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★ Champions of Fenris

Contents
How This Supplement Works
Books
Champions of Fenris Special Rules
• First Among Equals
• Sagaborn
• Kingsguard
Special Rules
• Helfrost
• Incendiary
• Maul
• Wall of Fire
Warlord Traits
Detachments
• Company of the Great Wolf
Formations
• Arjac’s Shieldbrothers
• Brethren of the Fell-Handed
• Grimnar’s War Council
• Kingsguard Stormforce
• The Champions of Fenris
• Wolf Guard Thunderstrike
• Wolf Guard Void Claws
Relics of the Great Wolf
• Armour of Asvald Stormwrack
• Fellclaw’s Teeth
• Frostfury
• Krakenbone Sword
• Morkai’s Claws
• The Pelt of Balewolf
Altar of War: Champions of Fenris Missions
 1-2 The Deeds of Heroes
 3-4 Leading from the Front
 5-6 Worthy of Saga
Echoes of War: Champions of Fenris Missions
№1 Trapped Under Ice
№2 The Web of Death
№3 Avenging Wolves
№4 Into the Inferno
№5 Storming the Star Crypt
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 Works

On 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


BookKindEditionVersionLast update
► Champions of FenrisCodex Supplement71.0August 2014

Champions of Fenris Special Rules

If 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

The Wolf Guard of the Space Wolves includes some of the deadliest fighters in the galaxy. To earn a place amongst such a hallowed warrior brotherhood is a dream to which all Sky Warriors aspire, but few achieve. As Great Wolf, Logan Grimnar can call upon the mightiest of even this esteemed company, the Kingsguard – valiant heroes who have defeated terrible foes and dread champions beyond counting to earn their place at the side of the High King of Fenris.
All Wolf Guard Battle Leaders, Wolf Guard Pack Leaders, Wolf Guard Terminator Leaders and Thunderwolf Cavalry Pack Leaders that are part of a Detachment or Formation presented in this book have the Preferred Enemy (characters) special rule when fighting in a challenge.

Sagaborn

The Champions of Fenris comprise many of the mightiest heroes of the Space Wolves. They are the greatest of a warrior breed, their sagas long and filled with many deeds of courage and valour. Ever do they seek the opportunity to earn further renown and carve a legend that will live on for eternity in the annals of their Chapter.
Characters that are part of a Detachment or Formation presented in this book must always issue and accept a challenge whenever possible. If you have several models in a combat with a special rule to this effect, you can choose which model issues or accepts the challenge.

Kingsguard

The following models have +1 WS on their profile when chosen as part of this Formation:
 • Wolf Guard
 • Wolf Guard Pack Leader
 • Wolf Guard Terminator
 • Wolf Guard Terminator Leader
 • Thunderwolf Cavalry
 • Thunderwolf Cavalry Pack Leader

Special Rules


Helfrost

When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Strength test for each Wound suffered or be removed as a casualty.

Incendiary

As soon as this attack has been resolved, the Tangled special rule (see below) ceases to apply.

Maul

In close combat, the bearer of Morkai’s Claws gains +D3 Attacks instead of +1 for fighting with two weapons (roll at the start of each Fight sub-phase).

Wall of Fire

This 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 Traits

When 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.

D6Warlord Traits
1Fire in the Blood
Some Sky Warriors never lose their reckless lust for battle, surviving countless years of war and death through wild bravery and warrior’s luck.
The Warlord can re-roll a single failed saving throw every turn. 
2Thread-cutter
Some of the Champions of Fenris display an instinctive mastery of the killing art. This Warlord’s saga is thronged with names and descriptions detailing the countless foes that have died by his hand.
When fighting in a challenge, the Warlord re-rolls all failed To Wound rolls
3Gatekeeper
This Warlord bears the honorific of Dyrvordr, Gatekeeper of the Vault. The Great Wolf has entrusted him with stewardship of the Fang’s main weapons vault, and one of the ancient relics stored within.
Nominate one weapon carried by your Warlord. That weapon has the Master-crafted special rule. Note, however, that this cannot be applied to any Relics of the Great Wolf
4Blessing of the Wolf
The Canis Helix takes root in each Space Wolf in different ways. This Warlord can sense his foes from miles away and smell their fear upon the wind, leading his warriors to their prey with unerring accuracy.
The Warlord and any unit he joins during deployment have the Outflank special rule. 
5Thane to the King
This Warlord has fought alongside Logan Grimnar for many centuries. He would rather die than face failure in the eyes of the Great Wolf.
The Warlord has the Fearless special rule. 
6Deeds Beyond Counting
This hoary old warrior has seen many lifetimes of war. He has fought and defeated foes of every kind, enemies of every description; his saga is long and full of glory.
The Warlord has the Preferred Enemy special rule. 

