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Melee Weapons
• Blizzard Shield
• Crozius Arcanum
• Fenrisian Great Axe
• Frost Blades
• Runic Weapons
• Servo-Arm
• Wolf Claws
Frost Claws
Great Frost Axe
Tempest Hammer
Ranged Weapons
• Cyclone Missile Launcher
• Deathwind Launcher
• Demolisher Cannon
• Helfrost Weapons
• Hurricane Bolter
• Power Armour
• Runic Armour
• Scout Armour
Ranged Weapons
• Skyhammer Missile Launcher
• Stormstrike Missiles
• Terminator Armour
Ranged Weapons
• Typhoon Missile Launcher
• Whirlwind Multiple Missile Launcher
Helfrost Pistol
Special Issue Wargear
• Belt of Russ
• Camo Cloak
• Digital Weapons
• Healing Balms
• Jump Pack
• Space Marine Bike
• Storm Shield
• Thunderwolf Mount
• Wolf Amulet
• Wolf Standard
Stormfrag Auto-launcher
Relics of the Fang
• Anvil Shield
• Black Death
• Fangsword of the Ice Wolf
• Foehammer
• Frostfang
• Helm of Durfast
• Mantle of the Ice Troll King
• Nightwing
• Pelt of the Doppegangrel
• Staff of the Stormcaller
• Stormrider
• The Armour of Russ
• The Axe of Morkai
• The Bite of Fenris
• The Murderclaws
• The Wulfen Stone
• Trueclaw
• Wolf Helm of Russ
Space Wolves Vehicle Equipment
• Ceramite Plating
• Frag Assault Launchers
• Locator Beacon
• Siege Shield
Space Wolves Psychic Powers
• The Living Storm
• Tempestas Discipline
  Living Lightning
 1 Storm Caller
 2 Tempest’s Wrath
 3 Thunderclap
 4 Murderous Hurricane
 5 Fury of the Wolf Spirits
 6 Jaws of the World Wolf
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.

Melee Weapons

Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:
Power Axe

Blizzard Shield

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.

Range S AP Type
- User 2 Melee, Shield

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

Crozius Arcanum

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.

Range S AP Type
- +2 4 Melee, Concussive

Fenrisian Great Axe

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.

Range S AP Type
- x2 2 Melee, Master-crafted

Frost Blades

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.

Range S AP Type
Frost sword - +1 3 Melee
Frost axe - +2 2 Melee, Unwieldy

Runic Weapons

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.

Range S AP Type
Runic sword - User 3 Melee, Force, Ward
Runic axe - +1 2 Melee, Force, Unwieldy, Ward
Runic stave - +2 4 Melee, Concussive, Force, Ward

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.

Range S AP Type
- x2 1 Melee, Specialist Weapon, Unwieldy

Wolf Claws

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.

Range S AP Type
Wolf claw - +1 3 Melee, Shred, Specialist Weapon
Great wolf claw - x2 2 Melee, Shred, Specialist Weapon

Frost Claws

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.

Range S AP Type
- +1 2 Melee, Shred, Specialist Weapon

Great Frost Axe

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.

Range S AP Type
- +3 2 Melee, Reaping Swing, Two-handed

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.

Tempest Hammer

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.

Range S AP Type
- x2 2 Melee, Concussive, Helfrost, Specialist Weapon, Unwieldy

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.

Ranged Weapons

Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:

Cyclone Missile Launcher

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.

Range S AP Type
Frag missile 48" 4 6 Heavy 2, Blast
Krak missile 48" 8 3 Heavy 2

Deathwind Launcher

The deathwind launcher hurls dense clusters of anti-personnel explosives, allowing Drop Pods to deploy amidst the enemy lines.

Range S AP Type
12" 5 - Heavy 1, Large Blast

Demolisher Cannon

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.

Range S AP Type
24" 10 2 Ordnance 1, Large Blast

Helfrost Weapons

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.

Range S AP Type
Helfrost cannon
- dispersed 24" 6 3 Heavy 1, Blast, Helfrost
- focussed 24" 8 1 Heavy 1, Helfrost
Helfrost destructor
- dispersed 24" 6 3 Heavy 1, Helfrost, Large Blast
- focussed 24" 8 1 Heavy 1, Lance, Helfrost

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.

