This section of Codex:
Space Wolves lists wargear (including
Melee Weapons,
Armour,
Ranged Weapons,
Special Issue Wargear,
Relics of the Fang,
Space Wolves Vehicle Equipment,
Space Wolves Psychic Powers and
Tempestas Discipline) used by Space Wolves, along with the rules for using them in your games of Warhammer 40,000.
Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:
A blizzard shield is an enlarged, heavy-duty storm shield designed for the Chapter’s Dreadnoughts. Though primarily used for defence, in the mechanical hands of a Dreadnought a blizzard shield nonetheless makes for a useful improvised weapon. |
Shield:
A
blizzard shield confers a 3+
invulnerable save against all hits that strike the
Dreadnought’s front
armour facing.
Every Wolf Priest bears the sacred weapon of his order - a stylised maul augmented by a rippling energy field so destructive that it is capable of blasting a target apart upon impact. |
Each of these great axes, forged in the heart of the Fang by master artificers, is longer than a man is tall and so heavy that they can only be hefted in battle by a Dreadnought. Such a warrior, armed with such a weapon, can cleave a bloody path through his foes. |
Whether it is made from the razor-sharp fangs of an ice kraken or a glacial shard of energised diamond the bite of a frost blade can carve through armour, flesh and bone with equal indifference. |
The signature tools of the Rune Priests, these psychically charged weapons are carved with many powerful sigils to ward off the fell energies of the Warp. |
Ward:
A model equipped with this weapon has the
Adamantium Will special rule.
Iron Priests and Servitors use powerful servo-arms to effect battlefield repairs on damaged vehicles, as well as to crush the life from foes in combat. |
Wolf claws are a Fenris-pattern variation of the lightning claw. Often wielded in pairs, the blades of each wolf claw are enchanted by powerful runes to further augment their destructive potential. |
The strange ice-crystal punch daggers often wielded the Wulfen are a mystery; speculation is rife as to whether the weapons form th rough some kind o f latent psychic projection, or are fashioned by the Wulfen in some as-yet-mysterious ritual. Whatever the case they are lethally effective, able to rip through the thickest armour as though it were yielding flesh. |
Ancient relics of a bygone age, these huge axes nonetheless seem to have been forged specifically for the hands of the Wulfen. Their massive blades are formed from enchanted wintersteel, sharp enough to split Terminator plate like lumber. When swung two-handed by a charging Wulfen, the great frost axe creates a whirlwind of destruction. |
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.
An aura of killing cold crawls across the head of the tempest hammer, ticking and crackling like pack ice. When the hammer is swung in anger, this energy discharges in blasts that freeze the target solid even as they smash it apart. It is a deadly combination, able to reduce the wielder’s victims to shattered shards of ice in a single blow. |
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.
Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:
The cyclone is a mercilessly efficient, multipurpose missile launcher used by Space Marines clad in Terminator armour to provide heavy fire support against infantry and armour alike. |
A
Wolf Guard Terminator can fire his cyclone missile launcher in addition to his
storm bolter.
The deathwind launcher hurls dense clusters of anti-personnel explosives, allowing Drop Pods to deploy amidst the enemy lines. |
The demolisher cannon is the final word in urban warfare. The earthshattering detonation of its shells will pulverise a building just as readily as the most heavily armoured foe. |
These weapons can fire focussed or dispered beams of sub-zero energy at their targets that instantly encase them in blocks of ice colder than the vacuum of space. Unless a foe can break their way free quickly they will remain trapped within their glacial tomb forever. |
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.
Comprising a rack of six interlinked bolt guns, the hurricane bolter is the bane of infantry across the galaxy. |
A hurricane bolter consists of three
twin-linked boltguns fired as a single weapon.
A full suit of ceramite plate with electrically motivated fibre bundles that replicate and enhance the movements of the wearer, power armour offers some of the best protection the Imperium can provide. |
Power armour confers a 3+
Armour Save.
These revered suits of power armour are ancient beyond reckoning. Their masterwork design has been further enhanced with runes of protection that bear the blessing of the Chapter's Rune Priests. |
Runic armour confers a 2+
Armour Save and a 6+
invulnerable save.
Scout armour is formed of thick plates of carapace armour and titanium weave. Less cumbersome and noisy than power armour, scout armour is ideal for the Wolf Scouts’ guerrilla style of warfare. |
Scout armour confers a 4+
Armour Save.
Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:
Skyhammer Missile Launcher
Skyhammer missiles smash into their targets with devastating force. |
Stormstrike missiles detonate with a thunderous boom. |
Also known as Tactical Dreadnought Armour, Terminator armour is the best protective equipment in the arsenal of the Space Marines, its adamantium exoskeleton capable of withstanding almost any attack. Each suit in the Space Wolves’ armouries is a treasured relic, sporting engraved runic script, golden filigree or icons honouring the wearers’ famous deeds. |
Terminator armour confers a 2+
Armour Save and a 5+
invulnerable save. Furthermore, models in Terminator armour have the
Bulky,
Deep Strike and
Relentless special rules, and may not make
Sweeping Advances.
Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:
These missile launchers are suited to hunting armour and infantry. |
Whirlwind Multiple Missile Launcher
Whirlwind missiles utilise two variant warheads. |
The helfrost pistol projects a short-ranged but devastatingly effective beam of subzero energy at its target. Flesh blackens with catastrophic frostbite. Armour and weapons buckle and crack. Soon enough, unless the victim can fight their way free, they are entombed forever as a withered mummy in a jagged tomb of ice. |
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.
Profiles for the following special issue wargear can be found in the Warhammer 40,000 rulebook:
Each Great Company has in its reliquary a Belt of Russ, a great gem-studded band worn around the waist. Each belt incorporates a powerful conversion field generator to protect its bearer from harm. |
A Belt of Russ confers a 4+
invulnerable save.
Wolf Scouts often make use of cloaks made of cameleoline. These comprise sheets of photosensitive, colour-shifting fabric that imitate nearby terrain, making the wearer incredibly difficult to pick out. |
A model wearing a camo cloak has +1
cover save. If it does not already have a cover save, it gains a 6+ cover save.
Digital weapons are concealed lasers fitted into the knuckles of a glove. They lack range, but can be used in melee to take advantage of an enemy's exposed weakness. |
A model armed with digital weapons can re-roll a single failed
roll To Wound in each
Assault phase.
Many Wolf Priests are skilled in the native Fenrisian healing arts and carry with them potions and balms that quickly reduce the pain and discomfort of battlefield injury. |
As long as the model with healing balms is alive, all models in his unit have the
Feel No Pain (6+) special rule.
Most Space Wolves prefer to fight as Russ intended - with both feet firmly on the ground. However, this does not stop the more reckless Skyclaws from using jump packs to swiftly engage their foes. |
Models equipped with jump packs gain the
Jump unit type.
Each Space Marine bike is a versatile fighting platform with powerful engines, thick armour and bulletproof tyres. It is capable, offiring a pair of linked bolters on the move, enabling its rider to launch devastating charges into close combat without sacrificing any firepower. |
Models equipped with Space Marine bikes change their unit type to
Bike. Space Marine bikes are fitted with
twin-linked boltguns.
A storm shield is a stylised aegis that has an enormously powerful energy field generator built into it, rendering the bearer all but impervious to harm unless an attack can penetrate his guard. |
A model with a storm shield has a 3+
invulnerable save. However, he can never claim the +1
bonus Attack for being armed with two Melee weapons in an assault.
Only the bravest and most skilled Space Wolves have what it takes to break in one of the legendary Thunderwolves of Fenris. However, to do so is to ride to war upon a growling mountain of muscle, ferocity and cybernetics. |
Models with a Thunderwolf mount change their unit type to
Cavalry. All close combat attacks made by a model with a Thunderwolf mount have the
Rending special rule. In addition, a model upgraded to have a Thunderwolf mount increases their Strength, Toughness, Attacks and Wounds characteristics by 1 (these bonuses are already included in the profiles of models that have a Thunderwolf mount as part of their standard wargear).
Wolf Priests bear wolf amulets as both a symbol of office and an effective means of protection. At the core of each amulet lies a potent energy field to ward off mortal blows and baleful energies. |
A wolf amulet confers a 4+
invulnerable save.
The sacred standards of the Space Wolves Great Companies are priceless Chapter relics. Each of these revered banners has seen over ten millennia of war, and the sons of Fenris will fight all the harder in their presence to honour the great heroes of old. |
Any friendly units with the
Space Wolves Faction within 12" of the model bearing this banner re-roll failed
Morale checks and
Pinning tests. In addition, all models in friendly units with the Space Wolves Faction within 6" of the bearer gain +1 Attack.