Detachments


Company of the Great Wolf

Champions 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.


RESTRICTIONS
All units in this Detachment (except fortifications) must have the Space Wolves Faction.

COMMAND BENEFITS
Grimnar’s Right Hand: If this Detachment is your Primary Detachment, you can reroll the result when rolling on the Champions of Fenris Warlord Traits Table.

Kingsguard: The following models have +1 WS on their profile when chosen as part of this Detachment:
 • Wolf Guard
 • Wolf Guard Pack Leader
 • Wolf Guard Terminator
 • Wolf Guard Terminator Leader
 • Thunderwolf Cavalry
 • Thunderwolf Cavalry Pack Leader

Formations


Arjac’s Shieldbrothers

FORMATION
 • Arjac Rockfist
 • 1 unit of Wolf Guard Terminators
 • 1 Land Raider Crusader
RESTRICTIONS
All models in this Formation’s unit of Wolf Guard Terminators must be equipped with thunder hammers and storm shields. Arjac Rockfist must be deployed with this unit, and they must take the Formation’s Land Raider Crusader as a Dedicated Transport.
SPECIAL RULES
 • First Among Equals
 • Hammer of Wrath

 • Kingsguard

 • Sagaborn


Protect the King!: As long as Logan Grimnar is alive and on the battlefield, all models in this Formation have the Fearless special rule. If Logan Grimnar is slain, the Fearless special rule is replaced with the Zealot special rule.

Shieldwall: Any model in this Formation that is in base contact with at least one other model from this Formation has +1 Toughness. Each time a model from this Formation passes an invulnerable save against a close combat attack on the roll of a 6, the unit that made the attack suffers an immediate hit resolved at Strength 8 AP2, using Random Allocation. This hit has the Concussive special rule.

Brethren of the Fell-Handed

FORMATION
 • Bjorn the Fell-Handed
 • 2 Dreadnoughts
RESTRICTIONS
All Dreadnoughts must be upgraded to Venerable Dreadnoughts.
SPECIAL RULES
 • Adamantium Will
 • Sagaborn


Blessing of Russ: As long as a Dreadnought from this Formation remains within 6" of Bjorn the Fell-Handed, it has a 5+ invulnerable save.

Warriors of Legend: Whilst Bjorn the Fell-Handed is alive, all units in this Formation re-roll all failed To Hit rolls in close combat.

Grimnar’s War Council

FORMATION
 • Ulrik the Slayer
 • Njal Stormcaller
 • 1 Rune Priest
 • 1 Iron Priest
RESTRICTIONS
Before deployment, the controlling player must decide whether to field this Formation as a number of Independent Characters or as a single unit (see the Conclave of War special rule).
SPECIAL RULES
 • Fearless
 • First Among Equals

 • Sagaborn


Conclave of War: If deployed as a single unit, all of the models in this Formation lose the Independent Character special rule, though they remain characters. Furthermore, no Independent Characters can join this unit with the exception of Logan Grimnar (unless he is mounted on Stormrider) and Arjac Rockfist. However, the Formation’s Fearless special rule is replaced with the Zealot special rule for as long as Logan Grimnar remains with the unit.

Wise Counsel: An army that includes this Formation can re-roll the dice when determining who deploys first, and adds 2 to the dice roll when attempting to Seize the Initiative.

Kingsguard Stormforce

FORMATION
 • Logan Grimnar
 • 1 unit of Wolf Guard Terminators
 • 1 Land Raider (any type)
 • 1 Stormfang Gunship
RESTRICTIONS
Logan Grimnar must be equipped with Stormrider.

The Wolf Guard Terminator unit must include 5 models and must take the Formation’s Land Raider as a Dedicated Transport.
SPECIAL RULES
 • First Among Equals
 • Kingsguard

 • Sagaborn


First Into the Fray: On any turn that they disembark from this Formation’s Land Raider, the Wolf Guard Terminator unit has the Furious Charge special rule, and can re-roll failed charges.

