Space Wolves 8th Edition

Codex Adeptus Astartes: Space Wolves 8th edition was released on 08-25-18

Unit points throughout Time

Space Wolves

Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018VigilusErrata 2019Chapter Approved 2019
Blood ClawsTroops13-13-----12
Grey HuntersTroops14-1313----12
IntercessorsTroops20-1818-17---
Wolf Guard Pack LeaderTroops--16-----14
Wolf Guard Pack Leader in Terminator ArmourTroops31-2626----23
Infiltrator SquadTroops-------22
Infiltrator Helix AdeptTroops-------32
IncursorsTroops--------19
Arjac RockfistHQ140-145-----110
Bjorn the Fell-handedHQ210-180200----150
Canis WolfbornHQ150-125-----100
Harald DeathwolfHQ188-188-----135
Iron PriestHQ58-45------
Iron Priest on BikeHQ65--------
Iron Priest on ThunderwolfHQ80--------
Krom DragongazeHQ119-170-----75
Logan GrimnarHQ190-170-----140
Logan Grimnar on
Stormrider
HQ230-190-----155
Lone WolfHQ75--------
Lone Wolf in Terminator
Armour
HQ115--------
Long FangsHeavy Support15-1414----13
Njal StormcallerHQ138-138-----115
Njal Stormcaller in Runic
Terminator Armour
HQ167-153-----125
Primaris Rune PriestHQ--93-----90
Primaris Wolf LordHQ--87--78---
Primaris Wolf PriestHQ--88--80--77
Ragnar BlackmaneHQ141-141----100120
Rhino PrimarisHQ100-------70
Rune PriestHQ68-8888----80
Rune Priest in Terminator
Armour
HQ120-120--102--100
Rune Priest on BikeHQ109--------
Rune Priest with Jump
Pack
HQ91-112112----108
Svangir and UlgirHQ--8-----4
Ulrik the SlayerHQ133-110-----85
Wolf Guard Battle LeaderHQ60-60------
Wolf Guard Battle Leader
in Terminator Armour
HQ92-91-----70
Wolf Guard Battle Leader
on Bike
HQ85--------
Wolf Guard Battle Leader
on Thunderwolf
HQ97-10491----86
Wolf Guard Battle Leader
with Jump Pack
HQ63-78------
Wolf LordHQ74-74------
Wolf Lord in Cataphractii ArmourHQ--126-----95
Wolf Lord in Gravis ArmourHQ102-102--90---
Wolf Lord in Terminator ArmourHQ122-105--95---
Wolf Lord On BikeHQ98--------
Wolf Lord on ThunderwolfHQ128-118108----95
Wolf PriestHQ90-7575----72
Wolf Priest in Terminator
Armour
HQ144-105105-95--90
Wolf Priest on BikeHQ135--------
Wolf Priest with Jump
Pack
HQ112-11297----90
Wolf Lord In Phobos ArmourHQ-------11090
Rune Priest in Phobos ArmourHQ-------10090
Primaris Battle Leader in Phobos ArmourHQ-------8075
Land Raider RedeemerHeavy Support244-244--180---
HellblastersHeavy Support20-1818-----
HunterHeavy Support--90--80--75
Land RaiderHeavy Support239-239--200--180
Land Raider CrusaderHeavy Support244-244--200---
PredatorHeavy Support102-102--90--85
StalkerHeavy Support--75------
VindicatorHeavy Support160-125125-----
WhirlwindHeavy Support90-7070----65
Eliminator SquadHeavy Support-------18-
Primaris Repulsor ExecutionerHeavy Support-------185215
Stormfang GunshipFlyer155-175175-----
Stormhawk InterceptorFlyer--85------
StormwolfFlyer165-165------
Suppressor SquadFast Attack-------18-
CyberwolvesFast Attack15-15------
Fenrisian WolvesFast Attack9-86-----
InceptorsFast Attack--2525-----
Land SpeedersFast Attack80-70--50--70
SkyclawsFast Attack16-16--15--16
Swiftclaw Attack BikesFast Attack45-3535-25--35
SwiftclawsFast Attack31-2323-21--16
Thunderwolf CavalryFast Attack45-4040-----
Wolf Guard Bike LeaderFast Attack--32------
Wolf Guard Sky LeaderFast Attack--19------
Wolf Scout BikersFast Attack--31------
AggressorsElite--2121-----
Contemptor DreadnoughtElite--98--88---
