Space Wolves 9th Edition

Codex Adeptus Astartes: Space Wolves 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
Bjorn the Fell-handedHQ155
Iron PriestHQ50
Primaris Battle LeaderHQ70
Primaris Battle Leader in PhobosHQ78
Primaris Rune PriestHQ95
Primaris Wolf LordHQ90
Primaris Wolf PriestHQ85
Rune PriestHQ90
Rune Priest in PhobosHQ98
Rune Priest in TerminatorHQ105
Rune Priest with Jump PackHQ115
Wolf Guard Battle LeaderHQ65
Wolf Guard Battle Leader in TerminatorHQ80
Wolf Guard Battle Leader on ThunderwolfHQ90
Wolf Guard Battle Leader with Jump PackHQ90
Wolf LordHQ85
Wolf Lord in CataphractiiHQ95
Wolf Lord in GravisHQ105
Wolf Lord in PhobosHQ93
Wolf Lord in TerminatorHQ95
Wolf Lord on ThunderwolfHQ100
Wolf Lord with Jump PackHQ105
Wolf PriestHQ80
Wolf Priest in TerminatorHQ95
Wolf Priest with Jump PackHQ105
Blood ClawsTroops15
Grey HuntersTroops15
Incursor SquadTroops21
Infiltrator SquadTroops24
Infiltrator Helix AdeptTroops34
Intercessor SquadTroops20
Wolf Guard Pack LeaderTroops17
Wolf Guard Terminator Pack LeaderTroops23
Stormfang GunshipFlyer180
Stormhawk InterceptorFlyer115
StormwolfFlyer170
Aggressor SquadElites40
Contemptor DreadnoughtElites105
DreadnoughtElites70
Great Company AncientElites75
Great Company ChampionElites40
Invictor Tactical WarsuitElites135
Primaris AncientElites80
Redemptor DreadnoughtElites125
Reiver SquadElites18
ServitorsElites7
Venerable DreadnoughtElites85
Wolf GuardElites17
Wolf Guard Cataphractii TerminatorsElites26
Wolf Guard Pack LeaderElites19
Wolf Guard Tartaros TerminatorsElites23
Wolf Guard TerminatorsElites23
Wolf Guard Terminator Pack LeaderElites23
Wolf Guard with Jump PacksElites19
Wolf ScoutsElites14
WulfenElites28
Wulfen DreadnoughtElites75
Drop PodDedicated Transport65
ImpulsorDedicated Transport100
Land Speeder StormDedicated Transport40
RazorbackDedicated Transport80
RepulsorDedicated Transport230
RhinoDedicated Transport75
Eliminator SquadHeavy Support28
Hellblaster SquadHeavy Support33
HunterHeavy Support95
Land RaiderHeavy Support175
Land Raider CrusaderHeavy Support215
Land Raider RedeemerHeavy Support245
Long FangsHeavy Support16
PredatorHeavy Support90
Repulsor ExecutionerHeavy Support250
StalkerHeavy Support95
VindicatorHeavy Support130
WhirlwindHeavy Support125
Wolf Guard Pack LeaderHeavy Support17
Wolf Guard Terminator Pack LeaderHeavy Support23
CyberwolvesFast Attack15
Fenrisian WolvesFast Attack7
Inceptor SquadFast Attack25
Land SpeedersFast Attack18
SkyclawsFast Attack18
SuppressorsFast Attack18
Swiftclaw Attack BikesFast Attack30
SwiftclawsFast Attack25
Thunderwolf CavalryFast Attack45
Wolf Guard Bike LeaderFast Attack30
Wolf Guard Sky LeaderFast Attack20
Wolf Scout BikesFast Attack25
Arjac RockfistHQ115
Canis WolfbornHQ4/19
Harald DeathwolfHQ5/24
Krom DragongazeHQ90
Logan GrimnarHQ150
Logan Grimnar on StormriderHQ165
Lukas the TricksterElites85
MurderfangElites135
Njal StormcallerHQ125
Njal Stormcaller in Runic Terminator ArmorHQ140
Ragnar BlackmaneHQ125
Ulrik the SlayerHQ100
Absolvor Bolt PistolRanged0
Accelerator AutocannonRanged0
Assault BolterRanged0
Assault CannonRanged15/20
Assault Plasma IncineratorRanged0
Astartes Grenade LauncherRanged0
Astartes ShotgunRanged0
Auto bolt rifleRanged0
Auto Boltstorm GauntletsRanged0
Bellicatus Missile ArrayRanged20
Bolt carbineRanged0
bolt pistolRanged0
bolt rifleRanged0
bolt sniper rifleRanged0
boltgunRanged0
Boltstorm GauntletRanged0
Cerberus launcherRanged0
Combi-bolterRanged3
Combi-flamerRanged10
Combi-gravRanged0
Combi-meltaRanged10
Combi-plasmaRanged10
Cyclone missile launcherRanged25
Deathwind launcherRanged5
Demolisher cannonRanged0
FlamerRanged5
Flamstorm cannonRanged0
Flamestorm gauntletsRanged0
Frag grenadesRanged0
Fragstorm Grenade launcherRanged5