Wrath of the Stormfang: As long as Logan Grimnar is alive, the controlling player can choose whether to pass or fail any Reserve Rolls for this Formation’s Stormfang Gunship.

The Champions of Fenris

RESTRICTIONS
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


Great Wolf: As long as Logan Grimnar is alive, all non-vehicle models in this Formation re-roll failed To Hit rolls in close combat.

Iron High Priest: As long as the Iron Priest is alive, all vehicle models in this Formation have the It Will Not Die special rule.

Rune High Priest: As long as Njal Stormcaller is alive, all models in this Formation have the Adamantium Will special rule.

Wolf High Priest: As long as Ulrik the Slayer is alive, all models in this Formation have the Preferred Enemy special rule.

Wolf Guard Thunderstrike

FORMATION
 • 1 unit of Wolf Guard Terminators
 • 1 unit of Wolf Guard
 • 1 Drop Pod
RESTRICTIONS
The Wolf Guard unit must include 10 models and must take the Formation’s Drop Pod as a Dedicated Transport.
SPECIAL RULES
 • First Among Equals
 • Kingsguard

 • Sagaborn


Explosive Arrival: During the turn in which they arrive from Reserves, the ranged weapons of all Infantry models from this Formation have the Twin-linked special rule.

Thunderstrike: When rolling for Reserves, make a single Reserve Roll to see when this Formation arrives. On a successful roll, all units in this Formation will arrive. These units must deploy by Deep Strike.

Wolf Guard Void Claws

FORMATION
 • 1 unit of Wolf Guard Terminators
RESTRICTIONS
All models in this Formation’s squad of Wolf Guard Terminators must be equipped with one pair of wolf claws.

The squad of Wolf Guard Terminators must include at least 5 models.
SPECIAL RULES
 • First Among Equals
 • Kingsguard

 • Sagaborn


Coordinated Assault: As long as at least one model from this Formation is still alive and on the table, the controlling player can re-roll any Reserve Rolls.

If Needs Must: When units from this Formation arrive by Deep Strike, you can re-roll the scatter dice if you wish.

Spearhead Strike: All units from this Formation begin the game in Reserves, and must arrive by Deep Strike in their controlling player’s first turn.

Relics of the Great Wolf

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.

The Pelt of Balewolf 10 pts
Fellclaw’s Teeth 15 pts
Frostfury 15 pts
Krakenbone Sword 35 pts
Morkai’s Claws 45 pts
Armour of Asvald Stormwrack 50 pts

Armour of Asvald Stormwrack

When Logan Grimnar was a Wolf Guard in the Great Company of Asvald Stormwrack, the Wolf Lord gifted him a suit of ancient Terminator armour. A relic of the Chapter, it was the armour that Asvald had worn as a Wolf Guard to his lord and which his lord had worn before him, in a line stretching back many thousands of years. A remarkable piece from the Dark Age of Technology, the armour hides a host of mechanisms beneath its ceramite plates, able to repair damage and heal rents caused by powered blade or plasma bolt. Following the tradition, Grimnar grants the armour to worthy warriors that serve and protect him.
The Armour of Asvald Stormwrack confers a 2+ Armour Save and a 4+ invulnerable save. The wearer also has the Bulky, Deep Strike, It Will Not Die and Relentless special rules, but cannot make Sweeping Advances.

Fellclaw’s Teeth

Logan Grimnar’s saga tells of his defeat of the legendary Thunderwolf, Fellclaw, many years ago. Though he keeps the giant beast’s skull as a trophy to this day, the Great Wolf had a necklace of teeth made from the fangs of its lower jaw. This he grants to a deserving member of the Champions of Fenris as a token of his favour. To be held in such high honour by the Old Wolf himself is a sign of immeasurable esteem, and the warrior who bears Fellclaw’s Teeth will fight all the harder to be worthy of the gift bestowed upon him.
The bearer of Fellclaw’s Teeth re-rolls all failed To Hit rolls in close combat.

Frostfury

Over millennia of campaigning and fighting for the Imperium, the vaults of the Fang have become filled with rare and potent weapons. The storm bolter known as Frostmodr, or Frostfury in High Gothic, is just such an example – a weapon crafted long ago by the skilled hands of an unremembered Tech-Adept. Re-chambered to fire bolt rounds tipped with helfrost warheads, it is the only known example of such a weapon, the secrets of its creation lost. In battle, the glittering rounds impart their freezing payload as they explode deep in the flesh of their victims. Few enemies can survive both the destructive force of a detonating bolt shell and the frigid blast of the shattering glimmerfrost crystal.

