You are on page 1of 12

Space wolves Primaris (Warhammer 40,000 8th Edition) [111 PL, 1,999pts]

Battalion Detachment +5CP (Imperium - Space Wolves) [31 PL, 586pts]


Rules: Bolter Discipline, Shock Assault

HQ [12 PL, 207pts]

Primaris Rune Priest [7 PL, 108pts]


Selections: 5. Storm Caller, 6. Jaws of the World Wolf, Psychic hood [5pts], Runic sword [10pts]
Categories: HQ, Faction: Imperium, Faction: Adeptus Astartes, Rune Priest, Faction: Space Wolves, Psyker, Primaris,
Infantry, Character
Rules: And They Shall Know No Fear, Hunters Unleashed
Abilities: Psychic hood, Psychic Power: Jaws of the World Wolf, Storm Caller, Psyker: Rune Priest Psyker, Unit: Primaris
Rune Priest, Weapon: Bolt pistol, Frag grenade, Krak grenade, Runic sword

Abilities Description Ref

Psychic You can add 1 to any Deny the Witch tests you make for a model equipped with a psychic hood
hood against an enemy PSYKER within 12".

Psychic Warp
Range Details Ref
Power Charge

Jaws of the World Wolf has a warp charge value of 7. If manifested, select an
Jaws of
enemy unit within 18" of the psyker, other than a VEHICLE. Roll 2D6 and
the World 7 18"
subtract the target’s Move characteristic – the target unit suffers a number of
Wolf
mortal wounds equal to the result.

Storm Caller has a warp charge value of 8. If manifested, until the start of your
Storm
8 6" next Psychic phase, the psyker and any friendly SPACE WOLVESunits within 6"
Caller
of him gain the benefit of being in cover.

Psyker Cast Deny Powers Known Other Ref

Rune Priest
2 1 Smite and two from the Tempestas Discipline
Psyker

Unit M WS BS S T W A Ld Save Ref

Primaris Rune
6" 2+ 3+ 4 4 5 4 9 3+ Codex Endless Disappointment p79
Priest

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Frag
6" Grenade D6 3 0 1 -
grenade

Krak
6" Grenade 1 6 -1 D3 -
grenade

Runic sword Melee Melee User -3 D3 -

Wolf Lord in Phobos Armour [5 PL, 99pts]


Selections: Camo cloak [3pts], Master-crafted instigator bolt carbine [6pts], The Wulfen Stone
Categories: Faction: Imperium, Faction: Adeptus Astartes, Character, Infantry, Phobos, Primaris, Wolf Lord, Faction: Space
Wolves, HQ
Rules: And They Shall Know No Fear
Abilities: Camo cloak, Concealed Position, Iron Halo, Jarl of Fenris, Omni-scrambler, The Wulfen Stone, Unit: Wolf Lord in
Phobos Armour, Weapon: Bolt pistol, Combat knife, Frag grenade, Krak grenade, Master-crafted instigator bolt carbine

Abilities Description Ref


Camo cloak Add 2 to saving throws for this model when it receives the benefit of cover, instead of 1.

Concealed When you set up this model during deployment, it can be set up anywhere on the battlefield
Position that is more than 9" from the enemy deployment zone and any enemy models.

Iron Halo This model has a 4+ invulnerable save.

Codex:
Jarl of Space
You can re-roll hit rolls of 1 for friendly SPACE WOLVES units within 6" of this model.
Fenris Wolves
p83

Omni- Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12"
scrambler of this unit.

You can make 1 additional attack for models in friendly SPACE WOLVES INFANTRY,
BIKER and CAVALRY units that are within 3" of the bearer when they make their attacks in
The Wulfen the Fight phase. Units of Wulfen are not affected, nor are units that made a charge while
Stone within range of the Curse of the Wulfen (Hunt) ability earlier in the turn. In addition, a unit
cannot be affected by both Curse of the Wulfen (Kill) and the Wulfen Stone in the same Fight
phase.

Unit M WS BS S T W A Ld Save Ref

Wolf Lord in Phobos


6" 2+ 2+ 4 4 6 5 9 3+
Armour

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Each time the bearer fights, it can make 1


Combat knife Melee Melee User 0 1
additional attack with this weapon.