DreadnoughtElite70-70--60---
Great Company AncientElite--63------
Great Company ChampionElite--40------
Imperial Space MarineElite60--------
Lukas the TricksterElite118-110-----80
MurderfangElite200-170-----125
Primaris AncientElite69-69------
Primaris Battle LeaderHQ--70-----65
Primaris LieutenantsHQ70--------
Redemptor DreadnoughtElite--140--105---
ReiversElite--18-----16
ServitorsElite2-2--5---
Venerable DreadnoughtElite90-90--80---
Wolf GuardElite16-15--14---
Wolf Guard Cataphractii
Terminators
Elite--30--26---
Wolf Guard in Terminator ArmourElite31-9126-23---
Wolf Guard on BikesElite34--------
Wolf Guard Tartaros
Terminators
Elite--26-----23
Wolf Guard with Jump
Packs
Elite21-1919-----
Wolf ScoutsElite11-11------
WulfenElite37-2828----23
Wulfen DreadnoughtElite--70-----65
Invictor Tactical WarsuitElite--------90
Drop PodDedicated Transport103-8383-63---
Land Speeder StormDedicated Transport--75-----70
RazorbackDedicated Transport65-7070-----
RepulsorDedicated Transport--210--185--215
RhinoDedicated Transport70-70-----65
ImpulsorDedicated Transport--------75
Relic Mastodon Super-heavy TransportLord of War-734-934-934---
Sokar Pattern StormbirdLord of War-651-2000-2000---
Thunderhawk GunshipLord of War-650-1330-1330---
Relic Falchion Super-heavy TankLord of War-640-840-840---
Relic Fellblade Super-heavy TankLord of War-540-740-740---
Castellum StrongholdFortification-530------550
Relic Typhon Heavy Siege TankLord of War-520-720-720---
Astraeus SuperHeavy TankLord of War-500------400
Relic Cerberus Heavy Tank DestroyerLord of War-480-680-680---
Thunderhawk TransporterLord of War-420-1000-1000---
Relic Spartan Assault TankLord of War-320-------
Land Raider PrometheusHeavy Support-290---250--170
Land Raider AchillesHeavy Support-270---230--200
Relic Land Raider ProteusHeavy Support-264---225--200
Land Raider HeliosLord of War-252---215--195
Fire Raptor GunshipFlyer-250-190280280---
Relic Sicaran VenatorElite-245-170-170---
Caestus Assault RamFlyer-220-250-250---
Storm Eagle Assault GunshipFlyer-210-------
Deimos Vindicator Laser DestroyerHeavy Support-183-------
Relic Leviathan DreadnoughtHeavy Support-175-------
Relic Sicaran PunisherElite-175-155-155---
Relic Whirlwind ScorpiusElite-175-------
Deathstorm Drop PodFast Attack-160------120
Relic SicaranElite-155-155-----
Relic Contemptor DreadnoughtLord of War-135---110---
Relic Deredeo DreadnoughtElite-135---120---
Chaplain Venerable
Dreadnought
HQ-120------105
Damocles Command RhinoHQ-120------100
Lucius Dreadnought
Drop Pod
Dedicated Transport-120-80-80---
Land Speeder TempestFast Attack-109-95-95--45
Contemptor Mortis
Dreadnought
Heavy Support-106---88---
Deimos Relic PredatorElite-105-90-90--85
Relic Javelin Attack SpeederElite-103-110-110--58
Siege DreadnoughtHeavy Support-100-80-80--70
Terrax-pattern Termite Assault DrillDedicated Transport-92--130----
Whirlwind HyperiosHeavy Support-90------70
Xiphon InterceptorFlyer-80-110-110--130
Mortis DreadnoughtHeavy Support-75------60
Infernum Pattern RazorbackDedicated Transport-65-70-70---
Tarantula Air Defence BatteryFast Attack-60---70---
Rapier Weapons Battery CarrierHeavy Support-20-------
Space Marine GunnersHeavy Support-10-------
Tarantula Sentry GunFast Attack-10-20-20---
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018VigilusErrata 2019Chapter Approved 2019

