Space Wolves 7th Edition
Space Wolves Tactical Summary as of 10-26-16
The Space Wolves have always been the silliest Space Marine Chapter. Space Wolves are basically werewolf Vikings in space; Games Workshop has done an interesting job hiding they most preposterous aspects of the Chapter, but newer model releases remind us just how incomprehensible the Space Wolves are. The best analogy, is the Space Wolves are the Orks of the Space Marines. If you take a look at the model line you will notice, the amount of exaggerated faces, bits, and over the top aesthetic. Just when you think Games Workshop couldn’t top itself, with things like Thunder Wolf Cavalry, they go ahead and make Logan Grimnar Santa Clause of the 41st millennium, riding a Wolf powered sleigh.
Once you get beyond the Space Wolf oddities, you will realize how different they play. The Space Wolves more so than the Blood Angels have many units types you wouldn’t expect with Space Marines to use. The Space Wolves unique units are very good. Thunder Wolf Cavalry, Wulfen and Fenrisian Wolves are all spectacular and capture the Space Wolves particular play-style. If you look deeper, you will also notice the whole “Blood Claw” class of units really operate in wholly Space Wolf way.
The bulk of Space Wolf armies today though rely on above mention trifecta. Thunder Wolf Cavalry, since their introduction have been amazing, with T5 and vast array of weapon choices make them really tough. It shouldn’t be lost either that almost all Space Wolf characters can take a Thunder Wolf mount as an upgrade. Fenrisian Wolves with the help of an amazing Wolfkin Formation really shine, no longer just upgrades to characters this unit can become an unending horde of dog bites. The “newest” addition to the Space Wolf arsenal, Wulfen instantly went to the top of the charts as one of the best units in the game, mostly because of the ability to strike after death and bonus force multipliers.
The Space Wolves have a vast number of Formations to work with, but what you normally see in competitive settings are really top heavy Deathstars based around an amazing amount of characters, helped by a quirk in Space Wolf Force Org allowances. The Space Wolves really do require more experimentation, but it seems like many competitive Space Wolf players are unwilling to give it a try, you can see the building blocks of Blood Claw centric armies and even some Dreadnought possibilities, but as long as the Wolf based units are cheap and effective it is hard to break out of the mold.
Below you find all the quick reference material you need to build an competitive or fluffy Space Wolves army.
- Space Wolves
- Combined Arms Detachment
- Allied Detachment
- Air Superiority Detachment
- Wolves Unleashed Detachment
- Company of the Great Wolf Detachment
- The Wolf Claw Strike Force
- Combined Arms Detachment
- Allied Detachment
- Air Superiority Detachment
- Wolves Unleashed Detachment
- Company of the Great Wolf Detachment
- The Wolf Claw Strike Force
(See tabs for details)
Force Organization
Compulsory: 1 HQ, 2 Troops
Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification
Restrictions: All units chosen must have the same Faction (or have no Faction).
Command Benefits:
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Compulsory: 1 HQ, 1 Troop
Optional: 1 Troop, 1 Elite, 1 FA, 1 HS
Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).
Command Benefits:
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Force Organization
Compulsory: 1 Flyer Wing
Optional: 2 Flyer Wings
Restrictions: All Units must have the same Faction.
Command Benefits:
Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.
Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.
Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.
Source: Supplement: Death from the Skies
Force Organization
Compulsory: 2 HQ, 2 Troops
Optional: 4 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification
Restrictions: All units in this Detachment (except fortifications) must have the Space Wolves Faction.
Command Benefits:
Jarl of Russ: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Space Wolves.
Cunning of the Wolf: Before Deployment, roll a D6 for each unit in this Detachment, adding +2 to the result if the unit’s Battlefield Role is Troops and it has been joined by an Independent Character from this Detachment (before rolling, inform your opponent which Independent Characters, if any, will start the game joined to which Troops units). On a 6+, that unit has the Outflank special rule. In addition, at the start of each of your turns after the first, you may select one unit from this Detachment that is in Reserves. That unit automatically passes its Reserve Roll to arrive this turn (no dice roll is necessary).
