Space Wolves 9th Edition

Codex Supplement: Space Wolves 9th edition was released on 11-07-20

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020Codex 2020Imperial Armour Compendium 2020Supplement 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Munitorum Field Manual 2022 MK1
Wolf Guard Terminator Pack LeaderTroops23-------
Wolf Guard Pack LeaderTroops17-------
Tactical SquadTroops15-18-----
NeophyteTroops14-------
Intercessor SquadTroops20-------
Infiltrator SquadTroops24-------
Infiltrator Helix AdeptTroops34-------
Incursor SquadTroops21-------
Heavy Intercessor SquadTroops--28-----
Grey HuntersTroops15---18---
Blood ClawsTroops15---18---
Assault Intercessor SquadTroops19-------
TyphonLord of War-720-350----
Thunderhawk GunshipLord of War-1350-800----
SpartanLord of War-320-460----
Sokar Pattern StormbirdLord of War-2000-1000----
MastodonLord of War-915-800----
FellbladeLord of War-690-600----
FalchionLord of War-790-600----
CerberusLord of War-680-400----
AstraeusLord of War-500-675----
Wolf Priest with Jump PackHQ105-------
Wolf Priest in TerminatorHQ95-------
Wolf PriestHQ80-------
Wolf Lord with Jump PackHQ105-------
Wolf Lord on ThunderwolfHQ100---110---
Wolf Lord in TerminatorHQ95-------
Wolf Lord in PhobosHQ93-------
Wolf Lord in GravisHQ105-------
Wolf Lord in CataphractiiHQ95-------
Wolf LordHQ85-------
Wolf Guard Battle Leader with Jump PackHQ90-------
Wolf Guard Battle Leader on ThunderwolfHQ90---95---
Wolf Guard Battle Leader in TerminatorHQ80---8585--
Wolf Guard Battle LeaderHQ65-------
Ulrik the SlayerHQ100---110---
TechmarineHQ40-70-----
Rune Priest with Jump PackHQ115-------
Rune Priest in TerminatorHQ105-------
Rune Priest in PhobosHQ98-------
Rune PriestHQ90-------
Ragnar BlackmaneHQ125---130---
Primaris Wolf PriestHQ85-------
Primaris Wolf LordHQ90-------
Primaris Rune PriestHQ95-------
Primaris LieutenantHQ70-75-----
Primaris LibrarianHQ95-------
Primaris Chaplain on BikeHQ130-115----125
Primaris ChaplainHQ85-------
Primaris CaptainHQ85-90-----
Primaris Battle Leader in PhobosHQ78-------
Primaris Battle LeaderHQ70-------
Njal Stormcaller in Runic Terminator ArmorHQ140-------
Njal StormcallerHQ125---140---
Logan Grimnar on StormriderHQ165---180---
Logan GrimnarHQ150---155---
Lieutenant in PhobosHQ78-80-----
LieutenantHQ65-70-----
Librarian in TerminatorHQ105-------
Librarian in PhobosHQ98-100-----
LibrarianHQ90-------
Krom DragongazeHQ90---100---
Iron PriestHQ50-------
Harald DeathwolfHQ145---140---
Damocles Command RhinoHQ-120-90----
Chaplain in TerminatorHQ95-------
ChaplainHQ80-------
Captain on BikeHQ100-------
Captain in Terminator ArmorHQ95-100-----
Captain in PhobosHQ93-95-----
Captain in Gravis ArmourHQ105-115-----
Captain in CataphractiiHQ95-------
CaptainHQ80-85-----
Canis WolfbornHQ110---120---
Bjorn the Fell-handedHQ155---175---
Arjac RockfistHQ115---120---
Wolf Guard Terminator Pack LeaderHeavy Support23-------
Wolf Guard Pack LeaderHeavy Support17-------
Whirlwind ScorpiusHeavy Support-195-170----
WhirlwindHeavy Support125-125-----
Vindicator Laser DestroyerHeavy Support-200-175----
VindicatorHeavy Support130-130-----
Thunderfire CannonHeavy Support85-120-----
Techmarine GunnerHeavy Support45-------
Tarantula Sentry BatteryHeavy Support-70-40----
StalkerHeavy Support95-115-----
Space Marine GunnersHeavy Support-15------
Sicaran VenatorHeavy Support-200-170----
Sicaran PunisherHeavy Support-180-155----
Sicaran Battle TankHeavy Support-200-165----
Sicaran ArcusHeavy Support-175-155----
Repulsor ExecutionerHeavy Support250-355-----
Repulsor ExecutionerHeavy Support250-------
RepulsorHeavy Support230-315-----
Rapier Weapons BatteryHeavy Support-20-85----
Predator DestructorHeavy Support--140-----
Predator AnnihilatorHeavy Support--130-----
PredatorHeavy Support90-------
Mortis DreadnoughtHeavy Support-70------
Long FangsHeavy Support16---18---
Leviathan DreadnoughtHeavy Support-220------
Land Raider RedeemerHeavy Support240-285---265-
Land Raider ProteusHeavy Support-210-225--235-
Land Raider PrometheusHeavy Support-180------
Land Raider HeliosHeavy Support-205------
Land Raider CrusaderHeavy Support215-285---265-
Land Raider AchillesHeavy Support-190-320--320-
Land RaiderHeavy Support175-285---265-
HunterHeavy Support95-110-----
Hellblaster SquadHeavy Support33-------
