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Missions

The following missions illustrate the different sorts of strategies used by Space Wolves, and they will provide new tests of your tactical ability as a commander.

War Zone Fenris: Curse of the Wulfen Campaign

This section includes several Warhammer 40,000 missions inspired by the pivotal battles that took place in the narrative book. These missions provide players with new ways to use their armies and a wealth of new tactical options to master – you can even play them sequentially as part of a campaign using the rules at the end of the section.
There are two main ways in which you can use the Echoes of War missions in War Zone Fenris: Curse of the Wulfen – the most straightforward is simply to choose a mission you want to play. Alternatively, you can fight a campaign by playing the missions in order using the rules found at the end of this section. If you do so, then players should stick to the same side for each mission. Keep a note of the players’ victories and defeats – the winner is the player that achieved the greatest number of victories once all of the missions have been played. In the case of a draw, the player that wins the final battle wins the campaign!

There’s nothing to stop you from playing the missions using different armies from those in the story of War Zone Fenris: Curse of the Wulfen. With a little imagination and some minor changes, you can easily fight similar battles with any combination of miniatures and terrain you have in your collection.

Campaign Chart

The Echoes of War missions presented in War Zone Fenris: Curse of the Wulfen help you recreate the pivotal battles that took place over the course of the Space Wolves’ rediscovery of their long-lost kin, but they are far from the only battles that were waged during this gruelling campaign. There were countless other bloodsoaked conflicts within the wider war, and as a result, numerous other ways to play games of Warhammer 40,000 in this epic setting. You could recreate the Blackmanes’ landings on Dragos as they sought out the Wulfen packs in games of Planetstrike, and Cities of Death missions are ideal for replicating the advance of the Champions of Fenris on Vikurus as they fought their way towards the shrine city of Absolom. A game of Apocalypse is perfect if you wish to play even bigger games of Warhammer 40,000, perhaps fielding the combined forces of the Ironwolves, Champions of Fenris and surviving Midgardian militia in a battle to reclaim the Magma Gates. You might even want to expand on the campaign using Eternal War, Maelstrom of War and/or Altar of War missions – or by generating your own set of missions – to recreate the valiant efforts of the Space Wolves and their allies against the Chaos Daemons.


№1
ECHOES OF WAR

Of Wolf and Iron

On the trail of the Wulfen’s distinctive augur-trace, Egil Iron Wolf descended to the surface of Mydgal Alpha and tracked his quarry to the towering super-hive of Irkalla. Yet the Daemons had arrived there many days earlier; to reach their prize, the Ironwolves would first have some bloody work to do.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

One player is the Space Wolves player, and all his units must have the Space Wolves Faction. He must include at least one unit of Wulfen and the Ironwolves Formation with a Wolf Lord (representing Egil Iron Wolf) to be his army’s Warlord.

His opponent is the Chaos Daemons player, and all his units must have the Chaos Daemons Faction. He must include a Daemon Prince with the Daemon of Nurgle special rule (representing Mordokh the Rotted) to be his army’s Warlord.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

Objective Markers
After terrain has been set up, the Chaos Daemons player places 6 Objective Markers anywhere in his deployment zone so that each is more than 6" from any battlefield edge and more than 12" from another Objective Marker.

DEPLOYMENT
Players deploy using the Standard Deployment Method as described in Warhammer 40,000: The Rules, using the deployment map included in this mission. However, the Space Wolves player does not deploy any of his Wulfen units (see Mission Special Rules).

FIRST TURN
The player that deployed first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the Chaos Daemons player wins if the Wulfen were not found, or if the Wulfen were found but all of them were subsequently slain (see Mission Special Rules). Any other result is a victory to the Space Wolves player.

MISSION SPECIAL RULES
Reserves.

Roiling Cloud of Smog and Ash: All units on the battlefield have the Shrouded special rule. Furthermore, due to the choking atmosphere, units wishing to make a Run move must roll two dice and pick the lowest result to see how far they move.

Wulfen Augur-trace: Only one of the Objective Markers represents the location of the Wulfen. The following rules apply:
  • Each time a model belonging to the Space Wolves player ends its Movement phase within 3" of an Objective Marker, he can search it by rolling a D6. On the roll of a 1-5, remove the Objective Marker from play – this location was a false reading. On the roll of a 6, that model has found the Wulfen.
  • If five Objective Markers have been searched unsuccessfully, the sixth Objective Marker automatically becomes the location of the Wulfen, though no models are placed until the Objective Marker is searched by a model ending its Movement phase within 3".
  • As soon as the Wulfen are found, all other Objective Markers are immediately removed from play. The Space Wolves player places all of his Wulfen units anywhere within 6" of the Objective Maker (or as close as possible if there is no space to place them), but more than 1" from any other units. Wulfen units that are placed in this manner cannot move further in the Movement phase of this turn, but are otherwise free to Run and charge as normal later in the turn.


