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Special Rules

Contents
Space Wolves Special Rules
• Curse of the Wulfen
‣ Hunt
‣ Kill
• Fenrisian Wolves and Cyberwolves
Special Rules
• A Glorious Death
• Ancient Tactician
• Battlesmith
• Blood Claws Hero
• Born of Wolves
• Drop Pod Assault
• Grimnar’s Champion
• Helfrost
• Immobile
• Incredible Reflexes
• Inertial Guidance System
• Insane Bravado
• Lord of Tempests
• Lord of the Wolfkin
• Mindlock
• Murderlust
• Oath of War
• Pack of One
• Reaping Swing
• Rebellious
• Repair
• Shield
• Shock
• Slayer’s Oath
• The Anvil of Fenris
• The Last Laugh
• Thralls
• Venerable
• War Howl
• Ward
• Ward of the Primarch
• Whirlwind of Death
• 
Anti-grav Upwash
• 
Bounding Lope
• 
Death Frenzy
• 
Duty or Death
• 
Killshot
• 
Linebreaker Bombardment
• 
Suppressive Bombardment
• 
The Fierce-eye
Tactical Objectives
Warlord Traits
Wing Leaders
• 
Space Wolves Wing Leaders
This section details army special rules including Space Wolves Special Rules, Tactical Objectives, Warlord Traits and Wing Leaders.

Space Wolves Special Rules


Curse of the Wulfen

All Space Wolves bear their Primarch’s unique genetic legacy in the form of the Canis Helix. Though a vital part of their transformation into Sky Warriors and the source of their greatest strength, exposure to the primal ferocity of a Wulfen in battle can overwhelm their senses, turning proud warriors into little more than beasts as they launch themselves at their prey. The Chapter’s youngest warriors are especially susceptible to the call of the Wulfen, for fiery aggression ever courses through their veins. Yet even though more experienced warriors have learned to control their battle fury, the potential lies within all Space Wolves to give in to the raging murderlust caged within them.

Even though a brief loss of restraint has seen the berserk ferocity of Space Wolf packs snatch victory from the jaws of defeat, the Sons of Russ must redouble their efforts to control their inner beasts lest the Wulfen’s curse infect the entire Chapter and condemn them to a feral devolution.
All non-vehicle Space Wolves units within 6" of any units of Wulfen are affected by the Curse of the Wulfen. Due to their fiery nature, units of Blood Claws, Skyclaws and Swiftclaws are affected if they are within 12" of any Wulfen. Long Fangs units, however, are only affected if they are within 3" of any Wulfen. Wulfen themselves, any units of Fenrisian Wolves or Servitors, as well as units that are embarked at the start of the turn, are not affected by the Curse of the Wulfen.

At the start of your turn (after rolling for Reserves), roll one dice for all affected units and consult the relevant table below. Units that are not locked in combat are affected by the appropriate result on the Hunt table, whilst units that are locked in combat are affected by the appropriate result on the Kill table. These effects last until the start of your next turn.

Hunt


D6Effect
1-3Predatory Pounce: As they close in for the kill, the Sons of Russ throw themselves bodily at their prey and crush them beneath their armoured bulk.
Affected units have the Hammer of Wrath special rule and can re-roll failed charge rolls
4-5Bestial Swiftness: The Space Wolves launch themselves into the thick of the fighting, some even bounding on all fours like beasts of prey.
Add 3" to the maximum move distances of all models in affected units when they move in the Movement phase, when they Run and when they make charge moves
6Reckless Ferocity: Mouths foaming with rabid jury, the warriors of Fenris draw their blades and hurl themselves at their enemies.
Models in affected units have the Furious Charge special rule and gain D3 bonus Attacks for charging instead of 1 (unless they already have the Rage special rule). 