Gladiator ValiantHeavy Support--250---230215
Gladiator ReaperHeavy Support--230---210195
Gladiator LancerHeavy Support--200---180165
Firestrike Servo-turretHeavy Support90-90-----
Eradicator SquadHeavy Support40----45--
Eliminator SquadHeavy Support28-30---25-
Devastator SquadHeavy Support15-18-----
Deredeo DreadnoughtHeavy Support-150-190----
Deimos Relic PredatorHeavy Support-90------
Contemptor Mortis DreadnoughtHeavy Support-105------
Centurion Devastator SquadHeavy Support60-70----55
Xiphon InterceptorFlyer-110-235----
StormwolfFlyer170---300-280-
Stormtalon GunshipFlyer105-165-----
Stormraven GunshipFlyer240-310-----
Stormhawk InterceptorFlyer115-185-----
Stormfang GunshipFlyer180---300-280-
Storm Eagle Assault Gunship ROC PatternFlyer-245------
Storm Eagle Assault GunshipFlyer-230-335----
Fire Raptor GunshipFlyer-280-340----
Wolf Scout BikesFast Attack25-------
Wolf Guard Sky LeaderFast Attack20-------
Wolf Guard Bike LeaderFast Attack30-------
Thunderwolf CavalryFast Attack45-------
SwiftclawsFast Attack25-------
Swiftclaw Attack BikesFast Attack30-------
SuppressorsFast Attack18-------
Suppressor SquadFast Attack33-100-----
Storm ThunderstrikeFast Attack--175---160150
Storm Speeder HailstrikeFast Attack--150---135125
Storm HammerstrikeFast Attack--170---155145
SkyclawsFast Attack18---20---
Scout Bike SquadFast Attack25-30-----
Primaris LieutenantFast Attack90-------
Outrider SquadFast Attack45----50--
Land SpeedersFast Attack45-75-----
Land Speeder TempestFast Attack-60-115----
Javelin Attack SpeederFast Attack-70-125----
Invader ATVFast Attack80-------
Inceptor SquadFast Attack40----4540-
Firestrike Servo-turretFast Attack90-------
Fenrisian WolvesFast Attack7-------
Deathstrom Drop PodFast Attack-120------
CyberwolvesFast Attack15-------
Bike SquadFast Attack25-30-----
Assault SquadFast Attack15-18-----
Assault Bike SquadFast Attack30-45---50-
Wulfen DreadnoughtElites75---120---
WulfenElites28---252522-
Wolf ScoutsElites14-------
Wolf Guard with Jump PacksElites19---20---
Wolf Guard TerminatorsElites23---33---
Wolf Guard Terminator Pack LeaderElites23---33---
Wolf Guard Tartaros TerminatorsElites23-------
Wolf Guard Pack LeaderElites19---18
Wolf Guard Cataphractii TerminatorsElites26-------
Wolf GuardElites17---19---
Veteran Intercessor SquadElites--22-----
Venerable DreadnoughtElites85-135-----
Vanguard Veteran SquadElites17-19-----
Terminator SquadElites23-38-----
Terminator Assault SquadElites23-33-----
Tartaros Terminator SquadElites23-------
Sternguard Veteran SquadElites17-20-----
Siege DreadnoughtElites-80------
ServitorsElites7----30--
Scout SquadElites14-------
Relic Terminator SquadElites--34-----
Relic Contemptor DreadnoughtElites-105-140----
Reiver SquadElites18-------
Reiver SquadElites18-------
Redemptor DreadnoughtElites125-175----185
Primaris ApothecaryElites60-80-----
Primaris AncientElites80-------
MurderfangElites135---150---
Lukas the TricksterElites85---8080--
JudiciarElites85-------
Ironclad DreadnoughtElites70-135-----
Invictor Tactical WarsuitElites135-160-----
Hounds of MorkaiElites----22---
Great Company ChampionElites40-------
Great Company AncientElites75-------
DreadnoughtElites70-120-----
Contemptor DreadnoughtElites105-150-----
Contemptor DreadnoughtElites105-------
Company VeteransElites17-20-----
Company ChampionElites40-55-----
Company AncientElites75-------
Chapter ChampionElites75-------
Chapter AncientElites100-------
Centurion Assault SquadElites45-55-----
Cataphractii Terminator SquadElites26-------
Bladeguard Veteran SquadElites35-------
Bladeguard Veteran SquadElites35-------
Bladeguard AncientElites85-------
ApothecaryElites55-75-----
Ancient in TerminatorElites90-100-----
Aggressor SquadElites40------
Terrax-pattern TermiteDedicated Transport-130-180----
RhinoDedicated Transport75-80-----
RazorbackDedicated Transport80-110-----
Land Speeder StormDedicated Transport40-55-----
Infernum Pattern RazorbackDedicated Transport-80------
ImpulsorDedicated Transport100-110-----
Drop PodDedicated Transport65-70-----
Dreadnought Drop PodDedicated Transport-80-70----
UnitsBattlefield RoleChapter Approved 2020Forge World 2020Codex 2020Imperial Armour Compendium 2020Supplement 2020Munitorum Field Manual 2021 MK1Chapter Approved 2021Munitorum Field Manual 2022 MK1

