Codex:Space Wolves
Special Rules
'For they shall know no fear' & Drop Pods - As found in Codex Space Marines, these apply as normal to the Space Wolves.
Acute Senses - Space Wolves may reroll the dice when rolling to determine how far a Space Wolf unit can see at night. This roll must be accepted, even it is worse than the first.
Blood Feud - Space Wolves never forget a grudge and have had millenia long feuds with both the Thousand Sons and the Dark Angels. When fighting in close assault with troops from these armies, they will always need a 3+ to hit, regardless of respective Weapon Skills. However, the Thousand Sons and Dark Angels will also only need a 3+ to hit.
'No matter the odds' - Space Wolves ignore all negative modifiers for Morale Checks for being out numbered in close combat. In addition, Blood Claws and Wolf Scouts may never choose to fall back voluntarily and must always charge if one of their models is within 6" of the enemy, unless the pack is led by a Wolf Guard champion or Independent Character.
Counter-Charge - If charged, Space Wolves will spring up and counter-charge. Unengaged Space Wolf and Fenrisian Wolves from a unit that has been charged may move up to 6" to get into base to base contact with the enemy. These models do not receive +1 Attacks for charging, but will fight with their full number of Attacks. Dreadnoughts and Long Fangs may not counter-charge. Models may counter-charge a Sweeping Advance, so long as they did not Rapid Fire or shoot heavy weapons in their Shooting Phase.
Space Wolves Armoury
Space Wolf Characters and Wolf Guard may pick up to two single-handed weapons, or one single handed and one two handed weapon, plus up to 100 points of Wargear, either from the Space Marine Armoury, or the Space Wolves Wargear List. You may not duplicate items for the same model.
In addition, Space Wolves cannot take Terminator Honours and characters in Terminator Armour do not receive the +1 Attack bonus. Space Wolves do not have access to Holy Relics - they are replaced by the Cup of Wulfen. Only one of these items may be taken per army and they may only be used in armies of 2000 points or more.
Single Handed Weapons
Frost Blade or Axe (Independent Characters only) - 25 points
Wargear
Cup of the Wulfen (Wolf Priests only) - 40 points
Wulfen Pelt (Independent Characters only) - 5 points
Psyber Raven (Rune Priests only) - 10 points
Rune Staff (Rune Priests only) - 10 points
Space Wolves Wargear
Cup of the Wulfen - A model bearing the Cup may reveal it once per battle. This may be done at any time, though the model with the Cup must not move during the turn it is revealed. On this turn, all Space Wolves within 2D6" get a +1 Attack bonus for the rest of that turn. Note that the Cup of the Wulfen may be revealed in the opposing players turn if you wish.
Frost Blade or Frost Axe - Treated as a Power Weapon and adds +1 to the user's Strength.
Wulfen Pelt - Provides wearer with a 6+ Invulnerable Save.
Psyber Raven - Enemy Infiltrators may not set up using their special rules if the Space Wolf army has a Rune Priest with a Psyber Raven, unless they first roll a 4+ (roll seperately for each unit). Rune Priests with a Psyber Raven count as having an additional close combat weapon (+1 Attacks).
Rune Staff - A Rune Priest with a Rune Staff may reroll his Psychic Test if he rolls a 12. The second result must be accepted.
HQ
Space Wolf Heroes
|
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Wolf Guard
|
30
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
9
|
3+
|
Wolf GuardHero
|
50
|
5
|
5
|
4
|
4
|
2
|
5
|
3
|
9
|
3+
|
Wolf Lord
|
75
|
5
|
5
|
4
|
4
|
3
|
5
|
4
|
10
|
3+
|
Fenris Wolf
|
+10
|
4
|
0
|
4
|
4
|
1
|
4
|
2
|
8
|
3+
|
A Space Wolf army must be led by either a Wolf Lord, Wolf Guard Hero or Wolf Guard.
Options: The Space Wolf Hero may be given any equipment allowed from the Space Wolves Armoury.
Special Rules
Independent Character: Unless accompanied by a Command Squad a Space Wolves Hero is an independent character and follows all special rules as detailed in the rulebook.
Fenris Wolf: A Wolf Lord may be accompanied by up top four Fenrisian Wolves. They must remain with 2" of him at all times, effectively forming a small unit of their own. The Wolves may be transported in a vehicle as normal and may follow the Wolf Lord if he rides a bike, but he may not have both the Wolves and a Jump Pack - they can run fast, but cannot fly!
Rune Priest
|
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Rune Priest
|
65
|
5
|
5
|
4
|
4
|
2
|
5
|
3
|
9
|
3+
|
Where other Chapters have Librarians, the SW have Rune Priests. These grim warriors have potent psychic powers based upon the native Fenrisians' own shamanic traditions.
