Space Wolves Space Marine Army List

For Russ and the Allfather!

Battle Cry of the Space Wolves

Forces

The Space Wolves Space Marine Army List uses the datasheets from the Space Wolf Forces section, the Imperial Navy Forces section, the Titan Legion Forces section.

Using The Army List

The following army list allows you to field an army based on a Space Wolves Space Marine army. It can also be used as a stand in army list for any of the Space Wolves’ successor chapters.

Space Wolves formations come in three types: great companies, hunting packs and support packs. You must have at least one great company and may not have more hunting packs of any one type than you have great companies. You may have any number of support packs.

The formations that may be taken in a Space Wolves army are shown on the chart that follows. The chart also shows what units comprise the formation, what upgrades are allowed, and its points cost.

Each upgrade that is taken adds to the cost of the formation, as shown on the upgrade chart. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes replace units in the formation they are taken for, and sometimes takes the form of additional units for the formation. Each upgrade may be taken once per formation.

Space Wolf armies may be supported by Imperial Navy aircraft and Titan Legion battlegroups. A maximum of up to a third of the points available to the army may be spent on these formations.

Special Rules

The They Shall Know No Fear rule applies to all Space Wolf formations (see They Shall Know No Fear).

Space Wolves Transport

The Space Wolves are a highly mobile army. Because of this, the points cost of a formation usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the formation, you can’t take extras along to cover any losses!

Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having plus transport in the units section of the army list opposite.

Also note that you don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you may do so.

In addition, you may choose to replace a detachment’s Rhinos with Space Wolf Drop Pods. If you do this then the detachment will enter play in a Space Wolf Drop Pod using the rules for Planetfall (see Planetfall). Note that if you choose to do this you will also require at least one Space Marine Strike Cruiser or Battle Barge to deploy the drop pods from.

Before each game, after the opposing army is known but before objectives are placed, the Space Wolf player may choose which formations with the plus transport aspect are deployed in Rhinos, Space Wolf Drop Pods or on foot. If the formation has any units unable to deploy in Space Wolf Drop Pods then that option cannot be selected. If the formation has any units unable to be transported in Rhinos then do not count them when determining the number of Rhinos needed.

Unblooded

Blood Claws are most eager to prove themselves in battle. All Blood Claw, Skyclaw and Swiftclaw formations that are attempting to take engage actions receive a +1 modifier to their action test roll. Additionally, they must always make their complete counter charge move (unless they reach base contact with an enemy unit before then) so long as they remain a legal formation.

Space Wolves Space Marine Army List

Space Wolf Space Marine armies have a strategy rating of 5. Blood Claws, Fenrisian Wolves, Skyclaws, Swiftclaws and Imperial Navy aircraft formations have an initiative rating of 2+ (see Unblooded). All other formations have an initiative rating of 1+.