Space Wolves Special Rules

An ADEPTUS ASTARTES Detachment is one that only includes models with the ADEPTUS ASTARTES keyword. ADEPTUS ASTARTES Detachments gain the Company Command ability. ADEPTUS ASTARTES units the ADEPTUS ASTARTES Detachments gain the Chapter Tactics ability. Troops units in ADEPTUS ASTARTES Detachments gain the Objective Secured ability.

Chapter Tactics: All ADEPTUS ASTARTES units with this ability, and all the models in them, gain a Chapter Tactic so long as every unit in their Detachment is from the same Chapter. The tactic gained depends upon which Chapter they are from. If your Chapter does not have an associated Chapter Tactic, you must instead select Successor Tactics for them.

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: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

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 (excluding Centurion models) and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR or BIKER. 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 Unaligned 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 (e.g. the Storm of Fire Warlord Trait).’

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.

Chapter Tactics: All ADEPTUS ASTARTES units with this ability, and all the models in them, gain a Chapter Tactic so long as every unit in their Detachment is from the same Chapter. The tactic gained depends upon which Chapter they are from. If your Chapter does not have an associated Chapter Tactic, you must instead select Successor Tactics for them.

A SPACE WOLVES Detachment is one that only includes models with the SPACE WOLVES keyword.

Hunters Unleashed: Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s hit roll. Units with this tactic are eligible to perform Heroic Interventions as if they were Characters.

Savage Fury: While in Assault Doctrine is active for your army each time a model in this unit makes a melee attack, an unmodifed hit roll of 6 scores 1 additional hit.

SWIFTCLAW units in SPACE WOLVES Detachments gain the Headstrong and Berserker Charge abilities

Berserk Charge: If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then unit that fight is resolved add 1 to the Attacks characteristic of models in this unit.

Headstrong: If this unit does not contain a WOLF GUARD model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge.

Swift Hunters: This unit is eligible to declare a charge even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1″.

If every model in your army has the Space Wolves keyword, and your Warlord has the Space Wolves keyword you can select secondary objectives or select one of them to be from the Space Wolves secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives. 

Purge the Enemy

Secondary Objective – Glory Kills:
If you select this objective, you score victory points as follows. Score 2 points if any CHARACTER units were destroyed by a SPACE WOLVES unit from your army during this battle round. If no CHARACTER units were destroyed, but a CHARACTER unit suffered 3 or more wounds as the result of attacks made by SPACE WOLVES units from your army, score 1 victory point instead. Score 3 points if any MONSTER units were destroyed by a SPACE WOLVES unit from your army during this battle round. If no MONSTER units were destroyed, but a MONSTER unit suffered 3 or more wounds as result of attacks made by a SPACE WOLVES units from your army score 1 victory point instead. A CHARACTER MONSTER unit cannot count towards both parts of this objective. You must between one or the other keyword.

Purge the Enemy

Secondary Objective – Heroic Challenge:
If your select this objective, you score victory points as follows. At the start of the first Command phase, you must select one SPACE WOLVES CHARACTER model from your army to issue the challenge and your opponent must select one CHARACTER model from their army to accept the challenge. If either player does not have a CHARACTER model, they must instead select their WARLORD. Score 5 points at the end of the battle for each of the following conditions have been achieved. The model that accepted the challenge was destroyed. The model that accepted the challenge was destroyed as a result of a melee attack. The model that accepted the challenge was destroyed as the result of a melee attack made by the model that was issued the challenge. 

No Mercy, No Respite

Secondary Objective – A Might Saga:
If you select this objective, you score 2 points at the end of each battle round for each of the following achieved by your SPACE WOLVES WARLORD. for a maximum of 5 points. An enemy MONSTER or VEHICLE unit loses any wounds as the result of a melee attack made by this WARLORD. An enemy MONSTER or VEHICLE unit is destroyed as the result of a melee attack made by this WARLORD. 5 or more models were destroyed as the result of attacks made by this WARLORD. At the start of your Command phase, this WARLORD is within range of an objective marker that is wholly within your opponent’s deployment zone.

Secondary Objective – Warrior Pride:
Score 3 points at the end of your turn if two more SPACE WOLVES units from your army are within Engagement Range of any enemy units or have completed a charge move this turn. 

Space Wolves Stratagems

As of 11-07-2020 Space Wolves Stratagems groups are…

  • Core Stratagems
  • Space Marine Stratagems
  • Space Wolves Stratagems

(See tabs for details)

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

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

Death of the Traitors: 1 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a HERETIC ASTARTES unit, you can re-roll the hit roll.

Honour the Chapter: 2 CP

Use this Stratagem at the end of the Fight phase. Select one ASSAULT INTERCESSOR SQUAD unit from your army that is within Engagement Range of any units; that unit can fight again.

Fury of the First: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES unit from your army is select to shoot, or in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a TERMINATOR model in that unit makes an attack, add 1 to that attack’s hit roll.

Transhuman Physiology: 1 / 2 CP

Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1 CP; otherwise, it costs 2CP.

Rapid Fire: 2 CP

Use this Stratagem at the end of your Shooting phase. Select one INTERCESSOR SQUAD or VETERAN INTERCESSOR SQUAD unit from your army; that unit can shoot again.

Gene-Wrought Might: 1 CP

Use this Stratagem in the Fight phase, when a PRIMARIS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

Unyielding in the Face of the Foe: 1 CP

Use this Stratagem in any phase, when a MK X GRAVIS unit from your army selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.