Range S AP Type
24" 4 5 Assault 4, Helfrost

Helfrost: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Strength test for each Wound suffered or be removed as a casualty.

Krakenbone Sword

Years when the Kraken’s Spur rises from the seas of Fenris are times of plenty for the world’s tribes. In the dripping grottos and shallow pools can be found the remains of ancient kraken, from whose bones priceless blades can be crafted. In his youth, Logan Grimnar had one such blade made for him by a smith of the Iron Blood tribe after recovering a suitable shard of bone from the Kraken’s Spur. Though its edges were as sharp as the day it was first made, Arjac Rockfist reworked the blade into a deadly frost sword before presenting it to his liege-lord once more. It has since become a powerful heirloom of the Champions of Fenris, for no armour can resist its bite.

Range S AP Type
- +1 2 Melee, Master-crafted

Morkai’s Claws

Named for the legendary two-headed wolf Morkai, it is said that a master artificer of Mars, whose name has long since been forgotten, was inspired by the story of the wolfgod’s defeat at the hands of Leman Russ. He presented the mighty Primarch with a pair of wolf claws that he had forged especially to honour the victory. Imbued with all the bestial fury for which the wolf-god was renowned, to wield Morkai’s Claws in battle is to unleash the wrath of the caged beast and tear every foe to bloody ruin.
Morkai’s Claws are a pair of unique wolf claws that replace all of a model’s ranged and Melee weapons.

Range S AP Type
- +1 3 Melee, Maul, Rending, Shred, Specialist Weapon

Maul: In close combat, the bearer of Morkai’s Claws gains +D3 Attacks instead of +1 for fighting with two weapons (roll at the start of each Fight sub-phase).

The Pelt of Balewolf

The pelts of wolves are plentiful trophies amongst the Champions of Fenris, as each is an able and fearless hunter. However, some of these mantles are rare indeed and steeped in legend, belonging to one of the ferocious near-mythical Blackmaned Thunderwolves that, so the stories claim, escape from Morkai’s realm once every generation to terrorise the slopes of Asaheim. The Pelt of Balewolf is one such relic. Still soaked in the scent of the long-dead creature, beasts instinctively cower before the wearer, sensing the presence of an alpha predator upon the wind.
The wearer of the Pelt of Balewolf has the Fear special rule. Furthermore, enemy units with the Beasts, Cavalry or Monstrous Creatures unit types that are in base contact with the wearer or his unit automatically fail any Fear tests they are required to make unless they have the And They Shall Know No Fear or Fearless special rules.

Altar of War: Champions of Fenris Missions

The three Altar of War missions illustrate the different sorts of strategies used by the Champions of Fenris and provide new tests of your tactical ability as a commander.

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

The Deeds of Heroes

Logan 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 ARMIES
Choose 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.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Heroes Fear Neither Death Nor Pain: All non-vehicle units belonging to the Champions of Fenris player’s Vanguard have the Fearless and Feel No Pain special rules.

3-4
ALTAR OF WAR

Leading from the Front

Such 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 ARMIES
Choose 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.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

The Wolves Unleashed: All of the Champions of Fenris player’s non-vehicle units have the Crusader special rule.

5-6
ALTAR OF WAR

Worthy of Saga

For 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 ARMIES
Choose 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:
  • Every time you slay an enemy character in a challenge, you score 1 Victory Point.
  • Every time you slay an enemy Independent Character in a challenge, you instead score 2 Victory Points.
  • If you slay the enemy Warlord in a challenge, you instead score 3 Victory Points.
  • If your Warlord slays the enemy Warlord in a challenge, you instead score 5 Victory Points.

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).

MISSION SPECIAL RULES
Night Fighting, Reserves.

Rising to the Challenge: All characters and Independent Characters must always issue and accept a challenge whenever possible. If you have several models in a combat with a special rule to this effect, you can choose which model issues or accepts the challenge.

Echoes of War: Champions of Fenris Missions

Here 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

Trapped Under Ice

Having 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 ARMIES
Choose 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.

