MACROMUNDA
Allegiance
Space Marines Space Wolves
Codex / Campaign
Codex · Space Marines

Campaign55

Scenarios2

The Encirclement scenario
Attackerthe Space Wolves (a pack that means to close on turn one and encircle the enemy, fighting in tight coherency so every brother and wolf draws Counter-Charge, and running the prey down before it can break free)
Defenderthe opposing gang (a force that must break the pack apart - open distance, split the wolves off from one another, and thin the wolf-kin and Thunderwolves before they converge into a single tightening ring)
Deploythe Space Wolves deploy around the board edges in up to three groups (the encircling pack), with the wolf-kin and Thunderwolf riders free to start on any edge; the defender deploys in a single body near the centre, holding an objective it must keep control of
Objectivethe Space Wolves win by closing the ring - having a majority of their fighters within 6in of the enemy body and taking the central objective; the defender wins by breaking out, moving the majority of its fighters off the far edge or holding the objective uncontested to the end
Victorythe Space Wolves win if, at the end of any round from round three onward, they control the central objective and no enemy fighter has escaped the encirclement (moved off a board edge); the defender wins if, by the end of round five, it still holds the objective uncontested or has moved half or more of its starting fighters clear of the ring
Rewardsa Space Wolves win grants bonus Reputation and a Control-Track step; a fighter that took an enemy Out of Action inside the ring gains 1 bonus XP; a defender win that broke out grants the defender bonus Reputation for slipping the pack
Control Tracka Space Wolves win advances their Control-Track claim on the district by one step (the pack has run the ground's defenders down); a defender win holds the marker and denies the advance, and the pack takes an attrition penalty for a hunt that let its prey escape

The pack does not push the enemy — it surrounds him. In the Encirclement the Space Wolves come from every side at once, closing the ring until the quarry has nowhere left to run.

ATTACKER & DEFENDER The Space Wolves are the attacker, meaning to close on the first turn and encircle the enemy, fighting in tight coherency so every brother and wolf draws Counter-Charge. The defender is the opposing gang, which must break the pack apart — open distance, split the wolves from one another, and thin the wolf-kin and Thunderwolves before they converge.

BATTLEFIELD Open ground around a central strongpoint or objective the defender means to hold, with terrain enough at the edges to let the encircling pack approach from several directions.

DEPLOYMENT The Space Wolves deploy around the board edges in up to three separate groups — the encircling pack — with the wolf-kin and Thunderwolf riders free to start on any edge. The defender deploys in a single body near the centre, holding the objective it must keep control of.

THE HUNT The Space Wolves close the ring, aiming to hold a majority of their fighters within 6" of the enemy body and take the central objective. The defender fights to break out — moving the majority of its fighters clear of the ring or holding the objective uncontested to the end.

ENDING THE BATTLE The battle runs until one side meets its victory condition, a gang bottles out, or the fifth round ends.

VICTORY The Space Wolves win if, at the end of any round from the third onward, they control the central objective and no enemy fighter has escaped the encirclement by moving off a board edge. The defender wins if, by the end of round five, it still holds the objective uncontested or has moved half or more of its starting fighters clear of the ring.

REWARDS A Space Wolves win grants bonus Reputation and a Control-Track step, and any fighter that took an enemy Out of Action inside the ring gains 1 bonus experience. A defender win that broke out grants the defender bonus Reputation for slipping the pack.

THE SIEGE A Space Wolves win advances their Control-Track claim on the district by one step — the pack has run the ground's defenders down. A defender win holds the marker and denies the advance, and the pack takes an attrition penalty for a hunt that let its prey escape.

The Wolftime scenario
Attackerthe Space Wolves (a war-pack that has named a quarry and means to run it down for the saga, racing across the board to take a single marked enemy Out of Action and earn the killing worth singing)
Defenderthe opposing gang (a force protecting its prized fighter - the named quarry - while trying to bleed the onrushing pack, keeping the quarry alive and mobile until the Wolves have spent themselves on the charge)
Deployat the start, the Space Wolves player names one enemy fighter as the quarry. The defender deploys anywhere in its half with the quarry no further forward than the rest; the Space Wolves deploy along their board edge, free to hold up to half the pack in reserve to arrive from an edge in round two
Objectivethe Space Wolves win by taking the quarry Out of Action; the defender wins by keeping the quarry alive and either holding the field or driving the pack off
Victorythe Space Wolves win if the named quarry is taken Out of Action by the end of round five; the defender wins if the quarry is still standing at the end of round five, or if the Space Wolves are bottled out first
Rewardsa Space Wolves win grants bonus Reputation, a Control-Track step and a Saga honour (per the Legendary Name) to the fighter that felled the quarry; a defender win that kept the quarry alive grants the defender bonus Reputation for denying the hunt
Control Tracka Space Wolves win advances their Control-Track claim on the district by one step (the quarry is run to ground and the saga sung); a defender win holds the marker and denies the advance, and the pack takes a morale penalty for a hunt that failed to make its kill

A war-pack has named its quarry and means to run it down for the saga. In the Wolftime nothing else on the field matters — only the marked enemy, and the killing worth singing.