Only In Death Does Duty End: 2 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do no remove that model from play –  it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is when removed.

Armour of Contempt: 1 CP

Use this Stratagem in any phase, when an ADEPTUS ASTARTES VEHIVLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that would is not lost.

Power of the Machine Spirit: 2 CP

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES MACHINE SPIRIT Model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. 

Wisdom of the Ancients: 1 CP

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES DREADNOUGHT model from your army. Until that start of your next Command phase, that model gains either the Rites of Battle abilities or the Tactical Precision ability, as shown below: Rites of Battle: While a friendly <CHAPTER> CORE unit is within 6″ of this model, each time a model in that unit makes an attack, re-roll a hit roll a 1. Tactical Precision: While a friendly <CHAPTER> CORE unit is within 6″ of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.

Commanding Oratory: 2 CP

Use this Stratagem at the start of any of your phases other than your Command phases. Select one ADEPTUS ASTARTES CHAPLAIN unit from your army that has not recited a litany this turn. That model can recite one litany that has not already been recited by a friendly model this turn. That litany is automatically inspiring and takes effect until the start of your next Command phase. 

Combat Revival: 1 CP

Use this Stratagem at the end of your Movement phase. Select <CHAPTER> APOTHECARY unit from your army and then select one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit that is not at its Starting Strength and is within 3″ of that APOTHECARY. One of the selected unit’s destroyed models is returned to its unit with its full wounds remaining. 

Relic of the Chapter: 1 CP

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and give them one Chapter Relic. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a (twice) Strike Force battle or an (three) Onslaught battle. 

Hero of the Chapter: 1 CP

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and determined one Warlord Trait for it; that model is it only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a (twice) Strike Force battle or an (three) Onslaught battle.

Hit-and-Run Warfare: 1 CP 

Use this Stratagem before the battle, after nominating your Warlord. Select one Adeptus Astartes CHARACTER model from 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.

Hammer of Wrath: 2 CP

Use this Stratagem in your Charge phase, when an ADEPTUS ASTARTES JUMP PACK unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that JUMP PACK unit and roll one D6 for each model in that JUMP PACK that is within ENGAGEMENT RANGE of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.

Skilled Riders: 1 CP

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army that Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subject 1 from that attack’s hill roll.

Uncompromising Fire: 1 CP

Use this Stratagem in your Shooting phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is performing an action. That unit can shoot this phase without that action failing. 

Steady Advance: 1 CP

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.

Adaptive Strategy: 2 CP

Use this Stratagem in your Command phase, if a <CHAPTER> WARLORD from your army is on the battlefield and a combat doctrine is active for your army. Select one <CHAPTER> Core unit from your army that is on the battlefield. Until the start of your next Command phase, each time a model in that unit makes an attack, the Devastator, Tactical, Assault Doctrine are considered to be active for that attack. 

Suppression Fire: 1 CP

Use this Stratagem in your Shooting phase, when a WHIRLWIND model from your is select to shoot. Until the end of the phase, each time that model makes an attack with a weapon that has the Blast ability, if a hit is scored for that attack, then until the start of your next turn the target cannot fire Overwatch or Set to Defend, and cannot be selected to fight until all eligible units from your army have done so.

Terror Troops: 2 CP

Use this Stratagem in your Command phase. Select Reiver unit from your army. That units gains the following ability: Terror Troops: Until the start of your next Command phase, while an enemy unit is within 3″ of that unit, it loses the Objective Secured ability and any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of that objective marker. Until the end of the turn, each time that REIVER unit ends a Normal Move, an Advance or charge move within 3″ of an enemy unit that is performing an action, roll 2D6: if the total exceeds that enemy unit’s Leadership characteristic, the action the unit is attempting to perform immediately fails.

Guerilla Tactics: 1 CP

Use this Stratagem in your Movement phase, when a Phobos unit from your army that is more than 6″ from any enemy models is selected to move. If the mission you are playing is using the Strategic Reserves rule, place that unit into Strategic Reserves.

Orbital Bombardment: 3 CP

Use this Stratagem in your Command phase, if an ADEPTUS ASTARTES WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6″ of the centre of that marker, adding 1 if the unit being rolled for is within 3″ of the centre of the marker and subtracting 1 if the unit being rolled for is a Character. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds, The marker is then removed. You can only use this Stratagem once.

Auspex Scan: 2 CP

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12″ of their unit when doing so.

Termor Shells: 1 CP

Use this Stratagem in your SHooting phase, when selecting a target for a THUNDERFIRE CANNON model from your army. Until the end of the phase, each time that model makes a ranged attack, subtract 1 from the attack’s wound roll, and, if a hit is scored against a target that is not TITANIC and cannot FLY, then until the start of your next Movement phase, halve the Move characteristic of models in the target unit and sibtract 2 from Advance rolls and charge rolls made for that unit. 

Shock and Awe: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES SHOCK GRENADE or LAND SPEEDER STORM unit from your army is selected to shoot. Select one enemy unit within 6″ of that unit. Until the start of your next turn: The selected unit cannot fire Overwatch or Set to Defend. Each time a model is the selected unit makes an attack subtract 1 from the attack’s hit roll.

Melta Bomb: 1 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES MELTA BOMB unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3 mortal wounds and the attack sequence ends. 