Grenade
Frag grenade 6" 3 0 1 -
D6

Krak grenade 6" Grenade 1 6 -1 D3 -

Master-crafted This weapon can target a CHARACTER even if it


30" Heavy 1 4 -2 2
instigator bolt carbine it not the closest enemy unit.

Troops [15 PL, 295pts]

Incursor Squad [5 PL, 95pts]


Selections: 4x Incursor [76pts], Incursor Sergeant [19pts]
Categories: Troops
Abilities: Combat Squads, Concealed Positions, Multi-spectrum array, Smoke Grenades

Abilities Description Ref

Combat Before any models are deployed at the start of the game, this unit when containing its maximum
Squads number of models, may be split into two units each containing an equal number of models.

Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is
Positions more than 9" from the enemy deployment zone and any enemy models.

Multi-
When resolving an attack made with a ranged weapon by a model in this unit, ignore hit roll
spectrum
modifiers and Ballistic Skill modifiers.
array

Once per battle, instead of shooting any weapons in the Shooting phase, this unit can use its
Smoke
smoke grenades; until your next Shooting phase, your opponent must subtract 1 from hit rolls for
Grenades
attacks made with ranged weapons that target this unit.

Unit M WS BS S T W A Ld Save Ref

Incursor 6" 3+ 3+ 4 4 2 2 7 3+

Incursor
6" 3+ 3+ 4 4 2 3 8 3+
Sergeant
Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Grenade
Frag grenade 6" 3 0 1 -
D6

Grenade
Krak grenade 6" 6 -1 D3 -
1

Occulus bolt Rapid When resolving an attack made with this weapon, the target
24" 4 0 1
carbine Fire 1 does not receive the benefit of cover to its saving throw.

Paired When resolving an attack made with this weapon, the target
Melee Melee User 0 1
combat blades does not receive the benefit of cover to its saving throw

Infiltrator Squad [5 PL, 110pts]


Selections: 4x Infilltrator [88pts], Infiltrator Sergeant [22pts]
Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Phobos, Primaris, Infiltrator Squad, Faction: Space
Wolves, Troops
Rules: And They Shall Know No Fear
Abilities: Combat Squads, Concealed Positions, Omni-scramblers, Smoke Grenades

Abilities Description Ref

Combat Before any models are deployed at the start of the game, this unit when containing its maximum
Squads number of models, may be split into two units each containing an equal number of models.

Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is
Positions more than 9" from the enemy deployment zone and any enemy models.

Omni- Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this
scramblers unit.

Once per battle, instead of shooting any weapons in the Shooting phase, this unit can use its
Smoke
smoke grenades; until your next Shooting phase, your opponent must subtract 1 from hit rolls for
Grenades
attacks made with ranged weapons that target this unit.

Unit M WS BS S T W A Ld Save Ref

Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+

Infiltrator
6" 3+ 3+ 4 4 2 3 8 3+
Sergeant

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Grenade
Frag grenade 6" 3 0 1 -
D6

Grenade
Krak grenade 6" 6 -1 D3 -
1

Each unmodified hit roll of 6 made for this weapon's attacks


Marksman Rapid
24" 4 0 1 automatically hits and results in a wound (do not make a wound
bolt carbine Fire 1
roll for that attack).

Intercessor Squad [5 PL, 90pts]


Selections: Auto Bolt Rifle [5pts]
Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Intercessor Squad, Primaris, Faction: Space Wolves,
Troops
Rules: And They Shall Know No Fear, Defenders of Humanity, Hunters Unleashed
Weapon: Auto Bolt Rifle

4x Intercessor [68pts]
4x Intercessor [68pts]
Unit: Intercessor, Weapon: Bolt pistol, Frag grenade, Krak grenade

Intercessor Pack Leader [17pts]


