Twelve Great Companies make up the Space Wolves Chapter, each formed around the powerful leadership of a Wolf Lord, the legendary captains of the Space Wolves. Foremost among the Wolf Lords is Logan Grimnar, the Great Wolf, High King of Fenris and Master of the Space Wolves Chapter. Those who serve in his Great Company are fanatically loyal to their charismatic and cunning leader, and ever strive through their deeds upon the battlefield to earn their liege’s favour and a place in his Wolf Guard. They are the Champions of Fenris.
How This Supplement WorksOn this page you will find additional special rules, Warlord Traits, Relics, a Detachment and Formations that reflect the composition and fighting style of the Champions of Fenris. You can add the Detachment and Formations from this section to an existing army, or use them to field an army from Grimnar’s Great Company itself.
Books
Champions of Fenris Special RulesIf you use the Formations or the Company of the Great Wolf Detachment in this book, the following supplemental special rules apply to all of the units they contain.First Among Equals
Sagaborn
KingsguardThe following models have +1 WS on their profile when chosen as part of this Formation:• Wolf Guard • Wolf Guard Pack Leader • Wolf Guard Terminator • Wolf Guard Terminator Leader • Thunderwolf Cavalry • Thunderwolf Cavalry Pack Leader Special RulesHelfrostWhen a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Strength test for each Wound suffered or be removed as a casualty.IncendiaryAs soon as this attack has been resolved, the Tangled special rule (see below) ceases to apply.MaulIn close combat, the bearer of Morkai’s Claws gains +D3 Attacks instead of +1 for fighting with two weapons (roll at the start of each Fight sub-phase).Wall of FireThis ranged attack automatically targets and hits all enemy units (including Flyers and Flying Monstrous Creatures) within the attack’s maximum range, regardless of line of sight, being locked in combat, intervening models/terrain and so on.Warlord TraitsWhen generating his Warlord Traits, a Space Wolves Warlord may choose to roll on the following table instead of those found in Warhammer 40,000: The Rules or Codex: Space Wolves.
DetachmentsCompany of the Great WolfChampions of Fenris details a unique Detachment – the Company of the Great Wolf Detachment – that reflects the fighting style of Grimnar’s company. This follows all the Detachment rules presented in Warhammer 40,000: The Rules.All units in this Detachment (except fortifications) must have the Space Wolves Faction. COMMAND BENEFITS Grimnar’s Right Hand: If this Detachment is your Primary Detachment, you can reroll the result when rolling on the Champions of Fenris Warlord Traits Table. • Wolf Guard • Wolf Guard Pack Leader • Wolf Guard Terminator • Wolf Guard Terminator Leader • Thunderwolf Cavalry • Thunderwolf Cavalry Pack Leader FormationsArjac’s ShieldbrothersAll models in this Formation’s unit of Wolf Guard Terminators must be equipped with thunder hammers and storm shields. Arjac Rockfist must be deployed with this unit, and they must take the Formation’s Land Raider Crusader as a Dedicated Transport. SPECIAL RULES
• First Among Equals • Hammer of Wrath • Kingsguard • Sagaborn Brethren of the Fell-HandedAll Dreadnoughts must be upgraded to Venerable Dreadnoughts. SPECIAL RULES
• Adamantium Will • Sagaborn Grimnar’s War CouncilBefore deployment, the controlling player must decide whether to field this Formation as a number of Independent Characters or as a single unit (see the Conclave of War special rule). SPECIAL RULES
• Fearless • First Among Equals • Sagaborn Kingsguard Stormforce• 1 unit of Wolf Guard Terminators • 1 Land Raider (any type) • 1 Stormfang Gunship Logan Grimnar must be equipped with Stormrider. The Wolf Guard Terminator unit must include 5 models and must take the Formation’s Land Raider as a Dedicated Transport. SPECIAL RULES
• First Among Equals • Kingsguard • Sagaborn The Champions of Fenris• Brethren of the Fell-Handed • Wolf Guard Void Claws • Grimnar’s War Council • Arjac’s Shieldbrothers • Wolf Guard Thunderstrike The units in this Formation must adhere to all of the restrictions detailed in each of the corresponding Formation datasheets. The units in this Formation retain all of the special rules specified in the corresponding Formation datasheets. In addition, the following special rules apply:
SPECIAL RULES • Fear • Fearless Wolf Guard ThunderstrikeThe Wolf Guard unit must include 10 models and must take the Formation’s Drop Pod as a Dedicated Transport. SPECIAL RULES
• First Among Equals • Kingsguard • Sagaborn Wolf Guard Void ClawsAll models in this Formation’s squad of Wolf Guard Terminators must be equipped with one pair of wolf claws. The squad of Wolf Guard Terminators must include at least 5 models. SPECIAL RULES
• First Among Equals • Kingsguard • Sagaborn Relics of the Great Wolf are unique and incredibly powerful heirlooms of the Space Wolves that have served the Great Wolves of the Chapter for many millennia. Only one of each of the following relics can be chosen per army – there is only one of each of these items in the entire galaxy! Any character that is part of a Detachment or Formation presented in this book that can select Relics of the Fang cannot select from those listed in Codex: Space Wolves, but can instead select from Relics of the Great Wolf, presented in their own section, following, at the points costs shown.
