Warhammer 40,000/Tactics/Space Wolves (9E)

From 1d4chan

This is the current 9th Edition's Space Wolves tactics. 8th Edition Tactics are here.

Why Play Space Wolves[edit]

Just like their legendary progenitor, the Primarch Leman Russ, Space Wolves are fierce and aggressive warriors. Though they are not berserkers or madmen (well, OK, maybe some of them are a little crazy) their headstrong personalities and inherent sense of justice means that the Space Wolves are forever waging a war against the evils of the galaxy, fighting with the cunning of a hunting pack rather than the frenzy of a rabid dog. Space Wolves like red meat, strong ale, bawdy songs and good old-fashioned brawls, but most of all, they like to hunt glory upon the battlefield. They see death in battle as a fitting end for a true warrior, and if they leave a long and exciting saga of heroic deeds as their legacy, so much the better.

The Space Wolves are a truly different and unique Space Marine army built around a core of charismatic champions. Each of the Space Wolves is a hero in his own right, and though this means that Space Wolves armies are typically few in number, their individual prowess more than makes up for it. Space Wolves are master of the ferocious assault and their bombastic leaders are amongst the most feared and respected warriors in the 41st Millennium.


  • You like any of these things: assault, Vikings, runes, wolves, werewolves, wolves, snow, ice, honor, beards, Nordic names, repeating words, wolves, and not wearing helmets.
  • Your troops units reliably pull their weight. Blood Claws hit impressively hard on the charge, and your Grey Hunters can be more mobile and choppy than Tactical Squads.
  • The Space Wolves have access to unique wargear that is generally slightly better than what Codex Astartes Space Marines use.
  • Awesome looking exclusive models. Space Wolves are covered in pelts, teeth, talismans, and runes which gives them a Viking-inspired, savage appearance.
    • Consequently, an added benefit of playing Space Wolves is that you'll piss off PETA
  • Not only are the models awesome looking, but they're cheaper than vanilla marines, depending on which units you buy. Specifically their devastator, tactical and assault squad equivalents all go for 37 US bucks each. And that unique flyer ~6 points down goes for a dollar less than a Storm Raven gunship (really saving up for that Nuln Oil).
  • Powerful HQ characters, both special and standard.
  • The Tempestas discipline (to be released...) is (probably...) good for helping you survive shooting long enough to get into combat.
  • Unique access to Thunderwolf Cavalry and Wulfen means that few armies come close to being as good at assault as the Space Wolves.
  • A unique flyer in the Stormwolf which is essentially a flying Land Raider. Packs a 16 troop capacity and half a dozen heavy weapons to back it up.
  • Between Prospero Burns, Leman Russ: The Great Wolf, and Horus Heresy Inferno, the fluff is being overhauled to make the Wolves both more serious and more likable.
  • Grey Hunters, Blood Claws and Long Fangs can take Wolf Guard who are able to upgrade to Terminator armor. It might not seem like much at first since the rules now state that once a wound is allocated, all the remaining wound must be allocated on the same model until it dies; but that 3 wounds with a 0+ amror (thanks to cover and storm shield) make him last longer. However an extra heavy or power weapon can't be understated. Cyclone Missile Launchers have enough strength to take out a few wounds on a vehicle/monster or hit hard a larger unit, with more range and doesn't have to exchange his Storm Bolter.
  • Confirmed to be getting the next update.


  • No ability to Combat Squad. Not necessarily a bad thing but all other Space Marine Chapters can do it.
  • No heavy weapons in Grey Hunter or Blood Claw squads (which is compensated by adding Wolf Guard, but not wholly). Blood Angels players will (might) rub it in by mentioning their access to Heavy Flamers.
  • You won't be able to play Space Wolves without people constantly reminding you to Wolf your wolf... seriously its fucking ridiculous on /tg/. With Fenris being in the middle of the Great Rift , "Yiff in Hell" jokes now hit pretty hard. A vocal minority of neckbeards and salty nerds consider Wolves Mary Sues worse than the Ultramarines. Thus the hate is widespread.
  • Santa Grimnar jokes will never end. Thanks Games Workshop
  • Grumpy old man Bjorn jokes are funny at first, then become annoying after the first ten minutes.
  • PETA
  • Also helmets seem to be a precious commodity to the space wolves, so be prepared to rage paint bare bearded space marine heads or buy some off the secondary market.
  • While the extra bling looks nice when well painted and can alleviate some of the boredom of painting 30+ troops by focusing on making each one look individual, it also makes things more time consuming. Consider purchasing a few codex marine kits to mix in to reduce the sheer quantities of wolf bling you have to paint. As an added benefit, this is also your best way to get ahold of meltaguns, flamers, one-handed power axes, and combi-weapons.