Grav Pulse: 1 CP

Use this Stratagem in either: Your movement phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot even though it Fell Back. Your opponent’s Charge phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that REPULSOR FIELD unit. 

Hellfire Shells: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter, hellstorm heavy bolter, or an ececutor heavy bolter. You can only make one attack with that weapon this phase, but if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends; if the hit is against a MONSTER unit that unit siffers 3 mortal wounds instaad.

Flakk Missile: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army targets and AIRCRAFT unit with a missile launcher. You can only make one attack with that weapon this phase, but add 1 to that attack’s hit roll. If a hit is scored, the target suffers 2D3 mortal wounds and the attack sequence ends. 

Smokesscreen: 1 CP

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS ASTARTES SMOKESCREEN unit from your army is selected the target of an attack. Unit the end of the phase, each time an attack is made against that unit, substract 1 from that attack’s hit roll.

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.

Go for the Throat: 2 CP 

Use this Stratagem in your Command Phase if the Assault Doctrine is active for your army. Until your next Command phase, each time a SPACE WOLVES model from your army makes an attack with a Pistol or melee weapon, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that attack by 1. This bonus is cumulative with Combat Doctrines. You can only use this Stratagem once per battle.

Cunning of the Wolf: 1 CP 

Use this Stratagem during deployment. Select one SPACE WOLVES INFANTRY unit from your army. All models in that unit gain the Outflank ability. 

The Emperor’s Executioners: 1 CP 

Use this Stratagem in the Fight phase, when a SPACE WOLVES unit from your army is selected to fight. Until the end of the phase each time a model in that unit makes a melee attack against a THOUSAND SONS unit, you can re-roll the hit roll and you can re-roll the wound roll. 

Savage Strike: 1/2 CP

Use this Stratagem in your Fight phase, when a SPACE WOLVES unit from your army is selected to fight. If that unit is made a charge move this turn, then until that fight is resolved, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll. If that unit has 5 or fewer models, this Stratagem costs 1CP; otherwise it costs 2CP.

Healing Balms: 1 CP

Use this Stratagem at the end of your Movement phase. Select one SPACE WOLVES INFATNRY, SPAVE WOLVES BIER or SPACE WOLVES CAVALRY model from your army within 3″ of a friendly SPACE WOLVES WOLF PRIEST to be healed. That model regains up to D3 lost wounds. Each model can only be healed once per turn. 

Pack Hunters: 2 CP

Use this Stratagem in your Charge phase. Select one enemy unit within Engagement Range of any SPACE WOLVES units from your army. Until the end of the turn, each time a friendly SPACE WOLVES BEAST or SPACE WOLVES CAVALRY unit declarers a charge that targets the selected unit. roll one additional D6 and discard one of the dice. Until the end of the turn, each time a friendly SPACE WOLVES CALVALRY model makes an attack with its crushing teeth and claws against the selected unit, and each time a friendly SPACE WOLVES BEAST model makes an attack with its teeth and claws against the selected unit, you can re-roll the wound roll. 

Relentless Assault: 1 CP

Use this Stratagem in the Fight phase, when a SPACE WOLVES unit from your army consolidates. Each model in that unit can move up to an additional 3″ for that consolidation move. This is not cumulative with any other rule that increases the distance models can pile in or consolidate. 

Cloaked by the Storm: 2 CP

Use this Stratagem in your Psychic phase, after resolving the effects of a psychic power from the Tempestas discipline manifested by a SPACE WOLVES PSYKER model from your army. Until the start of your next Psychic phase, each time a ranged attack is made against a friendly SPACE WOLVES unit within 6″ of that PSYKER model, substract 1 from that attack’s hit roll. 

Deed Worthy of a Saga: 2 CP

Use this Stratagem in any phase, when a SPACE WOLVES CHARACTER model from your army that does not have a Warlord Trait meets the requirements for a Deed. At the end of the phase, until the end of the battle, that model gains the Saga ability associated with that Deed. 

A Trophy Bestowed: 1 CP

Use this Stratagem after nominating a model drawn from a Space Wolves successor Chapter to be your Warlord. You can give one Relic of the Fang to a Character model from your army that is drawn from a Space Wolves successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the SPACE WOLVES keyword in all instances on that Relic with that model’s successor Chapter keyword. You can only sue this Stratagem once. 

Thane of the Retinue: 1 CP

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the SPACE WOLVES keyword. Select one SPACE WOLVES model from your army that has the world ‘Sergeant’ or ‘Pack Leader’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon, Digital Weapons, Frost Weapons, Morkai’s Teeth Bolts. Each relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once. 

Warrior of Legend: 1 CP

Use this Stratagem after nominating a SPACE WOLVES CHARACTER model that is not named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Space Wolves Warlord Traits table. Each Warlord Trait in your army must be unique and that model has access to each Saga associated with their Warlord trait. You can only use this Stratagem once.

Bestial Nature: 1 CP

Use this Stratagem in your Command phase if a combat doctrine is active for your army. Select one SPACE WOLVES INFANTRY, SPACE WOLVES CAVALRY or SPACE WOLVES BIKER unit from your army. Until the start of your next Command phase, that unit gains the bonus of the Assault Doctrine instead of the active combat doctrine. 

