| 11 | The Pack Encircles. The pack does not line up — it surrounds. Play this at deployment, after both gangs have set up. Choose up to three of your fighters and redeploy them anywhere on the board more than 6" from an enemy, spreading the pack around the foe rather than facing him in one body. The enemy wakes to find the wolves already at every edge. | Deployment |
| 12 | For The Wolftime. There comes a moment when the pack stops hunting and simply kills. Play this at the start of a round. Until the end of that round, every friendly fighter that ends its move in an enemy's engagement range gains +1 Attack for the following close-combat. The Wolftime is on them, and the whole pack throws itself into the press. | Start of round |
| 13 | Fight As One. The pack moves as a single body or not at all. Play this once, at any time. Until the end of the round, every friendly fighter within 3" of two or more pack-mates counts as being within coherency for The Pack Hunts regardless of the exact spacing, and none of them may be Pinned. For that round the wolves fight shoulder to shoulder as one animal. | Any (once) |
| 14 | Close The Circle. When one wolf is threatened, the nearest brother is already moving. Play this as a Reaction when an enemy charges a friendly fighter. One other friendly fighter within 4" of that enemy, and not itself engaged, may immediately make a free move of up to 3" to close on the charger. The circle tightens the instant the enemy commits. | Reaction |
| 15 | Shoulder To Shoulder. Packed close, the wolves are harder to break. Play this at the start of a round. Until the end of that round, any friendly fighter within 2" of another friendly fighter may re-roll a failed Nerve or Cool test. The brothers steady one another; no wolf that stands beside another gives ground easily. | Start of round |
| 16 | The Wolves Answer. Strike a wolf and the whole pack answers. Play this once, at any time, immediately after a friendly fighter is taken Out of Action. Every friendly fighter within 6" of where it fell gains +1 to Hit in close combat until the end of the round. The pack does not mourn in the moment — it avenges. | Any (once) |
| 21 | Thunderwolf Charge. The great wolves hit like falling rock. Play this when a friendly Thunderwolf rider or wolf-kin declares a charge. Add 2" to that charge move, and if it reaches the enemy, its close-combat attacks are made at +1 Strength for that round. The weight of the mount turns a charge into a hammer-blow. | When charging |
| 22 | Charge After The Run. The pack closes the distance in one breathless surge. Play this when activating a friendly fighter. That fighter may make a Move (Simple) action and then still declare a Charge in the same activation, running flat-out and hurling itself into contact at the end of the sprint. The prey does not get the extra step it was counting on. | When activating |
| 23 | Run Them Down. A fleeing enemy is a wolf's favourite prey. Play this as a Reaction when an enemy fighter breaks from combat or falls back within 6" of a friendly fighter. That friendly fighter may immediately make a free move of up to its Movement toward the fleeing enemy, and if it reaches engagement range it counts as charging. The pack runs the coward down. | Reaction |
| 24 | Into The Teeth. The Wolves charge into fire that would stop a lesser warrior. Play this when a friendly fighter declares a Charge. That fighter ignores any Pinning from enemy Reaction fire during the charge and may not be forced to stop short — it presses through the volley and reaches the line regardless. The pack goes into the teeth of the guns because that is where the enemy is. | When charging |
| 25 | The Headlong Rush. The pack crosses the open ground before the enemy is ready. Play this in the first round of the battle. Every friendly fighter adds 2" to its first Move or Charge this round, the whole gang surging forward off the line. The Wolves close the gap fastest when the fight is youngest. | First round |
| 26 | No Ground Given. A Space Wolf holds where he stands. Play this once, at any time, on a friendly fighter that has just failed a Nerve or Bottle-related test. That fighter automatically passes instead and does not Break or fall back this round. The pack does not yield the ground it has bled for. | Any (once) |
