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Structure

This page details military structure of Space Wolves forces including Detachments, Formations and Apocalypse Formations.

Detachments


The Wolves Unleashed Detachment

Codex: Space Wolves details a unique Detachment - the Wolves Unleashed Detachment - that reflects a force of Space Wolves on the hunt. 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
Cunning of the Wolf: Before Deployment, roll a D6 for each unit in this Detachment, adding +2 to the result if the unit’s Battlefield Role is Troops and it has been joined by an Independent Character from this Detachment (before rolling, inform your opponent which Independent Characters, if any, will start the game joined to which Troops units). On a 6+, that unit has the Outflank special rule. In addition, at the start of each of your turns after the first, you may select one unit from this Detachment that is in Reserves. That unit automatically passes its Reserve Roll to arrive this turn (no dice roll is necessary).

Jarl of Russ: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Space Wolves.

Wolf Claw Strike Force

The Wolf Claw Strike Force allows you to represent the typical structure of a Space Wolves army on the Warhammer 40,000 battlefield. Whether you wish to deploy the full might of a Great Company with support elements, or a force assembled to tackle a specific threat, the choices below offer a great way to pick your army.

The Wolf Claw Strike Force is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Wolf Claw Strike Force are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Wolf Claw Strike Force, that entire Wolf Claw Strike Force is your Primary Detachment.

Command
0-5
Core
1+
Auxiliary
1+


LORD OF THE FANG
1 Ulrik the Slayer may be taken in place of a Wolf Priest.
 • 1 Wolf Priest1
 • 1 Rune Priest2
 • 1 Iron Priest
1 Ulrik the Slayer may be taken in place of a Wolf Priest.
2 Njal Stormcaller may be taken in place of a Rune Priest.

 • 2-5 Rune Priests1
1 Njal Stormcaller may be taken in place of a Rune Priest.

 • 1 Wolf Lord1 or Wolf Guard Battle Leader
 • 0-1 unit chosen from the following list:
  - Wolf Guard
  - Wolf Guard Terminators
  - Thunderwolf Cavalry
 • 1-3 units chosen in any combination from the following list:
  - Blood Claws
  - Skyclaws
  - Swiftclaws
 • 0-1 Lukas the Trickster
 • 3-5 units chosen in any combination from the following list:
  - Grey Hunters
  - Land Speeders
 • 1-2 units of Long Fangs
 • 0-1 unit of Wolf Scouts
 • 0-2 Lone Wolves
1 Logan Grimnar, Ragnar Blackmane, Harald Deathwolf or Wolf Lord Krom may be taken in place of a Wolf Lord.
LEGENDARY GREATPACK

 • 1-3 Iron Priests
 • 1-3 units chosen in any combination from the following list:
  - Predators
  - Whirlwinds
  - Vindicators
 • 1-3 units chosen in any combination from the following list:
  - Land Raider
  - Land Raider Crusader
  - Land Raider Redeemer
FANGS OF THE TEMPEST

 • 1 Iron Priest
 • 2-5 Dreadnoughts

THE CURSEBORN

 • 2-5 units of Wulfen

 • 2-5 units of Fenrisian Wolves

RESTRICTIONS
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to five Command choices and any number of additional Core or Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment and all units in the Detachment must have the Space Wolves Faction.

COMMAND BENEFITS
Counter-charge: At the end of your opponent’s Charge sub-phase, you can declare a charge with any unengaged units from this Detachment, so long as each enemy unit that you attempt to charge is locked in combat with another unit from this Detachment. Any units that do so count as charging for all rules purposes.

The Howl of Wolves: If a Wolf Claw Strike Force includes two or more Greatpacks, or two or more of the same Legendary Greatpack, one including a Wolf Lord 1 and the others including a Wolf Guard Battle Leader, then together they form a Great Company. As long as a Great Company’s Wolf Lord 1 is still alive, all units in that model’s Great Company have the Fear and Furious Charge special rules.

Formations


Great Company

FORMATION
 • Wolf Lord
 • Wolf Guard Battle Leader
 • 1 unit of Wolf Guard or Wolf Guard Terminators
 • 5 units of Grey Hunters
 • 1 unit of Wolf Scouts
 • 3 units chosen from the following:
  - Blood Claws
  - Swiftclaws
  - Skyclaws
 • 2 units of Long Fangs
RESTRICTIONS
One unit of Grey Hunters must include a wolf standard.
SPECIAL RULES
Cunning of the Wolf: Before Deployment, roll a D6 for each unit in this Formation, adding +2 to the result if the unit’s Battlefield Role is Troops and it has been joined by an Independent Character from this Formation (before rolling, inform your opponent which Independent Characters, if any, will start the game joined to which Troops units). On a 6+, that unit has the Outflank special rule. In addition, at the start of each of your turns after the first, you may select one unit from this Formation that is in Reserves. That unit automatically passes its Reserve Roll to arrive this turn (no dice roll is necessary).