Source: Codex: Space Wolves
Force Organization
Compulsory: 1 HQ, 2 Elite
Optional: 3 HQ, 3 Troops, 6 Elites, 3 FA, 3 HS, 1 LoW, 1 Fortification
Restrictions: All units in this Detachment (except fortifications) must have the Space Wolves Faction.
Command Benefits:
Grimnar’s Right Hand: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Champions of Fenris Warlord Traits Table.
Kingsguard: The following models have +1 WS on their profile when chosen as part of this Detachment: Wolf Guard, Wolf Guard Pack Leader, Wolf Guard Terminator, Wolf Guard Terminator Leader, Thunderwolf Cavalry, Thunderwolf Cavalry Pack Leader.
Source: Supplement: Champions of Fenris
Core +1: Greatpack Formation, Legendary Greatpack: 1 Formation chosen from the following list The Firehowlers, The Ironwolves, The Drakeslayers, The Deathwolves, The Blackmanes, The Champions of Fenris
Command 0-5: Lord of the Fang: 1 of the following: Logan Grimnar, Wolf Priest, Njal Stormcaller, Bjorn the Fell-Handed, Arjac Rockfist, Canis Wolfborn. Heralds of the Great Wolf Formation, Wyrdstorm Brotherhood Formation.
Auxiliary 1+: Spear of Russ Formation, Fangs of the Tempest: Stormfang Gunship or 1 Storm Wolf, Ancients of the Fang Formation, Murderfang, Wulfen Murderpack Formation, Wolfkin Formation
Restrictions: This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to five Command choices and any number of additional Core or Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment and all units in the Detachment must have the Space Wolves Faction.
Command Benefits:
Counter-charge: At the end of your opponent’s Charge sub-phase, you can declare a charge with any unengaged units from this Detachment, so long as each enemy unit that you attempt to charge is locked in combat with another unit from this Detachment. Any units that do so count as charging for all rules purposes.
The Howl of Wolves: If a Wolf Claw Strike Force includes two or more Greatpacks, or two or more of the same Legendary Greatpack, one including a Wolf Lord 1 and the others including a Wolf Guard Battle Leader, then together they form a Great Company. As long as a Great Company’s Wolf Lord 1 is still alive, all units in that model’s Great Company have the Fear and Furious Charge special rules.
Source: Warzone Fenris: Mark of the Wulfen
- Relics of the Fang
- Relics of the Great Wolf
(See tabs for details)
The Bite of Fenris 10 pts:
Helwinter Bolt – Range 24 inches, Str 4, AP 5, Type: Rapid Fire, Helfrost = When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Strength test for each Wound suffered or be removed from play. Flametide Bolt – Range 24 inches, Str 5, AP 4, Type: Rapid Fire, Ignores Cover
Helm of Durfast 20 pts:
A model wearing the Helm of Durfast re-rolls failed To Hit rolls. In addition, the wearer’s shooting attacks have the Ignores Cover special rule.
Black Death 25 pts:
Range -, Str +2, AP 2, Type: Melee, Unwieldy, Whirlwind of Death = The bearer of Black Death gains +3 Attacks for the duration of any Fight Sub-phase in which he is locked in a combat that contains more enemy models than friendly ones.
Fangsword of the Ice Wolf 25 pts:
Range -, Str +1, AP 3, Type: Melee, Rending, Helfrost = When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Strength test for each Wound suffered or be removed from play.
The Armour of Russ 35 pts:
The Armour of Russ confers a 2+ Armour Save and a 4+ invulnerable save. Furthermore, when fighting in a challenge, the wearer’s opponent suffers a -5 penalty to their Initiative (to a minimum of 1).
The Wulfen Stone 40 pts:
The bearer of the Wulfen Stone, and his unit, have the Furious Charge special rule. In addition, the bearer has the Rage special rule.