Special Rules[edit]

  • Hunters Unleashed: If a unit with this ability charged, was charged, or made a Heroic Intervention this turn, it gains +1 to hit rolls in the Fight Phase. In addition, All units can perform Heroic Interventions like a character.
    • Similar to the Red Thirst ability that the Blood Angels have, and makes the Wolves nearly as potent in melee, with the caveat that +1 to hit is usually not nearly as good as +1 to wound. It acts as a useful way of discouraging opponents from charging your gunlines, especially if a melee-focused unit is nearby to perform a Heroic Intervention. Compared to the red thirst, it is both better and worse. More hits are always good since that influences the number of to-wound rolls. However, since you're hitting on 3+ all the time anyway, a +1 to wound is more impactful, especially against toughness 4+.
    • Obviously of course, this makes the cheap 16 point Thunder Hammers on some 3 attack models very powerful. Also makes spammable powerfists all the better (aggressors, pack leaders, wolf guard, etc.)
  • Angels of Death:
  • And They Shall Know No Fear: When taking Combat Attrition tests ignore all modifiers.
  • Bolter Discipline: Models using a Rapid Fire bolt weapon can double their number of shots (i.e. rapid-fire) if at least one of the following conditions is met. They don't stack (no triple or quadruple shots if you meet more than one condition). The conditions are:
    • The target is within the weapon's half range (normal Rapid Fire).
    • The model is infantry (excluding Centurions) and every model of its unit remained stationary during the previous Movement Phase. If a Devastator's Heavy Weapon marine moves, the Sergeant cannot use Bolter Discipline on his boltgun.
      • It gives your marines the option to commit to those objectives instead of having to get close to the enemy. Factions like T'au may have long ranged small arms, but Space Marines are the only army that can rapid fire from full 24"-30" away.
    • The firing model is a Terminator, Biker.
      • This right here is the good shit. Footslogging terminators now have a significantly improved threat capacity, bikers are somehow even more deadly fast than they already were.
  • Shock Assault: A brand new buff for Space Marines, if a unit with this rule charges, gets charged, or performs a Heroic Intervention, models in the unit add 1 to their Attack characteristic until the end of the turn (meaning +2A if they can fight twice like with a stratagem). Like Bolter Discipline before it, this will be available to all flavors of Space Marines (including all three of the Chaos varieties), and gives the generally lackluster melee of most Primaris infantry and chainsword assault marines a little bit of a boost. Killer on units with power weapons like Terminators. Also means foes have to be a bit more careful about charging at Tacticals and such to tie them up, more so if you use larger units, and that they can assist in a melee in a pinch.
  • Combat Doctrine: Feel like it's 7th edition all over again. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the Devastator Doctrine, You must move through each Doctrine, and once you switch there's no going back, so pay attention to the rhythm of the game. Your army gains this if all units in it have this rule, meaning taking a Guardsman Battalion or even a single Assassin CP'd in right before the battle would prevent the SM detachment from getting this rule, but allied SM detachments are ok even from a different chapter.
    • On top of that, Chapter supplements give First Founding Chapters (and their descendants) a Specialist doctrine that is a bonus active on top of the regular doctrine. Bringing chapters with different specialist doctrines prevents either from getting theirs.
    • These nifty rules will make your marines more efficient killers, but their rotation makes them predictable - devastate -> advance -> assault. Savvy opponents may try to break LoS to force movement penalties on your heavy weapons, rush for melee while you're still under the ranged doctrines, then fall back when you're finally under the assault one, scale buildings, etc. As such, don't be predictable yourself. Remember, you don't need to switch doctrines on the same turn they become available: surprise drop pod a target turn one or advance your infantry under cover of Devastation while your enemy remains confined to their hiding spots turn 3, what have you. The doctrines are as follows:
    1. On Turn 1, your army will always start with the Devastator Doctrine turned on, giving all your Heavy and Grenade weapons the extra -1 AP so that you can soften entrenched infantry and cripple enemy vehicles from afar in preparation for your advance. Remember the first points of AP are the most important ones: AP-2 Heavy Bolters and Assault Cannons are more noticeable than AP-4 Lascannons. Do keep in mind that the plethora of sniper rifles and Heavy Flamers (Incendium/Inferno/Flamestorm cannons) are Heavy Weapons. The boost to Grenades matters only to Intercessors for the most part.
    2. On the 2nd turn you switch to Tactical Doctrine, shifting the boost to your Rapid Fire and Assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your infantry. And a bolt rifle going from AP-1 to AP-2 is more noticeable than a lascannon going from AP-3 to AP-4. Storm bolters and auto bolt rifles work wonders here.
    3. On the 3rd or 4th turn you shift to Assault Doctrine (you MUST change to assault on the 4th turn) giving the extra AP to your Pistol and Melee attacks. Don't. Forget. Your. Pistol. The first point of AP is the most important one - chainsword/CCWs benefit the most, while AP-4 on a sword can become excessive.
  • Savage Fury: While the Assault Doctrine is active, an unmodified roll of 6 to hit in melee will grant an additional hit.
  • Death from Above/Teleport Strike: Comes with a jump pack/Terminator armour. Deepstrike rules of set them to side during deployment and set them up 9" from enemy models during the Reinforcement Step.
  • Concealed Positions: Scout rules, can set them up anywhere on field 9" from enemy deployment zone or models during deployment.
  • Outflank: Like deepstrike but must be wholly within 6" of a board edge and 9" from enemy models during the Reinforcement Step.