 

Space Wolves Special Rules

Angels of Death: This unit has the following abilities: And They Shall No Fear, Bolter Discipline, Shock Assault, and Combat Doctrines.

And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.

Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply: The firing model’s target is within half the weapon’s maximum range. The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR , BIKER, or DREADNOUGHT. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and and Relics that replace bolt weapons.

Shock Assault: If this makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Combat Doctrines: If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and Beast units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows: During the first battle round, the Devastator Doctrine is active for your army. During the second battle round, the Tactical Doctrine is active for your army. At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army. During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army. Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon.

Devastator Doctrine: The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.

Tactical Doctrine: The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.

Assault Doctrine: The Armour Penetration characteristic of Pistol and Melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.

SPACE WOLVES Detachments gain the Defenders of Humanity ability (see Codex: Space Wolves) and Hunters Unleashed. In addition, units from your army with the Combat Doctrines ability gain the Savage Fury ability so long as, with the exception of UNALIGNED units, every unit from your army is a SPACE WOLVES unit.

Defenders of Humanity: A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Hunters Unleashed: In any turn in which a unit with this ability made a charge move, was charged or performed a Heroic Intervention, you can add 1 to its hit rolls in the Fight phase. In addition, CHARACTERS with this ability can perform a Heroic Intervention if, after the enemy has completed all of their charge moves, there are any enemy units within 6″ of them. They can move up to 6″ when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model.

Relentless Hunt: Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target.

Space Wolves Stratagems

As of 04-03-2020 Space Wolves Stratagems groups are…

  • Universal Stratagems
  • Space Wolves Stratagems
  • Saga of the Beast Stratagems

(See tabs for details)

As of 08-03-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

Prepared Positions: 2 CP

At the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem. 

If your army is Battle-forged and includes any SPACE WOLVES Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These reflect the unique strategies used by the forces of the Space Wolves on the battlefield.

Trophies of Fenris: 1/3 CP

Use this Stratagem before the battle. Your army can have one extra Relic of the Fang for 1 CP, or two extra Relics of the Fang for 3 CPs. All of the Relics of the Fang that you include must be different and be given to different SPACE WOLVES CHARACTERS. You can only use this Stratagem once per battle.

True Grit: 1 CP

Use this Stratagem in your Shooting phase. Choose a SPACE WOLVES INFANTRY unit from your army that is within 1″ of an enemy unit. In this phase, models in that unit can fire their auto bolt rifles, boltguns, bolt rifles and bolt carbines as if they had the Pistol 2 Type. Models that do so cannot fire any other Pistols in this phase.

Overwhelming Impetuosity: 1 CP

Use this Stratagem at the start of the Fight phase. Select a BLOOD CLAWS unit from your army that successfully charged this turn and is within 1″ of an enemy unit with a higher Power Rating. You can re-roll failed hit rolls for the BLOOD CLAWS unit’s attacks that target that enemy unit.

Cloaked By the Storm: 3 CP

Use this Stratagem in your Psychic phase. Choose a RUNE PRIEST from your army that successfully manifested a psychic power in this phase. Your opponent must subtract 1 from all hit rolls for ranged attacks that target friendly SPACE WOLVES units within 6″ of this model until the beginning of your next Psychic phase.

Howl Of the Great Pack: 2 CP

Use this Stratagem at the beginning of the Morale phase. Choose a WOLF LORD from your army. Friendly SPACE WOLVES units within 12″ of that model automatically pass Morale tests in this phase, and your opponent must add 1 to Morale tests taken by enemy units within 12″ of that model in this phase.

Cunning of the Wolf: 1 CP

Use this Stratagem during deployment, when setting up a SPACE WOLVES INFANTRY unit. You can set up this unit on the hunt instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join the battle – set it up so that it is wholly within 6″ of any battlefield edge of your choice and more than 9″ away from any enemy models.

Mentor’s Guidance: 1CP

Use this Stratagem in your Shooting phase or in the Fight phase. Choose a SPACE WOLVES CHARACTER (other than a WOLF PRIEST) within 6″ of a WOLF PRIEST from your army. You can re-roll all failed wound rolls for that character in this phase.

Lone Wolf: 1 CP

Use this Stratagem at the end of any phase if there is a SPACE WOLVES INFANTRY unit from your army (other than a CHARACTER, a SERVITOR or a WULFEN) that has been reduced to a single model. That model’s Wounds characteristic is increased by 2 (and it gains 2 wounds), it gains the CHARACTER keyword and you can re-roll failed hit and wound rolls for it for the remainder of the game.

Chooser of the Slain: 2 CP

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements and is visible to a RUNE PRIEST from your army. A single friendly unit within 6″ of that Rune Priest can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from any hit rolls when it does so.

Laugh in the Face of Death: 1 CP

Use this Stratagem in the Fight phase. Choose a Space WOLVES INFANTRY, BIKER or CAVALRY unit from your army that is affected by an enemy unit’s ability that modifies their Leadership. You can re-roll all failed hit rolls for that SPACE WOLVES unit in this phase.

