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Space Wolves Armory

Squads

 

 
 
 
                                                                                            
 
 
 
 

Retinues.  The Space Wolves don't use the military organization followed by most other Space Marine Chapters.  Instead of a strict system of ranks and suchlike, the Space Wolves form groups that follow a particular warrior or leader into battle.  This system is fluid, troops being moved from one retinue of followers to another as needed by the Wolf Lord in charge of the Great Company.   Retinues are generally quite small and several will be joined together to carry out important missions.

In game terms, this method has little direct effect, except that the larger the force, the more HQ units it will include, each HQ representing the leader of one of the retinues that make up the army.  To represent this, the following special rules apply to choosing a Space Wolves army :

* The number of HQ units a Space Wolves army must have is not determined by the force organization chart being used for the scenario.

*Instead a Space Wolves army must exactly one HQ unit for every 750 points in the army. rounding fractions up.  For example, a 1,500 point Space Wolves army would have to have two HQ units - no more and no less!

*HQ units aside, all other stipulations on the force organization chart for the scenario apply.

 
 

Headquarters

0-1 Wolf Lord
  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Wolf Lord
Fenrisian Wolf

75
+12

       5        5       4      4     3       5     4     10       3+
       4        0       4      4     1       4     2        8      6+
Options:   The Wolf Lord may be given any equipment allowed from the Space Wolves Armory.
Fenris Wolf:  A Wolf Lord may be accompanied by up to four Fenrisian Wolves.
Special Rules
Independent Character:  Unless he has a bodyguard, a Wolf Lord is an independent character and follows all the special rules as detailed in the Warhammer 40,000 rulebook.

Wolf Guard Bodyguard:  A Wolf Guard bodyguard may accompany the Wolf Lord.  See the Wolf Guard entry for details.
True Grit:  The Wolf Lord has the strength and skill to fire a bolter with one hand and may use the "True Grit" rule described on page 4.

 

Wolf Guard Battle Leader
  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Battle Leader
Fenrisian Wolf

60
+12

       5        5       4      4     2       5     4        9      3+
       4        0       4      4     1       4     2        8      6+
Options:   The Wolf Guard Battle Leader may be given any equipment allowed from the Space Wolves Armory and/or the Wolf Guard entry in the army list.
Fenris Wolf:  A Wolf Guard Battle Leader may be accompanied by up to four Fenrisian Wolves.
Special Rules
Independent Character:  Unless he has a bodyguard, a Wolf Guard Battle Leader is an independent character and follows all the special rules as detailed in the Warhammer 40,000 rulebook.

Wolf Guard Bodyguard:  A Wolf Guard bodyguard may accompany the Battle Leader.  See the Wolf Guard entry for details.
True Grit:  The Wolf Guard Battle Leader has the strength and skill to fire a bolter with one hand and may use the "True Grit" rule described on page 4.

 

0-1 Rune Priest
  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Rune Priest

80

       5        5       4      4     2       5     4        9      3+
Options:   The Rune Priest may be given equipment allowed from the Space Wolves Armory.
Special Rules
Independent Character:  Unless he has a bodyguard, a Rune Priest is an independent character and follows all the special rules as detailed in the Warhammer 40,000 rulebook.

Wolf Guard Bodyguard:  A Wolf Guard bodyguard may accompany the Rune Priest.  See the Wolf Guard entry for details.
Psychic Power - Storm Caller:  In the shooting phase of the Space Wolves turn, the Rune Priest can use his psychic powers to call up a blizzard of psychic energy which can be used to hide friendly troops from the enemy.  He may not shoot on the same turn that he calls up the storm.  If he successfully uses the power then he can summon the storm either over himself and the unit he is with or over any friendly unit that has a model within 12" of him.  The units unit counts as being in cover for rules purposes and so will receive a 5+ cover save and will strike first in close combat until the ned of the following enemy turn.  Units that are protected in this way assault and, if they do so and the enemy are also in cover, attacks are resolved in order of Initiative.
True Grit:  The Wolf Guard Battle Leader has the strength and skill to fire a bolter with one hand and may use the "True Grit" rule described on page 4.