Jarl of Russ: If this Formation is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Space Wolves.

The Howl of Wolves: As long as this Formation’s Wolf Lord is alive, all units in this Formation have the Fear and Furious Charge special rules.

Ironclaw Strike Force

FORMATION
 • 1 Iron Priest
 • 1 Stormwolf
 • 1 unit of Wolf Guard Terminators
 • 1 unit of Blood Claws
 • 1 Venerable Dreadnought
RESTRICTIONS
None.
SPECIAL RULES
Emulate Your Elders: If the Wolf Guard Terminators or the Venerable Dreadnought from this Formation make a successful charge, then for the remainder of the phase the Blood Claws from this Formation can re-roll the dice when they charge. In addition, the Blood Claws gain the Furious Charge rule until the end of the turn.

Ice Storm Assault Pack

FORMATION
 • 1 Flyer Wing consisting of:
  - 2 Stormwolves
  - 2 Stormfang Gunships
RESTRICTIONS
None.
SPECIAL RULES
Hailstorm Assault: Units that disembark from Flyers in this Wing have the Fleet rule on the turn they disembark, as long as the Wing was in an Attack Pattern when the unit disembarked.

Ice Storm: If an enemy unit suers unsaved Wounds from any dispersed helfrost attacks made by two or more models from this Wing, it is frozen until the start of your next turn. A frozen unit cannot voluntarily move in any way and has its Weapon Skill charactersitic reduced to 1.

Grimnar’s Kingsguard

FORMATION
 • Logan Grimnar
 • Arjac Rockfist
 • 2 units of Wolf Guard or Wolf Guard Terminators (in any combination)
 • 2 Land Raiders (of any type)
RESTRICTIONS
All units of Wolf Guard or Wolf Guard Terminators must take one of the Formation’s Land Raiders (any type) as a Dedicated Transport. Arjac must join one of these units. Unless he is equipped with Stormrider, Logan Grimnar must also join one of these units.
SPECIAL RULES
 • Fearless

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

The High King: At the start of each of your turns, nominate one unit from this Formation that is within 12" of Logan Grimnar. That unit gains one special rule from the following list until the start of your next turn: Furious Charge, Monster Hunter, Preferred Enemy, Tank Hunters.

Ragnar’s Claws

FORMATION
 • Ragnar Blackmane
 • 3 3 units of Blood Claws
 • 1 unit of Skyclaws
 • 1 unit of Swiftclaws
RESTRICTIONS
All units of Blood Claws and Skyclaws must have at least 10 models.
SPECIAL RULES
Eager to Impress: Any units from this Formation within 12" of Ragnar Blackmane have the Zealot special rule.

Reckless Ferocity: If a unit from this Formation is within 6" of an enemy non-vehicle model at the beginning of the Shooting phase, that unit cannot shoot and must attempt to charge in the ensuing Assault phase, but can re-roll failed charge ranges.

Wolf Guard Strike Force

FORMATION
 • 1 Wolf Guard Battle Leader
 • 2 units of Wolf Guard Terminators
 • 2 Stormwolves
RESTRICTIONS
Each unit of Wolf Guard Terminators must take one of the Formation’s Stormwolves as a Dedicated Transport. The Wolf Guard Battle Leader must join one of these units. All Infantry models in this Formation must begin the game embarked within their Stormwolf transports.
SPECIAL RULES
Explosive Arrival: In a turn in which a model from this Formation disembarks from a Stormwolf, that model has the Hammer of Wrath special rule and its ranged weapons have the Twin-linked special rule.

Hunting Pack: 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.

The Fierce-eye’s Finest

SPECIAL RULES
Furious Determination: Whilst Krom Dragongaze is alive, all units in this Formation have the Furious Charge special rule.

Pack Instincts: If a unit from this Formation targets an enemy unit in the Shooting phase and hits with at least one weapon, second and subsequent units from this Formation that target the same enemy unit in that phase re-roll failed To Hit rolls. If a unit from this Formation successfully charges an enemy unit in the Assault phase, second and subsequent units from this Formation that declare a charge against the same enemy unit in that phase re-roll failed charge rolls.

