Codex: Space Wolves By Torga_DW Version 1.

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HeadQuarters

1 Inquisitor Lord Unit Inquisitor Lord

WS BS 4 4

40 points S T W 3 3 3

I 4

A 3

Ld 10

Sv 6+

Unit Type: Wargear: Division:

Infantry Laspistol, Chainsword, Frag Grenades, Krak Grenades Must choose Ordo Malleus (Daemon Hunter), Ordo Hereticus (Witch Hunter) or Ordo Xenos (Alien Hunter). Must choose Radical or Puritan. -Replace laspistol with hellpistol for +1 point, bolt pistol for +2 points, plasma pistol for +10 points or Storm Shield for +10 points. -Replace chainsword with power weapon for +10 points, power fist for +20 points, lightning claw for 20 points, thunder hammer for +25 points, force weapon for +30 points, null rod for +20 points or eviscerator for +25 points. -Replace either weapon with lasgun for 1 point, hellgun for 2 points, bolter for 5 points, storm bolter for 10 points or a combi-weapon for +15 points. -Replace both weapons with a pair of lightning claws for 25 points. -Take psycannon bolts for +10 points. -Take flak armour for +2 points, carapace armour for +5 points, power armour for +10 points or artificer armour for +15 points. -Take psychic hood for +20 points. -Take emperor’s tarot for +10 points. -Take inquisitorial mandate for +30 points.

Faction: Options:

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-Take a refractor field for +15 points or a rosarius for +25 points. Transport: 3 .-Take purity seals for +5 points. -Take melta bombs for +5 points. Special Rules: -Independent Character -Iron Will May select a Chimera or Rhino as a transport.

-Radical Inquisitors or Inquisitor Lords may take a book of pain for +25 points. -Become a psyker. 4 . -Take a grimoire of true names for +10 points. -Radical Inquisitors or Inquisitor Lords may take a shard of the monolith for +20 points. -Radical Inquisitor Lords may replace their chainsword with a daemon weapon for +40 points. daemon hammer for +30 points. -Take sacred incense for +10 points. choosing one of the following powers: -Destroy Daemon for +15 points -Hammerhand for +10 points -Holocaust for +20 points -Sanctuary for +15 points -Scourging for +20 points -Word of the Emperor for +10 points -Puritan Inquisitor Lords may choose Grey Knights as allies instead of the normal choices. -Take consecrated scrolls for +5 points.Ordo Malleus Special Options -Replace either weapon with a psycannon for +30 points. -Take unguents of warding for + 20 points. incinerator for +20 points.

choosing one of the following powers: -Divine Pronouncement for +30 points -Hammer of the Witches for +20 points -Hammerhand for +10 points -His Will Be Done for +15 points -Purgatus (Inquisitor Lords only) for +15 points -Scourging for +20 points -Word of the Emperor for +10 points 5 . -Radical Inquisitors or Inquisitor Lords may become a psyker. -Take book of saint lucius for +5 points. -Puritan Inquisitor Lords may choose Sisters of Battle as allies instead of the normal choices. -Take psyocculum for +3 points. -Take psi-tracker for +15 points. -Take hexagrammic wards for +5 points.Ordo Hereticus Special Options -Replace chainsword with brazier of holy fire for +10 points.

choosing one of the following powers: -Stasis Shell for + 15 points -Hammerhand for +10 points -Battle Fury for +15 points -Glory for +15 points -Tangle for +15 points -Word of the Emperor for +10 points -Puritan Inquisitor Lords may choose Death Watch as allies instead of the normal choices.Ordo Xenos Special Options -Replace las pistol with needle pistol for +5 points. -Become a psyker. -Radical Inquisitors and Inquisitor Lords may do something or other 6 . -Take Digital Weapons for +10 points. -Replace chainsword with c’tan phase blade for +20 points.