ATTACKER & DEFENDER The Space Wolves are the attacker, racing across the board to take a single named enemy Out of Action. The defender is the opposing gang, protecting its prized fighter — the quarry — while bleeding the onrushing pack, keeping the quarry alive and mobile until the Wolves have spent themselves on the charge.

BATTLEFIELD Broken ground between the two forces, terrain enough for the defender to screen and delay the pack, but open lanes the Wolves can use to close.

DEPLOYMENT At the start, the Space Wolves player names one enemy fighter as the quarry. The defender deploys anywhere in its half, with the quarry set no further forward than the rest. The Space Wolves deploy along their board edge and may hold up to half the pack in reserve to arrive from an edge in round two.

THE HUNT The Space Wolves fight to take the quarry Out of Action. The defender fights to keep the quarry alive and either hold the field or drive the pack off.

ENDING THE BATTLE The battle ends when the quarry falls, a gang bottles out, or the fifth round closes.

VICTORY The Space Wolves win if the named quarry is taken Out of Action by the end of round five. The defender wins if the quarry is still standing at the end of round five, or if the Space Wolves bottle out first.

REWARDS A Space Wolves win grants bonus Reputation, a Control-Track step, and a Saga honour to the fighter that felled the quarry. A defender win that kept the quarry alive grants the defender bonus Reputation for denying the hunt.

THE SIEGE A Space Wolves win advances their Control-Track claim on the district by one step — the quarry is run to ground and the saga sung. A defender win holds the marker and denies the advance, and the pack takes a morale penalty for a hunt that failed to make its kill.

Favours8

RollFavourPatron
2Muster Of The Great Company. The Wolf Lord's own hall answers the call, but grudgingly and at a price. When you seek the muster's favour, a single veteran of the Great Company marches with your gang for the coming battle as a hired brother — but the hall expects its due, and you must give up a share of the credits earned from that battle in return. The veteran fights hard and leaves when the work is done; the debt to the hall is paid whether he lives or falls.the Great Company's muster (the Wolf Lord's own hall of veterans)
3The Fenrisian Kennels. The wolf-keepers of the Fang open the kennels to you. When you seek their favour, a great grey Fenrisian wolf is loosed to run with your pack for the coming battle, bonded into the gang as wolf-kin for that fight. It hunts at your side, counts as a pack-mate, and returns to the kennels afterward. The keepers give freely to those the wolves already follow, and ask only that you loose the beast toward the enemy and not waste it.the Fenrisian kennels (the wolf-keepers of the Fang)
4The Iron Priests Forge. The smiths of the Great Company put their forge at your service. When you seek the Iron Priests' favour, they mend what the last battle broke: you may repair one piece of the gang's wargear or restore one fighter's bionics that was lost or damaged in the post-battle sequence, at no cost. The Priests work the iron for those who fight beside them, and hand back the mended gear with a grunt and no ceremony.the Iron Priests' forge (the smiths of the Great Company)
5Aid Of The Kindred Chapter. A kindred loyal Chapter keeps the same wars, and honours the bond when you call. When you seek their aid, a single allied Astartes fights alongside your gang in the coming battle as a hired brother, arriving with his own wargear and standing in your line. He keeps his own counsel and fights to his own honour, but while the enemy is shared he is yours to point. He departs when the field is won, the debt between the two Chapters settled for now.a kindred loyal Chapter (a successor or allied Astartes force that keeps the same wars)
6Counsel Of The Rune Priests. The rune-casters read the storm and lend you their sight. When you seek the Rune Priests' counsel, you may re-roll one Nerve, Cool or Willpower test for a fighter of the gang in the coming battle, the storm-caller's ward steadying the mind at the moment it would break. Their counsel is spare and their words few, but the pack learns to trust the runes: what the Priests foresee, they help you turn.the Rune Priests of the Chapter (the rune-casters and storm-callers)
7The Thunderwolf Muster. The wolf-riders of the Great Company thunder in to run beside you. When you seek the Thunderwolf muster's favour, a single Thunderwolf rider joins your gang for the coming battle as a hired brother, crossing the field at speed to break the flank you point him at. He arrives spoiling for the charge and leaves once it is spent. The muster lends its riders to those who fight the way the Wolves are meant to — closing hard and running the prey down.the Thunderwolf muster (the wolf-riders of the Great Company)
8Blessing Of The Wolf Priest. The healers of the Chapter, keepers of the Curse, tend your fallen. When you seek the Wolf Priest's blessing, you may re-roll one Lasting Injury result for a fighter taken Out of Action in the last battle, the Priest's craft and rites drawing a brother back from the worst of it. Those the Wolf Priests save owe the Chapter their lives twice over — once for the making, and once for the mending.the Wolf Priests (the Chapter's healers and keepers of the Curse)
9The Skalds Boon. The keepers of the saga sing your gang's deeds louder than they were earned. When you claim the skalds' boon, one fighter of your choosing gains a measure of bonus experience for the coming battle's honours, the telling of the tale lifting a warrior toward the legend the skalds have already named him. A deed sung by the skalds is a deed made greater; the pack fights all the harder to be worth the song.the skalds of the Great Company (the keepers of the saga)