Overwhelming Savagery: 1 CP

Use this Stratagem in the Fight phase. Choose a unit of Thunderwolf Cavalry from your army. You can re-roll wound rolls of 1 for that unit in this phase.

Seeking a Saga: 1 CP

Use this Stratagem at the beginning of the Fight phase. Choose a SPACE WOLVES CHARACTER from your army that is within 1″ of an enemy unit with a greater Power Rating than that character. You can re-roll failed wound rolls for attacks made by that character against that enemy unit.

The Wolf’s Eye: 1 CP

Use this Stratagem in your Shooting phase when a unit of Long Fangs from your army is chosen to make its attacks. You can re-roll either failed hit rolls or failed wound rolls for that unit for this phase.

Talismanic Shield: 1 CP

Use this Stratagem at the beginning of your opponent’s Psychic phase. Choose a SPACE WOLVES CHARACTER from your army. That character can attempt to deny one psychic power this phase as if they were a PSYKER.

Living Storm: 1 CP

Use this Stratagem if a SPACE WOLVES PSYKER from your army is within 6″ of at least 2 other friendly SPACE WOLVES PSYKERs and manifests the Living Lightning psychic power. Whenever the power would inflict D3 mortal wounds, it instead inflicts D6 mortal wounds.

Keen Senses: 1 CP

Use this Stratagem in your Shooting phase. Choose a SPACE WOLVES unit from your army. That unit doesn’t suffer any penalties to its hit rolls this phase.

The Emperor’s Excutioners: 1 CP

Use this Stratagem when a SPACE WOLVES unit from your army is chosen to attack in the Fight phase. Each time you make a hit roll of 4+ for a model in that unit during this phase, it can, if it was targeting a THOUSAND SONS unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Orbital Bombardment: 3 CP

This Stratagem can be used once per battle, in the Shooting phase, if you have a SPACE WOLVES Warlord that did not move during your Movement phase. Instead of shooting with your Warlord’s ranged weapons, select a visible point on the battlefield and roll a D6 for every unit within D6″ of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.

Honour The Chapter: 3 CP

Use this Stratagem at the end of the Fight phase. Select a SPACE WOLVES INFANTRY, BIKER or CAVALRY unit from your army – that unit can immediately fight for a second time.

Only in Death Does Duty End: 2 CP

Use this Stratagem when a SPACE WOLVES CHARACTER from your army is slain; that model can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield (this Stratagem is not cumulative with the Great Company Banner ability – the Stratagem takes priority).

Wisdom of the Ancients: 1 CP

Use this Stratagem at the start of any phase. Select a SPACE WOLVES DREADNOUGHT from your army, other than Murderfang or a Wulfen Dreadnought. Until the end of the phase, you can re-roll all hit rolls of 1 for friendly SPACE WOLVES units within 6″ of that Dreadnought.

Armour of Contempt: 1 CP

Use this Stratagem when a SPACE WOLVES VEHICLE from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase: on a 5+, that mortal wound is ignored and has no effect.

Flakk Missile: 1 CP

You can use this Stratagem just before a SPACE WOLVES INFANTRY model from your army attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.

Linebreaker Bombardment: 1 CP

Use this Stratagem in your Shooting phase if a SPACE WOLVES Vindicator from your army is within 6″ of 2 friendly SPACE WOLVES Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24″ of all three vehicles. Roll a dice for each unit (friend or foe) within 3″ of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.

Killshot: 1 CP

Use this Stratagem in your Shooting phase if a SPACE WOLVES Predator from your army is within 6″ of 2 friendly SPACE WOLVES Predators. If you do so, you can add 1 to the wound rolls and damage for all of the Predators’ attacks that target MONSTERS or VEHICLES this phase.

Datalink Telemetry: 1 CP

Use this Stratagem in the Shooting phase just before a SPACE WOLVES Whirlwind from your army shoots. If the target of the Whirlwind’s shooting attacks is visible to a friendly SPACE WOLVES LAND SPEEDER unit that is within 12″ of the target unit, the Whirlwind’s attacks automatically hit.

Hellfire Shells: 1 CP

Use this Stratagem just before a SPACE WOLVES INFANTRY model from your army attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.

If your army is Battle-forged and includes any SPACE WOLVES Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below and can spend Command Points to activate them. These reflect the unique strategies used by the Space Wolves on the battlefield.

Duty Eternal: 1 CP 

Use this Stratagem in any phase when an SPACE WOLVES DREADNOUGHT model in your army is chosen as the target for an attack. Until the end of that phase, when resolving an attack made against that model, reduce the damage by 1 to minimum of 1.