-Take psycannon bolts for +10 points. Faction: Options: 7 . carapace armour for +5 points. -Take psychic hood for +20 points. bolt pistol for +2 points. If same Division as Inquisitor Lord. bolter for 5 points. hellgun for 2 points. -Take melta bombs for +5 points. Chainsword.Elites Inquisitor Unit Inquisitor WS BS 4 4 20 points S T W 3 3 2 I 2 A 3 Ld 8 Sv 6+ Unit Type: Wargear: Division: Infantry Laspistol. force weapon for +30 points. -Replace laspistol with hellpistol for +1 point. null rod for +20 points or eviscerator for +25 points. Krak Grenades Must choose Ordo Malleus (Daemon Hunter). storm bolter for 10 points or a combi-weapon for +15 points. thunder hammer for +25 points. Must choose Radical or Puritan. plasma pistol for +10 points or Storm Shield for +10 points. power fist for +20 points. must choose same Faction as well. -Replace either weapon with lasgun for 1 point. lightning claw for 20 points. -Replace chainsword with power weapon for +10 points. -Take purity seals for +5 points. power armour for +10 points or artificer armour for +15 points. -Take flak armour for +2 points. Ordo Hereticus (Witch Hunter) or Ordo Xenos (Alien Hunter). Frag Grenades. -Replace both weapons with a pair of lightning claws for 25 points.

-Take a refractor field for +15 points or a rosarius for +25 points. Neural Shredder. Special Rules: Transport: -Independent Character May select a Chimera or Rhino as a transport. 0-1 Officio Assassinorum Operative Unit WS BS Culexus Assassin 5 5 105 points per model S T W I A 4 4 2 5 3 Ld 10 Sv --4+ Unit Type: Wargear: Special Rules: Infantry Etherium. Psyk-Out Grenades -Psychic Abomination -Soulless -Psyker Assassin -Life Drain -Fearless -Infiltrate -Independent 0-1 Officio Assassinorum Operative Unit WS BS Callidus Assassin 5 5 S 4 120 points per model T W I A 4 2 5 3 Ld 10 Sv --4+ Unit Type: Wargear: Infantry C’tan Phase Sword. Animus Speculum. Polymorphine. Poison Blades -Hit and Run -A Word in Your Ear -Fearless -Infiltrate -Independent Special Rules: 8 .

NeuroGauntlet. Exitus Pistol. Combat Drugs -Fast Shot -Bio Meltdown -Fearless -Infiltrate -Independant Special Rules: 0-1 Officio Assassinorum Operative Unit WS BS Vindicare Assassin 5 5 110 points per model S T W I A 4 4 2 5 3 Ld 10 Sv --4+ Unit Type: Wargear: Special Rules: Infantry Exitus Rifle. Spy Mask. Melta Bombs. Power Weapon.0-1 Officio Assassinorum Operative Unit WS BS Eversor Assassin 5 5 95 points per model S T W I A 4 4 2 5 3 Ld 10 Sv --4+ Unit Type: Wargear: Infantry Executioner Pistol. Chainsword -No Formation -Fearless -Infiltrate -Independent 9 . Stealth Suit -Marksman -Fearless -Infiltrate -Independant Death-Cult Assassins Unit 1-3 Death Cult Assassins WS BS 5 4 40 points per model S T W I A 4 3 2 5 2 Ld 8 Sv --5+ Unit Type: Wargear: Special Rules: Infantry Power Weapon.

Targeter. Fanatics may be given an eviscerator for +15 points. -Two models may replace their chainsword with the following: plasma gun at +8 points. May select a Chimera or Rhino as a dedicated transport. a meltagun at +10 points. 10 . flamer at +6 points. a plasma gun at +10 points or a grenade launcher at +10 points. Transport: Faithful Unit 10-20 Faithful Fanatic Demagogue WS BS 3 3 3 4 3 3 5 points per model S T W I 3 3 1 3 3 3 3 3 1 2 3 3 A 1 2 2 Ld 7 7 8 Sv 6+ 6+ 6+ Unit Type: Wargear: Options: Infantry Laspistol. Krak Grenades -Two models may replace their hellgun with a flamer at +5 points. Frag Grenades. -One model may be upgraded to a demagogue for +10 points. The veteran can select up to 50 points worth of Inquisitor Options. -Upgrade one storm trooper to a veteran for +10 points.Troops Inquisitorial Storm Troopers Unit 5-10 Storm Troopers Veteran WS BS 3 4 3 4 10 points per model S T W I A 3 3 1 3 1 3 3 1 3 2 Ld 8 8 Sv 4+ 4+ Unit Type: Wargear: Options: Infantry Hellgun. Chainsword -One in five models may be upgraded to a fanatic at +5 points each. He may be given up to 25 points worth of Inquisitor options.