Gang Tactics36

RollTacticTiming
11The 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
12For 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
13Fight 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)
14Close 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
15Shoulder 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
16The 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)
21Thunderwolf 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
22Charge 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
23Run 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
24Into 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
25The 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
26No 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)
31Saga 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
32A 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
33The 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
34Sung 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
35Honour 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)
36The 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
41The 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)
42The 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
43Feral 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
44The 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
45Blood 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)
46The 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
51The 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
52Hunters 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
53Loose 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
54The 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)
55Beasts 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
56The 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
61Hunt 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
62The 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
63The 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
64Storm 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
65The 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
66The 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

Alliances2

The Patient Gunline alliance
Whothe patient gunline (a disciplined, static shooting force built to punish a headlong rush - a fortified firebase, a massed gunline, any gang that wins by making the enemy cross open ground into its fire; the Space Wolves' natural predator)
Termscampaign-level feud: while it stands, the Space Wolves gain bonus Reputation for a decisive win where the pack closed and broke the gunline in melee, but the enemy gains Reputation for every battle in which it held the line and thinned the pack at range before it arrived; the feud runs until one side is driven off the contested world

Some enemies wait. The patient gunline is one of them — a disciplined, static shooting force that wins by making the pack cross open ground into its fire, a fortified firebase, a massed line of guns, any gang built to thin an onrushing foe before it arrives. Reach it or die trying. That is the whole of the feud, and it runs deep.

While the feud stands, the Space Wolves gain bonus Reputation for a decisive win where the pack closed the distance and broke the gunline in melee. The gunline gains Reputation for every battle in which it held the line and bled the pack at range before it arrived. Neither side yields. The feud burns until one of them is driven off the contested world entirely.

The Wild Kindred alliance
Whothe wild kindred (a loyal successor of the Wolves, another honourable Chapter that keeps the same wars, or any zealous Imperial force that shares the Wolves' hatred of the witch and the traitor)
Termscampaign-level alliance: while it stands, the Space Wolves and their kindred observe a map-level non-aggression and may lend one favour to each other per post-battle sequence; both gain a small Reputation bonus for a campaign won together. The pact is grudging - the Wolves keep no diplomat's patience - and it breaks the instant the kindred are found consorting with sorcerers, which the Wolves will not forgive

The wild kindred are those the Wolves count as brothers-in-war — a loyal successor of the Chapter, another honourable warband that keeps the same wars, or any zealous Imperial force that shares the old hatred of the witch and the traitor. The bond is one of shared enemies rather than shared counsel, but it holds where it matters.

While the alliance stands, the Space Wolves and their kindred observe a map-level non-aggression and may lend one favour to each other in each post-battle sequence, and both gain a small Reputation bonus for a campaign won together. The pact is a grudging one — the Wolves keep no diplomat's patience — and it breaks the instant the kindred are found consorting with sorcerers, a betrayal the sons of Fenris will never forgive and never forget.

Legendary Names3

Saga Of The Slayer any fighter

XP cost (random): 6

XP cost (chosen): 12

The Slayer is a warrior who has run down and killed a foe worth the telling, and earned a saga of his own for it. Any fighter of the gang may take the name, for a random cost of 6 experience or a chosen cost of 12.

The Slayer hunts the mighty and grows on the killing. This fighter re-rolls failed Hit rolls against enemy Leaders, Champions and the enemy's most expensive fighter, and gains 1 bonus experience each time it takes such a foe Out of Action. But the Slayer will not break off a worthy fight: once in combat with an enemy Leader or Champion, it may not leave that combat voluntarily until one of them is down — and a tough foe who simply refuses to fall can tie the Slayer up for the whole battle.

The Wulfen Who Endured Wulfen

XP cost (random): 6

XP cost (chosen): 12

The Wulfen Who Endured is a cursed brother who has carried the Curse through a whole campaign and not been lost to it. Only a Wulfen may take the name, for a random cost of 6 experience or a chosen cost of 12.