Grenade harnessRanged0
Heavy bolt pistolRanged0
Heavy bolterRanged10/15
Heavy flamerRanged10/15
Heavy laser destroyerRanged
Heavy onslaught gatling cannonRanged30
Heavy plasma cannonRanged20
Heavy plasma incineratorRanged0
Helfrost cannonRanged20
Helfrost destructorRanged0
Helfrost pistolRanged5
Hunter-killer missileRanged5
Hurricane bolterRanged15
Icarus Ironhail heavy stubberRanged5
Icarus rocket podRanged5
Icarus stormcannonRanged10
Instigator bolt carbineRanged
Ironhail heavy stubberRanged5
Kheres-pattern assault cannonRanged25
Krak grenadesRanged0
Krakstorm grenade launcherRanged5
Las-talonRanged35
LascannonRanged15/20
Macro plasma incineratorRanged30.0
Marksman bolt carbineRanged0
Master-crafted auto bolt rifleRanged5
Master-crafted boltgunRanged5
Master-crafted instigator bolt carbineRanged0
Master-crafted occulus bolt carbineRanged0
Master-crafted stalker bolt rifleRanged5
MeltagunRanged10
Missile launcherRanged15/20
Multi-meltaRanged20/25
Occulus bolt carbineRanged0
Onslaught gatling cannonRanged20
Plasma blasterRanged10
Plasma cannonRanged10
Plasma exterminatorRanged5
Plasma gunRanged10
Plasma IncineratorRanged0
Plasma pistolRanged5
Predator autocannonRanged40
Reaper autocannonRanged10
Shock grenadesRanged0
Skyhammer missile launcherRanged20
Skyspear missile launcherRanged0
Sniper rifleRanged2
Stalker bolt rifleRanged0
Storm bolterRanged3
Stormfrag auto-launcherRanged4
Stormstrike missile launcherRanged0
Twin assault cannonRanged30
Twin boltgunRanged0
Twin heavy bolterRanged30
Twin helfrost cannonRanged40
Stormstrike missile launcherRanged0
Twin assault cannonRanged30
Twin boltgunRanged40
Twin heavy bolterRanged50
Typhoon Missile LauncherRanged40
Volkite ChargerRanged5
Whirlwind CastellanRanged0
Whirlwind VengeanceRanged10
Wrist GrenadeRanged5
ChainfistMelee10
ChainswordMelee0
Combat knifeMelee0
Crozium arcanumMelee0
Crushing teeth and clawsMelee0
Dreadnought combat weaponMelee20
Fenrisian great axeMelee30
Frost axeMelee10
Frost clawsMelee10
Frost swordMelee10
Great frost axeMelee10
Great wolf clawMelee20
Invictor fistMelee0
Lightning claws singleMelee10
Lightning claws pairMelee10
Master-crafted power swordMelee0
Paired combat bladesMelee5
Power axeMelee5
Power fistMelee10
Power maulMelee5
Power swordMelee0
Redemptor fistMelee0
Runic axeMelee0
Runic staveMelee0
Runic swordMelee0
Servo-armMelee0
Teeth and clawsMelee20
Tempest hammerMelee20
Thunder hammer (character)Melee40
Thunder hammer (other)Melee15
TrueclawMelee0
Wolf claw singleMelee7
Wolf claw pairMelee15
Wulfen clawsMelee0
Auto launchersWargear0
Auxiliary grenade launcherWargear2
Blizzard shieldWargear15
Camo cloakWargear2
Combat shieldWargear3
Grapnel launcherWargear2
Grav-chuteWargear2
Haywire mineWargear10
Orbital comms arrayWargear20
Psychic hoodWargear5
Runic armorWargear10
Runic terminator armorWargear5
Shield domeWargear25
Smoke grenadesWargear0
Storm shield (character)Wargear10
Storm shield (other)Wargear8/5
Teleport homerWargear5
Wolf StandardWargear10
Air defense missilesRanged-0
Deathstrom cannon arrayRanged-0
Deathstrom missile arrayRanged-0
Dreadhammer siege cannonRanged-0
Fellblade accelerator cannonRanged-0
Heavy neutron pulse arrayRanged-0
Helios launcherRanged-0
Laser volley cannonRanged-0
Punisher rotary cannonRanged-0
ROC missile launcherRanged-0
Siege melta arrayRanged-0
Spectre pattern bolterRanged-0
Tempest salvo launcherRanged-0
Thunderhawk heavy cannonRanged-0
Turbo-laser destructorRanged-0
Twin accelerator autocannonRanged-0
Twin avenger bolt cannonRanged-0
Twin volcano cannonRanged-0
Crushing tracksMelee-0
Termite drillMelee-0
Enchanced repulsor fieldWargear-0
Plasma blastgunRanged-10
Twin volkite chargerRanged-10
Space Marine GunnersHeavy Support-15
Graviton blasterRanged-15