№2
ECHOES OF WAR

A Rivalry Rekindled

The Firehowlers were closing fast upon a Wulfen pack, but they were not the only Space Marines on Tranquilitus; a strike force of Dark Angels were already on the hunt. When a host of Daemons threatened to rob them of their prize, the two Chapters had to work together to achieve their goal, despite the storied rivalry between them.
THE ARMIES
One player is the Space Marines player, and all his units must have the Space Wolves or Dark Angels Faction. His opponent is the Chaos Daemons player, and all his units must have the Chaos Daemons Faction.

Points values are not used in this mission; each player can field as many units as they have in their collection.

Designer’s Note: Given that the nature of this mission requires speed over brawn, we recommend that you focus on fielding units that can move at least 12" a turn or they will soon be left behind when the chase begins in earnest.

THE BATTLEFIELD
This battle takes place in a narrow canyon. Set up the battlefield so that it is 24" wide and 72" long, then set up terrain as described in Warhammer 40,000: The Rules.

DEPLOYMENT
The Space Marines player deploys first, setting up all of his units with the Space Wolves Faction anywhere in the Space Wolves Deployment Zone (see the map included in this mission), and all of his units with the Dark Angels Faction anywhere in the Dark Angels Deployment Zone. The Chaos Daemons player then sets up all of his units anywhere in the Chaos Daemons Deployment Zone.

FIRST TURN
The Space Marines player has the first turn.

GAME LENGTH
The game ends immediately either when a player has no models left on the battlefield or when one player successfully moves one of his units off the far western end of the canyon (see Mission Special Rules).

VICTORY CONDITIONS
The first player to successfully move one of his units off the far western end of the canyon (see Mission Special Pules) wins. However, if all of one player’s models are completely destroyed, his opponent wins automatically.

MISSION SPECIAL RULES
Haunted Planet, Reserves.

Fighting on the Move: At the end of the Assault phase, models are no longer locked in combat, and are free to move in their next Movement phase. In addition, models can move through enemy units, but to do so they must immediately make a Dangerous Terrain test.

No Time for Retreat: All units have the Fearless special rule.

The Chase is On: The whole canyon is 168" in length, and only a 72" section of the canyon is represented on the battlefield at any one time. At the end of Turn 2, and every other game turn thereafter, remove the easternmost 24"x24" board section and add it to the western edge of the battlefield, thereby revealing a new section of the canyon. Set up any terrain on this new board section as described in Warhammer 40,000: The Rules.

Any models that are on a board section when it is removed are placed into Ongoing Reserve, and they may re-enter play from the eastern table edge in their following turn. If this causes a player to no longer have any models remaining on the battlefield, then he automatically loses the game. Vehicles that have suffered an Immobilised result and are on a board section that is being removed count as destroyed.

The far western end of the canyon will only be revealed at the end of the eighth game turn, so in order to achieve a victory in this mission each player must ensure that at least one of his units survives until the ninth turn so that he can move it off the far western end of the canyon (as described in Victory Conditions).

Thrusters to Maximum: Jump Infantry that use their jump packs in the Movement phase can move up to 18".

Designer’s Note
This mission could quite feasibly be played with three players – one player controlling all of the appropriate models from each of the three Factions involved. If you decide to play the mission in this way, then the Dark Angels and Space Wolves players are also in competition to see who wins the game, despite being on the same side and operating in the same player turn. As a result, we recommend that these players do everything in their power to obstruct and thwart the other Space Marine player rather than working together as a team, so that they can claim overall victory for themselves and get one over on their rivals!


№3
ECHOES OF WAR

An Arena of Blood

The Champions of Fenris forced a path through the daemonic hordes to find their lost kin in the Dome of Penitents at the heart of Absolom. The Great Wolf knew that whilst the dread Bloodthirster commanding the Daemons lived, the Wulfen would not be safe, yet he faced competition for the kill from an unexpected quarter...
THE ARMIES
This is a mission for three players. All players must choose armies as described in Warhammer 40,000: The Rules.