Kill


D6Effect
1-3Preternatural Swiftness: With reflexes heightened beyond even their exceptional levels, the Space Wolves lash out at their foes with blurring speed.
Add 1 to the Initiative characteristic of models in affected units. 
4-5Wild Savagery: The Space Wolves rake and tear at their prey with tooth, blade and claw, all thought lost to their berserk fury.
Models in affected units can re-roll all failed To Wound rolls in close combat. 
6Unstoppable Fury: Lost in a blood-mad frenzy, even the most heinous wounds do little to stop the murderous rampage of the sons of Fenris, and they continue to lash out until their last drop of blood is spilled.
Models in affected units that are slain in the Fight sub-phase can, at the end of the current Initiative step, Pile In and fight before being removed as casualties. Affected models can do this even if they have already fought that phase. 

Fenrisian Wolves and Cyberwolves

Many Space Wolves characters have the option of taking Fenrisian Wolves and Cyberwolves as upgrades. If taken, they and the character are treated as a single unit.

If a Space Wolves character has the Independent Character special rule, he and his wolves (Fenrisian Wolves and/or Cyberwolves) are permitted to join other units, in which case both the character and his wolves join the unit. If the Independent Character then leaves the unit, all his surviving wolves also leave the unit, forming a separate unit with him.

If the Independent Character is killed whilst part of a unit, his surviving wolves are thereafter part of that unit and cannot leave it; the Independent Character’s unit has been completely destroyed for the purposes of any victory conditions.

If the Independent Character is killed while he is not joined to another unit, do not remove any surviving wolves - in this case, the unit is not completely destroyed until all the wolves have been removed as casualties as well. These wolves cannot join other units. Another Independent Character can join the surviving wolves, but as they are not his upgrades, he cannot take them with him if he then joins another unit.

Special Rules


A Glorious Death

Lone Wolf units are never scoring units.

Ancient Tactician

An army that includes Bjorn the Fell-Handed adds +1 to any Seize the Initiative rolls it makes.

Battlesmith

In each of your Shooting phases, instead of firing his weapons, an Iron Priest can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add +1 for each Servitor with a servo-arm in his unit. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.

Blood Claws Hero

Lukas the Trickster can only join a unit of Blood Claws. If Lukas the Trickster is included in a Detachment that includes at least one unit of Blood Claws, he does not use up a Force Organisation slot.

Born of Wolves

Canis Wolfborn, and all Fenrisian Wolves and Cyberwolves in his unit, re-roll failed To Hit rolls in close combat during ail Assault phase in which they charged into combat.

Drop Pod Assault

Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up; automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.

Grimnar’s Champion

Arjac Rockfist must issue and/or accept a challenge whenever possible. In addition, he re-rolls all failed To Hit rolls when taking part in a challenge.

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 from play.

Immobile

A Drop Pod cannot move once it has entered play, arid counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.

Incredible Reflexes

Ragnar can re-roll a single failed saving throw in each Assault phase.

Inertial Guidance System

If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.

Insane Bravado

Ragnar must issue and accept a challenge whenever possible.

Lord of Tempests

Njal Stormcaller can re-roll a single failed Psychic test each turn when attempting to manifest psychic powers front the Tempestas discipline.

Lord of the Wolfkin

All friendly Space Wolves Cavalry and Beasts models that are within 12" of Harald Deathwolf use his Leadership value, unless their own is higher.

Mindlock

Unless it also contains an Iron Priest, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.

Murderlust

Murderfang ignores the effects of Crew Shaken or Crew Stunned (but still loses a Hull Point).

Oath of War

The Wolf Priest can nominate one unit type at the beginning of the game - for example, Infantry or Monstrous Creature. I f he does so, the Wolf Priest has the Preferred Enemy special rule against models with that unit type.

Pack of One

Lone Wolf units cannot be joined by units with the Independent Character special rule.

Reaping Swing

On a turn in which a model equipped with this weapon charges, it strikes at its normal Initiative order in the ensuing combat. In any subsequent rounds of combat, the wielder strikes at the Initiative 1 step.

Rebellious

Lukas the Trickster and his unit may never use a Leadership value higher than 8 for any tests they make.

Repair

If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.