Unit: Intercessor Sergeant, Weapon: Bolt pistol, Frag grenade, Krak grenade

Unit M WS BS S T W A Ld Save Ref

Intercessor 6" 3+ 3+ 4 4 2 2 7 3+

Intercessor
6" 3+ 3+ 4 4 2 3 8 3+
Sergeant

Weapon Range Type S AP D Abilities Ref

Auto Bolt
24" Assault 3 4 0 1 -
Rifle

Bolt pistol 12" Pistol 1 4 0 1 -

Frag grenade 6" Grenade D6 3 0 1 -

Krak grenade 6" Grenade 1 6 -1 D3 -

Heavy Support [4 PL, 84pts]

Eliminator Squad [4 PL, 84pts]


Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Phobos, Primaris, Eliminator Squad, Faction: Space
Wolves, Heavy Support
Rules: And They Shall Know No Fear
Abilities: Concealed Positions, Covering Fire, Guided Aim

Eliminator Sergeant [36pts]


Selections: Camo cloak [3pts], Las fusil [15pts]
Abilities: Camo cloaks, Unit: Eliminator Sergeant, Weapon: Bolt pistol, Frag grenade, Krak grenade, Las fusil

Eliminator w/ Bolt sniper rifle [24pts]


Selections: Bolt sniper rifle [3pts], Camo cloak [3pts]
Abilities: Camo cloaks, Unit: Eliminator, Weapon: Bolt pistol, Bolt sniper rifle, Bolt sniper rifle - Executioner round, Bolt
sniper rifle - Hyperfrag round, Bolt sniper rifle - Mortis round, Frag grenade, Krak grenade

Eliminator w/ Bolt sniper rifle [24pts]


Selections: Bolt sniper rifle [3pts], Camo cloak [3pts]
Abilities: Camo cloaks, Unit: Eliminator, Weapon: Bolt pistol, Bolt sniper rifle, Bolt sniper rifle - Executioner round, Bolt
sniper rifle - Hyperfrag round, Bolt sniper rifle - Mortis round, Frag grenade, Krak grenade

Abilities Description Ref

If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the
Camo cloaks
unit when they receive the benefits of cover, instead of 1.

Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is
Positions more than 9" from the enemy deployment zone and any enemy models.

The first time this unit’s Eliminator Sergeant fires Overwatch with an instigator bolt carbine in your
Covering Fire opponent’s turn, this unit can, after it has resolved its Overwatch, move as if it were your
Movement phase (it cannot Advance as part of this move).

Instead of shooting in your Shooting phase, this unit’s Eliminator Sergeant can guide his squad’s
Guided Aim aim. Until the end of that phase, when resolving an attack made with a ranged weapon by a model
in this unit, add 1 to the hit roll and wound roll.

Unit M WS BS S T W A Ld Save Ref

Eliminator 6" 3+ 3+ 4 4 2 2 7 3+

Eliminator
6" 3+ 3+ 4 4 2 3 8 3+
Sergeant
Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

This weapon can target a CHARACTER even if it is not the


Bolt sniper rifle - - - - - closest enemy unit. In addition, when attacking with this
weapon, choose one of the profiles below.

This weapon can target units that are not visible to the
Bolt sniper rifle -
bearer. When resolving an attack made with this weapon,
Executioner 36" Heavy 1 5 -1 1
add 2 to the hit roll, and the target does not receive the
round
benefit of cover to its saving throw

Bolt sniper rifle - Heavy


36" 5 0 1 -
Hyperfrag round D3

When resolving an attack made with this weapon, a wound


Bolt sniper rifle -
36" Heavy 1 5 -2 D3 roll of 6+ inflicts 1 mortal wound on the target in addition to
Mortis round
any other damage.

Grenade
Frag grenade 6" 3 0 1 -
D6

Grenade
Krak grenade 6" 6 -1 D3 -
1

Las fusil 36 Heavy 1 8 -3 3

Vanguard Detachment +1CP (Imperium - Space Wolves) [51 PL, 950pts]


Rules: Bolter Discipline, Shock Assault

HQ [4 PL, 75pts]

Primaris Battle Leader [4 PL, 75pts]


Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Primaris, Faction: Space Wolves, HQ, Wolf
Guard, Battle Leader
Rules: And They Shall Know No Fear, Hunters Unleashed
Abilities: Huskarl to the Jarl, Unit: Primaris Battle Leader, Weapon: Bolt pistol, Frag grenade, Krak grenade

Power axe and bolt carbine [5pts]


Selections: Power axe [5pts]
Weapon: Bolt Carbine, Power axe

Abilities Description Ref

Huskarl to the You can re-roll wound rolls of 1 for friendly SPACE WOLVES units that are within 6" of this
Jarl model.