| 31 | Saga Of The Slayer. A warrior fights hardest with a saga to earn. Play this when a friendly fighter attacks an enemy Leader, Champion or the enemy's most expensive fighter. That fighter re-rolls failed Hit rolls against such a foe for the rest of the round. The Wolves save their fiercest blows for the mightiest quarry — the bigger the name, the harder they swing. | When attacking |
| 32 | A Killing Remembered. The skalds mark the deeds worth keeping. Play this in the post-battle sequence if a friendly fighter took an enemy Leader or Champion Out of Action during the battle. That fighter gains 1 bonus experience, the killing set into the saga of the Great Company. What the pack remembers, it fights to live up to. | Post-battle |
| 33 | The Boast Made Good. A Wolf who boasts at the feast must make it good on the field. Play this at deployment. Name one friendly fighter and one enemy fighter as its boast. While the named fighter is within 6" of that enemy, it re-rolls failed Hit rolls against it — but if the battle ends with the enemy still standing and the boaster not, the pack tells the tale sourly. The boast drives the warrior to the deed. | Deployment |
| 34 | Sung By The Skalds. A saga sung mid-battle lifts the whole pack. Play this at the start of a round. Choose one friendly fighter; until the end of that round, every friendly fighter within 6" of it re-rolls failed Willpower and Cool tests, carried by the telling of the tale. The skald's voice reaches further than a shout and steadies harder. | Start of round |
| 35 | Honour Of The Great Company. The honour of the Company is a weight. Every brother carries it. Play this once, at any time, on a friendly Leader or Champion. Until the end of the round, that fighter and every friendly fighter within 6" of it auto-pass Nerve tests. No wolf will be the one who shamed the Great Company — they hold because the others are watching. | Any (once) |
| 36 | The Trophy Taken. The pack takes a trophy from every worthy kill. Play this in the post-battle sequence if your gang won the battle and took an enemy fighter Out of Action. Claim a modest bonus to the credits earned from the battle — spoils stripped from the fallen. The Wolves fight for the saga. They do not leave good iron on the field. | Post-battle |
| 41 | The Wulfen Rise. The curse in the blood answers a brother's fall. Play this once, at any time, immediately after a friendly Space Wolf is taken Seriously Injured within 6" of an enemy. That fighter is not laid low but rises as the beast takes him — for the rest of the battle he counts as Unwavering and gains +1 Attack while within 6" of an enemy, though he must charge the nearest foe each activation. The wound wakes the Wulfen early. | Any (once) |
| 42 | The Curse Stirs. The beast stirs in the pack's blood as the fight sharpens. Play this at the start of a round on a friendly fighter. Until the end of that round, that fighter gains +1 Attack while within 6" of an enemy, but must charge the nearest enemy if any is in sight when it activates. The curse gives its strength and takes its own price. | Start of round |
| 43 | Feral Fury. The fury takes over. The blows fall like rain. Play this when a friendly fighter attacks in close combat. That fighter re-rolls failed Hit rolls of 1 for this fight, striking wild and fast with the beast half-loosed — the pack is at its deadliest when it stops thinking and simply tears. | When attacking |
| 44 | The Beast Unleashed. The leash comes off and the Wulfen goes in. Play this when a friendly Wulfen declares a Charge. Add 3" to that charge move, and if it reaches the enemy, its close-combat attacks are made at +1 Strength for that round. When the beast is unleashed, nothing short of death stops it reaching the throat. | When charging |
| 45 | Blood In The Snow. The scent of blood drives the pack into a killing hunger. Play this once, at any time, after an enemy fighter has been taken Out of Action. Until the end of the round, every friendly fighter that charges gains +1 to Hit in the ensuing close combat. First blood only whets the pack's appetite. | Any (once) |
| 46 | The Frenzy Takes Him. A brother loses himself to the fight entirely. Play this when activating a friendly fighter. That fighter gains +1 Attack and re-rolls failed Hit rolls in close combat this activation, but must make a Charge or a Move toward the nearest enemy and may take no other action. The frenzy gives everything to the killing and nothing to caution. | When activating |