Skyfire: 1 CP 

Use this Stratagem in your Shooting phase, when a HUNTER or STALKER model in your army is chosen to shoot with. Until the end of that phase, that model can only target units that can FLY; when resolving an attack made by that model, add 1 to the hit roll and wound roll, and on an unmodified wound roll of 6, double the damage inflicted.

Hammer of Wrath: 1 CP 

Use this Stratagem in your Charge phase when a JUMP PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1″ of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.

Boltstorm: 2 CP

Use this Stratagem at the start of your Shooting phase. Select one INTERCESSORS unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.’

Hunter-Slayer Missile: 1 CP

Use this Stratagem in your Shooting phase. Select one REPULSOR model in your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48″ of that model that is not within 1″ of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each REPULSOR model can only be selected for this Stratagem once per battle.

Veteran Intercessors: 1/2 CP

Use this Stratagem before the battle. Select one INTERCESSORS unit from your army that contains 5 models for 1 Command Point, or one INTERCESSORS unit from your army that contains 6 or more models for 2 Command Points. Add 1 to the Attacks and Leadership characteristics of models in that unit. Each INTERCESSORS unit can only be selected for this Stratagem once per battle.

Rapid Fire: 2 CP

Use this Stratagem at the start of your Shooting phase. Select one INTERCESSORS unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.’

Skilled Riders: 2 CP

Use this Stratagem in your Movement phase. Select one SPACE WOLVES BIKER unit or SPACE WOLVES LAND SPEEDER unit from your army. If that unit moves that phase, then models in that unit have a 4+ invulnerable save against attacks made with ranged weapons until the start of your next Movement phase. If that unit Advances that phase, models in that unit instead have a 3+ invulnerable save against attacks made with ranged weapons until the start of your next Movement phase.

Big Guns Never Tire: 1 CP

Use this Stratagem in your Shooting phase, when a SPACE WOLVES VEHICLE unit from your army is chosen to shoot with. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.

Vengeance of the Machine Spirit: 2 CP

Use this Stratagem when a SPACE WOLVES LAND RAIDER model, SPACE WOLVES REPULSOR model, SPACE WOLVES STORMRAVEN GUNSHIP model, STORMWOLF model or STORMFANG model in your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).

Target Sighted: 3 CP

Use this Stratagem at the start of your Shooting phase. Select one INTERCESSORS unit from your army. Until the end of that phase, stalker bolt rifles that models in that unit are equipped with gain the following ability: ‘This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.’

Fury of the Champions: 1 CP

Use this Stratagem in any phase. Select one SPACE WOLVES TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.

Death Grip Bite: 1 CP

Use this Stratagem in the Fight phase when a THUNDERWOLF CAVALRY unit from your army is chosen to fight with. Until the end of that phase, crushing teeth and claws weapons models in that unit are equipped with have a Damage characteristic of 2.

Hero of the Chapter: 1 CP

Use this Stratagem before the battle, after nominating your Warlord. Select one SPACE WOLVES CHARACTER model in your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Gene-Wrought Might: 1 CP

Use this Stratagem in the Fight phase, when a PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll). If that unit is benefiting from the Savage Fury ability, the additional hit successfully wounds the target (do not make a wound roll).

Storm Strike: 1 CP

Use this Stratagem in your Shooting phase when a STORMFANG GUNSHIP model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a helfrost destructor by that model, add 1 to the hit, wound and damage rolls.

Pack Hunters: 1 CP

Use this Stratagem in the Fight phase when a FENRISIAN WOLVES or CYBERWOLVES unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit, if that unit is within 3″ of a friendly SPACE WOLVES INFANTRY unit or SPACE WOLVES CAVALRY unit, you can re-roll the hit roll.

Vicious Executioners: 1 CP

Use this Stratagem in the Fight phase when a WOLF GUARD unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an INFANTRY unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Touch of the Wild: 2 CP

Use this Stratagem in the Fight phase. Select one SPACE WOLVES CHARACTER model in your army. Until the end of that phase, when resolving an attack made by that model, an unmodified hit roll of 4+ scores 1 additional hit.

Transhuman Physiology: 2 CP

Use this Stratagem in any phase when a SPACE WOLVES unit from your army that is not a VEHICLE or a SERVITOR is chosen as a target for an attack. Until the end of that phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack has.

Crushing Assault: 1 CP

Use this Stratagem in your Charge phase when a THUNDERWOLF CAVALRY unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1″ of that model and roll one D6; on a 2+ that enemy unit suffers 1 mortal wound.

