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Codex / Fighters
Codex · Space Wolves

Fighters 14 shown

Every fighter this House may recruit, with the full statline slate, save, special rules, skill access, starting gear, complete equipment list and flavour. Hover a highlighted rule or weapon for its codex entry; select it to open that entry.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Wolf Lord is the gang's Leader and the tip of its charge — a warrior-king of Fenris who fights from the front rank, not the command post. WS 2+, four Attacks and four Wounds on a T5 body make him the surest killer the pack owns, and his power sword and bolt pistol let him carve a path the moment contact is made. He declares the gang's Combat Doctrines each round and leans them toward Assault, calls his Finest Hour once per battle, and — standing in the press with his brothers — draws Counter-Charge from The Pack Hunts. Where he wades in, the pack grinds hardest.* **Special Rules** - **And They Shall Know No Fear:** This fighter cannot be Pinned and automatically passes Nerve tests. - **Astartes Physiology:** A transhuman command body — T5 and four Wounds carry the punishment a front-rank leader always takes. - **Combat Doctrines:** This fighter declares the gang's Doctrine each round and leans it toward Assault. - **Finest Hour:** Once per battle, this fighter may call its command aura. - **The Pack Hunts:** While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.

Priced at a firm credit cost.

Derived from 6 codex citations.

Captain Leader 304CREDITS
MWSBSSTWIALdClWilInt
5"2+2+4542+44+3+4+5+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W4 transhuman command body)Combat Doctrines (declares the gang doctrine each round)Finest HourThe Pack Hunts (gains Counter-Charge within 3in of two or more pack-mates or wolf-kin)see Special Rules
PrimaryBrawnCombatFerocityLeadershipSignature
SecondaryAgilitySavantShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
  • Axe Morkaiflagged named Dramatis Personae relic (the Great Wolf's frost axe) - a costing ruling is owed
  • Frost Weaponflagged Fenrisian relic close-combat weapon - a costing ruling is owed rather than a fabricated value
  • Frostfangflagged named Dramatis Personae relic (a legendary frost blade) - a costing ruling is owed
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Fenrisian Wolf Bondflagged Exotic Beast unlock - priced through the wolf-kin body, a ruling is owed
Status
  • Wolf Helm Of Russflagged named relic helm - a costing ruling is owed

The Wolf Lord is the gang's Leader and the tip of its charge — a warrior-king of Fenris who fights from the front rank, not the command post. WS 2+, four Attacks and four Wounds on a T5 body make him the surest killer the pack owns, and his power sword and bolt pistol let him carve a path the moment contact is made. He declares the gang's Combat Doctrines each round and leans them toward Assault, calls his Finest Hour once per battle, and — standing in the press with his brothers — draws Counter-Charge from The Pack Hunts. Where he wades in, the pack grinds hardest.

Special Rules

  • And They Shall Know No Fear: This fighter cannot be Pinned and automatically passes Nerve tests.
  • Astartes Physiology: A transhuman command body — T5 and four Wounds carry the punishment a front-rank leader always takes.
  • Combat Doctrines: This fighter declares the gang's Doctrine each round and leans it toward Assault.
  • Finest Hour: Once per battle, this fighter may call its command aura.
  • The Pack Hunts: While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Wolf Guard is the Great Company's veteran champion, a killer earned over a century of hunts and given the honour of the Terminator plate. WS 2+, three Attacks and a power fist make him a close-combat anchor who breaks armour the line cannot, while the storm-bolter keeps a foe honest on the approach. He fights to the declared Doctrine leaned toward Assault, may call his Finest Hour once per battle, and gains Counter-Charge from The Pack Hunts when his brothers run close. He is the hard blade the Wolf Lord sets where the fight is fiercest.* **Special Rules** - **And They Shall Know No Fear:** This fighter cannot be Pinned and automatically passes Nerve tests. - **Astartes Physiology:** A transhuman veteran body — T5 and three Wounds. - **Combat Doctrines:** This fighter fights to the declared Doctrine, leaned toward Assault. - **Finest Hour:** Once per battle, this fighter may call its command aura. - **The Pack Hunts:** While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 5 codex citations.

