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Space Wolves Armory

Summary Page

 

 
 
 
                                                                                            
 
 
 
 

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.

 
   

 

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+.

 

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