Great Companies
Formation Units Upgrades Cost
1+ Great Company Six Grey Hunter units and one Hero upgrade plus transport Dreadnoughts, Hunter, Land Raiders, Razorbacks, Space Wolves, Vindicators, Wolf Lord 300 points
Hunting Packs
(You may not have more Hunting Packs of any one type than you have Great Companies.)
Formation Units Upgrades Cost
Blood Claws Six Blood Claws plus transport Blood Claws, Dreadnoughts, Hero, Vindicators 200 points
Fenrisian Wolves Six Fenrisian Wolves Hero 150 points
Long Fangs Four Long Fangs plus transport Dreadnoughts, Hero, Hunter, Land Raiders, Razorbacks 300 points
Skyclaws Six Skyclaws Hero, Skyclaws 225 points
Swiftclaws Any six of the following units: Swiftclaw Attack Bike, Swiftclaws Hero 200 points
Wolf Guard Terminators Four Wolf Guard Terminators plus transport Dreadnoughts, Hero, Land Raiders, Wolf Lord 325 points
Wolf Scouts Four Wolf Scouts Hero, Sniper 225 points
Support Packs
Formation Units Upgrades Cost
Land Raider Any four of the following units: Land Raider, Land Raider Crusader Commander, Hunter, Vindicators 325 points
Land Speeder Any five of the following units: Land Speeder, Land Speeder Tornado Commander, Typhoons 200 points
Landing Craft One Landing Craft None 350 points
Predator Any four of the following units: Predator Annihilator, Predator Destructor Commander, Hunter, Vindicators 250 points
0–1 Strike Cruiser One Strike Cruiser Battle Barge 200 points
Thunderhawk One Thunderhawk Gunship None 200 points
Vindicator Four Vindicators Commander, Hunter 225 points
Whirlwind Four Whirlwinds Hero, Hunter 300 points
Space Wolf Upgrades
(Each upgrade may be taken once per formation.)
Upgrade Units Cost
Battle Barge Replace the Strike Cruiser with a Battle Barge +150 points
Blood Claws Add two Blood Claws +50 points
Dreadnoughts Add up to two of the following options (no option may be selected more than once): Add up to two Dreadnoughts +50 points each
Add up to one Venerable Dreadnoughts per army +75 points
Hero Add one Captain, Chaplain or Librarian character to any unit in the formation +50 points
Hunter Add one Hunter +75 points
Land Raiders Add up to four of any of the following units: Land Raider, Land Raider Crusader +75 points each
Razorbacks Add any number of Razorbacks, up to the number required to transport the formation +25 points each
Skyclaws Add two Skyclaws +75 points
Snipers Give up to two Wolf Scout units Sniper +25 points
Give up to four Wolf Scout units Sniper +50 points
Space Wolves Add up to two of the following options (no option may be selected more than once): Two Grey Hunters +75 points
Two Blood Claws +50 points
Two Long Fangs +125 points
Up to two Wolf Guard Terminators +75 points each
Typhoons Replace up to two Land Speeders with an equal number of Land Speeder Typhoons +25 points
Replace up to five Land Speeders with an equal number of Land Speeder Typhoons +50 points
Vindicators Add up to two Vindicators +50 points each
0–1 Wolf Lord Replace one Captain character per army with a Supreme Commander character +50 points
Imperial Ally Formations
(Up to a third of the points available may be spent on these formations.)
Imperial Navy Aircraft
Formation Units Cost
Marauder Squadron Two Marauder Bombers 250 points
Thunderbolt Squadron Two Thunderbolt Fighters 175 points
Titan Legion Battlegroups
Formation Units Cost
Reaver One Reaver Class Titan 650 points
Warlord One Warlord Class Titan 825 points

Space Wolf Forces

Captain CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Invulnerable Save
  • Leader
Chaplain CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Inspiring
  • Invulnerable Save
  • Leader
Librarian CH n/a n/a n/a n/a
Smite (15cm)
Small Arms
  • EA(+1)
  • MW
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Invulnerable Save
  • Leader
Supreme Commander CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Invulnerable Save
  • Supreme Commander
Blood Claws INF 15cm 4+ 3+ 6+
Bolt Pistols (15cm)
Small Arms
Fenrisian Wolves INF 20cm 5+ 4+ -
-
  • Infiltrator
Grey Hunters INF 15cm 4+ 3+ 4+
Bolters (15cm)
Small Arms
Long Fangs INF 15cm 4+ 5+ 3+
Missile Launcher and Lascannon 45cm
3× AP5+/AT5+
Skyclaws INF 30cm 4+ 3+ 6+
Bolt Pistols (15cm)
Small Arms
  • Jump Packs
Swiftclaw Bikes INF 35cm 4+ 3+ 5+
Twin Bolters (15cm)
Small Arms
  • Mounted
Wolf Guard Terminators INF 15cm 4+ 3+ 3+
2× Assault Cannon 30cm
AP5+/AT5+
Power Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Reinforced Armour
  • Thick Rear Armour

Counts as a Terminator unit for the purposes of being transported.

Wolf Scouts INF 15cm 5+ 4+ 5+
Heavy Bolter 30cm
AP5+
  • Infiltrator
  • Scout
  • Teleport
Swiftclaw Attack Bike LV 35cm 4+ 5+ 5+
Multi-melta 15cm
MW5+
and (15cm)
Small Arms
  • MW

Counts as an Attack Bike for the purposes of being transported.

