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Space Wolves Armory

Space Wolves Wargear

 

 
 
 
                                                                                            
 
 
 
 
 
Description of Space Wolves Wargear:

 

Belt of Russ.
Each Great Company has a single Belt of Russ.  The belts were crafted by master Iron Priest Stef Blacksoul following Russ' disappearance and are said to have been based on the mighty belt that Russ himself wore.  Each belt incorporates a device that generates a protective field which will protect its wearer from harm.  In game terms they have the same effect as an Iron Halo (see Codex:  Space Marines).

Chooser of the Slain.
This is a mechanical flying creature that is attuned to a Rune Priest's brain pattern.   It can fly ahead of the Rune Priest so that he can see what it sees and it will protect him if he is attacked.  Enemy infiltrators may not set up using their special rules against a Space Wolves army that includes a Rune Priest with a Chooser of the Slain unless they first roll a 4+ on 1d6 (roll separately for each unit).  In addition, Rune Priests that have a Chooser of the Slain count as having an additional close combat weapon in close combat (ie, +1 attack), although this modifier does not apply if the Rune Priest already has an additional hand weapon.

Fang of Morkai.
In Fenrisian legend, Morkai is the huge wolf that guards the Gates of death.  The Fang of Morkai is the blade used by Wolf Priests to extract the progenoid gland from fallen Space Wolves.  In game terms it has the same effect as a reductor (see Codex:   Space Marines).

Frost Blade or Frost Axe.
These are one of the most prized weapons owned by the Space Wolves Chapter.  Each was hand crafted by a Master Iron Priest and they utilize the diamond-sharp fangs of the Ice Kraken as the teeth for the chainsaw blades.  A Frost Blade or Axe is treated as a power weapon but adds +1 to the user's Strength.

Great Company Banner.
Each Great Company has its own banner, inscribed with the finely woven runes and pictures which tell the history of the company.  Only a Wolf Guard Champion in the Wolf Lord's bodyguard may carry a Great Banner.  The banner follows the same rules as a Chapter Banner (see Codex:  Space Marines).

Healing Potions and Balms.
Many Wolf Priests are skilled in the native Fenrisian healing arts and carry with them potions and balms that quickly reduce the pain and discomfort of an injury.  If a Wolf Priest equipped with healing potions and balms joins a unit, you may ignore the first failed saving throw for the unit.  The potions will not work on a model that has suffered Instant Death (eg. is hit by a weapon whose Strength is twice the model's Toughness) or that has been hit by a weapon that has no save.  It may not be used if the Wolf Priest is in base contact with an enemy model.  The Wolf Priest cannot use the potions and balms on himself.

Mark of the Wulfen.
This is a form of genetic instability to which some members of the Space Wolves are prone.   These individuals are literally "marked out"  by facial tattoos that are applied by the Wolf Priest.  Warriors bearing the Mark are both feared and revered by their fellow Space Wolves.

The Mark of the Wulfen is limited to a single Wolf Guard model in each army.  It can be shown by either painting facial tattoos on the model or converting the model to show it in a beast like state.  A Wolf Guard bearing the Mark  is treated as an independent character and must remain on his own at all times.  He is allowed to be near another unit but he cannot join it.  A model bearing the Mark of the Wulfen may not be given Terminator Armor, a jump pack nor may he ride a Space Marine Bike.

A model bearing the Mark of the Wulfen explodes into wild bestial fury in close combat.  He undergoes a physical transformation into a wild beast-like creature.  Such is his savagery in combat that he receives D3 additional attacks and always strikes his foes on a 3+, whatever their Weapon Skill.  Finally, a character bearing the Mark of the Wulfen simply does not know the meaning of fear and he will automatically pass all Morale and Pinning tests and may ignore opposing troops or weapons that can cause an opponent to fall back.

Runic Armor.

This can only be forged by the combined efforts of a Rune Priest and an Iron Priest.  The resulting armor is inscribed with powerful protective runes which can protect the wearer from harm.  In game terms, it has the same effect as a suit of artificier armor (see Codex:  Space Marines).

Runic Staff.

A Rune Priest's staff is covered with many mighty runes of nullification which protect him against enemy psychic powers. In game terms it has the same effect as a psychic hood (see Codex:  Space Marines).

Runic Weapon.

This ancient weapon is inscribed with potent death runes which can drain the life energy from an enemy.  In game terms it has the same effect as a force weapon (see Codex:  Space Marines).

Runic Charm.

Space Wolves warriors are strong believers of charms and other blessed items, which they believe have the power to protect them in battle.  A model protected by a runic charm may re-roll one failed armor saving throw per battle.

Wolf Helm of Russ.

This is one of the Space Wolves' revered artifacts and it is said to have been worn by Russ himself.  Which Great Company receives the honor of using the Helm is decided once every hundred years, at the Great Feast of Russ.  At this feast, champions from each of the Great Companies compete in series of increasingly dangerous contests.  The last contest standing wins the Wolf Helm for his Great Company.  The Helm was last won by Ragnar Blackmane, who presented it to Ulrik the Slayer as a mark of his respect to his mentor.  In game terms, the Wolf Helm has the same effect as a holy relic (see Codex:  Space Marines).

Wolf Pelt.

This pelt comes from a massive Wolf of Fenris, slain by the bear hands of the wearer himself.  The only way to slay a Fenrisian Wolf in this way is to wait until the Wolf pounces and then to leap forward while it is in the air so that the exposed neck and belly can be attacked.  Such an attack calls for cunning combined with bestial ferocity.  To reflect these traits, a model with a Wolf Pelt receives a +1 attack bonus when they Counter-Attack.

Wolf Tail Talismans.

Space Wolves Warriors are highly superstitious and many carry a collection of talismans which they feel somehow protect them them in battle against enemies that have "the evil eye".  Most potent of these are said to be the wolf tail talisman.
A model protected by such a talisman is not affected by enemy psychic powers on a D6 roll of 6+.  The power still takes effect, but any character that makes his save will be unaffected.

Wolf Tooth Necklace.

A Space Wolves warrior who has shown exception ability in close combat may be granted a wolf tooth necklace as a mark of his prowess.  Models with a wolf tooth necklace always hit on a 3+ in close combat, even against opponents whose Weapon Skill is equal to or higher than their own.

Wolf Totem.

All Space Wolves Great Companies have totems and banners which are carried into battle by a Grey Hunter.  These have the same effect as a Sacred Standard (see Codex:  Space Marines).