Deathpack

FORMATION
 • 1 Wolf Lord
 • 1 unit of Grey Hunters
 • 1 unit of Thunderwolf Cavalry
RESTRICTIONS
None.
SPECIAL RULES
For Glory, For Russ!: The Wolf Lord, and any units from the Deathpack that are within 12" of him at start of your Shooting phase, can either shoot and re-roll to hit rolls of 1, or Run and still be able to charge in the same turn. Different units can choose different options, so one unit could Run and charge, while another re-rolls hit rolls of 1.

Strike Force Daggerfist

FORMATION
 • Murderfang
 • 1 unit of Wulfen
 • 1 unit of Wolf Guard
 • 3 units of Wolf Guard Terminators
 • 1 Stormfang Gunship
RESTRICTIONS
None.
SPECIAL RULES
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

Oath of Protection: Enemy units can only target Strike Force Daggerfist’s Wulfen unit if they are the closest target from this Formation to the attacking unit.

Wulfenkin: Add 1 to the Attacks of any Strike Force Daggerfist model whose is within 6" of this Formation’s Wulfen unit at the start of the Assault phase. This effect lasts until the end of the phase.

Ancients of the Fang

FORMATION
 • 1 Iron Priest
 • 2-5 Dreadnoughts
RESTRICTIONS
None.
SPECIAL RULES
A Gathering of Ancients: All of the Dreadnoughts from the Ancients of the Fang must be fielded as a single Vehicle Squadron. However, whilst this Formation includes three or more Dreadnoughts, they can all re-roll failed To Hit rolls in close combat.

Blessings of the Iron Wolf: Dreadnoughts from the Ancients of the Fang have the It Will Not Die special rule whilst they are within 6" of their Iron Priest.

The Saga that Walks: Friendly units with the Space Wolves Faction within 6" of a Dreadnought from the Ancients of the Fang have the Stubborn special rule.

Greatpack

FORMATION
 • 1 Wolf Lord1 or Wolf Guard Battle Leader
 • 0-1 unit chosen from the following list:
  - Wolf Guard
  - Wolf Guard Terminators
  - Thunderwolf Cavalry
 • 1-3 units chosen in any combination from the following list:
  - Blood Claws
  - Skyclaws
  - Swiftclaws
 • 0-1 Lukas the Trickster
 • 3-5 units chosen in any combination from the following list:
  - Grey Hunters
  - Land Speeders
 • 1-2 units of Long Fangs
 • 0-1 unit of Wolf Scouts
 • 0-2 Lone Wolves
RESTRICTIONS
None.

1 Logan Grimnar, Ragnar Blackmane, Harald Deathwolf or Wolf Lord Krom may be taken in place of a Wolf Lord.
SPECIAL RULES
Cunning of the Wolf: Before deployment, roll a D6 for each unit in a Greatpack, adding 2 to the result if the unit’s Battlefield Role is Troops and it has been joined by an Independent Character from this Formation (before rolling, inform your opponent which Independent Characters, if any, will start the game joined to which Troops units). On a 6+, that unit has the Outflank special rule. In addition, if a Greatpack is led by a Wolf Lord, at the start of each of your turns after the first, you may select one unit from this Formation that is in Reserves. That unit automatically passes its Reserve Roll to arrive this turn (no dice roll is necessary).

Jarl of Russ: If this Formation is your Primary Detachment, or is part of your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Space Wolves.

Heralds of the Great Wolf

FORMATION
 • 1 Wolf Priest1
 • 1 Rune Priest2
 • 1 Iron Priest
RESTRICTIONS
None.

1 Ulrik the Slayer may be taken in place of a Wolf Priest.
2 Njal Stormcaller may be taken in place of a Rune Priest.
SPECIAL RULES
Brotherhood of Priests: The Heralds of the Great Wolf must be deployed as a single unit. In addition, all models in the Formation lose the Independent Character special rule, but gain the following special rules and benefits whilst the relevant model from this Formation is still alive:
  • Wolf Priest: It Will Not Die.
  • Rune Priest: Enemy units that target the Heralds of the Great Wolf in the Shooting phase must subtract 1 from their Ballistic Skill characteristic.
  • Iron Priest: Ignore the first failed saving throw made by a Herald of the Great Wolf each phase.

  • Sage Counsel: An army that includes any Heralds of the Great Wolf can re-roll the dice when determining who deploys first, and adds 1 to the dice roll when attempting to Seize the Initiative.