Land Speeder LV 35cm 4+ 6+ 5+
Multi-melta 15cm
MW5+
and (15cm)
Small Arms
  • MW
  • Scout
  • Skimmer
Land Speeder Tornado LV 35cm 4+ 6+ 5+
Assault Cannon 30cm
AP5+/AT5+
Heavy Bolter 30cm
AP5+
  • Scout
  • Skimmer
Land Speeder Typhoon LV 35cm 4+ 6+ 5+
Twin Typhoon Missile 45cm
AP3+/AT5+
Heavy Bolter 30cm
AP5+
  • Scout
  • Skimmer
Dreadnought AV 15cm 3+ 4+ 4+
0–1× Missile Launcher 45cm
AP5+/AT6+
0–1× Twin Lascannon 45cm
AT4+
0–1× Assault Cannon 30cm
AP5+/AT5+
0–1× Power Fist (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Walker

Armed with either a Missile Launcher and Twin Lascannon, or an Assault Cannon and Power Fist.

Hunter AV 30cm 5+ 6+ 6+
Hunter-Killer 60cm
AT4+/AA4+
Land Raider AV 25cm 4+ 6+ 4+
2× Twin Lascannon 45cm
AT4+
Twin Heavy Bolter 30cm
AP4+
  • Reinforced Armour
  • Thick Rear Armour
  • Transport

May transport one Terminator unit or two infantry units without Jump Packs or Mounted.

Land Raider Crusader AV 25cm 4+ 5+ 5+
2× Hurricane Bolters (15cm)
Small Arms
  • EA(+1)
Twin Assault Cannon 30cm
AP4+/AT4+
  • Reinforced Armour
  • Thick Rear Armour
  • Transport

May transport three infantry units without Jump Packs or Mounted; Terminator units count as one and a half units each, rounding up. Counts as a Land Raider for the purposes of being transported.

Predator Annihilator AV 30cm 4+ 6+ 5+
Twin Lascannon 45cm
AT4+
2× Lascannon 45cm
AT5+
Predator Destructor AV 30cm 4+ 6+ 3+
Autocannon 45cm
AP5+/AT6+
2× Heavy Bolter 30cm
AP5+
Razorback AV 30cm 5+ 6+ 5+
0–1× Twin Heavy Bolter 30cm
AP4+
0–1× Twin Lascannon 45cm
AT4+
  • Transport

May transport one infantry unit (except a Terminator unit) without Jump Packs or Mounted. Armed with either a Twin Heavy Bolter or a Twin Lascannon.

Rhino AV 30cm 5+ 6+ 6+
Storm Bolter (15cm)
Small Arms
  • Transport

May transport two infantry units (except Terminator units) without Jump Packs or Mounted.

Venerable Dreadnought AV 15cm 4+ 3+ 4+
0–1× Missile Launcher 45cm
AP5+/AT6+
0–1× Twin Lascannon 45cm
AT4+
0–1× Assault Cannon 30cm
AP5+/AT5+
0–1× Power Fist (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Reinforced Armour
  • Walker

Armed with either a Missile Launcher and Twin Lascannon, or an Assault Cannon and Power Fist. Counts as a Dreadnought for the purposes of being transported.

Vindicator AV 25cm 4+ 6+ 4+
Demolisher 30cm
AP3+/AT4+
  • IC
  • Walker
Whirlwind AV 30cm 5+ 6+ 5+
Whirlwind 45cm
1BP
  • Ind
Landing Craft AC/WE Bomber 4+ 5+ 3+
2× Twin Lascannon 45cm
AT4+
3× Twin Heavy Bolter 15cm
AP4+/AA5+
  • Damage Capacity 4
  • Fearless
  • Planetfall
  • Reinforced Armour
  • Transport

May transport twelve infantry units, Attack Bikes or Dreadnoughts; Terminator units and Dreadnoughts count as two units each; plus any six armoured vehicle units (except Dreadnoughts); Land Raiders count as one and a half units each, rounding up. Critical Hit Effect: The unit and all units being carried are destroyed. All units within 5cm suffer a hit.