plasma cannon for +25 points. Special Rules: -Fearless Fast Attack Arco-Flagellants Unit Arco-Flagellant 35 points per model S T W I A 4 5 1 4 1/ D6 WS BS 4 0 Ld 8 Sv --4+ Unit Type: Wargear: Special Rules: Infantry Power Weapon -Fearless -Dangerous to Know -Implant Injectors Heavy Support Penitent Engines Long Fang Pack Unit 3-5 Long Fangs WS BS 4 4 S 4 18 points per model T W I A 4 1 4 1 Ld 9 Sv 3+ Unit Type: Wargear: Options: Infantry Bolt Pistol. Frag grenades. 11 . missile launcher for +20 points. -Remaining models must each be armed with one of the following: heavy bolter or multi-melta for +15 points. Krak grenades -One model must be upgraded to Pack Leader for +18 points.meltagun at +10 points. or lascannon for +35 points. heavy stubber at +3 points or grenade launcher at +5 points. Chainsword.

-10 models -marines in terminator armour count as two models 250 points Type BS F S Tank 4 14 14 Wargear: Options: Transport Capacity: Land Raider Crusader Unit Land Raider Crusader R 14 Special Rules: -Power of the Machine Spirit -Assault Vehicle -Twin-Linked Assault Cannon -Two Hurricane Bolters -Multi-Melta -Frag Assault Launcher -Smoke Launchers -Searchlight -Take pintle-mounted storm bolter for +5 points. -Take hunter-killer missile for +15 points. -Take hunter-killer missile for +15 points.Special Rules: -And They Shall Know No Fear -Fire Control -Acute Senses -Counter-Attack -No Matter The Odds May select a Drop Pod. Wargear: Options: 12 . 250 points Type Tank BS 4 F 14 S 14 R 14 Transport: Land Raider Unit Land Raider Special Rules: -Power of the Machine Spirit -Assault Vehicle -Twin-Linked Heavy Bolter -Two Twin-Linked Lascannons -Smoke Launchers -Searchlight -Take pintle-mounted storm bolter for +5 points. -Take extra armour for +15 points. Rhino or Razorback as a dedicated transport. -Take extra armour for +15 points.

or lascannons for +60 points. -Take hunter-killer missile for +15 points. -Take a dozer blade for +5 points.Transport Capacity: -16 models -marines in terminator armour count as two models 85 points Type Tank BS 4 F 11 S 11 R 10 Whirlwind Unit Whirlwind Wargear: -Whirlwind Missile Launcher -Smoke Launchers -Searchlight -Take pintle-mounted storm bolter for +5 points. -Take extra armour for +15 points. -Take a dozer blade for +5 points. -Replace autocannon with twin-linked lascannon for +35 points. -Take extra armour for +15 points. -Take hunter-killer missile for +15 points. Options: Predator Unit Predator 85 points Type Tank BS 4 F 13 S 11 R 10 Wargear: -Autocannon -Smoke Launchers -Searchlight -Take pintle-mounted storm bolter for +5 points. -Take side sponsons with heavy bolters for +25 points. Options: 13 .