MISSION SPECIAL RULES
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:
  • Each time a model (friend or foe) ends its Movement phase within 1" of an Objective Marker, roll a D6. On the roll of a 1-5, remove the Objective Marker from play – this capsule is either empty or contains some other, nameless individual locked in stasis. On the roll of a 6, that model has found the Wolf Brother’s Stasis Capsule. You can re-roll this result if the model that discovered the Objective Marker has the Acute Senses special rule.
  • As soon as the Wolf Brother’s Stasis Capsule is found, all other Objective Markers are immediately removed from play.
  • If five Objective Markers have been searched unsuccessfully, the sixth Objective Marker is the Wolf Brother’s Stasis Capsule by default.
  • The Wolf Brother’s Stasis Capsule cannot be moved by any means.


№2
ECHOES OF WAR

The Web of Death

Despite 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 ARMIES
Choose 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.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Attacking in Force: Each time a unit with the Troops Battlefield Role belonging to the enemy player is completely destroyed, remove it from play and place it into Ongoing Reserves, where it will be available to return to the battle at the start of the enemy player’s next turn. These units enter play from any point along the enemy player’s table edge, as depicted on the map.

Backup Inbound: All units belonging to the Champions of Fenris player arriving from Reserve (but not deploying by Deep Strike) enter play from any point along the Champions of Fenris player’s table edge.

Incendiary Bombardment: The Champions of Fenris player makes Reserve Rolls for the Incendiary Bombardment exactly as if it were a unit in Reserve. When he makes a successful Reserve Roll for the Incendiary Bombardment, he resolves the bombardment in an out of sequence shooting phase using the following profile:

RangeSAPType
n/a83Ordnance (D3+3), Barrage, Ignores Cover, Incendiary, Large Blast

Incendiary: As soon as this attack has been resolved, the Tangled special rule (see below) ceases to apply.

Tangled: All units belonging to the Champions of Fenris player with the Infantry and Walker unit type treat Citadel Woods as Dangerous Terrain, and roll one less dice when making Difficult Terrain tests to move into or through Citadel Woods.

№3
ECHOES OF WAR

Avenging Wolves

Gnosis 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 ARMIES
Choose 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.

MISSION SPECIAL RULES
Reserves.

Guardians of the Gate: Enemy units within 12" of the webway gate have the Fearless special rule.

Stormclouds Gather: The Night Fighting special rule is in effect for the entire duration of the battle.

Vengeance Made Manifest: Logan Grimnar has the Hatred (Eliac Zephyrblade) special rule.

№4
ECHOES OF WAR

Into the Inferno

After 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 ARMIES
Choose 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.

MISSION SPECIAL RULES
Fresh From Victory: All units belonging to the Champions of Fenris player have the Preferred Enemy (Necrons) special rule.

Nyadra’zatha, the Burning One: Nyadra’zatha’s close combat attacks have the Soul Blaze special rule. Furthermore, Nyadra’zatha has the following unique power:

RangeSAPType
12"54Assault 2D6, Ignores Cover, Soul Blaze, Wall of Fire

Wall of Fire: This 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.

The Burning One Awakened: At the start of his fifth turn, the enemy player must roll to see if Nyadra’zatha, the Burning One has been unleashed from his prison by Trazyn’s servants. Roll a D6 and add the current turn number. If the total equals 7 or less, roll again next turn. On a roll of 8 or more, the Burning One has been freed. The Burning One enters play using the rules for Reserves from any point along the enemy player’s table edge, as depicted on the Deployment Map included with this mission.

№5
ECHOES OF WAR

Storming the Star Crypt

Logan 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 ARMIES
Choose 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.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Discretion is the Better Part of Valour: Trazyn the Infinite cannot use his Surrogate Hosts special rule in this mission.

Howl of the Great Wolf: On any turn in which Logan Grimnar makes a successful charge, all units in the Champions of Fenris army (including Logan Grimnar himself) have the Fear, Furious Charge and Hatred special rules.

Nyadra’zatha, the Burning One: Nyadra’zatha’s close combat attacks have the Soul Blaze special rule. Furthermore, Nyadra’zatha has the following unique power:

RangeSAPType
12"54Assault 2D6, Ignores Cover, Soul Blaze, Wall of Fire

Wall of Fire: This 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.

Weapon of Last Resort: If Trazyn the Infinite is still alive at the start of the enemy player’s fifth turn, he will attempt to unleash Nyadra’zatha, the Burning One, once more. Nyadra’zatha immediately enters play by Deep Strike, though he must be placed within 6" of Trazyn the Infinite before rolling for scatter.