Lieutenant Champion 293CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+35+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman veteran body)Combat Doctrines (fights to the declared doctrine)Finest HourThe Pack Hunts (gains Counter-Charge within 3in of two or more pack-mates or wolf-kin)see Special Rules
PrimaryBrawnCombatFerocitySignature
SecondaryAgilityLeadershipShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Lightning Claws55credits
  • Power Fist60credits
  • Fenrisian Great Axe70creditsKitbash from the Space Wolves Fenrisian great-axe / Wulfen great frost-axe bitz (Codex: Space Wolves) onto a Wolf Guard - a two-handed frost power-axe. Priced above the stock power-fist 60 / lightning-claws 55.
  • Thunder Hammer70credits
  • Frost Weaponflagged Fenrisian relic close-combat weapon - a costing ruling is owed rather than a fabricated value
Grenade
  • Frag Grenade30credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Status
  • Wolf Helm Of Russflagged named relic helm - a costing ruling is owed

The Wolf Guard is the Great Company's veteran champion, a killer earned over a century of hunts and given the honour of the Terminator plate. WS 2+, three Attacks and a power fist make him a close-combat anchor who breaks armour the line cannot, while the storm-bolter keeps a foe honest on the approach. He fights to the declared Doctrine leaned toward Assault, may call his Finest Hour once per battle, and gains Counter-Charge from The Pack Hunts when his brothers run close. He is the hard blade the Wolf Lord sets where the fight is fiercest.

Special Rules

  • And They Shall Know No Fear: This fighter cannot be Pinned and automatically passes Nerve tests.
  • Astartes Physiology: A transhuman veteran body — T5 and three Wounds.
  • Combat Doctrines: This fighter fights to the declared Doctrine, leaned toward Assault.
  • Finest Hour: Once per battle, this fighter may call its command aura.
  • The Pack Hunts: While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Wulfen is a brother taken by the Curse in his blood — a Space Wolf swollen into something faster, stronger and half-loosed from command. S5, WS 2+, six inches of movement and lightning claws make him the pack's frenzied spear-tip, hitting harder and reaching further than any line-brother. He is Unwavering, never Pinned and never Broken, and the nearer an enemy stands the more the fury feeds him. But he is not fully the controlling player's to command: with a foe in sight he must master the beast or charge it. He arrives to kill, and the pack points him and lets him run.* **Special Rules** - **And They Shall Know No Fear:** This fighter cannot be Pinned and automatically passes Nerve tests. - **Astartes Physiology:** The curse-swollen body — S5 and faster than a line-brother. - **Combat Doctrines:** This fighter fights to the declared Doctrine, always leaning into the charge. - **Curse of the Wulfen:** This fighter is Unwavering and gains +1 Attack within 6" of an enemy; at the start of its activation with an enemy in sight, it must pass a Cool check or charge the nearest enemy. - **The Pack Hunts:** While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 4 codex citations.

Wulfen Champion 252CREDITS
MWSBSSTWIALdClWilInt
6"2+4+5532+36+4+7+8+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3)Combat Doctrines (fights to the declared doctrine)Curse of the Wulfen (Unwavering; +1 Attack within 6in of an enemy; must pass Cool or charge the nearest foe)The Pack Hunts (gains Counter-Charge within 3in of two or more pack-mates or wolf-kin)see Special Rules
PrimaryBrawnCombatFerocity
SecondaryAgilitySignature
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Lightning Claws55credits
  • Paired Frost Claws65creditsKitbash from paired frost-etched wolf-claws (a frost-relic rework of the lightning-claw kit; Codex: Space Wolves Wulfen / Wolf Guard). Priced above the stock lightning-claws 55 - the frost-craft premium.
  • Thunder Hammer70credits
  • Frost Weaponflagged Fenrisian relic close-combat weapon - a costing ruling is owed rather than a fabricated value
Grenade
  • Frag Grenade30credits
Armour
  • Mark Powerincluded default mark - baked into the body cost; the Wulfen wears Power plate only

The Wulfen is a brother taken by the Curse in his blood — a Space Wolf swollen into something faster, stronger and half-loosed from command. S5, WS 2+, six inches of movement and lightning claws make him the pack's frenzied spear-tip, hitting harder and reaching further than any line-brother. He is Unwavering, never Pinned and never Broken, and the nearer an enemy stands the more the fury feeds him. But he is not fully the controlling player's to command: with a foe in sight he must master the beast or charge it. He arrives to kill, and the pack points him and lets him run.