-Take hunter-killer missile for +15 points.Vindicator Unit Vindicator 125 points Type Tank BS 4 F 13 S 11 R 10 Wargear: -Demolisher Cannon -Storm Bolter -Smoke Launchers -Searchlight -Take pintle-mounted storm bolter for +5 points. -Take extra armour for +15 points. -Take a dozer blade for +5 points. -Take extra armour for +15 points. -Take hunter-killer missile for +15 points. -Take a dozer blade for +5 points. Options: 14 . Options: Dedicated Transports Rhino Unit Rhino 35 points Type Tank BS 4 F 11 S 11 R 10 Special Rules: Wargear: -Repair -Storm Bolter -Smoke Launchers -Searchlight -Take pintle-mounted storm bolter for +5 points.

-Take extra armour for +15 points. -6 models -may not carry marines in terminator armour Options: Transport Capacity: Drop Pod Unit Drop Pod 50 points Type Open-Topped BS 2 F 12 S 12 R 12 Special Rules: -Inertial Guidance System -Immobile -Storm Bolter -10 models -marines in terminator armour count as two models -dreadnoughts count as ten models Wargear: Transport Capacity: 15 . -Take a dozer blade for +5 points. -Replace twin-linked heavy bolter with twin-linked lascannon for +30 points.Transport Capacity: -10 models -may not carry marines in terminator armour 45 points Type Tank BS 4 F 11 S 11 R 10 Razorback Unit Razorback Wargear: -Twin-Linked Heavy Bolter -Smoke Launchers -Searchlight -Take pintle-mounted storm bolter for +5 points. -Take hunter-killer missile for +15 points.

If the Inquisitor is removed from play. he may purchase one more psychic power than normally allowed. An Inquisitor may take up to six Henchmen. even if the Henchman is removed from play. while an Inquisitor Lord must take a minimum of three with a maximum of twelve. Any profile increases due to a Henchman remain in effect. forming a squad with them. Familiar Unit Familiar WS BS 3 3 S 3 5 points T 3 W 1 I 3 A 1 Ld 8 Sv 6+ Unit Type: Wargear: Special Rules: Infantry Chainsword If an Inquisitor has one or more Familiars in his retinue. he benefits from +1 Initiative. any 16 . They only take the character’s slot on the force organization chart. However.Inquisitorial Henchmen An Inquisitor or Inquisitor Lord may take Inquisitorial Henchmen as a retinue. he may still only use one power per turn. No more than three of any one type of Henchman may be included in a retinue. For each Familiar the Inquisitor has. not an additional one.

Each Acolyte in an Inquititor’s retinue can purchase up to 15 points of equipment from the Inquisitor’s Wargear options. This must be done before any saving throws are attempted. If the Inquisitor has two or more Hierophants in his retinue. If the familiar is removed. Acolyte Unit Acolyte WS BS 3 3 8 points S T 3 3 W 1 I 3 A 1 Ld 8 Sv 6+ Unit Type: Wargear: Special Rules: Infantry Laspistol. he may allocate the wound to the Acolyte. Chainsword If an Inquisitor with an Acolyte Henchman suffers a wound.Familiars he has are also removed from play. to a maximum of 10. the Inquisitor’s psychic powers are unaffected. enemy units within 6” of his unit are at -1 Leadership in addition to any other modifiers. Warrior Unit Veteran Guardsman WS BS 3 4 10 points S T W 3 3 1 I 3 A 1 Ld 8 Sv 4+ 17 . Enemy units wishing to assault a unit including a Hierophant must roll dice for their Assault range as if they were moving in difficult terrain. Hierophant Unit Familiar WS BS 3 3 15 points S T W 3 3 1 I 3 A 1 Ld 8 Sv 6+ Unit Type: Wargear: Special Rules: Infantry Laspistol. he gains +1 Leadership. Chainsword If an Inquisitor has one or more Hierophants in his retinue.