Unit M WS BS S T W A Ld Save Ref

Primaris Battle
6" 2+ 3+ 4 4 5 4 8 3+
Leader

Weapon Range Type S AP D Abilities Ref

Bolt Carbine 24" Assault 2 4 0 1 -

Bolt pistol 12" Pistol 1 4 0 1 -

Frag
6" Grenade D6 3 0 1 -
grenade

Krak
6" Grenade 1 6 -1 D3 -
grenade

Power axe Melee Melee +1 -2 1 -

Elites [32 PL, 560pts]


Aggressors [6 PL, 111pts]
Selections: 2x Aggressor [42pts], Aggressor Pack Leader [21pts]
Categories: Faction: Adeptus Astartes, Aggressor Squad, Faction: Imperium, Infantry, Mk X Gravis, Primaris, Elites
Rules: And They Shall Know No Fear, Hunters Unleashed
Abilities: Fire Storm, Relentless Advance, Unit: Aggressor, Aggressor Sergeant

Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher [48pts]


Weapon: Auto Boltstorm Gauntlets (Melee), Auto Boltstorm Gauntlets (Shooting), Fragstorm Grenade Launcher

Abilities Description Ref

When this unit fires Overwatch or is chosen to shoot with, models in this unit can shoot twice if
Fire Storm
this unit did not move this turn.

Relentless Models in this unit do not suffer the penalty their hit rolls for Advancingnd firing Assault
Advance Weapons.

Unit M WS BS S T W A Ld Save Ref

Aggressor 5" 3+ 3+ 4 5 3 3 7 3+

Aggressor
5" 3+ 3+ 4 5 3 4 8 3+
Sergeant

Weapon Range Type S AP D Abilities Ref

Auto Boltstorm Gauntlets When attacking with this weapon, you must
Melee Melee x2 -3 D3
(Melee) subtract 1 from the hit rolls.

Auto Boltstorm Gauntlets


18" Assault 6 4 0 1 -
(Shooting)

Fragstorm Grenade Assault


18" 4 0 1 -
Launcher D6

Redemptor Dreadnought [10 PL, 158pts]


Selections: 2x Fragstorm Grenade Launchers [8pts], Heavy flamer [14pts], Macro Plasma Incinerator [31pts]
Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Faction: Space
Wolves, Elites
Rules: Explodes (6"/D6), Hunters Unleashed
Unit: Redemptor Dreadnought, Weapon: Fragstorm Grenade Launcher, Heavy flamer, Macro Plasma Incinerator, Standard,
Macro Plasma Incinerator, Supercharged, Redemptor Fist, Wound Track: Row 1, Row 2, Row 3

Unit M WS BS S T W A Ld Save Ref

Redemptor
* * * 7 7 13 4 8 3+
Dreadnought

Weapon Range Type S AP D Abilities Ref

Fragstorm Grenade Assault


18" 4 0 1 -
Launcher D6

Heavy
Heavy flamer 8" 5 -1 1 This weapon automatically hits its target
D6

Macro Plasma Heavy


36" 8 -4 1 -
Incinerator, Standard D6

Macro Plasma For each hit roll of 1, the bearer suffers 1 mortal
Heavy
Incinerator, 36" 9 -4 2 wound after all of this weapon's shots have been
D6
Supercharged resolved.

Redemptor Fist Melee Melee x2 -3 D6 -


Wound
Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Track

Row 1 7-13+ 8" 3+ 3+

Row 2 4-6 6" 4+ 4+

Row 3 1-3 4" 5+ 5+

Reivers [5 PL, 100pts]


Selections: Combat knife, Grav Chutes [10pts]
Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Primaris, Reiver Squad, Phobos, Elites
Rules: And They Shall Know No Fear, Hunters Unleashed
Abilities: Grav Chutes, Terror Troops, Weapon: Combat knife

4x Reiver [72pts]
Unit: Reiver, Weapon: Frag grenade, Heavy Bolt Pistol, Krak grenade, Shock Grenades

Reiver Pack Leader [18pts]


Unit: Reiver Pack Leader, Weapon: Frag grenade, Krak grenade, Shock Grenades

Abilities Description Ref

During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of
Grav
any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more
Chutes
than 9" away from any enemy models.

