This page details military structure of Space Wolves forces including Detachments, Formations and Apocalypse Formations.
DetachmentsThe Wolves Unleashed DetachmentCodex: 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.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). Wolf Claw Strike ForceThe 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+
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. FormationsGreat Company• 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 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). Ironclaw Strike Force• 1 Stormwolf • 1 unit of Wolf Guard Terminators • 1 unit of Blood Claws • 1 Venerable Dreadnought 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 PackNone. 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. Grimnar’s Kingsguard• Arjac Rockfist • 2 units of Wolf Guard or Wolf Guard Terminators (in any combination) • 2 Land Raiders (of any type) 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 • Wolf Guard • Wolf Guard Pack Leader • Wolf Guard Terminator • Wolf Guard Terminator Leader Ragnar’s ClawsAll 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. Wolf Guard Strike ForceEach 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. The Fierce-eye’s Finest• The Fierce-eye’s Wolf Guard • Hengist Ironaxe’s Grey Hunters • Egil Redfist’s Blood Claws None. SPECIAL RULES
Furious Determination: Whilst Krom Dragongaze is alive, all units in this Formation have the Furious Charge special rule. DeathpackNone. 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• 1 unit of Wulfen • 1 unit of Wolf Guard • 3 units of Wolf Guard Terminators • 1 Stormfang Gunship 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 Ancients of the FangNone. 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. Greatpack• 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 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). Heralds of the Great WolfNone. 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: Spear of Russ• 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 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. The Blackmanes• 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 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 Champions of Fenris• 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 None. SPECIAL RULES
• Fearless The Deathwolves• 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 None. SPECIAL RULES
• Outflank The Drakeslayers• 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 None. SPECIAL RULES
• Monster Hunter • Stubborn The Firehowlers• 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 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. The Ironwolves• 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 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. WolfkinNone. SPECIAL RULES
• Monster Hunter • Outflank Wulfen MurderpackNone. 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.
Wyrdstorm BrotherhoodSPECIAL 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. Apocalypse FormationsBrethren of the Great Wolf• Njal Stormcaller • Ulrik the Slayer • Bjorn the Fell-Handed • Arjac Rockfist • 1 Wolf Guard Pack 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. Great Company• 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 None. TYPE
• Battle Formation SPECIAL RULES • Stubborn Wolfpack Flanking Force• 2+ Thunderwolf Cavalry units • 5+ units of Fenrisian Wolves 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 |
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