Special Rules

  • And They Shall Know No Fear: This fighter cannot be Pinned and automatically passes Nerve tests.
  • Astartes Physiology: The curse-swollen body — S5 and faster than a line-brother.
  • Combat Doctrines: This fighter fights to the declared Doctrine, always leaning into the charge.
  • Curse of the Wulfen: This fighter is Unwavering and gains +1 Attack within 6" of an enemy; at the start of its activation with an enemy in sight, it must pass a Cool check or charge the nearest enemy.
  • The Pack Hunts: While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Rune Priest is the pack's storm-caller, a psyker of Fenris who reads the runes and turns the tempest on the enemy. On a T5 transhuman body with a force weapon and bolt pistol, he fights in the line rather than behind it, his blade lethal to daemon and sorcerer alike. He fights to the declared Doctrine and, standing among his brothers, gains Counter-Charge from The Pack Hunts. The Wolves keep an old hatred of the witch, and the Rune Priest is the answer they trust — one of their own to stand against the enemy's sorcery.* **Special Rules** - **And They Shall Know No Fear:** This fighter cannot be Pinned and automatically passes Nerve tests. - **Astartes Physiology:** A transhuman psyker body — T5 and three Wounds. - **Combat Doctrines:** This fighter fights to the declared Doctrine stance. - **The Pack Hunts:** While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.

Priced at a firm credit cost.

Derived from 5 codex citations.

Librarian Champion 230CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman psyker body)Combat Doctrines (fights to the declared doctrine stance)The Pack Hunts (gains Counter-Charge within 3in of two or more pack-mates or wolf-kin)see Special Rules
Psyker (the storm-seer of Fenris - manifests the Storms of Fenris discipline (Wyrd powers) + Smite; only the Rune Priest touches the warp in the pack)

A fighter with the Psyker keyword may manifest the Wyrd Powers of the Storms of Fenris it has access to. Among the Space Wolves the keyword belongs to the Rune Priests alone — the storm-seers of Fenris who read the runes and call the tempest — and to no other brother of the pack, for the Chapter keeps a single caste of witches and hunts down every other kind. Through the keyword the Rune Priest draws on its known storms and on the universal witch-blast of Smite, and every working courts the warp's own price. The powers are drawn free at creation, the gift baked into the Rune Priest's cost rather than bought a working at a time.

PrimarySavantStorms of Fenris
SecondaryCombatCunningFerocityLeadershipShootingSignatureSmite
Starting GearMark Power
Equipment List
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Force Weapon60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Terminator135credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Accessory
  • Wolf Tail Talismanflagged Fenrisian anti-psychic charm - a costing ruling is owed rather than a fabricated value

The Rune Priest is the pack's storm-caller, a psyker of Fenris who reads the runes and turns the tempest on the enemy. On a T5 transhuman body with a force weapon and bolt pistol, he fights in the line rather than behind it, his blade lethal to daemon and sorcerer alike. He fights to the declared Doctrine and, standing among his brothers, gains Counter-Charge from The Pack Hunts. The Wolves keep an old hatred of the witch, and the Rune Priest is the answer they trust — one of their own to stand against the enemy's sorcery.

Special Rules

  • And They Shall Know No Fear: This fighter cannot be Pinned and automatically passes Nerve tests.
  • Astartes Physiology: A transhuman psyker body — T5 and three Wounds.
  • Combat Doctrines: This fighter fights to the declared Doctrine stance.
  • The Pack Hunts: While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Wolf Priest is the Great Company's warrior-priest and healer in one — keeper of the Curse, tender of the fallen, and a hard fighter in his own right. His crozius and bolt pistol on a T5 transhuman body put him in the thick of the press, where his presence steadies the pack and his rites carry the dying back to the fight. He fights to the declared Doctrine and gains Counter-Charge from The Pack Hunts when his brothers stand close. He walks the line between the beast and the brother, and it is his voice the pack listens for when the blood runs highest.* **Special Rules** - **And They Shall Know No Fear:** This fighter cannot be Pinned and automatically passes Nerve tests. - **Astartes Physiology:** A transhuman warrior-priest body — T5 and three Wounds. - **Combat Doctrines:** This fighter fights to the declared Doctrine stance. - **The Pack Hunts:** While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.

Priced at a firm credit cost.

Derived from 5 codex citations.

Chaplain Champion 188CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman warrior-priest body)Combat Doctrines (fights to the declared doctrine stance)The Pack Hunts (gains Counter-Charge within 3in of two or more pack-mates or wolf-kin)see Special Rules
PrimaryCombatFerocityLeadershipSavant
SecondaryBrawnShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
  • Crozius40credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Fenrisian Wolf Bondflagged Exotic Beast unlock - priced through the wolf-kin body, a ruling is owed
  • Nartheciumflagged medical wargear - the Core catalogue prices the medical tier as a range, so a firm ruling is owed rather than a fabricated value

The Wolf Priest is the Great Company's warrior-priest and healer in one — keeper of the Curse, tender of the fallen, and a hard fighter in his own right. His crozius and bolt pistol on a T5 transhuman body put him in the thick of the press, where his presence steadies the pack and his rites carry the dying back to the fight. He fights to the declared Doctrine and gains Counter-Charge from The Pack Hunts when his brothers stand close. He walks the line between the beast and the brother, and it is his voice the pack listens for when the blood runs highest.