Counter Charge: 1/0 CP

Use this Stratagem in your opponent’s Charge phase. Select one SPACE WOLVES unit from your army. Until the end of the phase, that unit is eligible to perform a Heroic Intervention if it is within 6″ horizontally of an enemy unit, and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6″. All other rules for Heroic Interventions still apply. This Stratagem costs 0CP if the SPACE WOLVES unit you select is a CHARACTER.

Keen Senses: 1 CP

Use this Stratagem in your Shooting phase. Select one SPACE WOLVES INFANTRY, SPACE WOLVES BIKER, or SPACE WOLVES CAVALRY unit form your army. Until the end of the turn, you can ignore any or all hit roll. Ballistic skill and Weapon skill modifiers. and each time you make a charge roll for that unit, you can ignore any or all modifiers to that charge roll. 

Runic Wards: 1 CP

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy Psyker unit. Select one Space Wolves unit from your army within 12″ of that Psyker unit. The unit you selected can attempt to deny that psychic power by taking a Deny the Witch test as if they were a Psyker.

Space Wolves Unique Items

  As of 11-07-2020 Space Wolves Unique Item groups are…

  • Chapter Relics
  • Relics of the Fang
  • Special-Issue Wargear

(See tabs for details)

If your army is led by a Space Wolves Warlord, you may give one Chapter Relic to a Space Wolves Character in your army. Named characters cannot be given relics. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Armour Indomitus

Add 1 to the Wounds characteristic of the bearer. The bearer has a save of 2+.Once per battle, before making a saving throw for the bearer, it can activate its armor’s force field. If it does, the until the end of the phase, the bearer has a 3+ invulnerable save.

The Shield Eternal

Model with a storm shield, relic shield, or combat shield only. This Relic replaces a storm shield, relic shield, or combat shield. The bearer has a 4+ invulnerable save. Add 1 to armor saving throws made for the bearer. Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

Standard of the Emperor Ascendant

Ancient model only. Add 3″ to the range of the bearer’s Astartes Banner ability Each time a Morale test is taken for a friendly <Chapter> Core unit within range of the bearer’s Astartes Banner ability, you can re-roll that test

Teeth of Terra:

Models with a Astartes chainsword only. Replace the bearer’s Astartes chainsword with the following profile: Range: Melee, Type: Melee S+1, AP-2, D2, Each time the bearer fights, it can make 3 additional attacks with this weapon.

The Primarch’s Wrath

Model equipped with a boltgun, master-crafted boltgun, or special issue bolt carbine only. This Relic replaces a boltgun, master-crafted boltgun, or special issue bolt carbine and has the following profile: Range 24″, Rapid Fire 2, S5, AP-1, D2.

The Burning Blade

Model equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile: Range Melee, Type Melee, S+3, AP-5, D2.

Reliquary of Gathalamor

Primaris model Only. The bearer has the following ability: `Reliquary of Gathalamor (Aura): When an enemy Psyker unit is within 18″ of the bearer, subtract 1 from Psychic tests taken for that unit, and each time a Psychic test is failed for that unit, roll one D6: on a 4+, that unit suffers D3 mortal wounds.

Tome of Malcador

Librarian model only. The bearer knows one additional psychic power from any discipline it has access to.

Ghostweave Cloak

Phobos model with a camp cloak only. Each time the bearer makes a Normal Move, Advances, or Falls Back, it can move across models as if they were not there. Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll.

The Honour Vehement

While a friendly <Chapter> Core unit is within 6″ of the bearer, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability.

The Vox Espiritum

Primaris model only. Add 3″ to the range of the bearer’s aura abilities (to a maximum of 9″). This does not increase the range of aura abilities that are psychic powers.

Purgatorus

Model equipped with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile: Purgatorus Range 18″, Pistol 2, S5. AP-3, D2

Bellicos Bolt Rifle

Model equipped with a master-crated auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile: Bellicos bolt rifle Range 24″, Assault 4, S5 AP-1, D2

Lament

Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile: Lament Range 36″, Heavy 1, S5 AP-2 D3. Abilities: Each time an attack is made with this weapon, if the attack successfully wounds the target, it inflicts 1 mortal wound on the target in addition to any normal damage.

Benediction of Fury

CHAPLAIN model only. This Relic replaces a Crozius Arcanum and has the following profile: Benediction of Fury Range Melee, S+2 AP-2 D3. Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

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.

Mountain-Breaker Helm

After making close combat attacks with the bearer, 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.

The Armour of Russ

The bearer has a Save characteristic of 2+ and a 4+ Invulnerable save. At the start of the Fight phase, you can select one enemy unit within Engagement Range of the bearer. That unit is not eligible to fight this phase unit after all eligible units from your army has done so.

Black Death

Model with master-crafted power axe or power axe only. Black Death replaces the bearer’s axe and has the following profile: Black Death Melee S+2 AP-2 D1 Abilities: Each time the bearer fights, it can make D6 additional attacks with this weapon.

The Storm’s Eye

LIBARIAN model only. Once per turn, in your Psychic phase, after resolving the effects of a psychic power from the Tempestas discipline that was successfully manifested by the bearer, roll one D6 for each enemy unit within 12″ of the bearer; on a 4+ that unit enemy unit suffers 1 mortal wound. 