    Spear of Russ

    FORMATION
     • 1-3 Iron Priests
     • 1-3 units chosen in any combination from the following list:
      - Predators
      - Whirlwinds
      - Vindicators
     • 1-3 units chosen in any combination from the following list:
      - Land Raider
      - Land Raider Crusader
      - Land Raider Redeemer
    RESTRICTIONS
    None.
    SPECIAL RULES
    Alpha Machine Spirits: Vehicles from a Spear of Russ have the Power of the Machine Spirit special rule whilst they are within 12" of any Land Raiders, Land Raider Crusaders or Land Raider Redeemers from the same Formation.

    Lord of Iron: At the start of each of your Shooting phases, nominate one vehicle from a Spear of Russ that is either transporting, or is within 6" of, any Iron Priests from the same Formation. That vehicle gains a special rule from the following list for that phase: Monster Hunter, Precision Shots, Preferred Enemy, Tank Hunters.

    The Blackmanes

    FORMATION
     • Ragnar Blackmane or Wolf Guard Battle Leader
     • 1 unit of Wolf Guard, Wolf Guard Terminators or Thunderwolf Cavalry
     • 3-5 units chosen in any combination from the following list:
      - Blood Claws
      - Skyclaws
      - Swiftclaws
     • 0-1 Lukas the Trickster
     • 4-6 units chosen in any combination from the following list:
      - Grey Hunters
      - Land Speeders
     • 1-2 units of Long Fangs
     • 1 unit of Wolf Scouts
     • 0-2 Lone Wolves
    RESTRICTIONS
    None.
    SPECIAL RULES
    Inspirational Example: Whilst Ragnar Blackmane is on the battlefield, he and all units of Blood Claws, Skyclaws and Swiftclaws from this Formation re-roll all failed To Hit rolls in close combat.

    The Claws of Russ: Any Blackmanes unit that has the option to take Drop Pod as a Dedicated Transport may take one at no points cost (though they must pay for any additional upgrades and options as normal). All Drop Pods in this Formation arrive from Deep Strike Reserve at the start of the controlling player’s first turn. Drop Pods in this Formation do not count towards the number of models that arrive in the first turn as part of the Drop Pod Assault special rule.

    The Joy of Battle: Blackmanes units that disembark from a Drop Pod have the Fearless and Feel No Pain (6+) special rules until the start of their next turn.

    The Champions of Fenris

    FORMATION
     • Logan Grimnar or Wolf Guard Battle Leader
     • 0-1 Arjac Rockfist
     • 2-3 units chosen in any combination from the following list:
      - Wolf Guard
      - Wolf Guard Terminators
      - Thunderwolf Cavalry
     • 3-6 units chosen in any combination from the following list:
      - Blood Claws
      - Skyclaws
      - Swiftclaws
     • 4-8 units chosen in any combination from the following list:
      - Grey Hunters
      - Land Speeders
     • 2-3 units of Long Fangs
     • 1-2 units of Wolf Scouts
     • 0-3 Lone Wolves
    RESTRICTIONS
    None.
    SPECIAL RULES
     • Fearless

    Kingsguard: The following Champions of Fenris models have +1 WS on their profile:
  • Wolf Guard
  • Wolf Guard Pack Leader
  • Wolf Guard Terminator
  • Wolf Guard Terminator Leader
  • Thunderwolf Cavalry
  • Thunderwolf Cavalry Pack Leader

  • The High King: At the start of each of your turns, choose one special rule from the following list: Furious Charge, Monster Hunter, Preferred Enemy, Relentless, Tank Hunters. All Champions of Fenris units within 12" of Logan Grimnar gain that special rule until the start of your next turn.

    The Deathwolves

    FORMATION
     • Harald Deathwolf or Wolf Guard Battle Leader
     • 0-1 Canis Wolfborn
     • 1 unit of Thunderwolf Cavalry
     • 2-3 units chosen in any combination from the following list:
      - Blood Claws
      - Skyclaws
      - Swiftclaws
     • 2-4 units chosen in any combination from the following list:
      - Grey Hunters
      - Land Speeders
     • 1-2 units of Long Fangs
     • 1 unit of Wolf Scouts
     • 0-2 Lone Wolves
     • 0-1 unit of Fenrisian Wolves
    RESTRICTIONS
    None.
    SPECIAL RULES
     • Outflank

    Peerless Hunters: When making Reserve Rolls, make a single roll for all Outflanking Deathwolves units, which you can choose to re-roll. On a successful Reserves Roll, all of the Outflanking Deathwolves units arrive from Reserve and have the Stealth special rule until the beginning of your following turn.