Options: Special Rules: Warrior Unit Crusader WS BS 4 3 20 points S T W 3 3 1 I 3 A 1 Ld 8 Sv 4+ Unit Type: Wargear: Infantry Power Sword. Krak Grenades Replace hellgun with hellpistol and close combat weapon for free. Frag Grenades. Frag Grenades. Special Rules: Warrior Unit Combat Servitor WS BS 4 3 S 3 25 points T W 3 1 I 3 A 1 Ld 8 Sv 4+ Unit Type: Wargear: Infantry Power Fist. The Inquisitor gains +1 Weapon Skill if he has any warriors in his retinue. Frag Grenades. Hellpistol. shotgun for free. Targeter.Unit Type: Wargear: Infantry Hellgun. Krak Grenades The Inquisitor gains +1 Weapon Skill if he has any warriors in his retinue. plasma gun at +10 points. Krak Grenades 18 . meltagun at +10 points. Suppression Shield. grenade launcher at +10 points or sniper rifle at +10 points. flamer at +5 points.

the Inquisitor or a member of his retinue may re-roll a failed roll to hit during the Shooting phase. The Inquisitor gains +1 Weapon Skill if he has any warriors in his retinue. the Inquisitor benefits from +1 Ballistic Skill. Mystic Unit Mystic WS BS 3 3 S 3 6 points T 3 W 1 I 3 A 1 Ld 8 Sv 6+ Unit Type: Infantry 19 . Warrior Unit Gun Servitor WS BS 3 4 25 points S T W 3 3 1 I 3 A 1 Ld 8 Sv 4+ Unit Type: Wargear: Options: Infantry Heavy Bolter. If he has more than one Sage in his retinue. although he must accept the second result.Special Rules: The Inquisitor gains +1 Weapon Skill if he has any warriors in his retinue. Targeter Replace heavy bolter with multi-melta for +10 points or plasma cannon for +20 points. Special Rules: Sage Unit Sage WS BS 3 3 10 points S T W 3 3 1 I 3 A 1 Ld 8 Sv 6+ Unit Type: Wargear: Special Rules: Infantry Laspistol If accompanied by a Sage.

20 . If an Inquisitor’s retinue contains more than one Penitent. Note that if the Inquisitor is equipped with a psychic hood then he may use either his Penitent or the psychic hood to attempt to nullify the enemy power. Penitent Unit Pentitent WS BS 3 3 S 3 8 points T 3 W 1 I 3 A 1 Ld 8 Sv 6+ Unit Type: Wargear: Special Rules: Infantry Chainsword If an Inquisitor with a Penitent in his retinue comes under attack from a psychic power of any description. These shots are taken before the enemy unit moves. and the unit counts as stationary. Ranged attacks from Daemons are counted as psychic powers by the Penitent. its energy may be dissipated through the Penitent. both he and the rest of the retinue may immediately take a ‘free’ shot at them. Aside from this. he may instead nominate one unit with a model within 12” of him to immediately take these ‘free’ shots at the enemy unit that has entered play. but not both. the power has no effect. If the inquisitor has two or more Mystics in his retinue.Wargear: Special Rules: Laspistol If a Deep Striking unit enters play within 4D6” of an Inquisitor with a Mystic Henchman (roll when each unit enters play). the normal shooting rules apply. then this save rises to 2+. as an exception to the normal turn sequence. If the save is passed. The Inquisitor and his retinue benefit from a 4+ save against the effects of any and every psychic power directed against them or including them in its area of effect.

They cannot capture objectives. Special Rules No Formation The members of this unit operate independently during the game and may not join units or ride in vehicles unless stated otherwise in their special rules. an Inqiusitor may ignore the first wound he takes each turn so long as it was not caused by a shooting attack that causes Instant Death or a close combat attack that allows no Armour save. such as morale tests. regardless of whether it causes Instant Death or was from a close combat weapon that allows no Armour save. This means they do not require unit coherency and are unaffected by unit losses in any way.Chirurgeon Unit Combat Servitor WS BS 3 3 12 points S T W 3 3 1 I 3 A 1 Ld 8 Sv 6+ Unit Type: Wargear: Infantry Laspistol Special Rules: If accompanied by a Chirurgeon. 21 . If an Inquisitor has more than one Chirurgeon in his retinue then he may ignore the first wound he takes each turn.