Armour of Asvald Stormwrack 50 pts:
The Armour of Asvald Stormwrack confers a 2+ Armour Save and a 4+ invulnerable save. The wearer also has the Bulky, Deep Strike, It Will Not Die and Relentless special rules, but cannot make Sweeping Advances.
Frostfury 15 pts:
Range 24 inches, Str 4, AP 5, Type: Assault 4, Helfrost = When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Strength test for each Wound suffered or be removed as a casualty.
Krakenbone Sword 35 pts:
Range -, Str +1, AP 2, Melee, Master-crafted
Morkai’s Claws 45 pts:
Morkai’s Claws are a pair of unique wolf claws that replace all of a model’s ranged and Melee weapons. Range -, Str +1, AP 3, Melee, Rending, Shred, Specialist Weapon, Maul = In close combat, the bearer of Morkai’s Claws gains +D3 Attacks instead of +1 for fighting with two weapons (roll at the start of each Fight sub-phase).
Pelt of Balewolf 10 pts:
The wearer of the Pelt of Balewolf has the Fear special rule. Furthermore, enemy units with the Beasts, Cavalry or Monstrous Creature unit types that are in base contact with the wearer or his unit automatically fail any Fear tests they are required to make unless they have the And They Shall Know No Fear or Fearless special rules.
Fellclaw’s Teeth 15 pts:
The bearer of Fellclaw’s Teeth re-rolls all failed To Hit rolls in close combat.
As of 10-25-16
The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.
The Fierce-Eye’s Finest Formation
The Fierce-Eye’s Finest Formation
Restrictions: None.
Special Rules:
Furious Determination: Whilst Krom Dragongaze is alive, all units in this Formation have the Furious Charge special rule.
Pack Instincts: If a unit from this Formation targets and enemy unit in a the Shooting phase and hits with at least one weapon, second and subsequent units from this Formation that target the same enemy unit in the Assault phase, second and subsequent units from this Formation that declare a charge against the same enemy unit in that phase re-roll failed charge rolls.
Source: Campaign: Sanctus Reach: Stormclaw
Great Company Formation
Restrictions: One unit of Grey Hunters must include a wolf standard.
Special Rules:
Jarl of Russ: If this Formation is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Space Wolves.
Cunning of the Wolf: Before Deployment, roll a D6 for each unit in this Formation, adding +2 to the result if the unit’s Battlefield Role is Troops and it has been joined by an Independent Character from this Formation (before rolling, inform your opponent which Independent Characters, if any, will start the game joined to which Troops units). On a 6+, that unit has the Outflank special rule. In addition, at the start of each of your turns after the first, you may select one unit from this Formation that is in Reserves. That unit automatically passes its Reserve Roll to arrive this turn (no dice roll is necessary).
The Howl of Wolves: As long as this Formation’s Wolf Lord is alive, all units in this Formation have the Fear and Furious Charge special rules.
Pack Instincts: If a unit from this Formation targets and enemy unit in a the Shooting phase and hits with at least one weapon, second and subsequent units from this Formation that target the same enemy unit in the Assault phase, second and subsequent units from this Formation that declare a charge against the same enemy unit in that phase re-roll failed charge rolls.
Source: Codex: Space Wolves
Kingsguard Stormforce Formation
Kingsguard Stormforce Formation
Restrictions: Logan Grimnar must be equipped with Stormrider. The Wolf Guard Terminator unit must include 5 models and must take the Formation’s Land Raider as a Dedicated Transport.
Special Rules: First Among Equals, Kingsguard, Sagaborn.
First Into the Fray: On any turn that they disembark from this Formation’s Land Raider, the Wolf Guard Terminator unit has the Furious Charge special rule, and can reroll failed charges.
Wrath of the Stormfang: As long as Logan Grimnar is alive, the controlling player can choose whether to pass or fail any Reserve Rolls for this Formation’s Stormfang Gunship.