Mounted between the broad shoulders of the Wulfen, these compact grenade launchers are fed from drum units and guided by crude and belligerent targeting spirits. Their primary role is suppression, the launchers hammering out automated patterns of explosive charges as the Wulfen charge headlong into combat. The combination is a potent one; those foes not blown apart by the thumping explosion of the auto-launchers’ grenades are left reeling, and are swiftly torn apart by the Wulfen themselves. |
Shooting
AssaultModels in a unit that includes one or more models equipped with stormfrag auto-launchers do not suffer the penalty to their Initiative for
charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat.
These artefacts are items of incredible rarity, ancient heirlooms that are carefully maintained and stored within the impregnable armouries of the Fang. Only one of each of the following relics may be chosen per army.
Only one of each Relic of the Fang may be taken per army. A model may replace one weapon with one of the following:
1 Does not replace one of the character’s weapons.
The Anvil Shield is a powered slab of obstinite with which Arjac has crushed the skulls of countless foes. |
The Anvil Shield confers a 3+
invulnerable save, the
Eternal Warrior and
Hammer of Wrath special rules.
It is said amongst the Space Wolves that the frost axe known as Banisvatr - Black Death in the tongue of Fenris - is amongst the deadliest weapons ever forged. Several sagas surround the blade’s deeds, recounting the monsters that have fallen beneath its bite, and the piles of slain foes left in its wake. All the tales refer to the baleful runic enchantment bound into its ebon blade, the power of which is believed to turn the Black Death’s wielder into a relentless killing machine in battle, but none ever mention who originally carved the runes, or for what purpose. |
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.
Fangsword of the Ice Wolf
The earliest tales of Leman Russ speak not only of Morkai’s defeat at the hands of the Wolf King, but also those of his dread lieutenants. The creature known as the Ice Wolf was amongst the most fearsome, but it too was slain by Russ in a terrible battle and cast into the Wolf’s Eye. In the wake of the deadly struggle, all that remained of the Ice Wolf was a sword-like tooth embedded in Russ’ leg. It is testament to the Primarch’s fortitude that, he survived, for the blood of a lesser being would instantly have been frozen by its chilling touch. Russ ordered the fang forged into a blade so that its power could be used to battle the Allfather’s enemies. Named Svellbrandr - Fangsword of the Ice Wolf - this sword can slay the hardiest foes with but a single blow. |
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.
When Arjac hurls this weapon, its in built teleporter ensures it swiftly returns to his outstretched gauntlet. |
The diamond-hard kraken teeth of this legendary frost sword can chew through even the heaviest armour with consummate ease to leave only ruin in their wake. |
Durfast’s saga names him as the saviour of Mordrak, a longdead world that was once home to a race of techno-savants. Many technological marvels were discovered amid the ruins of Mordrak after the Ork Waaagh! that had threatened the planet was defeated by Durfast’s Great Company. One such device was bound within Durfast’s wolf-head helm by the Iron Priests on his return to the Fang, and it has since become an heirloom of the Chapter. The Helm of Durfast incorporates temporal archeotech that endows the wearer with an awareness of the immediate past, present and future. Its precognitive powers gives him momentary insight into his own wyrd, enabling him to anticipate his target’s movements with seemingly preternatural speed and accuracy. |
A model wearing the Helm of Durfast re-rolls failed
To Hit rolls. In addition, the wearer’s shooting attacks have the
Ignores Cover special rule.
Mantle of the Ice Troll King
This enchanted cloak shields Harald from fire and flame. |
Harald Deathwolf is unaffected by all
Pyromancy psychic powers and all
flamer weapons.
At the battle of Rust World, Njal saved the life of the Iron Priest Ulf Blackbrow. Unwilling to remain beholden to any man, Blackbrow forged for Njal the psyber-familiar, Nightwing. |
Njal Stormcaller can unleash Nightwing as a shooting attack with the following profile:
Lukas is the only warrior to have killed a doppegangrel. He wears its chameleonic skin, making it virtually impossible for foes to land a telling blow. |
When fighting in a
challenge,
Lukas the Trickster’s opponent suffers a -3 penalty to their Weapon Skill (to a minimum of 1).
This ancient staff is adorned with potent symbols of might, and has absorbed so much power that it has developed a wyrd of its own. |
Njal Stormcaller can unleash Nightwing as a shooting attack with the following profile:
Wyrdbane:
The
Staff of the Stormcaller grants the wielder the
Adamantium Will special rule. In addition, the wielder can re-roll a single failed
Deny the Witch attempt each turn.