 

 

0-1 Wolf Priest
  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Wolf Priest
Fenrisian Wolf

95
+12

       5        5       4      4     2       5     4       10     3+
       4        0       4      4     1       4     2        8      6+
Weapons:   Bolt Pistol, Power Weapon and Iron Wolf amulet (see below).
Options:   The Wolf Priest may be given any equipment allowed from the Space Wolves Armory.
Fenrisian Wolves:  A Wolf Priest may be accompanied by up to four Fenrisian Wolves.  Refer to the Special Rules section for details.
Special Rules
Independent Character:  Unless he has a bodyguard, a Wolf Priest is an independent character and follows all the special rules as detailed in the Warhammer 40,000 rulebook.

Wolf Guard Bodyguard:  A Wolf Guard bodyguard may accompany the Wolf Priest.  See the Wolf Guard entry for details.
Iron Wolf Amulet:  This amulet bears the symbol of the Iron Wolf.  In game terms, ti has the sane effect as an Iron Halo (see Codex:  Space Marines).
True Grit:  The Wolf Guard Battle Leader has the strength and skill to fire a bolter with one hand and may use the "True Grit" rule described on page 4.

 

Headquarters or Elites

0-1 Venerable Dreadnought
  Points/Model     WS      BS     S      Front    Side  Rear     I     A  
Wolf Priest

125

       5        5     6(10)     12      12      10        5     4
Type:   Walker
Weapons:  The left arm is fitted with a Dreadnought close combat weapon with a built-in storm bolter.  The Dreadnought's right arm is equipped with one weapon from the follow list:  assault cannon at +30 pts;  twin-linked lascannon at +50pts; twin-linked heavy bolter at +30pts;  multi-melta at + 40pts;  plasma cannon at +40 pts;  twin-linked autocannon at +35pts.
Options:   The Dreadnought may be equipped with any of the following vehicle upgrades for the cost listed in the Space Marines Armory:  extra armor, searchlight, smoke launchers.  No upgrade may be chosen more than once.
The storm bolter may be upgraded to a heavy flamer at an additional cost of +10 pts.
The Dreadnought's close combat weapon can be replaced with a missile launcher at an additional cost of +10 pts.
Special Rules
Old & Wise:  Venerable Dreadnoughts are revered, ancient warriors who are extremely wise in the ways of war.  If a Space Wolves army includes one then it may re-roll the dice if the mission being being played has a dice roll to see who gets the first turn.

Hard to Kill:  Venerable Dreadnoughts are extraordinarily tenacious.  To represent this, when the Venerable Dreadnought takes a glancing or penetrating hit, you may force you opponent to re-roll the resulting damage.   You must accept the result of the second roll.
Leader:  In exceptional circumstances a Venerable Dreadnought can lead a Space Wolves retinue into battle.  To represent this, the Dreadnought can either count as an HQ unit or as an Elites unit.

 

Elites

Dreadnought

SEE CODEX:  SPACE MARINES

 

0-20 Wolf Guard

There are only a limited number of Wolf Guard in each Great Company and to represent this there may never be more than 20 Wolf Guard in total in an army.  Wolf Guard can be used in two ways;  they can either be assigned as a bodyguard for a character or they can be used as leaders for Space Wolves packs.  Which ever way they are used, there can never be more than 20 Wolf Guard in the Army altogether.

If you include any Wolf Guard in your army then they count as a single Elites choice.  The total number of Wolf Guard taken and the number of units that they form is unimportant.  If you take one or more Wolf Guard models then they count as a single Elites unit choice.

  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Wolf Guard Leaders

30

       4        4       4      4      1      4     2       9       3+
Options:   The Wolf Guard Leader may be given equipment allowed from the Space Wolves Armory.
Special Rules
True Grit:  The Wolf Guard has the strength and skill to fire a bolter with one hand and may use the "True Grit" rule described on page 4.
Wolf Guard Leaders:  At the start of battle, one Wolf Guard model may be attached to each Space Wolves pack as a leader for the pack.  A Wolf Guard leader is a member of his pack and cannot leave it during the game.
 
  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Wolf Guard bodyguard

25

       4        4       4      4      1      4     2       9       3+
Squad:   A Wolf Guard bodyguard can consist of between 4 to 9 models.  It must be assigned to a character and the bodyguard form a single unit.
Options:   Any model may be given equipment allowed from the Space Wolves Armory.
Wolf Guard Heavy Weapons:  Up to 1in 3 models in the Wolf Guard bodyguard (rounding fractions up) may be armed with one of the following heavy weapons each.   Models armed with heavy weapons may not use any other weapons and cannot ride bikes.  All heavy weapons count as "two-handed weapons" with regard to other options allowed from the Armory.
Terminator Heavy Weapons (may only be taken by a Wolf Guard in Terminator armor):   Assault cannon +20 pts; heavy flamer at +10 pts;  cyclone missile launcher at +30 pts.