Source: Supplement: Champions of Fenris
Brethren of the Fell-Handed Formation
Brethren of the Fell-Handed Formation
Requirements: Bjorn the Fell-Handed, 2 Venerable Dreadnoughts
Restrictions: All Dreadnoughts must be upgraded to Venerable Dreadnoughts.
Special Rules: Adamantium Will, Sagaborn.
Blessing of Russ: As long as a Dreadnought from this Formation remains within 6? of Bjorn the Fell-Handed, it has a 5+ invulnerable save. Warriors of Legend: Whilst Bjorn the Fell-Handed is alive, all units in this Formation re-roll all failed To Hit rolls in close combat.
Source: Supplement: Champions of Fenris
Wolf Guard Void Claws Formation
Wolf Guard Void Claws Formation
Requirements: 1 Unit of Wolf Guard Terminators
Restrictions: All models in this Formation’s squad of Wolf Guard Terminators must be equipped with one pair of wolf claws. The squad of Wolf Guard Terminators must include at least 5 models.
Special Rules: First Among Equals, Kingsguard, Sagaborn.
Coordinated Assault: As long as at least one model from this Formation is still alive and on the table, the controlling player can re-roll any Reserve Rolls.
If Needs Must: When units from this Formation arrive by Deep Strike, you can re-roll the scatter dice if you wish. Spearhead Strike: All units from this Formation begin the game in Reserves, and must arrive by Deep Strike in their controlling player’s first turn.
Source: Supplement: Champions of Fenris
Grimnar’s Wolf Council Formation
Grimnar’s Wolf Council Formation
Requirements: Ulrik the Slayer, Njal Stormcaller, 1 Rune Priest and 1 Iron Priest
Restrictions: Before deployment, the controlling player must decide whether to field this Formation as a number of Independent Characters or as a single unit
Special Rules: Fearless, First Among Equals, Sagaborn.
Conclave of War: If deployed as a single unit, all of the models in this Formation lose the Independent Character special rule, though they remain characters. Furthermore, no Independent Characters can join this unit with the exception of Logan Grimnar (unless he is mounted on Stormrider) and Arjac Rockfist. However, the Formation’s Fearless special rule is replaced with the Zealot special rule for as long as Logan Grimnar remains with the unit.
Wise Counsel: An army that includes this Formation can re-roll the dice when determining who deploys first, and adds 2 to the dice roll when attempting to Seize the Initiative.
Source: Supplement: Champions of Fenris
Arjac’s Shieldbrothers Formation
Arjac’s Shieldbrothers Formation
Requirements: Arjac Rockfist, 1 Unit of Wolf Guard Terminators, 1 Land Raider Crusader
Restrictions: All models in this Formation’s unit of Wolf Guard Terminators must be equipped with thunder hammers and storm shields. Arjac Rockfist must be deployed with this unit, and they must take the Formation’s Land Raider Crusader as a Dedicated Transport.
Special Rules: First Among Equals, Hammer of Wrath, Kingsguard, Sagaborn.
Protect the King!: As long as Logan Grimnar is alive and on the battlefield, all models in this Formation have the Fearless special rule. If Logan Grimnar is slain, the Fearless special rule is replaced with the Zealot special rule.
Shieldwall: Any model in this Formation that is in base contact with at least one other model from this Formation has +1 Toughness. Each time a model from this Formation passes an invulnerable save against a close combat attack on the roll of a 6, the unit that made the attack suffers an immediate hit resolved at Strength 8 AP2, using Random Allocation. This hit has the Concussive special rule.
Source: Supplement: Champions of Fenris
Wolf Guard Thunderstrike Formation
Wolf Guard Thunderstrike Formation
Requirements: 1 Unit of Wolf Guard Terminators, 1 Unit of Wolf Guard, 1 Drop Pod
Restrictions: The Wolf Guard unit must include 10 models and must take the Formation’s Drop Pod as a Dedicated Transport.
