With blood-chilling howls the warriors of the Space Wolves hurl themselves into battle, hacking and tearing with a primal, predatory ferocity. Mighty warriors whose deeds and sagas stretch back to the dawn of the Imperium, the Sons of Russ are amongst Humanity’s most redoubtable defenders.
| Book | Kind | Edition | Version | Last update |
Warhammer 40,000: The App | ||||
Warhammer 40,000: The App | Rulebook | 11 | 2.7.1 | October 2026 |
Only while fighting at the side of their battle-brothers can the feral Wulfen control their frenzied aggression.
While this unit is within 6" of one or more friendly SPACE WOLVES CHARACTER models (excluding WULFEN models) or within 12" of one or more friendlyIn battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.
If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:The battles fought and glorious victories won by the Great Companies of Fenris are retold in mighty sagas.
Each Detachment rule in this book includes a Saga you can complete, with additional effects that apply once you have done so.The Great Companies of the Space Wolves are renowned for their ferocity and steadfast loyalty to the Imperium.
Warriors of Fenris! The foe taunts us with their presence. We shall give them the battle they desire, but on our terms. Surround them, cut off their routes of retreat and then, when their fate is sealed, rip their beating hearts from their chests.
1DPCunning as the lupine predators of his home world, Fyrri Askar favours ambush tactics. His warriors stalk the perimeter of the battlefield, striking only at the most opportune moment.
Friendly ASKAR’S WOLFPACK units have -3" detection range.Aggressive ResponseUPGRADE Struck by incoming fire, the pack responds with immediate aggression, closing in upon their assailants with fangs bared. ASKAR’S WOLFPACK WOLF GUARD TERMINATORS unit only. (Once per turn, per unit) In your opponent’s Shooting phase, when an enemy unit has shot, if this unit was hit by those attacks, this unit can make a surge move of up to D3+1". |
Lone Hunter Fyrri Askar often prefers to hunt alone, stalking his prey from the shadows, observing the unfolding battle and throwing himself into battle only when he judges it necessary. ASKAR’S WOLFPACK BATTLE LEADER model only. This model has:
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MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Master-crafted Power Weapon | |||||||
| Master-crafted Power Weapon | Melee | 7 | 2+ | 5 | -2 | 2 | |
| ARMY RULES | Curse of the Wulfen, Sagas, Sons of Russ |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Plasma Pistol - Standard CLOSE-QUARTERS | |||||||
| Plasma Pistol - Standard CLOSE-QUARTERS | 12" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous | |||||||
| Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous | 12" | 1 | 3+ | 8 | -3 | 2 | |
| Bolt Pistol CLOSE-QUARTERS | |||||||
| Bolt Pistol CLOSE-QUARTERS | 12" | 1 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Power Weapon | |||||||
| Power Weapon | Melee | 4 | 3+ | 5 | -2 | 1 | |
| Chainsword | |||||||
| Chainsword | Melee | 4 | 3+ | 4 | -1 | 1 | |
| ARMY RULES | Curse of the Wulfen, Sagas, Sons of Russ |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Assault Cannon Devastating Wounds | |||||||
| Assault Cannon Devastating Wounds | 24" | 6 | 2+ | 6 | 0 | 1 | |
| Storm Bolter Rapid Fire 2 | |||||||
| Storm Bolter Rapid Fire 2 | 24" | 2 | 2+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Relic Greataxe Devastating Wounds | |||||||
| Relic Greataxe Devastating Wounds | Melee | 3 | 3+ | 7 | -2 | 3 | |
| Power Fist | |||||||
| Power Fist | Melee | 3 | 3+ | 8 | -2 | 2 | |
| Master-crafted Power Weapon | |||||||
| Master-crafted Power Weapon | Melee | 4 | 3+ | 5 | -2 | 2 | |
| ARMY RULES | Curse of the Wulfen, Sagas, Sons of Russ |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Stormfrag Auto-launcher ASSAULT BLAST 1 | |||||||
| Stormfrag Auto-launcher ASSAULT BLAST 1 | 12" | D3 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Frost Blades and Feral Claws - Feral Claws Sustained Hits 1 | |||||||
| Frost Blades and Feral Claws - Feral Claws Sustained Hits 1 | Melee | 3 | 3+ | 5 | -2 | 2 | |
| ARMY RULES | Curse of the Wulfen, Sagas, Sons of Russ |
The ADEPTUS ASTARTES keyword is used in the following Askar's Wolfpack datasheets:
The ASKAR'S WOLFPACK keyword is used in the following Askar's Wolfpack datasheets:
The BATTLELINE keyword is used in the following Askar's Wolfpack datasheets:
The CHARACTER keyword is used in the following Askar's Wolfpack datasheets:
The EXPLOSIVES keyword is used in the following Askar's Wolfpack datasheets:
The IMPERIUM keyword is used in the following Askar's Wolfpack datasheets:
The INFANTRY keyword is used in the following Askar's Wolfpack datasheets:
The SPACE WOLVES keyword is used in the following Askar's Wolfpack datasheets:
The TACTICUS keyword is used in the following Askar's Wolfpack datasheets:
The TERMINATOR keyword is used in the following Askar's Wolfpack datasheets:
The WOLF GUARD keyword is used in the following Askar's Wolfpack datasheets:
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.



| Q: | When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them? |
| A: | Line of sight is drawn from any part of the observing model to any part of the model being observed. |
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| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting? |
| A: | Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6. |
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit? |
| A: | Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6. |
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
Assassins and other covert agents are difficult to pinpoint in the storm of battle.
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.| Q: | Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area? |
| A: | Yes |
| Q: | When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible? |
| A: | For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all. This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover. |
The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
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| Q: | I have a rule that triggers when a mortal wound is allocated to a model, when does this happen? |
| A: | When you select a model in the Select Model step of Mortal Wounds (06.02). |
| Q: | I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons? |
| A: | No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.) |
| Q: | If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll? |
| A: | No, the unit would make 1 single hazard roll. |
Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.Only while fighting at the side of their battle-brothers can the feral Wulfen control their frenzied aggression.
While this unit is within 6" of one or more friendly SPACE WOLVES CHARACTER models (excluding WULFEN models) or within 12" of one or more friendlyThe battles fought and glorious victories won by the Great Companies of Fenris are retold in mighty sagas.
Each Detachment rule in this book includes a Saga you can complete, with additional effects that apply once you have done so.The Great Companies of the Space Wolves are renowned for their ferocity and steadfast loyalty to the Imperium.
| Q: | When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order? |
| A: | Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound. |
| Q: | I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls? |
| A: | Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit. |
| Q: | Can I group or allocate a wound to a destroyed model? |
| A: | No. |
| Q: | If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action? |
| A: | Yes |
| Q: | If a unit becomes battle-shocked after starting an action does it stop performing that action? |
| A: | Yes |
Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.Cunning as the lupine predators of his home world, Fyrri Askar favours ambush tactics. His warriors stalk the perimeter of the battlefield, striking only at the most opportune moment.
Friendly ASKAR’S WOLFPACK units have -3" detection range.Fyrri Askar often prefers to hunt alone, stalking his prey from the shadows, observing the unfolding battle and throwing himself into battle only when he judges it necessary.
ASKAR’S WOLFPACK BATTLE LEADER model only. This model has:
High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.Struck by incoming fire, the pack responds with immediate aggression, closing in upon their assailants with fangs bared.
ASKAR’S WOLFPACK WOLF GUARD TERMINATORS unit only. (Once per turn, per unit) In your opponent’s Shooting phase, when an enemy unit has shot, if this unit was hit by those attacks, this unit can make a surge move of up to D3+1".
Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.