Stormrider is an ornate war chariot held aloft by anti-grav gyrostabilisers. It has no means of self-propulsion, for it has ever been drawn forth by a pair of giant Thunderwolves since the time of Russ. Power fields and runes of enchantment are wrought within the chariots framework to protect both man and beast from incoming fire, enabling Stormrider to bear the Old Wolf into the heart of the enemy lines unscathed. Grimnar is amongst the Imperium fs deadliest warriors, but when pulled by his Thunderwolves, Tyrnak and Fenrir, he is nigh unstoppable. |
Stormrider has a 4+
invulnerable save and can move up to 12" in the
Movement phase. All
penetrating hits against Stormrider count as
glancing hits instead. When riding Stormrider,
Logan Grimnar loses the
Deep Strike special rule (which is conferred from his
Terminator armour), can no longer join other units, or be joined by any other
Independent Character. If riding Stormrider, Logan Grimnar makes 4 additional Strength 5 AP`-` Attacks in each
Assault phase. These Attacks are made at the Initiative 5 step (this can grant an extra
Pile In move) and have the
Rending special rule.
During the second Great Hunt, the Space Wolves recovered an ancient suit of armour from the Temple of Horns on Rudra. The Space Wolves believe that this armour is none other than that once worn by Russ himself though Imperial scholars scoff at these claims. What is beyond question, however, is that the armour is of except ional quality, and ever surrounded by a freezing aura of hoarfrost, as was Russ' armour of old. In its presence, those not born of Fenris are chilled to their very core. |
The Armour of Russ confers a 2+
Armour Save and a 4+
invulnerable save. Furthermore, when fighting in a
challenge, the wearer’s opponent suffers a -5 penalty to their Initiative (to a minimum of 1).
A mighty weapon that thrums with the power of the Warp, Grimnar claimed this axe from a slain champion of Khorne on the blood-soaked battlefields of Armageddon and had it reforged in the image of the wolf-god Morkai. |
The Axe Morkai can be used in one or two hands.
Logan Grimnar may split his Attacks between the two modes, making some single-handed and some
two-handed (this can grant an extra
Pile In move). Declare how many Attacks will be made in each mode at the start of the
Fight sub-phase. The attacks have the following profiles:
The bolter known as the Bite of Fenris visits the extreme seasons of the Space Wolves’ homeworld upon those under its crosshairs. The gun’s bark heralds one of two deadly fates, for its autoselector breech can bear two different kinds of mass-reactive bolt. The gun’s ice-blue helwinter bolts contain heat-thief charges that leave their targets as brittle statues. Its flametide bolts instead bring the red-hot wrath of Fenris’s midsummer, their contents exploding a split second before impact, engulfing the foe in a deadly burst of superheated boltershards and wrathful flame. |
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.
These fearsome claws of enchanted alien ice can carve through flesh and armour with equal ease. |
Each Murderclaw is a
Melee weapon with the following profile. One incorporates a built-in
storm bolter, the other a built-in
heavy flamer.
The Space Wolves fear and revere this gem in equal measure, for it represents both the greatest strength of their gene-heritage and their most terrible curse. Bound within a large blood diamond like a caged animal lies the raging spirit of the Wulfen - the inner beast that lurks within the heart and soul of every Space Wolf Forged by the Iron Priest Fengri, the grea test, artificer of his time, the Wulfen Stone is a relic carried to battle in only the most extreme circumstances. Its presence triggers violent urges within the Sons of Russ, an uncontrollable rage to spill blood that any who bear the Canis Helix cannot deny. |
The bearer of the Wulfen Stone, and his unit, have the
Furious Charge special rule. In addition, the bearer has the
Rage special rule.
Shortly after Bjorn’s interment, the Iron Priests fashioned a lightning-wreathed claw in honour of his favoured weapon in his former life. Bjorn wields this mighty weapon as deftly as ever, ensuring that he continues to live up to his name. |
In addition to the profile below, Trueclaw has a built-in
heavy flamer.
Legend has it that this ancient helm was fashioned by the Emperor's own artificers and given to Leman Russ at the time of the Space Wolves’ founding. |
All friendly units with the
Space Wolves Faction within 12" of
Ulrik the Slayer have the
Stubborn special rule.