Special Rules: First Among Equals, Kingsguard, Sagaborn.
Explosive Arrival: During the turn in which they arrive from Reserves, the ranged weapons of all Infantry models from this Formation have the Twin-linked special rule.
Thunderstrike: When rolling for Reserves, make a single Reserve Roll to see when this Formation arrives. On a successful roll, all units in this Formation will arrive. These units must deploy by Deep Strike.
Source: Supplement: Champions of Fenris
The Champions of Fenris Formation
The Champions of Fenris Formation
Restrictions: The units in this Formation must adhere to all of the restrictions detailed in each of the corresponding Formation datasheets.
Special Rules: The units in this Formation retain all of the special rules specified in the corresponding Formation datasheets. In addition, the following special rules apply: Fear, Fearless.
Great Wolf: As long as Logan Grimnar is alive, all non-vehicle models in this Formation re-roll failed To Hit rolls in close combat.
Iron High Priest: As long as the Iron Priest is alive, all vehicle models in this Formation have the It Will Not Die special rule.
Rune High Priest: As long as Njal Stormcaller is alive, all models in this Formation have the Adamantium Will special rule.
Wolf High Priest: As long as Ulrik the Slayer is alive, all models in this Formation have the Preferred Enemy special rule.
Source: Supplement: Champions of Fenris
Wolfguard Strike Force Formation
Wolfguard Strike Force Formation
Requirements: 1 Wolf Guard Battle Leader, 2 Units of Wolfguard Terminators, 2 Stormwolves
Restrictions: Each unit of Wolf Guard Terminators must take one of the Formation’s Stormwolves as a Dedicated Transport. The Wolf Guard Battle Leader must join one of these units. All Infantry models in this Formation must begin the game embarked within their Stormwolf transports.
Special Rules:
Explosive Arrival: In a turn in which a model from this Formation disembarks from a Stormwolf, that model has the Hammer of Wrath special rule and its ranged weapons have the Twin-linked special rule.
Hunting Pack: When rolling for Reserves, make a single Reserve Roll to see when this Formation arrives. On a successful roll, all units in this Formation will arrive.
Source: Campaign: Sanctus Reach: Hour of the Wolf
Grimnar’s Kingsguard Formation
Grimnar’s Kingsguard Formation
Restrictions: All units of Wolf Guard or Wolf Guard Terminators must take one of the Formation’s Land Raiders (any type) as a Dedicated Transport. Arjac must join one of these units. Unless he is equipped with Stormrider, Logan Grimnar must also join one of these units.
Special Rules: Fearless.
The High King: At the start of each of your turns, nominate one unit from this Formation that is within 12? of Logan Grimnar. That unit gains one special rule from the following list until the start of your next turn: Furious Charge, Monster Hunter, Preferred Enemy, Tank Hunters.
Kingsguard: The following models have +1 WS on their profile when chosen as part of this Formation: Wolf Guard, Wolf Guard Pack Leader, Wolf Guard Terminator, Wolf Guard Terminator Leader
Source: Campaign: Sanctus Reach: Hour of the Wolf
Ragnar’s Claws Formation
Requirements: Ragnar Blackmane, 3 Units of Blood Claws, 1 Unit of Skyclaws, 1 Unit of Swiftclaws
Restrictions: All units of Blood Claws and Skyclaws must have at least 10 models.
Special Rules:
Eager to Impress: Any units from this Formation within 12? of Ragnar Blackmane have the Zealot special rule.
Reckless Ferocity: If a unit from this Formation is within 6? of an enemy non-vehicle model at the beginning of the Shooting phase, that unit cannot shoot and must attempt to charge in the ensuing Assault phase, but can re-roll failed charge ranges.
Source: Campaign: Sanctus Reach: Hour of the Wolf
The Firehowlers Formation
Restrictions: This Formation’s Wolf Lord, Wolf Guard Battle Leader and Wolf Guard must be equipped with jump packs or ride Space Marine Bikes.