Thunderhawk Gunship AC/WE Bomber 4+ 6+ 4+
Battle Cannon 75cm
AP4+/AT4+
  • FxF
2× Twin Heavy Bolter 30cm
AP4+/AA5+
  • FxF
Twin Heavy Bolter 15cm
AP4+/AA5+
  • Left
Twin Heavy Bolter 15cm
AP4+/AA5+
  • Right
  • Damage Capacity 2
  • Planetfall
  • Reinforced Armour
  • Transport

May transport eight infantry units, Attack Bikes or Dreadnoughts; Terminator units and Dreadnoughts count as two units each. Critical Hit Effect: The unit and all units being carried are destroyed.

Battle Barge SC n/a n/a n/a n/a
Orbital Bombardment n/a
14BP
  • MW
  • Slow and Steady
  • Transport

May transport 60 infantry units, Attack Bikes, or Dreadnoughts; plus 60 armoured vehicle units (except Dreadnoughts); plus nine Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.

Strike Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
5BP
  • MW
  • Transport

May transport 20 infantry units, Attack Bikes, or Dreadnoughts; plus 20 light vehicles or armoured vehicle units (except Attack Bikes and Dreadnoughts); plus six Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.

Space Wolf Drop Pod Special n/a n/a n/a n/a
Deathwind 15cm
AP5+/AT5+
  • Planetfall
  • Transport

May transport one formation of only the following units: Blood Claws, Grey Hunters, Long Fangs, Dreadnought, Venerable Dreadnought, Wolf Guard Terminators. After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pod models should be removed from the board once the formation they transport has disembarked. Counts as a Drop Pod for the purposes of being transported.

Pack Mentality

Space Wolves prefer to fight up close to the enemy and therefore never back down when a friendly pack needs help during an engagement. Space Wolf units with Commander can order up to three formations of troops to follow them when they make an assault, as long as all the formations have at least one unit within 10cm of a unit from the commander’s formation.

They Shall Know No Fear

Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:

  • It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any leftover Blast markers).
  • Space Marine formations are only broken if they have 2 Blast markers per unit in the formation.
  • Space Marines formations only count half their number of Blaster markers in assault resolution (rounding down—note that assault resolution will not receive +1 for having no Blast markers if the formation has 1 Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines.
  • When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the Leader special ability remove 2 Blast markers instead of 1.

Imperial Navy Forces

Marauder Bomber AC Bomber 4+ n/a n/a
Twin Lascannon 45cm
AT4+/AA4+
  • FxF
Bomb Racks 15cm
3BP
  • FxF
2× Twin Heavy Bolter 15cm
AA5+
Thunderbolt Fighter AC Fighter-Bomber 6+ n/a n/a
Multilaser 30cm
AP5+/AT6+/AA5+
  • FxF
Underwing Rockets 30cm
AT4+
  • FxF
Storm Bolters 15cm
AP4+/AA5+
  • FxF
Emperor Class Battleship SC n/a n/a n/a n/a
Orbital Bombardment n/a
8BP
  • MW
  • Slow and Steady
Lunar Class Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
3BP
  • MW
Pin-Point Attack n/a
MW2+
  • TK(D3)

Titan Legion Forces

Reaver Class Titan WE 20cm 4+ 3+ 3+
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • FwA
Rocket Launcher 60cm
3BP
  • FxF
  • Damage Capacity 6
  • Fearless
  • Reinforced Armour
  • 4 Void Shields
  • Walker

May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.

Warhound Class Titan WE 30cm 5+ 4+ 4+
Plasma Blastgun 45cm
2× MW2+
  • FwA
  • Slw
Vulcan Mega-Bolter 45cm
4× AP3+/AT5+
  • FwA
  • Damage Capacity 3
  • Fearless
  • Reinforced Armour
  • 2 Void Shields
  • Walker

May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.

Warlord Class Titan WE 15cm 4+ 2+ 3+
Volcano Cannon 90cm
MW2+
  • FwA
  • TK(D3)
Gatling Blaster 60cm
4× AP4+/AT4+
  • FwA
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • FxF
  • Damage Capacity 8
  • Fearless
  • Reinforced Armour
  • Thick Rear Armour
  • 6 Void Shields
  • Walker

May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.

Imperial Void Shields

Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet.

Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan.

Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).