Krom’s masterwork frost axe is a perfectly balanced weapon made doubly deadly by the skill of its heroic wielder. Its blade was dusted with bonemeal made from the ground-down talons of the great ice wyrm Witherwing, lending it a razorsharp cutting edge that can never be dulled. In the hands of Krom Dragongaze, Wyrmclaw becomes a glittering arc of destruction, its every blow perfectly placed and impossible to stay. |
Space Wolves Vehicle Equipment
Profiles for the following space wolves vehicle equipment can be found in the Warhammer 40,000 rulebook:
Ceramite plating protects against the extreme conditions of orbital re-entry, but its engineered composition also serves to thwart the fury of certain weapons, absorbing and dispersing even the most extreme temperatures. |
Melta weapons do not roll an extra D6
armour penetration when shooting this
vehicle at half range or less.
The hulls of Land Raider Crusaders and Land Raider Redeemers are outfitted with explosive launchers designed to hurl shrapnel at the enemy as the troops inside charge out to engage them. |
Any unit charging into close combat on the same turn as it
disembarks from a
Land Raider Crusader or
Redeemer counts as having
frag grenades.
When activated, locator beacons emit a broad-spectrum locational signal, uploading detailed positional information to the tactical grid, allowing precision reinforcement by reserve forces. |
Friendly units do not
scatter when they
Deep Strike, so long as the first model is placed within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.
Due to the effectiveness of their armament in rubble-strewn cityfights or urban assaults, Vindicators are often fitted with vast siege shields which enable them to bulldoze though obstacles with impunity. |
A
vehicle with a siege shield automatically passes
Dangerous Terrain tests.
Space Wolves Psychic Powers
The Rune Priests combine their psychic might to call upon the unbridled fury of mother Fenris to smite their foes. |
Warp Сharge:
3
The Living Storm is a unique
witchfire power from the
Tempestas discipline with the following profile:
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.
The Rune Priests of the Space Wolves have a connection to the untamed fury of nature. They are the masters of the storm, able to command the elements to bring death and ruin to their foes. These powers often manifest in the form of the ancient spirits of Fenris, and the phantasmal shapes of dread wolves howl and snap from within the psychic tempests.
(Primaris Power)
Sentient electricity crackles amid the brooding skies above as the Rune Priest calls forth the elements to smite his foes. At the Rune Priest's command lightning arcs into the ranks of the enemy, leaving a trail of blackened corpses in its wake. |
Warp Сharge:
1
Living Lightning is a
witchfire power with the following profile:
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.
1
The Rune Priest chants an ancient rite that builds into a terrifying crescendo. Howling winds and furious blizzards rage about him in a vortex of ice and snow that obscures him from sight. |
Warp Сharge:
1
Storm Caller is a
blessing that targets the
Psyker and his unit. Whilst the power is in effect, the target unit has the
Shrouded special rule.
2
The Rune Priest brings the rage of the storm to a roaring climax, frostfingered wind spirits whipping those who intrude upon their domain out of the skies and smash ing them upon the stony ground. |
Warp Сharge:
1
Tempest’s Wrath is a
malediction that targets a single unit within 18". Whilst the power is in effect, models in the target unit suffer a -1 penalty to their Ballistic Skill (to a minimum of 1) and treat all terrain, even
open ground, as
difficult terrain. In addition, unless they are
Immobilised, all models in the target unit that have the
Jump,
Jet Pack,
Jetbike,
Flying Monstrous Creature,
Flyer or
Skimmer unit type must immediately take a
Dangerous Test.
3
The Rune Priest slams his armoured gauntlets together whilst shouting a word of power. The resultant thunderclap is loud enough to shatter stone and even liquefy the brains of those nearby. |
Warp Сharge:
1
Thunderclap is a
nova power with the following profile:
4
The Rune Priest bellows an ancient curse and within moments the Rune Priest’s foes are all but consumed in a h urrica ne of freezing shards, a thousand blades of psychic ice plunging into their flesh. |
Warp Сharge:
2
Murderous Hurricane is a
witchfire power with the following profile:
5
Invoking the spirits of Freki the Fierce and Geri the Cunning, the Rune Priest sets the charcoal-black phantasms upon the foes. |
Warp Сharge:
2
Fury of the Wolf Spirits is a
witchfire power. Each time this power is manifested, the
Psyker shoots using both of the profiles given below, one at a time, in any order. Both attacks must target the same unit.
6
The Rune Priest implores the spirit of the world upon which he walks to open its rock-fanged maw, and a chasm cracks open under the feet of his chosen enemy, sending them tumbling to their death below. |
Warp Сharge:
2
Jaws of the World Wolf is a
focussed witchfire power that targets a single non-vehicle unit within 18". A model hit by Jaws of the World Wolf must take an
Initiative test.
Monstrous Creatures automatically pass this test. If the test is passed, nothing happens, but if the test is failed the model is removed from play.