Special Rules:
Bloodcurdling Charge: Enemy units attempting to fire Overwatch at a charging Firehowlers unit must first pass a Leadership test or be unable to fire Overwatch for the duration of that Assault phase. In addition, units from this Formation cause Fear on the turn they charge. Enemy units with the And They Shall Know No Fear or Fearless special rules are immune to the effects of Bloodcurdling Charge.
Eager for Combat: All Firehowlers units can re-roll failed charge rolls.
Rising Fury: If you roll a 10 or more when determining the charge distance of a Firehowlers unit, all models in that unit have the Furious Charge special rule that turn.
Source: Warzone Fenris: Mark of the Wulfen
The Ironwolves Formation
Restrictions: You must include enough Dedicated Transports with sufficient Transport Capacity to carry all non-vehicle models from this Formation.
Special Rules:
Armoured Onslaught: All Ironwolves vehicles can move an additional 6? when moving Flat Out. In addition, when taking Morale checks caused by Tank Shock from an Ironwolves vehicle, enemy units suffer a -2 penalty to their Leadership characteristic.
Mobile Assault: Ironwolves units can disembark from their Transports even if the vehicle has moved up to 12? in the Movement phase.
Overwhelming Firepower: All weapon and wargear options taken by Ironwolves vehicles are free.
Source: Warzone Fenris: Mark of the Wulfen
The Drakeslayers Formation
Restrictions: None.
Special Rules: Monster Hunter, Stubborn.
Furious Determination: Whilst Wolf Lord Krom is on the battlefield, all Drakeslayer models have the Furious Charge special rule.
Glory Seekers: Characters from this Formation have the Preferred Enemy (Characters) special rule. In addition, if one friendly unit from this Formation makes a successful charge, all other Drakeslayer units can re-roll failed charge rolls for the rest of the phase
Source: Warzone Fenris: Mark of the Wulfen
The Deathwolves Formation
Restrictions: None.
Special Rules: Outflank.
Peerless Hunters: When making Reserve Rolls, make a single roll for all Outflanking Deathwolves units, which you can choose to re-roll. On a successful Reserves Roll, all of the Outflanking Deathwolves units arrive from Reserve and have the Stealth special rule until the beginning of your following turn.
Run to Ground: When making Sweeping Advance rolls for a Deathwolves unit, roll 2 dice and pick the highest.
Source: Warzone Fenris: Mark of the Wulfen
The Blackmanes Formation
Restrictions: None.
Special Rules:
The Claws of Russ: Any Blackmanes unit that has the option to take Drop Pod as a Dedicated Transport may take one at no points cost (though they must pay for any additional upgrades and options as normal). All Drop Pods in this Formation arrive from Deep Strike Reserve at the start of the controlling player’s first turn. Drop Pods in this Formation do not count towards the number of models that arrive in the first turn as part of the Drop Pod Assault special rule.
Inspirational Example: Whilst Ragnar Blackmane is on the battlefield, he and all units of Blood Claws, Skyclaws and Swiftclaws from this Formation re-roll all failed To Hit rolls in close combat.
The Joy of Battle: Blackmanes units that disembark from a Drop Pod have the Fearless and Feel No Pain (6+) special rules until the start of their next turn.
Source: Warzone Fenris: Mark of the Wulfen
The Champions of Fenris Formation
The Champions of Fenris Formation
Restrictions: None.
Special Rules: Fearless.
The High King: At the start of each of your turns, choose one special rule from the following list: Furious Charge, Monster Hunter, Preferred Enemy, Relentless, Tank Hunters. All Champions of Fenris units within 12? of Logan Grimnar gain that special rule until the start of your next turn.
Kingsguard: The following Champions of Fenris models have +1 WS on their profile: Wolf Guard Wolf Guard Pack Leader Wolf Guard Terminator Wolf Guard Terminator Leader Thunderwolf Cavalry Thunderwolf Cavalry Pack Leader.