One player is the Space Wolves player, and all his units must have the Space Wolves Faction. If the models are available, he must include the Champions of Fenris Formation, and Logan Grimnar to be his army’s Warlord.

The second player is the Grey Knights player, and all his units must have the Grey Knights Faction. If the model is available, he must include Brother-Captain Stern to be his army’s Warlord.

The third player is the Chaos Daemons player, and all his units must have the Chaos Daemons Faction. If the model is available, he must include a Bloodthirster of Unfettered Fury to be his army’s Warlord.

THE BATTLEFIELD
This battle takes place within the huge Dome of the Penitents. Set up a square battlefield (any size), then set up terrain as described in Warhammer 40,000: The Rules.

DEPLOYMENT
The Space Wolves player deploys first, setting up all of his units anywhere in the Space Wolves Deployment Zone (see the map included in this mission). The Chaos Daemons player then sets up all of his units anywhere in the Chaos Daemons Deployment Zone. All of the Grey Knights player’s units must be held in Reserve or Deep Strike Reserve (though in this mission, the Grey Knights player cannot automatically lose the game for having no models on the battlefield).

FIRST TURN
The Space Wolves player has the first turn. The Chaos Daemons player goes second, followed by the Grey Knights player. Note that this means that each game turn comprises three player turns instead of two.

GAME LENGTH
The game lasts until either the Chaos Daemons Warlord has been slain, or both the Space Wolves and Grey Knights Warlords have been slain, after which the game ends immediately.

VICTORY CONDITIONS
If a Character belonging to either the Space Wolves or the Grey Knights player causes the Chaos Daemons Warlord to be removed as a casualty, that Character’s controlling player wins. Any other result is a victory to the Chaos Daemons player.

MISSION SPECIAL RULES
Ministorum Shrine World, Reserves.

Brothers in Arms: Despite their strained circumstantial relationships, units belonging to the Space Wolves and Grey Knights players cannot attack one another.

Daemonic Flood: Each time a unit belonging to the Chaos Daemons player (other than his Warlord) is completely destroyed, remove it from play and place it into Ongoing Reserve, where it will be available to return to the battle at the start of his next turn. These units enter play by Deep Strike. However, any units returned to play in this manner do not benefit from the special rules associated with any Formation that they were part of.

Enclosed Airspace: Each time a Flyer enters play from Reserve, Ongoing Reserve or leaves combat airspace, it must take a Dangerous Terrain test.

Fuelled by Rage: The Chaos Daemons Warlord has the It Will Not Die special rule and adds D3 to its Attacks characteristic (roll separately before making its attacks in each Fight sub-phase). In addition, it can re-roll any failed saving throws unless the Wound was inflicted by Logan Grimnar or Brother-Captain Stern.

Hungry for Glory: Logan Grimnar and Brother-Captain Stern have the Hit & Run special rule. However, if they use this special rule to leave combat, they must move as directly as they can towards the Chaos Daemons Warlord.

Irresistible Challenge: If Logan Grimnar is within 12" and line of sight of the Chaos Daemons Warlord at the start of the Chaos Daemons player’s Assault phase, he can issue such a contemptuous and scathing challenge that it could only be answered in blood. If he does so, the Chaos Daemons Warlord must attempt to charge Grimnar in the Charge sub-phase.

№4
ECHOES OF WAR

Scattered Drop

Frostheim’s defence network had been taken over by Alpha Legion, and the Deathwolves’ strike force found itself scattered by the resulting storm of flak. Landing in small, separated groups, the isolated Space Wolves were soon under attack from all sides by Alpha Legion Chaos Space Marines supported by hordes of Chaos Cultists.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. Each army must include at least six units.

One player is the Space Wolves player, and all his units must have the Space Wolves Faction. His opponent is the Chaos Space Marines player, and all his units must have the Chaos Space Marines Faction.

THE BATTLEFIELD
Set up six 24"x24" battlefields, then set up terrain on each as described in Warhammer 40,000: The Rules, using the deployment map included in this mission.

DEPLOYMENT
Players alternate setting up units, starting with the Space Wolves player. The first Space Wolves unit to be deployed can be set up in any one of the six areas. All of the models in the unit must be set up wholly within 6" of the centre of the battlefield that has been chosen. The Chaos Space Marines player must then deploy a unit in the same battlefield, more than 6" from any Space Wolves units.

The second Space Wolves and Chaos Space Marines units must be set up in the same way, but on a different battlefield. Carry on like this until all six areas have one unit from each army. Players then take it in turns to set up their remaining units one at a time, but they can set them up on any battlefield, provided they are not placed within 6" of an enemy unit that has already been set up.