| 51 | The Wolf Kin Surge. When the pack presses, the beasts surge with it. Play this at the start of a round. Until the end of that round, every friendly wolf-kin and Fenrisian Wolf adds 2" to its Move and Charge. The wolves run ahead of the brothers to open the enemy line for the blades that follow. | Start of round |
| 52 | Hunters Of Fenris. The sons of Fenris were hunting monsters before they were ever Marines. Play this when a friendly fighter attacks an enemy with more Wounds on its profile than the attacker. That fighter's attacks count as having the Rending trait for this fight. The pack knows how to bring down bigger prey — go for the soft places and do not let go. | When attacking |
| 53 | Loose The Wolves. The wolf-kin are loosed ahead of the line to run the flanks. Play this at deployment. Any friendly wolf-kin or Fenrisian Wolves may be set up after all other fighters, anywhere on the board more than 6" from an enemy. The beasts range wide before the fight begins, already in position to strike where the enemy is thinnest. | Deployment |
| 54 | The Cyber Hound Strikes. The Iron Priest's bionic hound hits with the force of forged muscle. Play this once, at any time, when a friendly cyber-wolf makes a close-combat attack. That cyber-wolf gains +1 Strength and re-rolls failed Hit rolls for this fight. Steel jaws close where flesh ones might have slipped. The enemy learns the difference. | Any (once) |
| 55 | Beasts At The Flank. The wolves strike from the side the enemy forgot to guard. Play this as a Reaction when an enemy fighter within 6" of a friendly wolf-kin activates or is charged. That wolf-kin may immediately make a free move of up to 4" to take the enemy in the flank. The beasts are always where they are least wanted. | Reaction |
| 56 | The Pack Grows. A great hunt draws new blood to the Company. Play this in the post-battle sequence after a decisive win. The pack gains a discount on recruiting one new fighter or bonding one new wolf-kin before the next battle, drawn in by the tale of the victory. Wolves follow strength, and a winning pack never wants for more. | Post-battle |
| 61 | Hunt The Prey. The pack marks its quarry before the first blow is struck. Play this at deployment. Name one enemy fighter as the prey. For the rest of the battle, friendly fighters re-roll failed charge distances made against that enemy, the whole pack bending toward the marked kill. What the Wolves name, they run down. | Deployment |
| 62 | The Wolf Scouts Strike. The Wolf Scouts are already behind the enemy when the fight begins. Play this at deployment. One friendly Grey Hunter — a Wolf Scout or Hound of Morkai running Tactical Infiltration — may be set up after all other fighters, anywhere on the board more than 6" from an enemy, including the enemy's own half. The pack strikes from the direction no gunline can face. | Deployment |
| 63 | The Old Hatred. The Wolves keep an ancient hatred of the witch and the sorcerer. Play this as a Reaction when an enemy uses a psychic power within 12" of a friendly fighter. That friendly fighter may immediately make a free move of up to its Movement toward the psyker, and re-rolls failed Willpower tests against that enemy's powers for the rest of the round. The pack answers sorcery with teeth. | Reaction |
| 64 | Storm Of Fenris. A Rune Priest calls the tempest of the home world down on the foe. Play this when activating a friendly Rune Priest. Choose one enemy fighter within 12" and in sight; that enemy suffers a Strength 4 hit and is Pinned as the storm breaks over it. The old sky of Fenris follows its sons to war. | When activating |
| 65 | The Frost Bites. The cold of the frost blades stills the blood of what they cut. Play this when a friendly fighter attacks in close combat with a frost weapon or other Power weapon. Any enemy wounded by that fighter this fight suffers -1 to Hit until the end of the following round, sluggish and slowed by the bite of the cold. The Wolves' blades leave more than wounds. | When attacking |
| 66 | The Sky Falls. The Great Company drops from the sky onto the enemy's ground. Play this at deployment. Choose up to two friendly fighters to be held back and arrive by drop in the second round, set up anywhere on the board more than 6" from an enemy when they land. The pack comes down where the enemy least expects the sky to open. | Deployment |