Hurricane Bolter

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.


Power Armour

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.

Runic Armour

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

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.

Ranged Weapons

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.

Range S AP Type
60" 7 4 Heavy 3

Stormstrike Missiles

Stormstrike missiles detonate with a thunderous boom.

Range S AP Type
Stormstrike missile 72" 8 2 Heavy 1, Concussive, One use only


Terminator Armour

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.

Ranged Weapons

Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:

Typhoon Missile Launcher

These missile launchers are suited to hunting armour and infantry.

Range S AP Type
Frag missile 48" 4 6 Heavy 2, Blast
Krak missile 48" 8 3 Heavy 2

Whirlwind Multiple Missile Launcher

Whirlwind missiles utilise two variant warheads.

Range S AP Type
Vengeance missile 12"-48" 5 4 Ordnance 1, Barrage, Large Blast
Incendiary castellan missile 12"-48" 4 5 Ordnance 1, Barrage, Ignores Cover, Large Blast

Helfrost Pistol

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.

Range S AP Type
12" 8 1 Pistol, Helfrost

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.

Special Issue Wargear

Profiles for the following special issue wargear can be found in the Warhammer 40,000 rulebook:

Belt of Russ

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.

Camo Cloak

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

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.

Healing Balms

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.

Jump Pack

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.

Space Marine Bike

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.

Storm Shield

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.

Thunderwolf Mount

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 Amulet

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.

Wolf Standard

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.

Stormfrag Auto-launcher

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.
Range S AP Type
Shooting 12" 4 5 Assault D3

Models 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.

Relics of the Fang

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:

The Bite of Fenris 10 pts
Helm of Durfast1 20 pts
Black Death 25 pts
Fangsword of the Ice Wolf 25 pts
The Armour of Russ1 35 pts
The Wulfen Stone1 40 pts
1 Does not replace one of the character’s weapons.

Anvil Shield

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.

Black Death

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.

Range S AP Type
- +2 2 Melee, Unwieldy, Whirlwind of Death

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.

Range S AP Type
- +1 3 Melee, Helfrost, Rending

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.

Range S AP Type
- x2 2 Melee, Concussive, Unwieldy
6" x2 2 Assault 1, Concussive


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.

Range S AP Type
- +1 3 Melee, Rending, Master-crafted

Helm of Durfast

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:

Range S AP Type
24" 3 - Assault D6

Pelt of the Doppegangrel

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).

Staff of the Stormcaller

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:

Range S AP Type
- +2 4 Melee, Concussive, Force, Wyrdbane

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.

The Armour of Russ

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).

The Axe of Morkai

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:

Range S AP Type
One-handed - +2 3 Melee
Two-handed - x2 2 Melee, Two-handed, Unwieldy

The Bite of Fenris

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.

Range S AP Type
Helwinter bolt 24" 4 5 Rapid Fire, Helfrost
Flametide bolt 24" 5 4 Rapid Fire, Ignores Cover

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.

The Murderclaws

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.

Range S AP Type
- +1 2 Melee, Master-crafted, Shred, Specialist Weapon

The Wulfen Stone

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.

Range S AP Type
- 10 2 Melee, Master-crafted, Shred

Wolf Helm of Russ

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.

Range S AP Type
- +2 2 Melee, Master-crafted, Unwieldy

Space Wolves Vehicle Equipment

Profiles for the following space wolves vehicle equipment can be found in the Warhammer 40,000 rulebook:

Ceramite Plating

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.

Frag Assault Launchers

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.

Locator Beacon

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.

Siege Shield

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 Living Storm

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:

Range S AP Type
24" 7 - Assault 2D6, Shock

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.

Tempestas Discipline

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.

Living Lightning

(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:

Range S AP Type
18" 7 - Assault 3, Shock

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.

Storm Caller

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.

Tempest’s Wrath

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.


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:

Range S AP Type
12" 3 - Assault 2D6


Murderous Hurricane

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:

Range S AP Type
18" 4 - Assault 1, Large Blast, Rending


Fury of the Wolf Spirits

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.

Range S AP Type
Fury of Freki 18" 6 - Assault 4
Fury of Geri 18" 5 2 Assault 2, Precision Shot


Jaws of the World Wolf

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.