Source: Warzone Fenris: Mark of the Wulfen
The Greatpack Formation
Restrictions: None.
Special Rules:
Running of the Wolf: Before deployment, roll a D6 for each unit in a Greatpack, adding 2 to the result if the unit’s Battlefield Role is Troops and it has been joined by an Independent Character from this Formation (before rolling, inform your opponent which Independent Characters, if any, will start the game joined to which Troops units). On a 6+, that unit has the Outflank special rule. In addition, if a Greatpack is led by a Wolf Lord, at the start of each of your turns after the first, you may select one unit from this Formation that is in Reserves. That unit automatically passes its Reserve Roll to arrive this turn (no dice roll is necessary).
Jarl of Russ: If this Formation is your Primary Detachment, or is part of your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Space Wolves.
Source: Warzone Fenris: Mark of the Wulfen
Wulfen Murderpack Formation
Requirements: 2-5 units of Wulfen
Restrictions: None.
Special Rules:
Infectious Ferocity: Add 1 to any rolls on the Hunt and/or Kill tables for each unit from a Wulfen Murderpack on the battlefield after the first. If this results in a total of 7 or more, consult the Wulfen Murderpack Formation Table.
Orgy of Slaughter: Each time a model from a Wulfen Murderpack rolls a 6 To Hit in close combat, it can immediately make one additional Attack.
Source: Warzone Fenris: Mark of the Wulfen
Spear of Russ Formation
Restrictions: None.
Special Rules:
Alpha Machine Spirits: Vehicles from a Spear of Russ have the Power of the Machine Spirit special rule whilst they are within 12? of any Land Raiders, Land Raider Crusaders or Land Raider Redeemers from the same Formation.
Lord of Iron: At the start of each of your Shooting phases, nominate one vehicle from a Spear of Russ that is either transporting, or is within 6? of, any Iron Priests from the same Formation. That vehicle gains a special rule from the following list for that phase: Monster Hunter, Precision Shots, Preferred Enemy, Tank Hunters.
Source: Warzone Fenris: Mark of the Wulfen
Wyrdstorm Brotherhood Formation
Wyrdstorm Brotherhood Formation
Requirements: 2-5 Rune Priests
Restrictions: None.
Special Rules:
Masters of the Wyrdstorm: Models from a Wyrdstorm Brotherhood harness Warp Charge points on a result of 3+ when attempting to manifest psychic powers from the Tempestas discipline or The Living Storm psychic power.
The Eye of the Storm: At the start of each of your Psychic phases, select 1 model from the Wyrdstorm Brotherhood to be the Eye of the Storm. That model can attempt to manifest The Living Storm psychic power. Increase the Attacks rolled by D6 for each other Rune Priest in the Wyrdstorm Brotherhood that is on the battlefield.
Source: Warzone Fenris: Mark of the Wulfen
Ancients of the Fang Formation
Ancients of the Fang Formation
Requirements: 1 Iron Priest, 2-5 Dreadnoughts
Restrictions: None.
Special Rules:
A Gathering of Ancients: All of the Dreadnoughts from the Ancients of the Fang must be fielded as a single Vehicle Squadron as described in Warhammer 40,000: The Rules. However, whilst this Formation includes three or more Dreadnoughts, they can all re-roll failed To Hit rolls in close combat.
Blessings of the Iron Wolf: Dreadnoughts from the Ancients of the Fang have the It Will Not Die special rule whilst they are within 6? of their Iron Priest.
The Saga that Walks: Friendly units with the Space Wolves Faction within 6? of a Dreadnought from the Ancients of the Fang have the Stubborn special rule.
Source: Warzone Fenris: Mark of the Wulfen
Heralds of the Great Wolf Formation
Requirements: 1 Wolf Priest, 1 Rune Priest, 1 Iron Priest
Restrictions: None.
