The Adeptus Astartes fight as the few, the dear, and the superhuman. A Chapter commits no horde to the field but a small strike force of transhuman warriors, each the equal of a squad of mortal soldiers. Their endurance is written into the flesh — the wide chest, the fused ribcage, the doubled hearts — so that a battle-brother weathers wounds that would fell any lesser fighter and never breaks under fire. Where other warhosts drown a foe in numbers, a Chapter answers with discipline: a gang-wide doctrine, declared afresh each round, that shifts the whole force from massed fire to swift advance to the closing charge as the battle demands. Every Chapter shares this spine — the transhuman body, the unbending nerve, the shifting doctrine — and expresses its own character through which end of that discipline it leans into and the relics its heroes carry. They are a strike force of demigods waging war across the galaxy, and each brother lost is a grievous loss to the Chapter.
Composition4
Identity2
The Space Wolves field the standard Astartes line and fight it as a wolf-pack. Where the Codex-standard sons of Guilliman prize discipline and combined arms, the wild sons of Fenris lean the doctrine hard toward Assault, close the distance on the first drum of the charge, and hunt in tight coherency so that no brother stands alone. They fight fiercer the nearer their pack-mates run, and they are the one loyal Chapter that bonds beasts — Fenrisian wolves loping in the line beside the warriors, teeth and transhuman muscle striking as a single body.
This House is built to reach the enemy and break it in the press. Its strength is not the perfected Codex but the Codex spat upon: swarm together, run the prey to ground, and sing the killing afterward as a saga worth the telling. A Space Wolves gang rewards the player who commits — who keeps the pack close, times the charge, and turns every wound the enemy takes at range into a debt collected in melee.
Gang Composition2
- Starting credits: 1500
- Exactly 1 Leader (Captain / named Chapter Master)
- 0-2 Champions (Lieutenant); 0-1 each specialist (Librarian / Chaplain / Apothecary / Techmarine)
- Marines are the bulk; Scouts cheap and plentiful; backbone (Marines + Scouts) >= Leaders + Champions
- 0-X Cavalry (0 for foot-only chapters) - 0-1(-2) Centurion - 0-1 Brute
- Champion / specialist / Brute slots unlock with Reputation
- Combat Doctrines is declared as a stance each round; it is never stored or carried between rounds
A Chapter strike force musters on 1500 credits. It is led by a single commanding officer — a Captain, or a named Chapter Master fielded on that body — and no gang may field more than one. Beneath the Leader stand up to two Champions of Lieutenant rank, and one apiece of the specialist brethren: Librarian, Chaplain, Apothecary and Techmarine, as the Chapter's needs demand. The bulk of the force is its battle-brother Marines, stiffened by cheap and plentiful Scout neophytes; together these gangers and juves must always at least match the officers set above them in number. A Chapter may also field its mounted brethren, a lone Centurion in his warsuit, and a single interred Brute. Further Champion, specialist and Brute slots open as the Chapter's Reputation grows. The gang's Combat Doctrines stance is declared anew each round and never carried between them.
- Starting credits: 1500 (converter-wide default)
- Every fighter fights to the gang's Combat Doctrines; the pack's savage temper biases those doctrines toward Assault
- Exactly 1 Leader (Wolf Lord); 0-2 Champions (Wolf Guard / Priests); each Priest specialist 0-1
- Backbone: Grey Hunters + Blood Claws >= Leaders + Champions (the pack is line-brothers and savage young, not command)
- Thunderwolf Cavalry 0-3, Wulfen 0-2, Fenrisian Wolves 0-4, Centurion 0-1 (off-identity), 0-1 Brute
- No Scout/Carapace tier - the cheap plentiful body is the Blood Claw, and the Wolf Scouts / Hounds of Morkai are a Grey Hunter running Tactical Infiltration
- Fight as a pack: fighters draw the Counter-Charge coherency bonus from nearby pack-mates and wolf-kin (see Signature). Wolf Guard / Priest / Wulfen / wolf-kin slots unlock with Reputation
A Space Wolves gang musters on 1,500 credits. The controlling player fields exactly one Leader — the Wolf Lord — and up to two Champions drawn from the Wolf Guard, the Priests and the Wulfen, with each Priest specialist limited to one. The backbone is the pack itself: the count of Grey Hunters and Blood Claws must at least match the number of Leaders and Champions, so the force reads as line-brothers and savage young rather than a knot of command.
Beyond the core, the pack may run up to three Thunderwolf Cavalry, up to two Wulfen, up to four Fenrisian Wolves, a single off-identity Centurion, and one Dreadnought. There is no Scout or Carapace tier — the cheap, plentiful body is the Blood Claw, and a Grey Hunter running Tactical Infiltration is the Wolf Scout or Hound of Morkai. Fighters draw their coherency bonus from nearby pack-mates and wolf-kin, so a starting gang is built to deploy and advance as one body. Wolf Guard, Priest, Wulfen and wolf-kin slots open as the gang earns Reputation across the campaign.