The Wulfen Stone

The bearer has the following ability: Bestial Charge: While a friendly SPACE WOLVES CORE unit is within 6″ of the bearer, you can re-roll charge rolls made for that unit. Once per battle, at the start of the Fight phase, the bearer can evoke the spirits of the Wulfen. If it does, select one friendly SPACE WOLVES unit within 6″ of the bearer that has the Savage Fury ability; until the end of the phase, each time a model in that unit makes an attack, the additional hit scored as a result of the Savage Fury ability is achieved on a unmodified to hit roll of 5+ for that attack. 

Fireheart

Model with a plasma pistol only. Fireheart replaces the bearer’s plasma pistol and has the following profile: Fireheart 18″ Pistol 1, S9 AP-4 D3

The Pelt of Balewolf

Each time a melee attack is made against the bearer, subtract 1 from that attack’s hit roll and wound roll.

If your army is led by an SPACE WOVLES Warlord or a Warlord drawn from an Ultramarines successor Chapter, you can give one of the following Special-issue Wargear Relics to an SPACE WOVLES CHARACTER model from your army, or a CHARACTER model from your army that is drawn from an SPACE WOVLES successor Chapter, instead of giving them a Relic from Codex: Space Marines. These are considered to be Chapter Relics for all rules purposes. Named characters and VEHICLE models 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.

Adamantine Mantle

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

Artificer Armour

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

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 Chapter Relic.

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

Morkai’s Teeth Bolts

When you give a model this relic, select one bolt weapon that model is equipped with. When that model shoots you can choose to fire a Morkai’s Teeth bolt. You can only make one attack with that weapon, but if that attack hits, the target unit is marked until the end of the turn and the attack sequence ends. Each time an attack is made against a unit that is marked, re-roll a wound roll of 1.

Wolf Tail Talisman

In the Psychic phase, each time a model in the bearer’s unit would lose a wound as a result of a mortal wound, roll one D6; on a 4+ that wound is not lost.

Frost Weapon

When you give a model this Relic, select one of the following weapons that model is equipped with: lightning claw; master-crafted power axe; master-crafted power sword; power axe; power sword. Add 1 to the Strength and Damage of that weapon. That weapon is considered to be a Chapter Relic.

Runic Weapon

LIBRARIAN model only. Add 1 to Deny the Witch tests taken for this bearer. When you give a model this Relic, select one of the following weapons that model is equipped with: force axe; force stave; force sword. Add 1 to the Strength characteristic of that weapon. That weapon is considered to be a Chapter Relic. 

Space Wolves Psychic Powers

As of 11-07-2020 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 enemy unit within 18″ of and visible to this PSYKER suffers D3 mortal wounds. Then roll one D6; on a 2-4, the closest other enemy unit within 6″ of and visible to that unit suffers 1 mortal wound, on a 5+, it suffers D3 mortal wounds

Tempest’s Wrath: WC 6

If manifested, select a one enemy unit within 24″ of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll

Murderous Hurricane: WC 6

If manifested, select a one enemy unit within 18″ of this psyker. Until the start of your next Psychic phase: If the unit is not wholly on or within a terrain feature, that unit cannot fire Overwatch. In the Fight phase, that unit is not eligible to fight until after all eligible SPACE WOLVES units from your army have done so.

Storm Caller: WC 8

 If manifested, until the start of your next Psychic phase, while their unit is within 6″ of this PSYKER, friendly SPACE WOLVES models receive the benefit of light cover.

Jaws of the World Wolf: WC 7

If manifested, select one enemy unit within 18″ of and visible to this PSYKER. Roll one D6 for each model in that unit, adding 1 to the result if the result of the Psychic test was 9 or more. For each roll of a 6+, that unit suffers 1 mortal wound.

Instincts Awoken: WC 6

If manifested, select one friendly SPACE WOLVES unit within 18″ of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, the Assault Doctrine is considered to be active for that attack instead of the currently active doctrine. If the Assault Doctrine is already active for your army, then on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that attack by 1. This is cumulative with the bonus from the Assault Doctrine.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Obscuration Discipline by selecting the psychic powers you wish the psyker to have.

Shrouding: WC 6

If manifested, select one friendly <Chapter> Phobos unit within 18″ of this Psyker. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks.

Soul Sight: WC 6

If manifested, select one Friendly <Chapter> Phobos unit within 18″ of this Psyker. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack.

Temporal Corridor: WC 5

If manifested, select one friendly <Chapter> Phobos unit within 6″ of this Psyker.
– That unit cannot shoot or fight this turn.
– If that unit is not within Engagement Range of any enemy models, it can either make a Normal Move or it can Advance as if it were your Movement phase (if it Advances, do not make an Advance roll: instead, util the end of the phase, add 6″ to the Move characteristic of models in that unit).

Hallucination: WC 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 the Leadership characteristic of models in that unit.
– Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

Tenebrous Curse: WC 7

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.
– Malediction: Tenebrous Curse has a warp charge value halve that unit’s Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.

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 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 <CHAPTER> CHAPLAIN models that know litanies from the Litanies of Battle. 

Litany of Hate: 

If this litany is inspiring, then while a friendly Core or Character unit is within 6″ of this Priest, each time a model in that unit makes a melee attack, you can re-roll the hit roll

Litany of Faith:

If this litany is inspiring, then while a friendly <Chapter> Core or <Chapter> Character unit is within 6″ of this Priest, each time a model in that unit would lose a wound as the result o a mortal wound, roll one D6: on a 5+, that wound is not lost.

Catechism of Fire:

If this litany is inspiring, select one friendly <Chapter> Core or <Chapter> Character unit is within 6″ of this Priest. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attack’s wound roll.