Special Rules

  • And They Shall Know No Fear: This fighter cannot be Pinned and automatically passes Nerve tests.
  • Astartes Physiology: A transhuman warrior-priest body — T5 and three Wounds.
  • Combat Doctrines: This fighter fights to the declared Doctrine stance.
  • The Pack Hunts: While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Iron Priest is the smith of the Great Company — keeper of its wargear, mender of its wounded machines, and the one warrior who builds and bonds the cyber-wolves that run in the pack. A power fist and boltgun on a T5 transhuman body make him no soft artisan; he fights in the line and gains Counter-Charge from The Pack Hunts among his brothers. Half tech-priest and half wolf-keeper, he is the reason the pack's iron holds and its bionic hounds hunt. Where the machines fail, the Iron Priest is the hand that wakes them again.* **Special Rules** - **And They Shall Know No Fear:** This fighter cannot be Pinned and automatically passes Nerve tests. - **Astartes Physiology:** A transhuman tech-priest body — T5 and three Wounds. - **Combat Doctrines:** This fighter fights to the declared Doctrine stance. - **The Pack Hunts:** While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.

Priced at a firm credit cost.

Derived from 5 codex citations.

Techmarine Champion 216CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman tech-priest body)Combat Doctrines (fights to the declared doctrine stance)The Pack Hunts (gains Counter-Charge within 3in of two or more pack-mates or wolf-kin)see Special Rules
PrimaryBrawnSavant
SecondaryCombatShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Grav Gun110credits
  • Meltagun135credits
Close-Combat
  • Power Fist60credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge
Wargear
  • Cyber Wolfflagged Iron-Priest-built Exotic Beast - a costing ruling is owed rather than a fabricated value
  • Servo Skullflagged accessory - the Core catalogue prices the accessory tier as a range, so a firm ruling is owed rather than a fabricated value

The Iron Priest is the smith of the Great Company — keeper of its wargear, mender of its wounded machines, and the one warrior who builds and bonds the cyber-wolves that run in the pack. A power fist and boltgun on a T5 transhuman body make him no soft artisan; he fights in the line and gains Counter-Charge from The Pack Hunts among his brothers. Half tech-priest and half wolf-keeper, he is the reason the pack's iron holds and its bionic hounds hunt. Where the machines fail, the Iron Priest is the hand that wakes them again.

Special Rules

  • And They Shall Know No Fear: This fighter cannot be Pinned and automatically passes Nerve tests.
  • Astartes Physiology: A transhuman tech-priest body — T5 and three Wounds.
  • Combat Doctrines: This fighter fights to the declared Doctrine stance.
  • The Pack Hunts: While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Long Fang is the pack's grey-maned veteran, the heavy-weapon brother who holds the line while the young charge. A T5 transhuman body with a heavy bolter and bolt pistol, he anchors the gunline and holds the Devastator lean of the Doctrine, laying down the fire that thins the enemy before the pack reaches it. He still stands with his brothers, drawing Counter-Charge from The Pack Hunts should the fight come to him. Old, scarred and patient, he is the weight of years the mob leans on — the killer who has done this a hundred times and means to do it once more.* **Special Rules** - **And They Shall Know No Fear:** This fighter cannot be Pinned and automatically passes Nerve tests. - **Astartes Physiology:** A transhuman veteran body — T5 and three Wounds. - **Combat Doctrines:** This fighter fights to the declared Doctrine, holding the Devastator lean while the pack charges. - **The Pack Hunts:** While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.

Priced at a firm credit cost.

Derived from 4 codex citations.