Knowledge of the Foe: 0 CP

Use this Stratagem in the Fight phase when an enemy CHARACTER is destroyed by an attack made by a SPACE WOLVES model in your army. You receive 1 Command Point.

Steady Advance: 1 CP

Use this Stratagem in your Shooting phase, when a SPACE WOLVES INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had Remained Stationary in your previous Movement phase.

Counter-Charge: 1 CP

Use this Stratagem in your opponent’s Charge phase. Select one SPACE WOLVES unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER. In addition, it can perform a Heroic Intervention if there are any enemy units within 6″ of it, instead of 3″, and when doing so can move up to 6″ instead of 3″.

Space Wolves Unique Items

  As of 04-03-2020 Space Wolves Unique Item groups are…

  • Relics of the Fang
  • Saga of the Beast Relics

(See tabs for details)

 

If your army is led by a SPACE WOLVES Warlord, then before the battle you may give one of the following Relics of the Fang to a SPACE WOLVES CHARACTER. Named characters such as Ulrik the Slayer already have one or more artefacts, and cannot be given any of the following relics. Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced.

Krakenbone Sword

Model with frost sword only. The Krakenbone Sword replaces the bearer’s frost sword and has the following profile: Krakenbone Sword Melee S+1 AP-4 D1 Abilities: You can re-roll failed wound rolls for this weapon.

The Armour of Russ

This model has a 4+ invulnerable save. In addition, at the start of the Fight phase, choose an enemy unit within 1″ of this model. That unit cannot be chosen to fight in the Fight phase until all other units able to fight have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn’t have that ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.

Black Death

Model with frost axe only. Black Death replaces the bearer’s frost axe and has the following profile: Black Death Melee S+2 AP-2 D1 Abilities: Each time the bearer fights, it can make D3 additional attacks with this weapon.

Helm of Durfast

You can re-roll failed hit rolls for this model’s ranged attacks. In addition, enemy units never gain any bonus to their saving throws for being in cover for attacks made by this model.

The Wulfen Stone

You can make 1 additional attack for models in friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY units that are within 3″ of the bearer when they make their attacks in the Fight phase. Units of Wulfen are not affected, nor are units that made a charge while within range of the Curse of the Wulfen (Hunt) ability earlier in the turn. In addition, a unit cannot be affected by both Curse of the Wulfen (Kill) and the Wulfen Stone in the same Fight phase.

Frostfury

Model with a storm bolter only. Frostfury replaces the bearer’s storm bolter and has the following profile: Frostfury 24″ Assault 4 S4 AP-1 D2 Abilities: If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 4+, the target suffers a mortal wound.

If your army is led by a SPACE WOLVES Warlord, you can give one of the following Relics of the Fang to a SPACE WOLVES CHARACTER model from your army instead of giving them a Relic from Codex: Space Wolves. Named characters (such as Ragnar Blackmane) and VEHICLES cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Mountain-Breaker Helm

INFANTRY CHARACTER only. After you have resolved the bearer’s attacks in the Fight phase, but before they consolidate, you can select one enemy unit within 1″ of the bearer and roll one D6; on a 2+ that unit suffers D3 mortal wounds. If this ability destroys an enemy CHARACTER, and the bearer is your Warlord, treat the bearer as having performed their deed of legend (see Codex: Space Wolves).

Talisman of Storms

RUNE PRIEST only. After resolving the first psychic power for the bearer in your Psychic phase, roll one D6 for each enemy unit within 12″ of the bearer; on a 4+ that enemy unit suffers 1 mortal wound.

Wyrmsplitter

Model with power axe only. This Relic replaces a power axe and has the following profile: Wyrmsplitter Melee S+1 AP-2 D2 Abilities: When resolving an attack made with this weapon against a MONSTER or VEHICLE, this weapon has a Damage characteristic of 4 for that attack.

Stormsong

Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile: Stormsong 36″ Heavy 1 S6 AP-3 D3 Abilities: This weapon can target a CHARACTER unit even if it is not the closest enemy unit.

Wyrdbane

Model equipped with a runic sword only. This Relic replaces a runic sword and has the following profile: Wyrdbane Melee Melee S+1 AP-4 D3 Abilities: When resolving an attack made with this weapon, you can re-roll the wound roll. In addition, if the target of that attack is a PSYKER, this weapon has a Damage characteristic of 3 for that attack.

