolves Chapter on the tabletop should only include SPACE WOLVES EPIC HEROES if their collection is intended to represent the First Founding Chapter itself; Logan Grimnar is the Great Wolf of the Space Wolves, for example, and not of any of their successors.
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
BORN HUNTERS
1CP
Askar's Wolfpack Stratagem
The Space Wolves pursue their prey like feral predators, reacting to every move of their quarry with lightning speed.
WHEN: Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly ASKAR’S WOLFPACK unit (excluding TEMINATOR units) ends a fall-back move, if that ASKAR’S WOLFPACK unit is unengaged.

TARGET: That ASKAR’S WOLFPACK unit.

EFFECT: Your unit can make a normal move of up to D3+1".
BRING IT DOWN
1CP
Askar's Wolfpack Stratagem
Even behemothic foes shielded by heavy armour are not immune to the Wolfpack’s wrath. Their weaponised fury is great enough to tear tanks and monsters asunder.
WHEN: Fight phase, when a friendly ASKAR’S WOLFPACK unit is selected to fight.

TARGET: That ASKAR’S WOLFPACK unit.

EFFECT: Your unit’s melee attacks have [Anti-Monster/Vehicle 4+].
Hidden Hunters
Askar’s Wolfpack Detachment

Cunning as the lupine predators of his home world, Fyrri Askar favours ambush tactics. His warriors stalk the perimeter of the battlefield, striking only at the most opportune moment.

Friendly ASKAR’S WOLFPACK units have -3" detection range.
Lone Hunter
Askar’s Wolfpack Detachment

Fyrri Askar often prefers to hunt alone, stalking his prey from the shadows, observing the unfolding battle and throwing himself into battle only when he judges it necessary.

ASKAR’S WOLFPACK BATTLE LEADER model only. This model has:

  • Lone Operative 9".
  • Stealth.
  • +1 T.

[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
[RAPID FIRE]24.30

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
Aggressive ResponseUPGRADE
Askar’s Wolfpack Detachment

Struck by incoming fire, the pack responds with immediate aggression, closing in upon their assailants with fangs bared.

ASKAR’S WOLFPACK WOLF GUARD TERMINATORS unit only. (Once per turn, per unit) In your opponent’s Shooting phase, when an enemy unit has shot, if this unit was hit by those attacks, this unit can make a surge move of up to D3+1".

ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
BESTIAL DOMINANCE
1CP
Askar's Wolfpack Stratagem
Standing over the butchered corpses of the enemy, their armour flecked with gore, these warriors leave none in doubt as to their superiority.
WHEN: Your Shooting phase or the Fight phase, when an enemy unit is destroyed by a friendly ASKAR’S WOLFPACK WULFEN unit.

TARGET: That ASKAR’S WOLFPACK WULFEN unit.

EFFECT: Your unit has +1 OC until the end of the battle.

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