Long Fang Ganger 204CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+5+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 transhuman veteran body)Combat Doctrines (fights to the declared doctrine, holding to Devastator while the pack charges)The Pack Hunts (gains Counter-Charge within 3in of two or more pack-mates or wolf-kin)see Special Rules
PrimaryBrawnShooting
SecondaryCombatFerocityLeadershipSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Heavy
  • Plasma Cannon150credits
  • Lascannon155credits
  • Heavy Bolter160credits
  • Missile Launcher165credits
Close-Combat
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge

The Long Fang is the pack's grey-maned veteran, the heavy-weapon brother who holds the line while the young charge. A T5 transhuman body with a heavy bolter and bolt pistol, he anchors the gunline and holds the Devastator lean of the Doctrine, laying down the fire that thins the enemy before the pack reaches it. He still stands with his brothers, drawing Counter-Charge from The Pack Hunts should the fight come to him. Old, scarred and patient, he is the weight of years the mob leans on — the killer who has done this a hundred times and means to do it once more.

Special Rules

  • And They Shall Know No Fear: This fighter cannot be Pinned and automatically passes Nerve tests.
  • Astartes Physiology: A transhuman veteran body — T5 and three Wounds.
  • Combat Doctrines: This fighter fights to the declared Doctrine, holding the Devastator lean while the pack charges.
  • The Pack Hunts: While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Grey Hunter is the line-brother of the pack — the seasoned killer who forms its backbone and does the bulk of its work. A boltgun, chainsword and grenades on a T5 transhuman body make him equally deadly at range and in the press, and the Doctrine leans him toward the Assault the pack lives for. He fights shoulder to shoulder with his brothers, drawing Counter-Charge from The Pack Hunts wherever two or more run close. A Grey Hunter running Tactical Infiltration is the Wolf Scout or Hound of Morkai; the Chapter fields no separate scout tier. He is the pack made flesh: veteran, versatile, and always straining toward contact.* **Special Rules** - **And They Shall Know No Fear:** This fighter cannot be Pinned and automatically passes Nerve tests. - **Astartes Physiology:** T5 and three Wounds — durability is the body, not the save. - **Combat Doctrines:** This fighter fights to the declared Doctrine, leaned toward Assault. - **The Pack Hunts:** While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.

Priced at a firm credit cost.

Derived from 6 codex citations.

Marine Ganger 206CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+26+5+6+7+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W3 - durability is the body, not the save)Combat Doctrines (fights to the declared doctrine)The Pack Hunts (gains Counter-Charge within 3in of two or more pack-mates or wolf-kin)see Special Rules
PrimaryCombatFerocityShootingSignature
SecondaryBrawn
Starting GearMark Power
Equipment List
Basic
  • Bolt Carbine50credits
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Special
  • Plasma Gun100credits
  • Meltagun135credits
  • Flamer140credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Power Fist60credits
  • Frost Weaponflagged Fenrisian relic close-combat weapon (a pack-leader's earned blade) - a costing ruling is owed rather than a fabricated value
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Mark Gravis35credits
  • Mark Powerincluded default mark - baked into the body cost, no separate charge

The Grey Hunter is the line-brother of the pack — the seasoned killer who forms its backbone and does the bulk of its work. A boltgun, chainsword and grenades on a T5 transhuman body make him equally deadly at range and in the press, and the Doctrine leans him toward the Assault the pack lives for. He fights shoulder to shoulder with his brothers, drawing Counter-Charge from The Pack Hunts wherever two or more run close. A Grey Hunter running Tactical Infiltration is the Wolf Scout or Hound of Morkai; the Chapter fields no separate scout tier. He is the pack made flesh: veteran, versatile, and always straining toward contact.

Special Rules

  • And They Shall Know No Fear: This fighter cannot be Pinned and automatically passes Nerve tests.
  • Astartes Physiology: T5 and three Wounds — durability is the body, not the save.
  • Combat Doctrines: This fighter fights to the declared Doctrine, leaned toward Assault.
  • The Pack Hunts: While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Thunderwolf Cavalry is a Grey Hunter riding a monstrous Fenrisian wolf into battle — nine inches of movement, four Wounds and three Attacks of transhuman warrior and beast fused into one charging weight. He crosses the board faster than any brother on foot, arrives with the mount's fury adding to his own, and hits the enemy line where it is thinnest. He fights to the Assault-leaned Doctrine and draws Counter-Charge from The Pack Hunts, and the wolf-kin surge with him on the Assault round. This is the pack's hammer: a rider who does not skirmish but closes, breaks a flank, and runs the survivors down.* **Special Rules** - **And They Shall Know No Fear:** This fighter cannot be Pinned and automatically passes Nerve tests. - **Astartes Physiology:** A transhuman cavalry body — the Thunderwolf mount adds the fourth Wound and the extra Attack. - **Combat Doctrines:** This fighter fights to the declared Doctrine, leaned toward Assault. - **The Pack Hunts:** While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge; the wolf-kin surge with it on the Assault round.