    Run to Ground: When making Sweeping Advance rolls for a Deathwolves unit, roll 2 dice and pick the highest.

    The Drakeslayers

    FORMATION
     • Wolf Lord Krom or Wolf Guard Battle Leader
     • 1-2 units chosen in any combination from the following list:
      - Wolf Guard
      - Wolf Guard Terminators
     • 2-3 units of Blood Claws
     • 2-4 units chosen in any combination from the following list:
      - Grey Hunters
      - Land Speeders
     • 1-2 units of Long Fangs
     • 0-1 unit of Wolf Scouts
     • 0-2 Lone Wolves
    RESTRICTIONS
    None.
    SPECIAL RULES
     • Monster Hunter
     • Stubborn


    Furious Determination: Whilst Wolf Lord Krom is on the battlefield, all Drakeslayer models have the Furious Charge special rule.

    Glory Seekers: Characters from this Formation have the Preferred Enemy (Characters) special rule. In addition, if one friendly unit from this Formation makes a successful charge, all other Drakeslayer units can re-roll failed charge rolls for the rest of the phase.

    The Firehowlers

    FORMATION
     • Wolf Lord or Wolf Guard Battle Leader
     • 1 unit of Wolf Guard
     • 2-4 units chosen in any combination from the following list:
      - Skyclaws
      - Swiftclaws
     • 2-4 units chosen in any combination from the following list:
      - Grey Hunters
      - Land Speeders
     • 0-1 unit of Long Fangs
     • 0-1 unit of Wolf Scouts
     • 0-2 Lone Wolves
    RESTRICTIONS
    This Formation’s Wolf Lord, Wolf Guard Battle Leader and Wolf Guard must be equipped with jump packs or ride Space Marine Bikes.
    SPECIAL RULES
    Bloodcurdling Charge: Enemy units attempting to fire Overwatch at a charging Firehowlers unit must first pass a Leadership test or be unable to fire Overwatch for the duration of that Assault phase. In addition, units from this Formation cause Fear on the turn they charge. Enemy units with the And They Shall Know No Fear or Fearless special rules are immune to the effects of Bloodcurdling Charge.

    Eager for Combat: All Firehowlers units can re-roll failed charge rolls.

    Rising Fury: If you roll a 10 or more when determining the charge distance of a Firehowlers unit, all models in that unit have the Furious Charge special rule that turn.

    The Ironwolves

    FORMATION
     • Wolf Lord or Wolf Guard Battle Leader
     • 0-1 unit of Wolf Guard or Wolf Guard Terminators
     • 2-3 units of Blood Claws
     • 2-4 units chosen in any combination from the following list:
      - Grey Hunters
      - Land Speeders
     • 1-2 units of Long Fangs
     • 0-1 unit of Wolf Scouts
     • 0-2 Lone Wolves
    RESTRICTIONS
    You must include enough Dedicated Transports with sufficient Transport Capacity to carry all non-vehicle models from this Formation. However, ignore units of Wolf Scouts and Lone Wolves for the purposes of these Restrictions.
    SPECIAL RULES
    Armoured Onslaught: All Ironwolves vehicles can move an additional 6" when moving Flat Out. In addition, when taking Morale checks caused by Tank Shock from an Ironwolves vehicle, enemy units suffer a -2 penalty to their Leadership characteristic.

    Mobile Assault: Ironwolves units can disembark from their Transports even if the vehicle has moved up to 12" in the Movement phase.

    Overwhelming Firepower: All weapon and wargear options taken by Ironwolves vehicles are free.

    Wolfkin

    FORMATION
     • 2-5 units of Fenrisian Wolves
    RESTRICTIONS
    None.
    SPECIAL RULES
     • Monster Hunter
     • Outflank


    Alpha Pack: If you wish, all of the units in a Wolfkin can be deployed as a single unit known as an Alpha Pack. Add 1 to the Attacks characteristic of all Fenrisian Wolf and Cyberwolf models in an Alpha Pack whilst there are 20 or more models in the unit.

    Call of the Wolves: If a Wolfkin unit is within 12" of either the left or right table edges when a friendly Outflanking Space Wolves unit arrives from Reserves, you can choose for them to arrive from that table edge instead of rolling to see which table edge they arrive from.