Whilst any Reiver units from your army are within 3" of any enemy units, subtract 1 from the
Terror
Leadership characteristic of each of those enemy units for each Reiver unit from your army that is
Troops
within 3" of that enemy unit (to a maximum of -3).

Unit M WS BS S T W A Ld Save Ref

Reiver 6" 3+ 3+ 4 4 2 2 7 3+

Reiver Pack
6" 3+ 3+ 4 4 2 3 8 3+
Leader

Weapon Range Type S AP D Abilities Ref

Combat Each time the bearer fights, it can make 1 additional attack with
Melee Melee User 0 1
knife this weapon.

Frag Grenade
6" 3 0 1 -
grenade D6

Heavy
12" Pistol 1 4 -1 1 -
Bolt Pistol

Krak Grenade
6" 6 -1 D3 -
grenade 1

A shock greande doesn't inflict any damage. Instead, each time a


shock grenade hits an enemy INFANTRY unit, it is stunned until
Shock Grenade
6" 0 0 0 the end of the turn - it cannot fire Overwatch and your opponent
Grenades D3
must subtract 1 from any hit rolls made for the unit. Second and
subsequent hits from a shock grenade have no additional effect.

Wulfen [11 PL, 191pts]


Categories: Faction: Adeptus Astartes, Faction: Imperium, Faction: Space Wolves, Wulfen, Elites, Infantry
Rules: And They Shall Know No Fear, Hunters Unleashed
Abilities: Bounding Lope, Curse of the Wulfen (Hunt), Curse of the Wulfen (Kill), Death Frenzy, Unit: Wulfen, Weapon:
Wulfen claws

2x Thunder hammer & Stormshield [36pts]


Selections: 2x Storm Shield [4pts], 2x Thunder Hammer [32pts]
Abilities: Storm Shield, Weapon: Thunder hammer

4x Wulfen [112pts]
Unit: Wulfen

2x Wulfen claws
Weapon: Wulfen claws

Wulfen Pack Leader [43pts]


Selections: Frost claws [15pts]
Unit: Wulfen Pack Leader, Weapon: Frost claws

Abilities Description Ref

Bounding
Models in this unit can Advance and charge in the same turn.
Lope

Curse of the You can re-roll failed charge rolls for friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY
Wulfen units that are within 6" of this unit at the start of the Charge phase. This range of this ability is
(Hunt) doubled to 12" for friendly BLOOD CLAW units.

You can make 1 additional attack for models in SPACE WOLVES INFANTRY, BIKER and
CAVALRY units that are within 6" of any friendly unit with this ability when they make their attacks
Curse of the
in the Fight phase. The range of this ability is doubled to 12" for BLOOD CLAW units. Units of
Wulfen (Kill)
WULFEN are not affected by this ability, nor are units that made a charge while within range of the
Curse of the Wulfen (Hunt) ability.

Roll a D6 each time a model in this unit loses a wound; on a roll of 5+ that wound is not lost. If a
model in this unit is slain in the Fight phase, then once the enemy unit has finished making its
Death Frenzy
attacks you can attack with that model before removing it as a casualty, even if it has already
attacked that phase. This ability is not cumulative with the Great Company Banner ability.

Storm Shield A model equipped with a storm shield has a 3+ invulnerable save.

Unit M WS BS S T W A Ld Save Ref

Wulfen 7" 3+ 5+ 5 4 2 3 7 4+

Wulfen Pack
7" 3+ 5+ 5 4 2 4 7 4+
Leader

Weapon Range Type S AP D Abilities Ref

Each time the bearer fights, it can make 1 additional attack with this
Frost claws Melee Melee +1 -2 1
weapon. You can re-roll failed wound rolls for this weapon.

Thunder When attacking with this weapon, you must subtract 1 from the hit
Melee Melee x2 -3 3
hammer roll.