Priced at a firm credit cost.

Derived from 5 codex citations.

Mounted Marine Ganger 282CREDITS
MWSBSSTWIALdClWilInt
9"3+3+4543+36+5+6+7+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W4 transhuman cavalry body)Combat Doctrines (fights to the declared doctrine)The Pack Hunts (gains Counter-Charge within 3in of two or more pack-mates or wolf-kin; the wolf-kin surge with it on the Assault round)see Special Rules
PrimaryAgilityCombatCunningFerocitySignature
SecondaryBrawnShooting
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
  • Lightning Claws55credits
  • Frost Weaponflagged Fenrisian relic close-combat weapon - a costing ruling is owed rather than a fabricated value
Grenade
  • Frag Grenade30credits
Armour
  • Mark Powerincluded default mark - baked into the body cost, no separate charge

The Thunderwolf Cavalry is a Grey Hunter riding a monstrous Fenrisian wolf into battle — nine inches of movement, four Wounds and three Attacks of transhuman warrior and beast fused into one charging weight. He crosses the board faster than any brother on foot, arrives with the mount's fury adding to his own, and hits the enemy line where it is thinnest. He fights to the Assault-leaned Doctrine and draws Counter-Charge from The Pack Hunts, and the wolf-kin surge with him on the Assault round. This is the pack's hammer: a rider who does not skirmish but closes, breaks a flank, and runs the survivors down.

Special Rules

  • And They Shall Know No Fear: This fighter cannot be Pinned and automatically passes Nerve tests.
  • Astartes Physiology: A transhuman cavalry body — the Thunderwolf mount adds the fourth Wound and the extra Attack.
  • Combat Doctrines: This fighter fights to the declared Doctrine, leaned toward Assault.
  • The Pack Hunts: While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge; the wolf-kin surge with it on the Assault round.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Blood Claw is the pack's savage young — a newly-made Space Wolf with a transhuman body and none of a veteran's patience. Cheap for what he is, he brings a chainsword, bolt pistol and two Wounds of T5 flesh, and every instinct in him strains toward the charge. The Doctrine only encourages it, and standing among his brothers he gains Counter-Charge from The Pack Hunts. His discipline is a Juve's — Ld 7+, Cl 6+ — so he is best pointed at the enemy and loosed, not asked to hold. This is the plentiful body of the gang: reckless, eager, and hungry to earn his first saga.* **Special Rules** - **And They Shall Know No Fear:** This fighter cannot be Pinned and automatically passes Nerve tests. - **Astartes Physiology:** A transhuman body on a Juve's discipline — T5 and two Wounds. - **Combat Doctrines:** This fighter fights to the declared Doctrine, always straining into the charge. - **The Pack Hunts:** While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.

Priced at a firm credit cost.

Derived from 5 codex citations.

Blood Claw Juve 164CREDITS
MWSBSSTWIALdClWilInt
5"3+4+4523+27+6+7+8+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T5/W2)Combat Doctrines (fights to the declared doctrine - always straining into the charge)The Pack Hunts (gains Counter-Charge within 3in of two or more pack-mates or wolf-kin)see Special Rules
PrimaryAgilityCombatFerocity
SecondaryBrawnShootingSignature
Starting GearMark Power
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
Armour
  • Mark Powerincluded default mark - baked into the body cost; the Blood Claw wears Power plate only
Wargear
  • Jump Packflagged mobility wargear - the Core catalogue prices the mobility tier as a range, so a firm ruling is owed rather than a fabricated value

The Blood Claw is the pack's savage young — a newly-made Space Wolf with a transhuman body and none of a veteran's patience. Cheap for what he is, he brings a chainsword, bolt pistol and two Wounds of T5 flesh, and every instinct in him strains toward the charge. The Doctrine only encourages it, and standing among his brothers he gains Counter-Charge from The Pack Hunts. His discipline is a Juve's — Ld 7+, Cl 6+ — so he is best pointed at the enemy and loosed, not asked to hold. This is the plentiful body of the gang: reckless, eager, and hungry to earn his first saga.