Altar of War: Champions of Fenris Missions
It is very straightforward to use an Altar of War mission – these can be selected at The Mission step described in Preparing for Battle in Warhammer 40,000: The Rules. Like the missions presented there, Altar of War missions are ‘pick up and play’ missions – it is not necessary to know which of these missions you will be playing before selecting an army, only the agreed points value of the two armies. If you (or your opponent) have a Warlord with the Space Wolves Faction, you can select one of these missions just as you would any other, as explained in the Preparing for Battle section in Warhammer 40,000: The Rules. 1-2
ALTAR OF WAR
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The Deeds of HeroesLogan Grimnar is renowned and beloved across every segmentum of the Imperium. Worlds beyond counting owe their continued existence to the might of his Space Wolves, the Chapter’s history heavy with glorious deeds of populations saved from slaughter and vile foes sent fleeing back into the void. One of the reasons that those Grimnar has saved are so fanatical in their devotion to him is for his unwillingness to let a single citizen die if, through bold action, he can draw the enemy forces away from those who cannot defend themselves. Such are the deeds of heroes.
THE ARMIESChoose armies. The Champions of Fenris player’s Warlord must have the Space Wolves Faction. THE BATTLEFIELD Set up terrain using the deployment map included with this mission. DEPLOYMENT The Champions of Fenris player deploys first, placing all of his units from the Vanguard in his deployment zone depicted on the map. The Vanguard comprises all units in the Champions of Fenris player’s army with the Deep Strike special rule (with the exception of Drop Pods and any units embarked within). All other units in the Champions of Fenris player’s army must be held back in Reserve. The enemy player then deploys his units anywhere in his deployment zone. FIRST TURN The enemy player has the first turn unless the Champions of Fenris player can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the enemy player wins if he has completely destroyed all of the Champions of Fenris player’s forces. If there are any models belonging to the Champions of Fenris player remaining, including those in units that are Falling Back, the Champions of Fenris player wins. However, units that are not on the board at the end of the game count as destroyed for the purposes of this mission. Night Fighting, Reserves. 3-4
ALTAR OF WAR
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Leading from the FrontSuch is the war-torn nature of life in the 41st Millennium that it is a mighty conflict indeed for the Imperium to spare more than a few companies of any Space Marine Chapter to fight in a single warzone. On these occasions, however, competition is rife between the commanders of each company for the honour of leading the first wave into battle. Unsurprisingly, such an honour is fiercely contested between the glory-hungry Wolf Lords of the Space Wolves, but should Logan Grimnar claim the right to the first kill, none will dispute his worthiness or his authority to do so. So does the Great Wolf gather the Champions of Fenris once more and lead the way to victory.