Exhortation of Rage:

If this litany is inspiring, select one friendly <Chapter> Core or <Chapter> Character unit is within 6″ of this Priest. Each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.

Recitation of Focus:

If this litany is inspiring, select one friendly <CHAPTER> 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.

Mantra of Strength:

If this litany is inspiring:
– Add 1 to this Priest’s Attacks and Strength characteristics.
– Add 1 to the Damage characteristic of melee weapons this Priest is equipped with.

Canticle of Hate:

If this litany is inspiring, then while a friendly <Chapter> Core or <Chapter> Character unit is within 6″ of this Priest:
– Add 2 to charge rolls made for that unit. This is not cumulative with any other rule that adds to a unit’s charge roll.
– Each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3″. This is not cumulative with any other rule that increases the distance models can pile in or consolidate.

Space Wolves Warlord Traits

 

  As of 11-07-2020 Space Wolves Warlord Trait groups are…

  • Vanguard Warlord Traits
  • Space Wolves Warlord Traits
  • Sagas

(See tabs for details)

If a <CHAPTER> 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 Marines.

Shoot and Fade:

Once per turn, in your shooting phase, after shooting with a <CHAPTER> PHOBOS unit within 6″ of this WARLORD, that unit can make a Normal Move or it can Advance, in either case, if it does, that unit is not eligible to delcare a charge with this turn.

Lord of Deceit:

After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redploy them. If the mission uses Strategic Reserves, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilties that redeploy units, roll off, the winner chooses who redeploys their units first.

Master of the Vanguard: 

While a friendly <CHAPTER> PHOBOS unit is within 6″ of this WARLORD. Add 1 to charge rolls made for that unit
Each time that unit is selected to make a Normal move, Advance or Fall Back add 1″ to that unit’s Movement characteristic until the end of the turn

Stealth Adept:

Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks.

Target Priority:

In your Command phase you can select one friendly <CHAPTER> PHOBOS unit within 6″ of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attacks hit roll.

Marksman’s Honours: 

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. (Excluding Grenades and Relics).

If the Warlord of your army is an Space Wolves Character, you can pick the Warlord Trait from the Space Wolves Warlord Traits Table.

Aura of Majesty:

Add 3″ to the range of this WARLORD’s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9″). Add 3″ to the range of any litanies recited by this WARLORD (to a maximum of 9″

Beastslayer:

While this WARLORD is is within Engagement Range of any enemy MONSTER or VEHICLE units, add 1 to its Attacks characteristic. Each time this WARLORD makes an attack against a MONSTER or VEHICLE unit, add 1 to that attack’s hit roll and add 1 to that attack’s wound roll.

Hunter: 

Add 1 to Advance and charge rolls made for this WARLORD. This WARLORD is eligible to charge in a turn in which it Advanced or Fell Back.

Resolve of the Bear:

Each time this WARLORD would lose a wound, roll one D6, on a 6, that wound is not lost. Each time an attack is made against this WARLORD, your opponent cannot re-roll the wound roll and cannot re-roll the damage roll.

Warrior Born:

At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

Wolfkin: 

For the purposes of the Shock Assault ability, this WARLORD is always treated as having made a charge move, and makes D3 additional attacks instead of 1 as a result of that ability.

Every CHARACTER model that has a Space Wolves Warlord trait can attempt to complete a Deed during the battle those that do so will gain a Saga ability until the end of the battle.

Aura of Majesty:

Deed of Majesty: At the start of your Command phase, this model is within range of an objective marker that is more than 6″ away from your deployment zone. Saga of Majesty: While a friendly SPACE WOLVES CORE unit is within 6″ of this model, each time a Morale test is taken for that unit, it is automatically passed. 

Beastslayer:

Deed of the Beastslayer: An enemy MONSTER or VEHICLE unit is destroyed as the result of an attack made by this model. Saga of the Beastslayer: While a friendly SPACE WOLVES CORE unit is within 6″ of this model, each time a model in that unit makes a melee attack against a MONSTER or VEHICLE unit, add 1 to that attack’s wound roll.

Hunter: 

Deed of the Hunter: Successfully charge an enemy unit with this model. Saga of the Hunter: While a friendly SPACE WOLVES CORE unit is within 6″ of this model, that unit is eligible to declare a charge in a turn in which they Advanced. While a friendly SPACE WOLVES CORE unit with the Swift Hunters ability is within 6″ of this model, that unit eligible to declare a charge in a turn in which they Fell Back.

Resolve of the Bear:

Deed of the Bear: This model loses any wounds. Saga of the bear: While a friendly SPACE WOLVES CORE unit is within 6″ of this model, each time a model in that unit would lose a wound, roll one D6; on a 6, that wound is not lost.

Warrior Born:

Deed of the Warrior Born: An enemy CHARACTER model is destroyed as the result of melee attack made by this model. Saga of the Warrior Born: At the start of the Fight phase, each friendly SPACE WOLVES CORE unit that is within 6″ of this model and within Engagement Range of any enemy units fights first that phase.

Wolfkin: 

Deed of the Wolfkin: An enemy model is destroyed as the result of a melee attack made by this model. Saga of the Wolfkin: While a Friendly SPACE WOLVES CORE unit is within 6″ of this mode, that unit is always treated as having made a charge move for the purposes of its Shock Assault ability.