Options: May take any equipment from the Space Wolves Armoury, plus Librarian Only items.
Special Rules:
Independent Character: A Rune Priest is an independent character and follows all special rules as detailed in the rulebook.
Psychic Power - Storm of Destruction: Used in the Assault Phase, the Rune Priest may reroll any missed attacks that turn.
Wolf Priest
|
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Wolf Priest
|
75
|
5
|
5
|
4
|
4
|
2
|
5
|
3
|
9
|
3+
|
Fenris Wolf
|
+10
|
4
|
0
|
4
|
4
|
1
|
4
|
2
|
8
|
3+
|
Where other Chapters have both Apothecaries and Chaplains, the Space Wolves have Wolf Priests. These dour warriors combine the attributes of both medic and cult leader.
Weapons: Crozius Arcanum and Rosarius
Options: Any equipment from the Space Wolves Armoury and any Chaplain or Apothecary Only items.
Special Rules
Independent Character: A Wolf Priest is an independent character and follows all special rules as detailed in the rulebook.
Fenris Wolf: A Wolf Lord may be accompanied by up top four Fenrisian Wolves. They must remain with 2" of him at all times, effectively forming a small unit of their own. The Wolves may be transported in a vehicle as normal and may follow the Wolf Lord if he rides a bike, but he may not have both the Wolves and a Jump Pack - they can run fast, but cannot fly!
Iron Priest
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Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Iron Priest
|
100
|
5
|
5
|
4
|
4
|
2
|
5
|
3
|
9
|
3+
|
Iron Priests are unique to the Space Wolves Chapter, but have much in common with the Techmarines of other Chapters. The Iron Priest look after the many technical systems in the Fang, supervising engineering projects and all other complex technical tasks undertaken everyday.
Equipment: Boltgun, Thunder Hammer
Options: Any equipment from the Space Wolves Armoury, plus any Techmarine Only items.
Special Rules
Independent Character: A Iron Priest is an independent character and follows all special rules as detailed in the rulebook.
Elites
0-1 Wolf Guard
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Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Wolf Guard
|
30
|
4
|
4
|
4
|
4
|
1
|
4
|
2
|
9
|
3+
|
The Wolf Guard are the bravest warriors of each Great Company - the chosen battle brothers of the Great Company's Wolf Lord. The Wolf Lord favours his chosen battle brothers with gifts such as antique weapons, ornate armour of ancient origin, and, of most precious of all, immense suits of Terminator armour.
Squad: You may include up to 5 Wolf Guard models, plus one more for every full 500 points in the army. This restriction aside there is no minimum or maximum number you may choose.
Wolf Guard Champions: Wolf Guard models may be attached to any Space Wolves pack. Such a champion is a member of the pack and may never leave it. They may not take any sort of heavy weapon and if they lead Wolf Scouts, they may not wear Terminator Armour.
Wolf Guard Retinue: Any not used as Champions form a single squad called a retinue. This squad must start the battle with at least three models. One model may be upgraded to a Standard Bearer. If the army includes a Space Wolf Hero, he must be set up as part of the retinue and may never leave it.
Weapons: Bolt Pistols and Close Combat Weapons
Options: All models may be given any equipment from the Space Wolves Armoury, including Independent Character Only items. Models carrying heavy weapons may not carry any other weapons.
Wolf Guard Heavy Weapons: One in every three Wolf Guard may be armed with the following heavy weapons:
Wolf Guard Terminators: Any number of Wolf Guard may be given Terminator armour with a storm bolter and power fist at a cost of + 15 pts per model. Any model may replace its power fist for a power weapon or storm shield at no additional cost, or with a chain fist or lightning claw at +5 pts. Any model may replace its storm bolter with a thunder hammer or llghtning claw at a cost of +5 pts.
Termintor Heavy Weapons: Assault Cannon/Power Fist +45, Heavy Flamer/Power Fist +35, Cyclone Missile Launcher and Storm Bolter +30.
Power Armour Heavy Weapons: Heavy Bolter +15, Missile Launcher +20, Lascannon +35, Multi-Melta +35, Plasma Cannon +35
Transport: A Wolf Guard Retinue may be mounted in a Rhino at +50, Razorback at +70, or Land Raider at +250. Rhinos and Razorbacks may only be used if all models in the retinue have Power Armour. See the transport entry and Land Raider entry for upgrade options.
Special Rules:
No Deep Strike: Space Wolves in Terminator Armour may NOT Deep Strike.
