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Space Wolves Pages:
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Summary Page |
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This is a one page summary of the troops, vehicles and special rules used by the Space Wolves, to use as a quick reference sheet when fighting battles. |
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| Close Combat Summary Important: Any model armed with two weapons from this list receives +1 attack. Chainfist: Strike last. Double strength. No save. Roll 2d6 for armor penetration. Close Combat Weapon: No additional effect. Frost Blade or Axe: +1 Strength. No save. Lightning Claws: Re-roll wound rolls. No save. Can only receive +1 attack bonus for two weapons if used as pair. Pistol: May be used as close combat weapon. Powerfist: Strike last. Double strength. No save. Power Weapon: No save. Rune Weapon: No save. Make psychic test to kill outright one living opponent that suffers a wound. Thunder Hammer: Strike last. Double strength. No save. Wounded models may not attack for one turn. Vehicles hit are shaken. Wargear Summary Auspex: Free shot at infiltrators that set up within 4d6". Belt of Russ: 4+ invulnerable save. Bionics: Killed models recover with one wound at start of next turn on a roll of 6+. Chooser of the Slain: Enemy units may only infiltrate on a roll of 4+. Counts as additional close combat weapon. Frag Grenades: Strike simultaneously vs opponents in cover. |
Fang of Morkai: +1 victory
point per slain Space Wolf if bearer of Fang is alive at the end of battle. Great Company Banner: Add +1 to combat resolution score for units within 6". Is captured if bearer is slain in close combat. Use once at any time to give all Space Wolves within 2d6" +1 attack. Healing Potion & Balms: Ignore first Failed save on accompanying unit. May not be used vs instant death, on self, or if in close combat. Jump Pack: Move 12". Not slowed by terrain. Killed on d6 roll of '1' when landing in dangerous terrain. Krak Grenades: May be used to inflict single Strength 6 hit on vehicle or immobilized walker. Mark of the Wulfen: +D3 attacks. Always hits/is hit on 3+ in close combat. Automatically pass all Morale or Pinning tests. Master Crafted Weapon: Re-roll one hit to roll per turn. Meltabombs: Mat be used to make a single S8 close combat attack with 2d6 armor penetration on a vehicle or immobilised walker. Runic Armor: 2+ armor save. Runic Charm: Re-roll one armor save per battle. Runic Staff: Nullify ine psychic power per turn by beating opponent's D6+Ld roll with own D6+Ld roll. Servo-Arm: Scores hit on 4+ in close combat with same effect as powerfist. Repairs immobilised vehicle at start of turn on roll of 6+.
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Space Marine Bike: Move
12". +1 Toughness. Twin-linked bolters. Affected by terrain as
vehicle. Storm Shield: 4+ invulnerable save vs one close combat opponent. Terminator Armor: 2+ save. Wolf Helm of Russ: 4+ invulnerable save. Wolf Pelt: +1 attack if model counter attacked. Wolf Tail Talisman: 6+ save vs psychic powers. Wolf Tooth Necklace: Always hit in close combat on a 3+. Wolf Totem: Add +1 to combat resolution score for units within 6". Is captured if bearer is slain in close combat. Close Combat Summary Dozer Blade: Re-roll Difficult Terrain test if vehicle moved 6" or less. Extra Armor: Count crew stunned as crew shaken. Hunter-Killer Missile: Counts as krak missile with unlimited range. One use only. Pintle-mounted Stormbolter: Mat be fired in addition to any other weapons allowed. Searchlight: May be used at night to illuminate one target spotted by vehicle. Target and vehicle can be seen as in daylight. Smoke Launchers: Use after move. May not shoot. All penetrating hits count as glancing. One use only. Lasts one turn. |