Both players must deploy at least one unit on each of the six battlefields. Any further units can be placed in Reserves afterwards, if desired.

FIRST TURN
Roll a dice. On an odd roll, the Chaos Space Marines player has the first turn. On an even roll, the Space Wolves player goes first.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, players score 1 Victory Point for each battlefield that only has models belonging to their army remaining. The player with the most Victory Points at the end of the game is the winner. If both players have the same number of Victory Points, then the game is a draw.

MISSION SPECIAL RULES
Ice World, Reserves.

Into the Fray: Units that arrive from Reserve can enter play from any point along the edge of any battlefield of the controlling player’s choice.

Reinforcements: Units can leave a battlefield to reinforce another, but only if all of the enemy models on the battlefield they are in have been completely destroyed. Such units can enter Ongoing Reserve instead of making a move in their movement phase, and will then enter play from any point along the edge of any other battlefield of the controlling player’s choice in his next turn.

Retreat and Regroup: Any Chaos Space Marines units that Fall Back do so towards the nearest table edge. Any Space Wolves units that Fall Back must do so towards the centre of their battlefield.

Separate Landing Zones: Each of the six battlefields is a separate landing zone. Because of this, models cannot move from one battlefield to another unless doing so as Reinforcements (see below), and cannot attack, use psychic powers or interact in any way with models from units in other battlefields. By the same token, all models in a unit must be set up in the same battlefield – a unit cannot split its models between two different battlefields. When Reserves enter play, they can do so from any of the edges of the battlefield they will deploy in.

These changes aside, turns are carried out as normal, with each player moving and fighting with his units on all six battlefields simultaneously.

Designer’s Note
Be careful not to move all of the models out of a battlefield, as you will not score any Victory Points for it if no models are there at the end of the game (see Victory Conditions, above). You should also be careful not to leave a battlefield too lightly garrisoned in case enemy Reserves deploy in the battlefield and steal it from you!


№5
ECHOES OF WAR

As Above, so Below

Having reclaimed Midgardia’s Magma Gates from the invading Daemons, Grimnar enacted an audacious plan to simultaneously drive forth the remaining hellspawn from both above and below ground. Dividing his forces between armoured might and boots on the ground, the Great Wolf gave the signal for both armies to advance.
THE ARMIES
One player is the Space Wolves player, and all his units must have the Space Wolves Faction. His opponent is the Chaos Daemons player, and all his units must have the Chaos Daemons Faction. Each player must choose two Warlords – one to lead his army on each battlefield (see The Battlefield, below) – and generate a separate Warlord Trait for each one.

Points values are not used in this mission; each player can field as many units as they have in their collection.

THE BATTLEFIELD
This battle consists of two separate conflicts taking place simultaneously on different battlefields – the Surface and the Underground. Set up two separate battlefields that are 24" wide and 72" long, then set up terrain as described in Warhammer 40,000: The Rules.

Objective Markers
The Chaos Daemons player places a total of 4 Objective Markers on each battlefield as shown on the deployment map included with this mission.

DEPLOYMENT
The Chaos Daemons player deploys first, dividing his units as evenly as possible between the two battlefields, setting up any of these units not held in Reserve in the Chaos Daemons Deployment Zone on each battlefield (see the map included with this mission). The Space Wolves player deploys second, dividing his units between the two battlefield as follows:
  • All vehicle units must be set up in the Space Wolves Deployment Zone on the Surface battlefield (or held in Reserve as normal in the case of Flyers).
  • Logan Grimnar and all non-vehicle units must be set up in the Space Wolves Deployment Zone on the Underground battlefield.
Players must assign any units that they are holding in Reserve to one of the two battlefields during deployment; these units can only move onto that battlefield when they arrive from Reserve. Units belonging to the Space Wolves player must be assigned to the appropriate battlefield according to their unit type as described above.

FIRST TURN
The Space Wolves player has the first turn.

GAME LENGTH
The mission uses Variable Game Length. However, if all of the Space Wolves player’s models on either of the two battlefields are completely destroyed, the game ends immediately.

VICTORY CONDITIONS
At the end of a turn in which the Space Wolves player simultaneously controls the easternmost Objective Marker on both battlefields, he scores 1 Victory Point. Each time this happens, remove the easternmost Objective Markers from each battlefield. Note that it is not possible to score more than 1 Victory Point in this manner each turn.