Adamantine Mantle

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

Runic Armour

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

Morkai’s Teeth Bolts

When you give a model this Relic, select one bolt weapon that model is armed with. When that model is chosen to shoot with, you can choose for that weapon to fire a Morkai’s Teeth bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, the target unit suffers 1 mortal wound and that unit is marked by Morkai until the end of the turn. When resolving an attack against a unit that is marked by Morkai, re-roll a wound roll of 1.

Master-Crafted Weapon

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Relic of the Fang.

Digital Weapons

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

Companion’s Blade

Model with power sword or master-crafted power sword only. This Relic replaces a power sword or mastercrafted power sword and has the following profile: Companion’s Blade Melee S+2 AP-3 D2 Abilities: When resolving an attack made with this weapon, if the bearer is within 3″ of another friendly SPACE WOLVES CHARACTER unit, you can re-roll the wound roll.

Wolf Tail Talisman

When a Psychic test is taken for an enemy model within 18″ of a model from your army with this Relic, subtract 2 from the result.

Space Wolves Psychic Powers

As of 04-03-2020 Space Wolves Litanies & Psychic powers groups are…

  • Tempestas Discipline
  • Obscuration Discipline
  • Litanies of Battle

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Tempestas discipline using the table below.

Living Lightning: WC 6

If manifested, the closest visible enemy unit within 18″ of the psyker suffers D3 mortal wounds. If that unit is destroyed as a result, the closest enemy unit within 18″ of the last model from that unit to be removed suffers D3 mortal wounds, and so on until a unit is not destroyed or there is no enemy unit within 18″ of the last model in the destroyed unit.

Tempest’s Wrath: WC 6

If manifested, select a visible enemy unit within 24″ of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for that unit.

Murderous Hurricane: WC 5

If manifested, select a visible enemy unit within 18″ of the psyker. Roll one dice for each model in that unit – the unit suffers a mortal wound for each roll of 6.

Storm Caller: WC 8

If manifested, until the start of your next Psychic phase, the psyker and any friendly SPACE WOLVES units within 6″ of him gain the benefit of being in cover.

Jaws of the World Wolf: WC 7

If manifested, select an enemy unit within 18″ of the psyker, other than a VEHICLE. Roll 2D6 and subtract the target’s Move characteristic – the target unit suffers a number of mortal wounds equal to the result.

Fury of the Wolf Spirits: WC 7

Fury of the Wolf Spirits has a warp charge value of 7. If manifested, the Rune Priest gains the following weapon until the start of your next Psychic phase: Freki and Geri Melee S5 AP-3 D1 Abilities: After the Rune Priest makes his close combat attacks, you can attack with Freki and Geri. Make 6 additional attacks, using this weapon profile.

Before the battle, generate the psychic powers for SPACE WOLVES PSYKER models that know powers from the Obscuration discipline using the table below.

Shrouding: WC 6

If manifested, select one friendly SPACE WOLVES PHOBOS unit within 18″ of this psyker. Until the start of your next Psychic phase, enemy models can only shoot that unit if it is the closest target that is visible to them or they are firing Overwatch.

Soul Sight: WC 6

If manifested, select one friendly SPACE WOLVES PHOBOS unit within 18″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, you can re-roll the hit roll and the target does not receive the benefit of cover to its saving throw.

Temporal Corridor: WC 6

If manifested, select one friendly SPACE WOLVES PHOBOS unit within 3″ of this psyker. That unit can immediately move as if it were your Movement phase, but it cannot Fall Back as part of this move and must Advance. When the Advance roll is made for that Advance, roll 3D6 and discard two of the results. You cannot use Temporal Corridor on the same unit more than once per Psychic phase.

Hallucination: WC 6

Hallucination has a warp charge value of 6. If manifested, select one enemy unit within 18″ of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership characteristic. Your opponent then rolls 2D6; if the result is greater than that unit’s Leadership characteristic, then until the start of your next Psychic phase, when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

Tenebrous Curse: WC 6

If manifested, select one enemy unit that cannot FLY and is within 18″ of and visible to this psyker. That unit suffers 1 mortal wound and, until the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance rolls and charge rolls made for it (rounding up).

Mind Raid: WC 6

If manifested, select one enemy model within 18″ of and visible to this psyker. That model’s unit suffers 1 mortal wound. If your army is Battle-forged and that model is a CHARACTER, roll 3D6; if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point.

Before the battle, generate the litanies for SPACE WOLVES WOLF PRIEST models that know litanies from the Litanies of Battle using the table below. You can select which litanies the model knows. In addition, if your army is Battle-forged, WOLF PRIESTS in SPACE WOLVES Detachments know the Tale of the Wolf King and the Lord of the Deeps litany in addition to any others they know.