Power Armor Heavy Weapons (may only be taken by a Wolf Guard in power armor):  Heavy bolter at +15 pts, missile launcher at +20 pts, lascannon at +35 pts, multi-melta at +35 pts, plasma cannon at + 35 pts.
Transport Vehicles: A Wolf Guard bodyguard may be mounted in a Rhino at +50 pts, a Razorback at + 70 pts or a Land Raider at +250 pts.  Wolf Guards in Terminator armor may only ride in a Land Raider.  Transport vehicles can not be taken unless the bodyguard and character assigned to them can all fit into the vehicle.
Bikes:  A bodyguard assigned to a character riding a bike must ride Space Marine bikes at +20 pts per model.  Note that Space Marine bikes may not be used by models in Terminator armor and that models on bikes may not ride in transport vehicles.
Special Rules
True Grit:  The Wolf Guard has the strength and skill to fire a bolter with one hand and may use the "True Grit" rule described on page 4.

 

 

Wolf Scouts
  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Scouts

14

       4        4       4      4     1       4     1       8        3+
Squad:   The Scout squad consists of between 4 and 6 Wolf Scouts.
Weapons:  Bolt Pistol and close combat weapon.
Options:   Up to one Wolf Scout squad may choose weapons from the options included in the Space Marine Scout entry in Codex:  Space Marines.  All other Wolf Scout squads may only choose the following options:
Any model in the pack may replace their bolt pistol and close combat weapon with a bolter or combat shotgun at no additional points cost.
Up to two models may replace their bolt pistol with a sniper rifle at +5 pts or a plasma pistol at +10 pts.
Up to two models in the pack may replace their close combat weapon with a power weapon at +10 pts.
One model may replace his bolt pistol and close combat weapon with one of the following weapons:
flamer at +6 pts, meltagun at +10 pts, plasma gun at +12 pts.
The entire squad may be equipped with frag grenades at an additional cost of +1 pt per model and meltabombs at an additional cost of +4 pts.
Special Rules
Infiltrators:  In the right circumstances, Scouts have the ability to work their way into a forward position on the battlefield.  To represent this, they (and their attached Wolf Guard leader if they have one) may set up using the Infiltrators rule but only if the mission allows for Infiltrators to be used.  If the mission does not allow troops to use the Infiltrators rule then Scouts must set up normally with the rest of the army.

Move Through Cover:  Scouts (and any characters or Wolf Guard leaders with the unit) roll an extra D6 when rolling to move through difficult terrain.   In most circumstances this will mean that they roll 3d6 and pick the dice with the highest score.
Operate Behind Enemy Lines:  Instead of being setup normally, one unit of Space Wolves Scouts (and their Wolf Guard leader if they have one) can be sent out ahead of the army to operate behind enemy lines.  They will use their natural skills to work their way round behind the enemy position and then attack the enemy from the rear.  If you decide to use this option then the Scout unit must be kept in reserve, even in scenarios that don't allow reserves to be used.  When the Scouts turn up, they must enter play from the table edge that the opposing side's reserves enter from or retreat towards, rather than from their own side's table edge.  If the opponent doesn't have a table edge then roll randomly to see which edge they enter from.

 

Iron Priest and 0-4 Thralls
  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Iron Priest
Thrall

80
+10

       5        5       4      4     2       5     3        9      2+
       3        3       4      5     1       1     1        8      5+
Equipment:   The Iron Priest is armed with a bolter or bolt pistol and a thunder hammer.   He wears artificier armor (save included above).
Options:   The Iron Priest may be given any equipment allowed from the Space Wolves Armory. Any number of Thralls may be armed with close combat implants (which count as a power weapon) at +10 pts each.
Special Rules
Independent Character:  The Iron Priest is an independent character and follows all the special rules as detailed in the Warhammer 40,000 rulebook unless he is accompanied in battle by a Thrall bodyguard.