Shield

A blizzard shield confers a 3+ invulnerable save against all hits that strike the Dreadnought’s front armour facing.

Shock

For each To Hit roll of 6 made with that power, the target suffers an additional 2 hits, unless those To Hit rolls were Snap Shots.

Slayer’s Oath

Ulrik the Slayer, and all friendly units with the Space Wolves Faction within 6" of him, have the Preferred Enemy special rule.

The Anvil of Fenris

Arjac Rockfist can only join a unit of Wolf Guard or Wolf Guard Terminators. If Arjac Rockfist is included in a Detachment that includes at least one unit of either Wolf Guard or Wolf Guard Terminators, he does not take up a slot on the Force Organisation Chart.

The Last Laugh

If Lukas the Trickster is removed as a casualty whilst fighting a challenge, both players roll-off immediately - if the Space Wolves player wins, Lukas the Trickster’s opponent is also removed as a casualty.

Thralls

If Servitors are included in a Detachment that includes at least one Iron Priest, the Servitors do not use up a Force Organisation slot.

Venerable

If a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.

War Howl

Ragnar and all models with the Space Wolves Faction in his unit have the Furious Charge special rule.

Ward

A model equipped with this weapon has the Adamantium Will special rule.

Ward of the Primarch

Bjorn the Fell-Handed has a 5+ invulnerable save.

Whirlwind of Death

The bearer of Black Death gains +3 Attacks for the duration of any Fight Sub-phase in which he is locked in a combat that contains more enemy models than friendly ones.

Anti-grav Upwash

Whilst this unit includes three Land Speeders, it can move an additional 6" when moving Flat Out.

Bounding Lope

This unit can Run and charge in the same turn, and can re-roll failed charge rolls.

Death Frenzy

If a model in this unit is slain in the Fight sub-phase, it can, at the end of the current Initiative step, pile in and fight before being removed as a casualty. The model can do this even if it has already fought this phase.

Duty or Death

Krom can re-roll all failed saving throws when he is within 3" of an Objective Marker.

Killshot

Whilst this unit includes three Predators, all Predators in the unit have the Monster Hunter and Tank Hunters special rules.

Linebreaker Bombardment

If this unit contains three Vindicators that can all fire their demolisher cannons, the squadron can fire a single Linebreaker Bombardment instead of firing normally. To do so, nominate one model in the squadron as the firer; the firer’s demolisher cannon changes its type from Large Blast to Apocalyptic Blast and gains the Ignores Cover special rule.

Suppressive Bombardment

Whilst this unit includes three Whirlwinds, each model’s Whirlwind multiple missile launcher has the Pinning and Shred special rules (regardless of which missile type it fires).

The Fierce-eye

Krom can re-roll failed To Wound rolls in close combat.

Tactical Objectives

D6Result
11Oath of Vengeance 
12The Stuff of Sagas 
13Unleash the Wolves 
14Hold Your Ground 
15Hunt with Cunning 
16The Heroes of Fenris 

Codex: Space Wolves describes six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Space Wolves players, and help to reflect their heroic aspirations in battle.

If your Warlord has the Space Wolves Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Space Wolves player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Space Wolves Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.