Special Rules:
Brotherhood of Priests: The Heralds of the Great Wolf must be deployed as a single unit. In addition, all models in the Formation lose the Independent Character special rule, but gain the following special rules and benefits whilst the relevant model from this Formation is still alive: Wolf Priest: It Will Not Die. Rune Priest: Enemy units that target the Heralds of the Great Wolf in the Shooting phase must subtract 1 from their Ballistic Skill characteristic. Iron Priest: Ignore the first failed saving throw made by a Herald of the Great Wolf each phase.
Sage Counsel: An army that includes any Heralds of the Great Wolf can re-roll the dice when determining who deploys first, and adds 1 to the dice roll when attempting to Seize the Initiative.
Source: Warzone Fenris: Mark of the Wulfen
Wolfkin Formation
Requirements: 2-5 units of Fenrisian Wolves
Restrictions: None.
Special Rules: Monster Hunter, Outflank
Alpha Pack: If you wish, all of the units in a Wolfkin can be deployed as a single unit known as an Alpha Pack. Add 1 to the Attacks characteristic of all Fenrisian Wolf and Cyberwolf models in an Alpha Pack whilst there are 20 or more models in the unit.
Call of the Wolves: If a Wolfkin unit is within 12? of either the left or right table edges when a friendly Outflanking Space Wolves unit arrives from Reserves, you can choose for them to arrive from that table edge instead of rolling to see which table edge they arrive from.
Source: Warzone Fenris: Mark of the Wulfen
Space Wolves Deathpack Formation
Space Wolves Deathpack Formation
Requirements: 1 Wolf Lord, 1 Unit of Grey Hunters, 1 Unit of Thunderwolf Cavalry
Restrictions: None.
Special Rules:
For Glory, For Russ: The Wolf Lord, and any units from the Deathpack Formation that are within 12? of him at the start of your Shooting phase, can either shoot and the re-roll to hit rolls of 1, or Run and still be able to charge in the same turn. Different units can choose different options, so one unit could Run and charge, while another re-rolls hit rolls of 1.
Source: Start Collecting!: Space Wolves
Strike Force Daggerfist Formation
Strike Force Daggerfist Formation
Restrictions: None.
Special Rules:
Kingsguard: The following units from this Formation have +1 Weaponskill, Wolf Guard, Wolf Guard Terminator, Wolf Guard Pack Leader, Wolf Guard Terminator Leader.
Wulfenkin: Add 1 to the Attacks of any Strike Force Daggerfist model whose is within 6? of this Formation’s Wulfen unit at the start of the Assault phase. This effect lasts until the end of the phase.
Oath of Protection: Enemy units can only target Strike Force Daggerfist’s Wulfen unit if they are the closest target from this Formation to the attacking unit.
Source: Strike Force Daggerfist Web Exclusive
Ice Storm Assualt Pack Formation
Ice Storm Assault Pack Formation
Requirements: 1 Flyer Wing consisting of 2 Stormwolves and 2 Stormfang Gunships
Restrictions: None.
Special Rules:
Hailstorm Assault: Units that disembark from Flyers in this Wing have the Fleet rule on the turn they disembark, as long as the Wing was in an Attack Pattern when the unit disembarked.
Ice Storm: If an enemy unit suffers unsaved Wounds from any dispersed helfrost attacks made by two or more models from this Wing, it is frozen until the start of your next turn. A frozen unit cannot voluntarily move in any way and has its Weapon Skill characteristic reduced to 1.
Source: Supplement: Death from the Skies
Ironclaw Strike Force Formation
Ironclaw Strike Force Formation
Restrictions: None.
Special Rules:
Emulate your Elders: If the Wolf Guard Terminators or Venerable Dreadnought from this Formation make a successful charge, then for the remainder of the phase the Blood Claws from this Formation can re-roll the dice when they charge. In addition, the Blood Claws gain the Furious Charge special rule until the end of the turn.
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