Thrall Bodyguard:  In each Great Company there are many tasks that an Iron Priest needs to perform and he could not possibly do them all without the aid of the half-human, half-machine creatures known as Thralls.  Thralls are created using the Iron Priest's arcane arts and carry out numerous menial tasks for their master.   In addition, they often serve him as a bodyguard in battle.
To represent this, an Iron Priest may be accompanied bu a bodyguard of between 1-4 Thrall Bodyguards.  The Thralls and the Iron Priest form a single unit.  If the Iron Priest is killed then his Thralls will deactivate and are removed also.

 

Troops

1+ Grey Hunter Packs
  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Grey Hunter

17

       4        4       4      4     1       4     1        8      3+
Squad:   The squad consists of between 6 and 10 Grey Hunters.
Weapons:  Bolt pistol and close combat weapon.

Options:   Any number of models may replace their bolt pistol and close combat weapon with a bolter and close combat weapon for +1 pt.  Up to two models in the pack may replace their close combat weapon with one of the following weapons each:  power weapon at +10 pts, power fist at +15 pts.  In addition, up to two models in the pack may replace their bolt pistol with a plasma pistol at + 10 pts.
One model may replace his bolt pistol and close combat weapon with one of the following weapons:  flamer at +6 pts, meltagun at + 10pts, plasma gun at +12 pts.
The entire pack may be given frag grenades at an additional cost of 1 pt per model and krak grenades at an additional cost of +2 pts per model.

Standard Bearer:  The honor of bearing one of the many Space Wolves'   many standards is usually given as a reward to a Grey Hunter who has performed an exceptional act of bravery or valor in battle.  To represent this, one Grey Hunter model in the army may be upgraded to a Standard Bearer and given a wolf totem from the Armory at the cost listed there.
Transport Vehicle: The entire squad may be mounted in a Rhino at additional cost +50 pts, or a Razorback at + 70 pts.  (see Transport entry for upgrade options).
Special Rules
True Grit:  The Grey Hunters have the strength and skill to fire a bolter with one hand and may use the "True Grit" rule described on page 4.

 

 

Blood Claws Pack
  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Blood Claw

14

       3        3       4      4     1       4     1        8      3+
Squad:   The squad consists of between 8 and 15 Blood Claws.
Weapons:  Bolt pistol, close combat weapon and frag grenades.

Options:   Up to one in every five models in the pack (rounding fractions up) may replace their close combat weapon or bolt pistol with one of the following weapons each:  power weapon at +8 pts, power fist at +12 pts, plasma pistol at +8 pts.
The entire squad may be equipped with krak grenades at +2 pts per model or meltabombs at +4 pts per model.
One model may replace his bolt pistol and close combat weapon with one of the following weapons:  flamer at +6 pts, meltagun at + 8 pts, plasma gun at + 10 pts.
Transport Vehicle:  The entire squad may be mounted in a Rhino at an additional cost of +50 pts (see Transport entry for upgrade options) as long as the squad consists of no more than than ten models.  Note that Blood Claws never receive Razorbacks as transport vehicles (they are reserved for senior units).
Special Rules
Head-strong:  Blood Claws must charge if one of their models is within 6" of the enemy, unless the pack is being led by an independent character.   They must advance after a defeated enemy unit and may never choose to use the optional Voluntary Fall Back rule
.
Berserk Charge:  Blood Claws are famed for delivering ferocious charges.  They receive a bonus of +2 attacks when they charge, rather than only +1 attack as is normally the case.  Note that this rule only applies to Blood Claws, not to Wolf Guard leaders or characters that have joined the pack.
Transport Vehicles:  Certain Space Wolves squads can take a Rhino or a Razorback as a transport vehicle.  Details of these vehilces can be found in Codex:  Space Marines.  Note that the only unit that may embark on the transport vehicle is the unit it was bought as an upgrade for, plus any characters that have joined the unit (ie, transport vehicles do not provide a taxi service for the entire army).

 

Fast Attack

Blood Claws Bike Pack
  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Blood Claw Biker

30

       3        3       4    4(5)   1      4     1        8      3+
Squad:   The squad consists of between 3 and 8 Blood Claws.
Weapons:  Each bike is fitted with twin-linked bolters and each Space Marine biker is armed with a bolt pistol or a close combat weapon.