Dark Angels Only: Tale of the Wolf King and the Lord of the Deeps

If this litany is inspiring, select one friendly SPACE WOLVES unit within 6″ of this model. When resolving an attack made with a melee weapon by a model in that unit against a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that weapon for that attack.

Litany of Faith:

If this litany is inspiring, then when a model in a friendly SPACE WOLVES unit within 6″ of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Saga of the Bear Warlord Trait).

Catechism of Fire: 

If this litany is inspiring, select one friendly SPACE WOLVES unit within 6″ of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.

Exhortation of Rage: 

If this litany is inspiring, select one friendly SPACE WOLVES unit within 6″ of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

Mantra of Strength: 

If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.

Recitation of Focus: 

If this litany is inspiring, select one friendly SPACE WOLVES unit within 6″ of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

Canticle of Hate:

If this litany is inspiring, add 2 to charge rolls made for friendly SPACE WOLVES units whilst they are within 6″ of this model. In addition, when a friendly SPACE WOLVES unit makes a pile-in or consolidate move within 6″ of this model, models in that unit can move up to an additional 3″. This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.

Space Wolves Warlord Traits

 

  As of 04-03-2020 Space Wolves Warlord Trait groups are…

  • Universal Warlord Traits
  • Vanguard Warlord Traits
  • Space Wolves Warlord Traits

(See tabs for details)

 

  If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If a SPACE WOLVES PHOBOS CHARACTER model is your Warlord, you can use the Vanguard Warlord Traits table below to determine what Warlord Trait they have instead of the Warlord Traits table from Codex: Space Wolves.

Shoot and Fade:

At the start of your Shooting phase, you can select one friendly SPACE WOLVES PHOBOS unit within 6″ of this Warlord. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase.

Lord of Deceit:

At the start of the first battle round, before the first turn begins, select up to three friendly SPACE WOLVES PHOBOS units on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).

Master of the Vanguard: 

Add 1″ to the Move characteristic of friendly SPACE WOLVES PHOBOS units whilst they are within 6″ of this Warlord. Add 1 to Advance rolls and charge rolls made for friendly SPACE WOLVES PHOBOS units whilst they are within 6″ of this Warlord.

Stealth Adept:

When resolving an attack made against this Warlord, subtract 1 from the hit roll.

Target Priority:

At the start of your Shooting phase, select one friendly SPACE WOLVES PHOBOS unit within 3″ of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

Marksman’s Honours: 

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to Grenades or Relics.

If a Space Wolves Character is your Warlord, he can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can you can select the one that best suits his temperament and preferred style of waging war. Like other Warlord Traits, a Space Wolves saga grants a powerful advantage and is active on your Warlord at all times. However, unlike other Warlord Traits, from the end of a phase in which your Warlord performs a deed of legend (as detailed within the saga), the saga also affects friendly Spaces Wolves units whilst they are within 6″ of your Warlord. This effect lasts for the rest of the battle.

Saga of the Warrior Born:

You can always choose for a unit affected by this saga in the Fight phase to fight first even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. Deed of Legend: Slay an enemy Character with your Warlord.

Saga of the Wolfkin:

If a unit is affected by this saga in the Fight phase, add 1 to the Attacks characteristic of all its models if it made a charge move, was charged, or performed a heroic intervention earlier in the same turn. Deed of Legend: Slay a total of five models in the Fight phase with your Warlord (keep a tally from turn to turn)

Saga of Majesty: 

If a unit is affected by this saga, they automatically pass Morale tests. In addition, if they are a Character, increase the range of any aura abilities they have by 3″ (e.g. the Great Wolf and Jarl of Fenris), excluding Explodes, Healing Balms, Battlesmith, abilities of Relics of the Fang and effects of psychic powers. Deed of Legend: Slay the enemy Warlord with your Warlord.

Saga of the Beastslayer:

Add 1 to wound rolls for attacks made by a unit affected by this saga that target a Monster or Vehicle. Deed of Legend: Slay an enemy Monster or Vehicle with your Warlord.

Saga of the Hunter:

A unit affected by this saga in your Charge phase can charge even if it Advanced earlier in the turn. Deed of Legend: Successfully charge an enemy unit with your Warlord.

Saga of the Bear: 

Roll a dice each time a model affected by this saga loses a wound; on a 6, that model does not lose a wound. This saga has no effect on models with a similar ability (e.g. Bjorn the Fell-Handed’s Legendary Tenacity ability). Deed of Legend: Successfully pass a saving throw for your Warlord.