THE ARMIESChoose armies. The Champions of Fenris player’s Warlord must have the Space Wolves Faction. THE BATTLEFIELD Set up terrain using the deployment map included with this mission. Objective Markers After setting up the terrain, the enemy player places 3 Objective Markers anywhere within his deployment zone. No objective can be placed within 6" of any battlefield edge or 12" of another objective. DEPLOYMENT The Champions of Fenris player deploys first, placing all of his units in his deployment zone depicted on the map. The enemy player then deploys his units anywhere in his deployment zone. FIRST TURN The Champions of Fenris player has the first turn unless the enemy player can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. Secondary Objectives First Blood*, Linebreaker, Slay the Warlord. * In this mission, the First Blood Secondary Objective is worth 3 Victory Points to the Champions of Fenris player. Mysterious Objectives, Night Fighting, Reserves. 5-6
ALTAR OF WAR
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Worthy of SagaFor the warriors of Fenris, there is no greater joy than engaging a worthy adversary in combat and striking him down with blade in hand, so that all may know their glory. The Sons of Russ hold true to many of their planet’s native traditions, and seeking out enemy champions to defeat in glorious battle is certainly one of them. The mightier the foe a hero slays, the more likely it is that his deeds will earn him a place in the sagas of the Chapter. Competition to claim such glory becomes all the fiercer as a Space Wolf grows in fame and skill. To witness the Champions of Fenris engage in such contests is to behold what legends are made of.
THE ARMIESChoose armies. The Champions of Fenris player’s Warlord must have the Space Wolves Faction. THE BATTLEFIELD Set up terrain using the deployment map included with this mission. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that deployed first has the first turn unless their opponent can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed. Furthermore, both players can earn additional Victory Points as follows:
Secondary Objectives First Blood, Linebreaker, Slay the Warlord*. * Players do not score this Secondary Objective if they killed the enemy Warlord in a challenge (see above). Night Fighting, Reserves. Echoes of War: Champions of Fenris MissionsHere you will find a selection of Echoes of War missions, which represent key historical battles inspired by the battles fought by the Champions of Fenris. The Armies section of each of these missions provides guidance on the forces present so that you can replay the pivotal events using the armies and characters described in this book. Many of the Echoes of War missions include a map that depicts the battlefield on which the conflicts were fought.If you wish to fight an Echoes of War mission, you and your opponent must agree which mission you wish to fight, ensuring that you have the appropriate armies and models you will need. Designer’s Note: Whilst the Echoes of War missions have been inspired by specific events, with a little imagination they can easily be repurposed to recreate battles of your own invention. If you choose to go down this route, you can modify these missions so that they can be fought using any combination of forces and terrain in your collection. №1
ECHOES OF WAR
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Trapped Under IceHaving crippled the mighty warship, Well of Souls, and fought their way into the heart of the vessel buried beneath the icy tundra of Lumerius, Logan Grimnar and his embattled Wolf Guard have finally reached their goal. Only the self-styled ‘Primogenitor’, Fabius Bile, stands in their way, surrounded by an honour guard of Black Legion. If the Wolf Brother’s stasis capsule can be correctly identified from amongst the manifold others scattered throughout the enormous vault, the prize will be theirs for the taking, but which side will discover its location first and gain the upper hand?
THE ARMIESChoose armies. All units in the Champions of Fenris player’s army must have the Space Wolves Faction. He must include Logan Grimnar in his army to be his Warlord. All units in the enemy player’s army must have the Chaos Space Marines Faction. He must include Fabius Bile in his army to be his Warlord. Vehicles with the Flyer unit type cannot be used in this mission. THE BATTLEFIELD Set up terrain using the deployment map included with this mission. Objective Markers After setting up the terrain, the players take it in turns to place a total of 6 Objective Markers as described in Warhammer 40,000: The Rules. DEPLOYMENT The enemy player should first roll to determine his Warlord Trait. Players then deploy using the Standard Deployment Method. FIRST TURN The player who deployed his army first has the first turn unless his opponent can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, the Wolf Brother’s Stasis Capsule (see Mission Special Rules, below) is worth 3 Victory Points to the player that controls it. Secondary Objectives First Blood, Linebreaker, Slay the Warlord. Wolf Brother’s Stasis Capsule: Only one of the Objective Markers represents the stasis capsule that both sides have been seeking. The following rules apply:
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ECHOES OF WAR
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The Web of DeathDespite their superstitious misgivings about the arcane technology of teleportation, Logan Grimnar and a Wolf Guard spearhead have arrived on the surface of Gnosis Secundus in a bid to draw the Eldar forces attacking the planet away from what is left of its hapless inhabitants. However, Grimnar’s bold and selfless strategy has left his vanguard force woefully outnumbered. As an Eldar host from Craftworld Saim-Hann swiftly moves in to close the jaws of their carefully-laid trap, can the Champions of Fenris hold out long enough for reinforcements to arrive from orbit?