Wulfen
Melee Melee User -1 1 -
claws

Heavy Support [15 PL, 315pts]

Repulsor Executioner [15 PL, 315pts]


Selections: 2x Fragstorm Grenade Launcher [8pts], Heavy Onslaught Gatling Cannon [30pts], Macro Plasma Incinerator
[31pts], 2x Storm bolter [4pts], Twin Heavy Bolter [17pts], Twin Icarus Ironhail Heavy Stubber [10pts]
Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Repulsor, Vehicle, Transport, Faction: Space Wolves, Heavy
Support
Rules: Explodes (6"/D6)
Abilities: Aquilon Optics, Auto Launchers, Hover Tank, Power of the Machine Spirit, Repulsor Field, Transport: Transport,
Unit: Repulsor Executioner, Weapon: Fragstorm Grenade Launcher, Heavy Onslaught Gatling Cannon, Macro Plasma
Incinerator, Standard, Macro Plasma Incinerator, Supercharged, Storm bolter, Twin Heavy Bolter, Twin Icarus Ironhail Heavy
Stubber, Wound Track: Repulsor Executioner 1, Repulsor Executioner 2, Repulsor Executioner 3

Abilities Description Ref

If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a
distance in inches less than half of its current Move characterisitc), it can shoot its heavy laser
Aquilon Optics
destroyer or macro plasma incinerator twice in the following Shooting phase (this weapon must
target the same unit both times).

Instead of shooting any weapons in the Shooting phase, the vehicle can use its Auto Launchers;
Auto
until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged
Launchers
weapons that target this vehicle.

Distances and ranges are always measured to and from this model's hull even though it has a
Hover Tank
base.

Power of the
This model does not suffer he penalty to hit rolls for moving and firing Heavy Weapons.
Machine Spirit

Your opponent must subtract 2 from any charge rolls made for units that declare a charge against
Repulsor Field
a Repulor.

Transport Capacity Ref

This model can transport 6 CHAPTER PRIMARIS INFANTRY models. Each MK X GRAVIS model
Transport
takes up the space of 2 other models. It cannot transport JUMP PACK models.

Unit M WS BS S T W A Ld Save Ref

Repulsor
* 6+ * 8 8 16 * 9 3+
Executioner

Weapon Range Type S AP D Abilities Ref

Fragstorm Grenade Assault


18" 4 0 1 -
Launcher D6

Heavy Onslaught Heavy


30" 5 -1 1 -
Gatling Cannon 12

Macro Plasma Heavy


36" 8 -4 1 -
Incinerator, Standard D6

Macro Plasma
Heavy For each hit roll of 1, the bearer suffers 1 mortal wound
Incinerator, 36" 9 -4 2
D6 after all of this weapon's shots have been resolved.
Supercharged

Rapid
Storm bolter 24" 4 0 1 -
Fire 2

Twin Heavy Bolter 36" Heavy 6 5 -1 1 -

Add 1 to hit rolls made for this weapon against targets


Twin Icarus Ironhail
36" Heavy 6 4 -1 1 that can FLY. Subtract 1 from hit rolls made for this
Heavy Stubber
weapon against all other targets.

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref

Repulsor Executioner
9-16+ 10" 3+ 6
1

Repulsor Executioner
5-8 5" 4+ D6
2

Repulsor Executioner
1-4 3" 5+ 1
3

Outrider Detachment +1CP (Imperium - Space Wolves) [29 PL, 463pts]


Rules: Bolter Discipline, Shock Assault

HQ [13 PL, 198pts]

Primaris Wolf Priest [6 PL, 80pts]


Categories: Faction: Adeptus Astartes, Character, Chaplain, Faction: Imperium, Infantry, Primaris, HQ
Rules: And They Shall Know No Fear, Hunters Unleashed
Abilities: Healing Balms, Oath of War, Spiritual Leader, Wolf Amulet, Unit: Primaris Wolf Priest, Weapon: Absolver Bolt
Pistol, Crozius arcanum, Frag grenade, Krak grenade
Abilities Description Ref

At the end of your Movement phase a Wolf Priest can attempt to heal a single model. To do so, select
Healing a SPACE WOLVES INFANTRY, BIKER or Cavalry unit within 3" of him. If that unit contains a
Balms wounded model, it is healed and immediately regains up to D3 lost wounds. A unit can only be the
target of Healing Balms once each turn.