The one who endured has learned to hold the beast where others cannot. This Wulfen may re-roll its Curse compulsion Cool check each activation, and while it is on the field friendly Wulfen within 6" also re-roll their compulsion checks, steadied by its example. But the Curse never truly releases: at the start of each battle, roll a die, and on a 1 this Wulfen begins Unwavering yet must charge the nearest enemy every activation for the whole game, friend or foe of the plan — the beast that was mastered still slips its leash.

Wolf Lord Of A Great Company Leader

XP cost (random): 6

XP cost (chosen): 12

The Wolf Lord of a Great Company is a Leader raised to master a full hall of Fenris, in the tradition of the great lords whose names the sagas keep. Only a Leader may take the name, for a random cost of 6 experience or a chosen cost of 12.

The pack fights harder in the shadow of a legend. While this fighter is on the field, friendly fighters within 9" auto-pass Nerve tests and re-roll a single failed charge distance each round. But the Wolf Lord must always issue the challenge: if an enemy Leader or Champion is within 12", this fighter must move toward and, if able, charge it, and may not target a lesser foe while such a challenge stands — a great hunter cannot be seen to hunt the weak.

Sub-Plots2

The Growing Saga sub-plot

Reward: The Great Company comes into its own: the gang permanently unlocks one extra Champion slot and one extra wolf-kin or Thunderwolf slot beyond its normal caps, and may assign a Legendary Name to one fighter at a discount of 3 XP. This sub-plot can be claimed only once per campaign.

A war-band becomes a legend one deed at a time. This sub-plot fires once your gang's fighters have earned three separate Sagas across the campaign, or taken three enemy Leaders or Champions Out of Action — a Great Company whose deeds have grown into a legend the skalds cannot stop singing.

When it does, the Great Company comes into its own. Your gang permanently unlocks one extra Champion slot and one extra wolf-kin or Thunderwolf slot beyond its normal caps, and you may assign a Legendary Name to one fighter at a discount of 3 experience. The saga only grows once this way — you may claim this sub-plot a single time in a campaign.

The Rising Curse sub-plot

Reward: The pack learns to live with what it is becoming: it gains a permanent third Wulfen slot beyond its normal cap, and once more before the campaign ends the Wolf Priest may choose to raise a fallen brother as a Wulfen automatically rather than rolling. But the Curse deepens too - from now on, whenever a friendly fighter is taken Out of Action within 6in of an enemy, the nearest Wulfen must pass a Cool check or immediately charge, willed or not. This sub-plot can be claimed only once per campaign.

The beast in the blood spreads battle by battle. This sub-plot fires once the Curse has claimed three fighters across the campaign — three brothers taken Seriously Injured within reach of the enemy and risen as Wulfen on the Curse roll, the dark half of the saga growing from the pack's own wounded.

When it does, the pack learns to live with what it is becoming. You gain a permanent third Wulfen slot beyond your normal cap, and once more before the campaign ends the Wolf Priest may choose to raise a fallen brother as a Wulfen automatically rather than rolling. But the Curse deepens too: from now on, whenever a friendly fighter is taken Out of Action within 6" of an enemy, the nearest Wulfen must pass a Cool check or immediately charge, willed or not. You may claim this sub-plot only once in a campaign.

Terrain2

The Fang Outpost terrain

The Fang Outpost is a forward strongpoint of the Chapter's fortress-monastery — part barracks, part kennel, where the wolf-keepers house the Fenrisian wolf-kin and the pack musters between hunts.

The Space Wolves player may place the Fang Outpost wholly within their deployment zone. It counts as a fortified strongpoint, granting a 4+ field save to any friendly fighter wholly within it, and any friendly wolf-kin that begins the battle inside it may make a free 6" Move in the first round. Held as a campaign territory, the Fang Outpost also grants the pack one free Fenrisian Wolf recruit each campaign cycle, drawn from the Fenrisian kennels within its walls.

The Hammerfall Bunker terrain

The Hammerfall Bunker is a drop-deployed strongpoint. The Great Company plants it to anchor a held flank — an armoured redoubt set to pour fire onto the ground the pack is driving the enemy across.

The Space Wolves player may place the Hammerfall Bunker anywhere in their half of the board at deployment. It is impassable terrain that grants full cover, and one friendly fighter carrying a heavy or basic weapon may begin the game garrisoning it, firing from within at +1 to hit and immune to being charged from more than one direction. A Long Fang garrisoning the bunker ignores the -1 penalty for firing at a target in cover. The redoubt becomes a fixed killing point, and the enemy must cross open ground to silence it.