Special Rules

  • And They Shall Know No Fear: This fighter cannot be Pinned and automatically passes Nerve tests.
  • Astartes Physiology: A transhuman body on a Juve's discipline — T5 and two Wounds.
  • Combat Doctrines: This fighter fights to the declared Doctrine, always straining into the charge.
  • The Pack Hunts: While within 3" of two or more friendly pack-mates or wolf-kin, this fighter gains Counter-Charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Dreadnought is a fallen hero of the Great Company interred in an armoured walker, woken from the long sleep to hunt one more time. S6, T7 and five Wounds make it a brute that shrugs off what would fell a squad, and its paired fists tear apart armour and infantry alike. Among the Wolves the interred brother is no patient sentinel — he leans into the charge as he did in life, the old fury undimmed by the sarcophagus. He fights to the declared Doctrine and knows no fear, the memory of the hunt driving the ancient machine forward. The pack wakes him when the enemy is more than flesh alone can break.* **Special Rules** - **And They Shall Know No Fear:** The interred hero knows no fear. - **Combat Doctrines:** This fighter fights to the declared Doctrine — the woken hero leans into the charge.

Priced at a firm credit cost.

Derived from 1 codex citation.

Dreadnought Brute 335CREDITS
MWSBSSTWIALdClWilInt
5"3+3+6754+35+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent)Combat Doctrines (fights to the declared doctrine)see Special Rules
PrimaryBrawnCombatFerocity
SecondaryShooting
Equipment List
Heavy
  • Heavy Bolterwalker-scoped armament fitted to the sarcophagus chassis, not bought from the shared infantry pool
  • Lascannonwalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool

The Dreadnought is a fallen hero of the Great Company interred in an armoured walker, woken from the long sleep to hunt one more time. S6, T7 and five Wounds make it a brute that shrugs off what would fell a squad, and its paired fists tear apart armour and infantry alike. Among the Wolves the interred brother is no patient sentinel — he leans into the charge as he did in life, the old fury undimmed by the sarcophagus. He fights to the declared Doctrine and knows no fear, the memory of the hunt driving the ancient machine forward. The pack wakes him when the enemy is more than flesh alone can break.

Special Rules

  • And They Shall Know No Fear: The interred hero knows no fear.
  • Combat Doctrines: This fighter fights to the declared Doctrine — the woken hero leans into the charge.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Redemptor is the largest walker the Great Company fields — a towering war-engine housing an interred hero, S7 and T7 with six Wounds and four Attacks, armed with a macro plasma cannon and a fist that closes like a trap. It advances at six inches, faster than its older kin, pouring fire onto the enemy and then crushing what remains. Too vast and singular to hunt in coherency, it fights the declared Doctrine straight and takes no bonus from the pack. It is the hammer-blow the Wolves reserve for the hardest targets: a heavy price for a heavy killer that the enemy line cannot ignore or easily bring down.* **Special Rules** - **And They Shall Know No Fear:** The interred hero knows no fear. - **Combat Doctrines:** This fighter fights to the declared Doctrine straight.

Priced at a firm credit cost.

Derived from 1 codex citation.

Redemptor Dreadnought Brute 450CREDITS
MWSBSSTWIALdClWilInt
6"3+3+7764+45+4+5+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent)Combat Doctrines (fights to the declared doctrine straight)see Special Rules
Equipment List
Heavy
  • Heavy Bolterwalker-scoped onslaught gatling analog fitted to the chassis, not drawn from the shared infantry pool
  • Multi Meltawalker-scoped armament fitted to the chassis, not drawn from the shared infantry pool
  • Plasma Cannonwalker-scoped macro plasma incinerator fitted to the Redemptor chassis, not bought from the shared infantry pool
Grenade
  • Frag Grenadechassis-scoped fragstorm launcher, not a hand-thrown grenade from the shared pool

The Redemptor is the largest walker the Great Company fields — a towering war-engine housing an interred hero, S7 and T7 with six Wounds and four Attacks, armed with a macro plasma cannon and a fist that closes like a trap. It advances at six inches, faster than its older kin, pouring fire onto the enemy and then crushing what remains. Too vast and singular to hunt in coherency, it fights the declared Doctrine straight and takes no bonus from the pack. It is the hammer-blow the Wolves reserve for the hardest targets: a heavy price for a heavy killer that the enemy line cannot ignore or easily bring down.

Special Rules

  • And They Shall Know No Fear: The interred hero knows no fear.
  • Combat Doctrines: This fighter fights to the declared Doctrine straight.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Fenrisian Wolf is no machine and no man but a great grey beast of Fenris, bonded into the pack and fighting beside the brothers as kin. Nine inches of movement make it the fastest thing the gang fields, and its rending jaws bite through armour a lesser animal never could. It carries no wargear and wears no plate — a 6+ hide is its only defence — so it lives on speed, teeth and the pack-bond. It counts as a pack-mate for coherency, gains Counter-Charge near two or more pack-mates, and surges +1" of Move on the Assault round. Loose it ahead of the line and let it run the prey down.* **Special Rules** - **The Pack Hunts:** This wolf-kin counts as a pack-mate for coherency, gains Counter-Charge while within 3" of two or more pack-mates, and surges +1" Move on the Assault round.