THE ARMIESChoose armies. All units in the Champions of Fenris player’s army must have the Space Wolves Faction. He must include Logan Grimnar in his army to be his Warlord. He must also include the Arjac’s Shieldbrothers Formation in his army. The Champions of Fenris player must also include an Imperial Strongpoint (see Warhammer 40,000: Stronghold Assault) in his army to represent the abandoned defences on the battlefield, though this fortification does not cost any points. Neither player may include any other fortifications in their army. All units in the enemy player’s army must have the Eldar Faction. THE BATTLEFIELD The Champions of Fenris player first places his Imperial Strongpoint anywhere on the battlefield. Players then set up terrain using the deployment map included with this mission. DEPLOYMENT The enemy player should first roll to determine his Warlord Trait. Then, the Champions of Fenris player deploys first, placing Logan Grimnar and Arjac’s Shieldbrothers anywhere on the battlefield. All other units in his army start as Reserves. The enemy player does not deploy any units at this point – his forces arrive during the first turn. FIRST TURN The enemy player has the first turn. All of the enemy player’s units arrive on the battlefield during his first turn. These units enter play from any point along the enemy player’s table edge, as depicted on the map. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed. Secondary Objectives First Blood, Slay the Warlord. Night Fighting, Reserves.
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ECHOES OF WAR
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Avenging WolvesGnosis Prime lies in ruins, and Gnosis Secundus fares little better. Such an affront to the Allfather’s realm and its people is not something that Logan Grimnar is prepared to forgive. Mounting up on his war chariot, Stormrider, the Great Wolf swears a solemn vow to see the Eldar destroyed once and for all in payment for their murderous actions. Tracking their scent to an ancient webway portal, Grimnar at last uncovers the source of the xenos’ strength on the planet. He vows to see the Eldar and the general who led their atrocities slain before the day is done.
THE ARMIESChoose armies as described in Warhammer 40,000: The Rules. All units in the Champions of Fenris player’s army must have the Space Wolves Faction. He must include the Kingsguard Stormforce Formation in his army. Logan Grimnar must be equipped with Stormrider, and must be the Champions of Fenris player’s Warlord. All units in the enemy player’s army (except fortifications) must have the Eldar Faction. He must include an Autarch (representing Eliac Zephyrblade) in his army to be his Warlord. THE BATTLEFIELD First, the enemy player places two markers approximately 6" apart (or a suitable terrain piece if you have one in your collection) centred on his table edge to represent the Eldar webway gate. Then players set up terrain using the deployment map included with this mission. DEPLOYMENT The enemy player should first roll to determine his Warlord Trait. The Champions of Fenris player deploys his army first, anywhere in his deployment zone depicted on the map. The enemy player then deploys his army anywhere in his deployment zone. FIRST TURN The Champions of Fenris player has the first turn unless the enemy player can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed. In addition, at the end of the game, the enemy player scores 3 Victory Points if there are no Champions of Fenris models within 6" of the webway gate. Secondary Objectives First Blood, Slay the Warlord*. * In this mission, the Slay the Warlord Secondary Objective is worth 3 Victory Points to the Champions of Fenris player. However, if Logan Grimnar slays Zephyrblade in a challenge, the Champions of Fenris player instead scores 5 Victory Points. Reserves. №4
ECHOES OF WAR
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Into the InfernoAfter driving back the mighty Necron Tomb Ship that was raining so much death and destruction on Midgardia, Logan Grimnar oversees the ongoing conflict from his improvised command post inside the Emperor’s Judgement. Following his warrior instincts, Ulrik the Slayer meanwhile leads the Champions of Fenris under his command into a wyrdgate created by High Rune Priest Njal Stormcaller, in search of Trazyn the Infinite. Upon emerging from the portal, the Space Wolves encounter the Necron Overlord on the slopes of the underground mountain of Infernus Peak, on the verge of reclaiming his prize. Trazyn, however, cannot afford for the Champions of Fenris to interfere with his plans, and immediately orders their destruction.