    Wulfen Murderpack

    FORMATION
     • 2-5 units of Wulfen
    RESTRICTIONS
    None.
    SPECIAL RULES
    Infectious Ferocity: Add 1 to any rolls on the Hunt and/or Kill tables for each unit from a Wulfen Murderpack on the battlefield after the first. If this results in a total of 7 or more, consult the table below instead of the one from Curse of the Wulfen.



    Hunt
    D6Effect
    7+Alpha Hunters: With peerless predatory instinct, the Space Wolves dart around their prey, swiftly encircling them in readiness of the kill to come.
    Affected units can immediately make a free move as if it were the Movement phase.
    Kill
    D6Effect
    7+Frenzied Murder-make: With all control lost to the beast within, the fury of the Sons of Russ is incandescent in its mindless purity.
    Models in affected units add 1 to their Attacks characteristic.

    Orgy of Slaughter: Each time a model from a Wulfen Murderpack rolls a 6 To Hit in close combat, it can immediately make one additional Attack.

    Wyrdstorm Brotherhood

    FORMATION
     • 2-5 Rune Priests1
    RESTRICTIONS
    None.

    1 Njal Stormcaller may be taken in place of a Rune Priest.
    SPECIAL RULES
    Masters of the Wyrdstorm: Models from a Wyrdstorm Brotherhood harness Warp Charge points on a result of 3+ when attempting to manifest psychic powers from the Tempestas discipline or The Living Storm psychic power.

    The Eye of the Storm: At the start of each of your Psychic phases, select 1 model from the Wyrdstorm Brotherhood to be the Eye of the Storm. That model can attempt to manifest The Living Storm psychic power. Increase the Attacks rolled by D6 for each other Rune Priest in the Wyrdstorm Brotherhood that is on the battlefield.

    Apocalypse Formations


    Brethren of the Great Wolf

    RESTRICTIONS
    The Wolf Guard pack must have 10 models. One model in the pack must be upgraded to Arjac Rockfist, and another must carry the Banner of the Great Wolf.
    TYPE
     • High Command

    SPECIAL RULES
    Banner of the Great Wolf: All friendly units chosen from Codex: Space Wolves within 24" of the Banner of the Great Wolf have the Furious Charge special rule.

    Greatest Heroes of the Age: All units in the formation have the Fear special rule. In addition, they and all friendly Space Wolves units have the Stubborn special rule.

    Their Finest Hours: Logan Grimnar, Njal Stormcaller, Ulrik the Slayer, Bjorn the Fell-handed and Arjac Rockfist may all use the Finest Hour rules. If they do so, they must all do so on the same turn. Any or all of them may choose to use the Sons of the Primarch rule if they prefer.

    Great Company

    APOCALYPSE FORMATION
     • 1 Ragnar Blackmane or Wolf Lord
     • 1 Wolf Priest
     • 1 Rune Priest
     • 0-1 Iron Priest
     • 1 Wolf Guard Battle Leader
     • 1 unit of Wolf Guard
     • 0-2 Thunderwolf Cavalry units
     • 5+ units of Grey Hunters
     • 3+ Blood Claws and/or Skyclaws
     • 2+ units of Long Fangs
     • 1 unit of Wolf Scouts
     • 0-3 Lone Wolves
     • 0-3 units of Swiftclaws
     • 0-3 units of Fenrisian Wolves
     • 3+ Dreadnoughts and/or Venerable Dreadnoughts
    RESTRICTIONS
    None.
    TYPE
     • Battle Formation

    SPECIAL RULES
     • Stubborn

    Ice-cold Efficiency: All models in the formation may re-roll their charge ranges, and may re-roll failed To Hit rolls when firing Overwatch.

    The Howl of Wolves: Once per game, at the start of the Assault phase, declare the use of this rule to confer the Furious Charge and Fleet special rules to the Wolf Lord and all friendly units chosen from Codex: Space Wolves within 18" of him until the end of that phase.

    Wolfpack Flanking Force

    APOCALYPSE FORMATION
     • 1 Wolf Lord, Wolf Guard, Wolf Guard Battle Leader or Canis Wolfborn
     • 2+ Thunderwolf Cavalry units
     • 5+ units of Fenrisian Wolves
    RESTRICTIONS
    The Thunderwolf Cavalry units must have 5 models each. The Wolf Lord or Wolf Guard Battle Leader must have a Thunderwolf mount.
    TYPE
     • Battle Formation

    SPECIAL RULES
     • Acute Senses
     • Hit & Run

     • Outflank

     • Rage


    Fall Upon The Foe: All units in the formation are allowed to charge on the turn they arrive from Strategic Reserve.