Options:   Up to two models in the pack may replace their close combat weapon or bolt pistol with one of the following weapons each:  power weapon at +8 pts, power fist at +12 pts, plasma pistol at +8 pts.
One model may replace his bolt pistol and close combat weapon with one of the following weapons:  flamer at +6 pts, meltagun at + 8 pts, plasma gun at + 10 pts.
Special Rules
Head-strong:  Blood Claws must charge if one of their models is within 6" of the enemy, unless the pack is being led by an independent character.   They must advance after a defeated enemy unit and may never choose to use the optional Voluntary Fall Back rule
.
Berserk Charge:  Blood Claws are famed for delivering ferocious charges.  They receive a bonus of +2 attacks when they charge, rather than only +1 attack as is normally the case.  Note that this rule only applies to Blood Claws, not to Wolf Guard leaders or characters that have joined the pack.
Jump Packs:  You may choose to replace the bikes of a Blood Claws bike pack with jump packs instead.  If you do this, they are armed with a jump pack, bolt pistol and a close combat weapon but their points costs and weapon options remain the same.
Remember to use the Blood Claws normal toughness of 4 if they have jump packs, rather than the increased Toughness of 5 which they receive for having a bike.
Blood Claws that have jump packs are allowed to Deep Strike in scenarios that allow the Deep Strike rules to be used.

 

SEE CODEX:  SPACE MARINES FOR THE FOLLOWING ADDITIONAL FAST ATTACK CHOICES:

LAND SPEEDER SQUADRON............50 PTS EACH
LAND SPEEDER TORNADO..............65 PTS EACH
LAND SPEEDER TYPHOON..............75 PTS EACH
ATTACK BIKE SQUADRON...............50 PTS/MODEL

 

Heavy Support

Long Fang Pack
  Points/Model     WS      BS     S     T     W     I     A      Ld     Sv
Long Fang
Pack Leader

18
36

       4        4       4      4     1       4     1        9      3+
       4        4       4      4     1       4     1        9      3+
Squad:   The squad consists of 1 Long Fang Pack Leader and between 2 to 4 Long Fangs.
Weapons:  The Pack Leader is armed with a bolt pistol and close combat weapon.
  Each remaining Long Fang must be armed with one of the following weapons each:  heavy bolter at +15 pts, missile launcher at +20 pts, lascannon at +35 pts, multi-melta at +35 pts, plasma cannon at +35 pts.
Options:  The Pack Leader may replace his bolt pistol and close combat weapon with one of the following:  bolter and close combat weapon +1 pt, flamer at +6 pts, meltagun at +10 pts, plasma gun at +12 pts.  He may choose to replace a close combat weapon with one of the following weapons:  power weapon at +10 pts, power fist +15 pts, plasma pistol at +10 pts.
Transport Vehicle: The entire squad may be mounted in a Rhino at additional cost +50 pts, or a Land Raider at additional cost of + 250 pts.   (see the entries for upgrade options).
Special Rules
Fire Control:  A Long Fang pack leader has trained and worked with the other members of his pack for many years.  This allows him to direct their fire power at the most desirable targets quickly and efficiently.  To represent this, as long as the pack leader is still alive and doesn't shoot in the Shooting phase then the pack may engage up to two different target units instead of one.  Simply declare which models will fire at each target and then carry on using the normal rules.  The points value of the Long Fang Pack Leader has been increased to represent this special ability.
True Grit:  The Long Fangs have the strength and skill to fire a bolter with one hand and  they may use the "True Grit" rule described on page 4.

 

0-1 Leman Russ Exterminator
 

Points

 Front Armor     Side Armor    Rear Armor    BS
Leman Russ

180

          14                     12                    10               4
Type:  Tank                                               Crew:   Space Wolves

Weapons:  The Leman Russ Exterminator is armed with a turret-mounted twin-linked autocannon.  In addition, you must also have a hull-mounted weapon at the following additional points cost:  lascannon at +15 pts, heavy bolter at +5 pts.
The Leman Russ Exterminator may be fitted with two side sponsons armed with heavy bolters at a cost of +10 pts for the pair.
A Leman Russ Exterminator may be fitted with any of the vehicle upgrades allowed in the Space Marine Armory.  It may not take vehicle upgrades from Codex:  Imperial Guard.

 

SEE CODEX:  SPACE MARINES FOR THE FOLLOWING ADDITIONAL HEAVY SUPPORT CHOICES:

WHIRLWIND........................................75 PTS EACH
PREDATOR ANNIHILATOR..............120 PTS EACH
PREDATOR DESTRUCTOR..............100 PTS EACH
LAND RAIDER.....................................250 PTS EACH
VINDICATOR.......................................120 PTS EACH