Oath of You can re-roll failed hit rolls in the Fight phase for friendly SPACE WOLVES units within 6" of this
War model.

Spiritual All friendly SPACE WOLVES units within 6" of this model can use the Wolf Priest's Leadership instead
Leader of their own.

Wolf
This model has a 4+ invulnerable save.
Amulet

Unit M WS BS S T W A Ld Save Ref

Primaris Wolf
6" 2+ 3+ 4 4 5 4 9 3+ Codex: Space Wolves p82
Priest

Weapon Range Type S AP D Abilities Ref

Absolver Bolt
16" Pistol 1 5 -1 1 -
Pistol

Crozius arcanum Melee Melee +1 -1 2 -

Frag grenade 6" Grenade D6 3 0 1 -

Krak grenade 6" Grenade 1 6 -1 D3 -

Wolf Lord in Gravis Armor [7 PL, 118pts]


Selections: Boltstorm gauntlet [22pts], Master-crafted power sword [6pts], Warlord
Categories: Faction: Adeptus Astartes, Character, HQ, Faction: Imperium, Infantry, Mk X Gravis, Primaris, Faction: Space
Wolves, Wolf Lord
Rules: And They Shall Know No Fear, Hunters Unleashed
Abilities: Belt of Russ, Jarl of Fenris, Unit: Wolf Lord in Gravis Armor, Weapon: Boltstorm gauntlet (melee), Boltstorm
gauntlet (shooting), Master-crafted power sword

Abilities Description Ref

Belt of Russ The bearer has a 4+ invulnerable save.

Jarl of You can re-roll hit rolls of 1 for friendly SPACE WOLVES units within 6" of this Codex: Space Wolves
Fenris model. p83

Unit M WS BS S T W A Ld Save Ref

Wolf Lord in Gravis


5" 2+ 2+ 4 5 7 5 9 3+
Armor

Weapon Range Type S AP D Abilities Ref

Boltstorm gauntlet When attacking with this weapon, you must subtract
Melee Melee x2 -3 D3
(melee) 1 from the hit roll.

Boltstorm gauntlet Pistol


12" 4 0 1 -
(shooting) 3

Master-crafted power
Melee Melee User -3 2 -
sword

Fast Attack [16 PL, 265pts]

Fenrisian Wolves [2 PL, 40pts]


Fenrisian Wolves [2 PL, 40pts]
Categories: Faction: Adeptus Astartes, Beast, Fenrisian Wolves, Faction: Imperium, Faction: Space Wolves, Fast Attack
Abilities: Pack Mentality, Swift Hunters

5x Fenrisian Wolf [40pts]


Unit: Fenrisian Wolf, Weapon: Teeth and claws

Abilities Description Ref

Pack Add 1 to this unit's Leadership if it contains 6 or more models, or add 2 instead if the unit contains
Mentality 10 or more models.

Swift Hunters You can re-roll failed charge rolls for this unit.

Unit M WS BS S T W A Ld Save Ref

Fenrisian
10" 3+ - 4 4 1 2 4 6+
Wolf

Weapon Range Type S AP D Abilities Ref

Teeth and
Melee Melee User -1 1 -
claws

Inceptor Squad [10 PL, 135pts]


Selections: Assault Bolter [60pts], 2x Inceptor [50pts], Inceptor Sergeant [25pts]
Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Inceptor Squad, Infantry, Jump Pack, Mk X Gravis, Primaris,
Fast Attack, Faction: Space Wolves
Rules: And They Shall Know No Fear, Hunters Unleashed
Abilities: Crushing Charge, Meteoric Descent, Unit: Inceptor, Inceptor Sergeant, Weapon: Assault bolter

Abilities Description Ref

Crushing Roll a D6 each time this an Inceptor finishes a charge move within 1" of an enemy unit; on a 6, that
Charge unit suffers a mortal wound.