Rapier Weapons BatteryHeavy Support-20
Tarantula Sentry GunHeavy Support-20
C-beam cannonRanged-20
Castellum air defense missilesRanged-20
Las-ripperRanged-20
Dreadnought combat weaponMelee-20/30
Leviathan siege clawMelee-20/30
Cyclone missile launcherRanged-25
Dreadnought inferno cannonRanged-25
Kheres assault cannonRanged-25
Neutron pulse cannonRanged-25
Plasma eradicatorRanged-25
Aiolos missile launcherRanged-30
Xiphon missile batteryRanged-30
Dreadnought chainfistMelee-30/40
Leviathan siege drillMelee-30/40
Scorpius multi-launcherRanged-40
Atomatic pavaiseWargear-40
Infernus cannonRanged-45
Quad launcherRanged-45
Skyreaper batteryRanged-45
Hellfire plasma carronadeRanged-50
Magna-melta cannonRanged-50
Storm cannon arrayRanged-50
Twin hellstrike launcherRanged-50
Castellum battle cannonRanged-55
Land Speeder TempestFast Attack-60
Cyclone melta lanceRanged-60
Hellstrike batteryRanged-60
Laser destroyerRanged-60
Quad heavy bolterRanged-60
Grav-flux bombardRanged-65
Relic Javelin Attack SpeederFast Attack-70
Tarantula Air Defense BatteryHeavy Support-70
Mortis DreadnoughtHeavy Support-70
Arachnus autocannon batteryRanged-70
Arachnus heavy lascannon batteryRanged-75
Siege DreadnoughtElites-80
Infernum Pattern RazorbackDedicated Transport-80
Lucius Dreadnought Drop PodDedicated Transport-80
Quad lascannonRanged-80
Deimos Relic PredatorHeavy Support-90
Relic Contemptor DreadnoughtElites-105
Contemptor Mortis DreadnoughtHeavy Support-105
Xiphon InterceptorFlyer-110
Damocles Command RhinoHQ-120
Deathstrom Drop PodFast Attack-120
Twin macro-accelerator cannonRanged-120
Terrax-pattern TermiteDedicated Transport-130
Relic Deredeo DreadnoughtHeavy Support-150
Relic Sicaran Arcus Strike TankHeavy Support-175
Land Raider PrometheusHeavy Support-180
Relic SicaranHeavy Support-180
Relic Sicaran PunisherHeavy Support-180
Land Raider AchillesHeavy Support-190
Relic Whirlwind ScorpiusHeavy Support-195
Deimos Vindicator Laser DestroyerHeavy Support-200
Relic Sicaran Omega Tank DestroyerHeavy Support-200
Relic Sicaran VenatorHeavy Support-200
Land Raider HeliosHeavy Support-205
Relic Land Raider ProteusHeavy Support-210
Relic Leviathan DreadnoughtHeavy Support-220
Storm Eagle Assault GunshipFlyer-230
Storm Eagle Assault Gunship ROC PatternFlyer-245
Fire Raptor GunshipFlyer-280
Relic Spartan Assault TankLord of War-320
Astraeus Super-heavy TankLord of War-500
Relic Cerberus Heavy Tank DestroyerLord of War-680
Relic Fellblade Super-heavy TankLord of War-690
Relic Typhon Heavy Siege TankLord of War-720
Relic Falchion Super-heavy TankLord of War-790
Relic Mastodon Super-heavy transportLord of War-915
Thunderhawk GunshipLord of War-1350
Sokar Pattern StormbirdLord of War-2000
Assault Intercessor SquadTroops19
Bladeguard AncientElites85
Bladeguard Veteran SquadElites35
Eradicator SquadHeavy Support40
Firestrike Servo-turretFast Attack90
Twin Las-talonRanged30
Invader ATVFast Attack80
JudiciarElites85
Outrider SquadFast Attack45
Primaris CaptainFast Attack105
Primaris ChaplainFast Attack85
Primaris Chaplain on BikeFast Attack130
Primaris LieutenantFast Attack90
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

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 07-25-2020 Space Wolves Stratagems groups are…

  • Core Stratagems
  • Space Wolves Stratagems
  • Saga of the Beast 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 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 07-25-2020 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 07-25-2020 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 07-25-2020 Space Wolves Warlord Trait groups are…

  • Vanguard Warlord Traits
  • Space Wolves Warlord Traits

(See tabs for details)

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.