OATH OF VENGEANCE
Uphold the honour of the Sons of Russ by slaying a great enemy of Fenris and settling an ancient vendetta.
11
When this Tactical Objective is generated, your opponent must nominate one of his characters from his Army Roster. Score 1 Victory Point at the end of your turn if the chosen character has been removed as a casualty during this, or any previous turn.
Type: SPACE WOLVES
THE STUFF OF SAGAS
Seek out and slay the most monstrous of foes, prevail and know that the saga of your victory will be told for ages to come.
12
Score 1 Victory Point at the end of your turn if at least one enemy Vehicle or Monstrous Creature was destroyed during your turn. If any enemy Vehicle or Monstrous Creature was destroyed by a Space Wolves Character, score D3 Victory Points instead.
Type: SPACE WOLVES
UNLEASH THE WOLVES
Give vent to your inner rage, reap a great tally and do not stop until your blades drip red with the blood of your enemies.
13
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your Assault phase.
Type: SPACE WOLVES
HOLD YOUR GROUND
Hold your ground no matter what; throw back every enemy assault and do not let a single foe pass.
14
When this Tactical Objective is generated your opponent must select a single objective marker that is within your table half. If you control that objective marker with the same unit at the end of two consecutive turns, score 2 Victory Points.
Type: SPACE WOLVES
HUNT WITH CUNNING
Land your attack where it will cause the most damage; remember that a true hunter strikes from an unseen and unexpected angle.
15
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed by a Space Wolves unit with the Scout, Infiltrate or Outflank special rules during your turn. If at least one enemy unit was completely destroyed by a Space Wolves unit with the Scout, Infiltrate or Outflank special rules during the same turn that it arrived from Reserves, score D3 Victory Points instead.
Type: SPACE WOLVES
THE HEROES OF FENRIS
The greatest champions amongst the Sons of Russ must take the fight to the enemy and lead by example to inspire their pack-brothers.
16
Score 1 Victory Point at the end of your turn if at least one of your Space Wolves characters issued or fought in a challenge during your turn. If between 3 and 5 of your Space Wolves characters issued or fought in a challenge during your turn, score D3 Victory points instead. If 6 or more of your Space Wolves characters issued or fought in a challenge during your turn, score D3+3 Victory Points instead.
Type: SPACE WOLVES

Designer’s Note
If you own a deck of Space Wolves Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

When generating his Warlord Trait, a Space Wolves Warlord can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules, or roll on the table below.

D6Warlord Traits
1Saga of the Warrior Born
This hero is a relentless slayer of the Allfather’s enemies. In battle, he embodies the spirit of Russ as the ultimate warrior.
When fighting in a challenge, the Warlord re-rolls all failed To Hit rolls
2Saga of the Wolfkin
The Warlord’s savage battle howl has a primal potency, sending the predatory instincts of his lupine kin into overdrive.
The Warlord, and all friendly units with the Space Wolves Faction consisting entirely of models with either the Beasts or Cavalry unit type, have the Stubborn special rule. In addition, if a friendly unit with the Space Wolves Faction is within 12" of the Warlord at the start of the Assault phase, all models with either the Beasts or Cavalry unit type in that unit have the Furious Charge special rule until the end of the phase. 
3Saga of the Beastslayer
This character has slain some of the worst creatures that the galaxy has to offer. Such a hero embodies Russ’ strength and courage.
The Warlord has the Monster Hunter special rule. 
4Saga of the Bear
When this hero plants his feet firmly, he stands as strong as the mountains of Asaheim The Warlords steely resolve inspires his men to fight on through the pain of their injuries.
The Warlord, and his unit, have the Feel No Pain (6+) special rule. 
5Saga of the Hunter
A master of the chase, ever has this hero tracked his prey from the shadows. Such a warrior exemplifies Russ’ hunting instincts.
The Warlord has the Outflank and Stealth special rules. 
6Saga of Majesty
The Warlord speaks with the wisdom of the ages arid the authority of the Wolf King, inspiring his men to acts of valour and greatness.
The Warlord, and all friendly units with the Space Wolves Faction within 12" of him, must re-roll failed Morale checks and Pinning tests

Wing Leaders


Space Wolves Wing Leaders

The pack leaden of the Fenrisian gunship pilots are instinctively gifted heroes. They gladly fly headlong into the greatest dangers providing there is glory to be had, while their dedication to the defence of their packmates is total.
Faction: Space Wolves.

D6Special Rule
1-2Seeker of Glory: Add 1 to the Pursuit and Agility values of this Wing Leader in a Dogfight
3-4Wyrmslayer: The Wing Leader has the Monster Hunter special rule. 
5-6Lord of Iron: At the start of each of your turns, roll a dice for each Hull Point that the Wing Leader’s Flyer has lost. On a roll of 4 or more the Hull Point is restored.