During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of
Meteoric
any of your Movement phases this unit can use a meteoric descent - set it up anywhere on the
Descent
battlefield that is more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref

Inceptor 10" 3+ 3+ 4 5 3 2 7 3+

Inceptor
10" 3+ 3+ 4 5 3 3 8 3+
Sergeant

Weapon Range Type S AP D Abilities Ref

Assault
18" Assault 3 5 -1 1 -
bolter

Suppressor Squad [4 PL, 90pts]


Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Jump Pack, Primaris, Fly, Suppressor Squad, Fast
Attack, Faction: Space Wolves
Rules: And They Shall Know No Fear
Abilities: Suppressing Fire

2x Suppressor [60pts]
Selections: 2x Accelerator autocannon [20pts], 2x Grav-chute [4pts]
Abilities: Grav-chute, Unit: Suppressor, Weapon: Accelerator autocannon, Bolt pistol, Frag grenade, Krak grenade

Suppressor Sergeant [30pts]


Selections: Accelerator autocannon [10pts], Grav-chute [2pts]
Abilities: Grav-chute, Smoke Launcher, Unit: Suppressor Sergeant, Weapon: Accelerator autocannon, Bolt pistol,
Frag grenade, Krak grenade

Abilities Description Ref

During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At
Grav-chute the end of any of your Movement phases this unit can descend - set it up anywhere on the
battlefield that is more than 9" away from any enemy models.

Once per battle, instead of shooting any weapons in the Shooting phase, a Suppressor Sergeant
Smoke
can use its smoke launcher; until your next Shooting phase, your opponent must subtract 1 from
Launcher
hit rolls for attacks made with ranged weapons that target this unit.

Suppressing If this unit destroys any enemy models in your Shooting phase with its accelerator autocannons,
Fire the destroyed model's unit cannot fire Overwatch until the end of the turn.

Unit M WS BS S T W A Ld Save Ref

Suppressor 12" 3+ 3+ 4 4 2 2 7 3+

Suppressor
12" 3+ 3+ 4 4 2 3 8 3+
Sergeant

Weapon Range Type S AP D Abilities Ref

Accelerator
48" Heavy 2 7 -2 2 -
autocannon

Bolt pistol 12" Pistol 1 4 0 1 -

Frag grenade 6" Grenade D6 3 0 1 -

Krak grenade 6" Grenade 1 6 -1 D3 -

Force Rules
Bolter Discipline: All ADEPTUS ASTARTES and HERETIC ASTARTES models gain this ability. Instead of following the normal rules for
Rapid Fire weapons, Rapid Fire bolt weapons used by models with this ability make double the number of attacks if any of the following
conditions apply: 1) The firing model's target is within half the weapon's maximum range. 2) The firing model is INFANTRY and every model in
its unit remained stationary in your previous Movement phase. 3) The firing model is a TERMINATOR, BIKER, CENTURION, or
DREADNOUGHT. For the purposes of this ability a Rapid Fire Bolt weapon is any weapon with the Rapid Fire type whose name includes the
word 'bolt' (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.) This also applies when firing the boltgun
profile of a combi-weapon (including the bolt weapon profile of Relics such as Blood Song and the Lion's Wrath) and when firing relics that
replace a Rapid Fire bolt weapon, so long as the relic is also a rapid-fire weapon (e.g. Primarch's Wrath, Fury of Deimos, etc) The gauntlets of
ultramar and the Talon of Horus are also considered Rapid Fire Bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
(White Dwarf Feb 2019)
Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in
this unit until the end of the turn. ()

Selection Rules
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit. ()
Defenders of Humanity: A Unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective
marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker
has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. ()
Explodes (6"/D6): If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models
disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. ()
Hunters Unleashed: If your army is battle-forged, in any turn in which a unit with this ability made a charge move, was charged or made a
Heroic Intervention, you can add 1 to its hit rolls in the Fight phase. In addition, CHARACTERS with this ability can perform a Heroic
Intervention if, after the enemy has completed all of their charge moves, there are any enemy units within 6" of them. They can move up to 6"
when performing a Heroic Interveition, so long as they end the move closer to the nearest enemy model. ()

Created with BattleScribe

You might also like