Dreadnought
|
Points
|
WS
|
BS
|
S
|
Front
|
Side
|
Rear
|
I
|
A
|
Dreadnought
|
85
|
5
|
4
|
6(10)
|
12
|
12
|
10
|
4
|
2
|
Type: Walker
Crew: One Space Marine
Weapons: The left arm has a Dreadnought Close Combat Weapon and a Storm Bolter. The Dreadnought's right arm is equipped with; Assault Cannon +30, Twin-Linked Lascannon +50, Twin Linked Heavy Bolter +30, Multi-Melta +40, Plasma Cannon +40, Twin Linked Autocannon +35
Options: The Dreadnought may have the following upgrades; Extra Armour, Searchlight, Smoke Launchers. The Storm Bolter may be upgraded to a Heavy Flamer at +10. The left arm may be upgraded to a Missile Launcher for +10.
Special Rules
Rare: Only one Dreadnought may be used per full 1000 points in the army.
Old & Wise: If at least one Dreadnought is included in an army then it may reroll the dice if the Mission being played dices off to see who gets first turn.
Troops
Grey Hunter Pack
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Points
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WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Grey hunter
|
16
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
8
|
3+
|
Sergeant
|
16
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
8
|
3+
|
Squad: 1 Grey Hunter Sergeant and between 4 and 9 Hunters.
Weapons: Bolters, or Bolt Pistol and Close Combat Weapon.
Options: Up to two models may replace their Close Combat Weapons for; Power Weapon +10, Power Fist +15. In addition, two models may replace their Bolt Pistols for a Plasma Pistol at +10. The Sergeant may be armed with one of the following weapons: power weapon at + 10 pts; power fist at +15 pts; plasma pistol at + 10 pts; melta gun at + 10 pts; plasma gun at +l2pts. The entire pack may have Frag Grenades at +1 per model and Krak at +2 per model.
Transport: The entire Squad may be mounted in a Rhino at +50 or Razorback at +70.
Wolf Scouts
|
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Scouts
|
12
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
7
|
4+
|
Scout Sergeant
|
14
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
8
|
4+
|
Squad: 1 Sergeant and between 4 and 9 Scouts
Weapons: Bolt Pistol and Close Combat Weapon.
Options: One Scout Squad may choose their equipment as normal from the Space Marine Codex. All other squads may choose from the following. Any model may replace their Bolt Pistol and Close Combat Weapon for a Bolter or Shotgun for no cost. The entire pack may have Frag Grenades at +1 per model and Krak at +2 per model. The Sergeant may be armed with one of the following weapons: power weapon at + 10 pts; power fist at +15 pts; plasma pistol at + 10 pts; melta gun at + 10 pts; plasma gun at +l2pts.
Special Rules:
Infiltrators
Move Through Cover
Fast Attack
Blood Claw Pack
|
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Blood Claw
|
24
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
7
|
3+
|
Sergeant
|
26
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
8
|
3+
|
Squad: 1 Sergeant and between 4 to 9 Blood Claws
Weapons: Bolt Pistol, Close Combat Weapon and Frag Grenades. The whole squad has Jump Packs.
Options: Up to two models may replace their Close Combat Weapons for; Power Weapon +10, Power Fist +15. In addition, two models may replace their Bolt Pistols for a Plasma Pistol at +10. The Sergeant may be armed with one of the following weapons: power weapon at + 10 pts; power fist at +15 pts; plasma pistol at + 10 pts; melta gun at + 10 pts; plasma gun at +l2pts. The entire squad may have Krak Grenades at +2 points per model and Meltabombs for +4 per model.
Bike Squad: All models can replace their Jump Packs for Space Marine Bikes with Twin-Linked Bolters at +10 per model.
Special Rules
Remove Jump Packs: Each model reduced in cost by 10 points.
Deep Strike: Allowed if the squad retains its Jump Packs.
Land Speeder Squadron: 50 points per model
Land Speeder Tornado: 75 points each
Land Speeder Typhoon: 75 points
Attack Bike Squadron: 50 points per model
Heavy Support
Long Fangs Pack
|
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Long Fang
|
18
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
9
|
3+
|
Sergeant
|
18
|
4
|
4
|
4
|
4
|
1
|
4
|
1
|
9
|
3+
|
Squad: 1 Sergeant and 4 Long Fangs.
Weapons: Bolters. The Sergeant may exchange his Bolter for a Bolt Pistol and Close Combat Weapon for no extra cost.
Options: Up to four Long Fangs may have; heavy Bolter +15, Missile Launcher +20, Lascannon +35, Multi-Melta +35, Plasma Cannon +35. The Sergeant may be armed with one of the following weapons: power weapon at + 10 pts; power fist at +15 pts; plasma pistol at + 10 pts; melta gun at + 10 pts; plasma gun at +l2pts.
Transport: The entire Squad may be mounted in a Rhino at +50 or Razorback at +70.
Whirlwind: 75 points each
Predator Annihilator: 120 points each
Predator Destructor: 100 points each
Land Raider: 250 points each
Vindicator: 120 points each
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