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| WS | BS | S | T | W | I | A | Ld | Sv |
| Wolf Lord | 5 | 5 | 4 | 4 | 3 | 5 | 4 | 10 | 3+ |
| Fenrisian Wolf | 4 | 0 | 4 | 4 | 1 | 4 | 2 | 8 | 6+ |
| Wolf Guard Battle Leader | 5 | 5 | 4 | 4 | 2 | 5 | 4 | 9 | 3+ |
| Rune Priest | 5 | 5 | 4 | 4 | 2 | 5 | 4 | 9 | 3+ |
| Wolf Priest | 5 | 5 | 4 | 4 | 2 | 5 | 4 | 10 | 3+ |
| Iron Priest | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 9 | 2+ |
| Thrall | 3 | 3 | 4 | 5 | 1 | 1 | 1 | 8 | 5+ |
| Wolf Guard | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ |
| Wolf Guard Leader | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ |
| Wolf Scout | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 4+ |
| Grey Hunter | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ |
| Blood Claw | 3 | 3 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ |
| Blood Claw Bike | 3 | 3 | 4 | 4(5) | 1 | 4 | 1 | 8 | 3+ |
| Attack Bike | 4 | 4 | 4 | 4(5) | 1 | 4 | 2 | 8 | 3+ |
| Long Fang | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ |
| Pack Leader | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ |
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Armor |
|
Front |
Side |
Rear |
BS |
| Rhino | 11 | 11 | 10 | 4 |
| Razorback | 11 | 11 | 10 | 4 |
| Land Speeder | 10 | 10 | 10 | 4 |
| Whirlwind | 11 | 11 | 10 | 4 |
| Predator | 13 | 11 | 10 | 4 |
| Vindicator | 13 | 11 | 10 | 4 |
| Leman Russ Exterminator | 14 | 12 | 10 | 4 |
| Land Raider | 14 | 14 | 14 | 4 |
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Armor |
|
WS |
BS |
S |
Front |
Side |
Rear |
I |
A |
Venerable Dreadnought |
5 |
5 |
6(10) |
12 |
12 |
10 |
4 |
3 |
Dreadnought |
4 |
4 |
6(10) |
12 |
12 |
10 |
4 |
2 |
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Ranged Weapons |
| Weapon | Range | Str. | AP | Type |
| Bolt Pistol | 12" | 4 | 5 | Pistol |
| Boltgun | 24" | 4 | 5 | Rapid Fire |
| Storm Bolter | 24" | 4 | 5 | Assault 2 |
| Heavy Bolter | 36" | 5 | 4 | Heavy 3 |
| Shotgun | 12" | 3 | - | Assault 2 |
| Assault Cannon | 24" | 6 | 4 | Heavy 3* |
| Autocannon | 48" | 7 | 4 | Heavy 2 |
| Lascannon | 48" | 9 | 2 | Heavy 1 |
| Flamer | Template | 4 | 5 | Assault 1 |
| Heavy Flamer | Template | 5 | 4 | Assault 1 |
| Meltagun | 12" | 8 | 1 | Assault 1* |
| Multi-melta | 24" | 8 | 1 | Heavy 1* |
| Sniper Rifle | 36" | X | 6 | Heavy 1* |
| M. Launcher (Krak) | 48' | 8 | 3 | Heavy 1* |
| M. Launcher (Frag) | 48" | 4 | 6 | Heavy 1 Blast* |
| Plasma Pistol | 12' | 7 | 2 | Pistol* |
| Plasma gun | 24" | 7 | 2 | Rapid Fire* |
| Plasma Cannon | 36" | 7 | 2 | Heavy 1 Blast* |
| Typhoon Missile | 48" | 5 | 5 | Heavy 1 Blast |
| *These weapons have additional special rules, see the Weapons section of the Warhammer 40,000 rulebook for more details. |
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Ordnance |
| Weapon | Range | Str. | Pene. | Type |
| Demolisher | 24" | 10 | 2 | Ord. 1/Blast |
| Whirlwind | Guess 48" | 5 | 4 | Ord. 1/Blast |