Priced at a firm credit cost.

Derived from 1 codex citation.

Fenrisian Wolf Exotic Beast 85CREDITS
MWSBSSTWIALdClWilInt
9"3+-4424+28+7+8+-
Save 6+
Special RulesThe Pack Hunts (wolf-kin - counts as a pack-mate for coherency, gains Counter-Charge near two or more pack-mates, and surges +1in Move on the Assault round)see Special Rules
PrimaryAgilityCombatCunningFerocity
Equipment List
Close-Combat
  • Combat Knifenatural weapon - the wolf's rending jaws are part of the beast (modelled on the combat knife profile with Rending), not a purchase from the shared pool

The Fenrisian Wolf is no machine and no man but a great grey beast of Fenris, bonded into the pack and fighting beside the brothers as kin. Nine inches of movement make it the fastest thing the gang fields, and its rending jaws bite through armour a lesser animal never could. It carries no wargear and wears no plate — a 6+ hide is its only defence — so it lives on speed, teeth and the pack-bond. It counts as a pack-mate for coherency, gains Counter-Charge near two or more pack-mates, and surges +1" of Move on the Assault round. Loose it ahead of the line and let it run the prey down.

Special Rules

  • The Pack Hunts: This wolf-kin counts as a pack-mate for coherency, gains Counter-Charge while within 3" of two or more pack-mates, and surges +1" Move on the Assault round.
Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Centurion is a warrior sealed into a heavy siege warsuit — T6, a 2+ save and twin heavy weapons fitted to the frame rather than carried. He is a walking strongpoint, soaking fire and answering it with the heavy bolter's weight, ceding speed for armour and firepower the line body cannot match. The warsuit is too slow and too solitary to hunt in coherency, so he fights the declared Doctrine straight and takes no bonus from The Pack Hunts. He sits off the Space Wolves' identity — a static gun-platform among a Chapter built to charge — and is fielded rarely, only where a wall of armour is what the fight demands.* **Special Rules** - **And They Shall Know No Fear:** This fighter cannot be Pinned and automatically passes Nerve tests. - **Astartes Physiology:** A heavy warsuit body — T6 and four Wounds. - **Combat Doctrines:** This fighter fights the declared Doctrine straight — the lumbering warsuit does not hunt in coherency.

Priced at a firm credit cost.

Derived from 3 codex citations.

Centurion Elite 366CREDITS
MWSBSSTWIALdClWilInt
4"3+3+5644+35+4+5+6+
Save 2+
Special RulesAnd They Shall Know No Fear (inherent - cannot be Pinned, auto-passes Nerve)Astartes physiology (T6/W4 heavy warsuit body)Combat Doctrines (fights to the declared doctrine straight)see Special Rules
PrimaryBrawnFerocityShooting
SecondaryCombatSignature
Starting GearMark Centurion Warsuit · Heavy Bolter
Equipment List
Heavy
  • Heavy Bolterwarsuit-scoped twin heavy mount fitted to the chassis, not bought from the shared infantry pool
  • Lascannonwarsuit-scoped twin heavy mount alternative fitted to the chassis, not drawn from the shared infantry pool
  • Multi Meltawarsuit-scoped twin heavy mount alternative fitted to the chassis, not drawn from the shared infantry pool
Armour
  • Mark Centurion Warsuitintegral 2+ warsuit - part of the chassis, not a purchased mark

The Centurion is a warrior sealed into a heavy siege warsuit — T6, a 2+ save and twin heavy weapons fitted to the frame rather than carried. He is a walking strongpoint, soaking fire and answering it with the heavy bolter's weight, ceding speed for armour and firepower the line body cannot match. The warsuit is too slow and too solitary to hunt in coherency, so he fights the declared Doctrine straight and takes no bonus from The Pack Hunts. He sits off the Space Wolves' identity — a static gun-platform among a Chapter built to charge — and is fielded rarely, only where a wall of armour is what the fight demands.

Special Rules

  • And They Shall Know No Fear: This fighter cannot be Pinned and automatically passes Nerve tests.
  • Astartes Physiology: A heavy warsuit body — T6 and four Wounds.
  • Combat Doctrines: This fighter fights the declared Doctrine straight — the lumbering warsuit does not hunt in coherency.