At the end of the game, count up how many Victory Points the Space Wolves player has scored and consult the table below to see the outcome of the battle:
Victory PointsResult
0-1Chaos Daemons Crushing Victory
2Chaos Daemons Victory
3Space Wolves Victory
4Space Wolves Crushing Victory

MISSION SPECIAL RULES
Reserves.

Fungal Quagmire: All non-Flyer and non-Skimmer units belonging to the Space Wolves player on the Surface battlefield that wish to move must do so as follows: roll 2 dice and select the highest result – this is the maximum distance the vehicle may move at combat speed; double the highest result rolled if the vehicle is moving at cruising speed.

Neck and Neck: Turns happen simultaneously on each battlefield, with one player moving and attacking with all of his units on both battlefields before the other player takes his turn.

Rock Fall: At the start of each of your turns, roll a dice for each enemy unit on the Underground battlefield. On the roll of a 6, that unit immediately suffers D6 Strength 4 AP5 hits. Any Wounds are Randomly Allocated.

№6
ECHOES OF WAR

Averting Disaster

Upon the Wolf Moon, Valdrmani, a diabolical scheme was on the verge of fruition. Though the Space Wolves knew it not, their fate hung in the balance; should their enemies’ plan be allowed to succeed, the repercussions would likely damn their entire Chapter. Only Krom Dragongaze’s intervention could avert disaster…
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

One player is the Space Marines player, and all his units must have the Space Wolves or Grey Knights Faction. If the models are available, he must include Brother-Captain Stern and Krom Dragongaze, one of which must be his army’s Warlord.

His opponent is the Chaos player, and all his units must have the Chaos Space Marines or Chaos Daemons Faction. If the model is available, he must include a Dark Apostle (representing Hekastis Nul) to be his army’s Warlord.

THE BATTLEFIELD
At the centre of the Chaos Deployment Zone stands a Cursed Sigil that crackles with the power of the Warp. The Cursed Sigil should be represented by a suitable model from your terrain collection.

Set up the remaining terrain as described in Warhammer 40,000: The Rules, using the deployment map included in this mission.

DEPLOYMENT
Players deploy using the Standard Deployment Method as described in Warhammer 40,000: The Rules, using the deployment map included in this mission.

FIRST TURN
The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length. However, if the Cursed Sigil is destroyed (see Mission Special Rules), the game ends immediately.

VICTORY CONDITIONS
The Space Marines player wins if the Cursed Sigil is destroyed (see Mission Special Rules). If the game ends before this has been achieved, the Chaos player wins.

MISSION SPECIAL RULES
Reserves.

The Cursed Sigil: The Chaos player can use the power of the Cursed Sigil to summon daemonic reinforcements to the battlefield. However, doing so risks overloading the portal at its core. At the start of his turn, the Chaos player can say that he will use the power of the Cursed Sigil. If he does so, he can perform as many of the following actions as he desires. However, for each action he performs, a dice is placed on the Cursed Sigil – all of the dice will be rolled in the Space Marines player’s turn, and the more of them there are, the more likely it is that the Sigil will be destroyed!
  • Restore: Pick a unit with the Chaos Daemons Faction. All wounds suffered by models in the unit are healed, and any models that have been removed as casualties are returned to the unit. Set up returning models within unit coherency and more than 1" away from the enemy or impassable terrain. Any returning models that cannot be placed in this manner are lost.
  • Summon: Pick a unit with the Chaos Daemons Faction that has been completely destroyed. That unit is restored to its full starting strength and immediately Deep Strikes onto the battlefield.
  • Empower: Pick a Psyker from the Chaos player’s army. Add 1 to that Psyker’s Mastery level until your next turn.

The Exorcism: The Space Marines player can attempt to destroy the Cursed Sigil at the start of each of his turns. To do so, take any dice that were placed on the Sigil in the Chaos player’s turn (see The Cursed Sigil) then add extra dice for each of the following conditions that apply:
  • Litanies of Purity: Add 1 dice if there are any Grey Knights anywhere on the battlefield.
  • Empyric Dominion: Add 1 dice if there are no enemy Psykers anywhere on the battlefield.
  • Psychic Cleansing: Add 2 dice for each friendly Psyker unit within 3" of the Cursed Sigil.
The Space Marines player rolls all of the dice he is allowed to. If two or more of the rolls are a 6, then the Cursed Sigil is destroyed. On any other roll, it continues to function, and all of the dice rolled this turn are discarded (though they will accumulate in the same way during any remaining game turns).