THE ARMIESChoose armies as described in Warhammer 40,000: The Rules. All units in the Champions of Fenris player’s army must have the Space Wolves Faction. He cannot include Logan Grimnar, and must include Ulrik the Slayer to be his Warlord. All units in the enemy player’s army must have the Necron Faction. He must include Trazyn the Infinite in his army to be his Warlord. He must also include a C’tan Shard (representing the Shard of the Burning One) in his army. The C’tan Shard does not cost any points (see The Burning One Awakened mission special rule, below). Vehicles with the Flyer unit type cannot be used in this mission. THE BATTLEFIELD Set up terrain using the deployment map included with this mission. DEPLOYMENT The enemy player should first roll to determine his Warlord Trait. The enemy player deploys his army first, placing all of his units anywhere in his deployment zone. The Champions of Fenris player then places a wyrdgate marker anywhere on the battlefield, but does not deploy his army. FIRST TURN The Champions of Fenris player has the first turn. All of his units immediately arrive by Deep Strike. The first model placed in each unit must, however, be placed within 12" of the wyrdgate marker. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the enemy player wins if he has completely destroyed all of the Champions of Fenris player’s forces. If there are any Champions of Fenris models remaining, including those in units that are Falling Back, the Champions of Fenris player wins. However, units that are not on the board at the end of the game count as destroyed for the purposes of this mission. Fresh From Victory: All units belonging to the Champions of Fenris player have the Preferred Enemy (Necrons) special rule.
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ECHOES OF WAR
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Storming the Star CryptLogan Grimnar has mustered all of his available forces to storm the mysterious Necron pyramid and the seat of Trazyn’s power on Midgardia. Inside the pyramid the Overlord is gathering the full force of his Necron host against the Fenrisians, ready to strike from the shadows of the tomb. Logan Grimnar’s experienced eye knows a difficult challenge when he sees one, but to this day, has never shirked from his duty – this is simply another battle to be fought and won, another enemy to be engaged and defeated. Calling together his brothers, the Great Wolf howls his defiance at the Necron host and sweeps his axe forwards to signal the charge.
THE ARMIESChoose armies as described in Warhammer 40,000: The Rules. All units in the Champions of Fenris player’s army must have the Space Wolves Faction. He must include the Arjac’s Shieldbrothers and Kingsguard Stormforce Formations in his army, as well as Logan Grimnar to be his Warlord. All units in the enemy player’s army (except fortifications) must have the Necrons Faction. The enemy player must include Trazyn the Infinite in his army to be his Warlord. He must also include a C’tan Shard (representing the Shard of the Burning One) in his army. The C’tan Shard does not cost any points (see the Weapon of Last Resort mission special rule, below). THE BATTLEFIELD Set up terrain using the Deployment Map included with this mission. DEPLOYMENT The enemy player should first roll to determine his Warlord Trait. The Champions of Fenris player deploys first, placing all of his units anywhere in his deployment zone depicted on the map. The enemy player then places all of his units anywhere in his deployment zone. FIRST TURN The Champions of Fenris player has the first turn unless the enemy player can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. However, if Trazyn the Infinite unleashes Nyadra’zatha, Burning One (see Mission Special Rules, below), the Champions of Fenris player will instead score 3 Victory Points for completely destroying him. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed. Secondary Objectives First Blood, Slay the Warlord*. * If either Logan Grimnar or Bjorn the Fell-Handed slays Trazyn the Infinite in a challenge, the Champions of Fenris player instead scores 3 Victory Points for the Slay the Warlord Secondary Objective. Night Fighting, Reserves.
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