Masters of the Chapter[edit]

So remember those stratagems that had you spend CP in order to upgrade your HQs into better versions of themselves? 9th Edition decided that instead of spending CP, you're instead required to spend points/PL in order to get these upgrades. This upgrade also grants access to a special Warlord trait and Relic.

You can only take one of each Masters of the Chapter from each <chapter>.

Using this upgrade you can take a Chapter Master and a normal Captain in the same detachment. The Chapter Master adds 40 ponts, making it the most expensive of the masters.

  • Chapter Master: During command phase, pick <chapter> Core or <chapter> Character within 6" to reroll hit rolls until next command phase.
  • Warlord Trait - Master of the Codex: During the command phase, if on the battlefield, you regain a CP on the roll of a 4+.
  • Relic - Angel Artifice: Grants a +2 Sv, and +1 T & W.
  • Master of Sanctity: The chaplain knows one additional Litany and can recite an additional one each turn.
  • Warlord Trait - Wise Orator: +1 to recite Litanies and the Commanding Oratory Stratagem cost 1cp less for him to use.
  • Relic - The Emperor's Judgment: Enemies can't reroll hit, wound, or damage dice against the chaplain, and grants a 6" bubble of forcing enemies to roll 2D6, discarding the lowest, for morale tests.
  • Master of the Forge: The techmarine can automatically repair 3 wounds on vehicles instead of rolling.
  • Warlord Trait - Warden of the Ancients: 6" aura of +1S & +1A to <chapter> Dreadnoughts.
  • Relic - Mortis Machina: Upgraded Omnissian Power axe that is S+3 AP-2 D3, and does an additional 1 mortal wound to VEHICLES on every failed save.
  • Chief Librarian: The librarian knows one more power from their chosen discipline, thus knocking out any attempts to cross-discipline a librarian. He can also deny an additional power, but can only cast once.
  • Warlord Trait - Psychic Mastery: +1 to psychic tests. Simple, but very effective.
  • Relic - Neural Shroud: The psychic hood's range increases to 24", incredibly good for denial.
  • Chief Apothecary: The apothecary can use his heal ability twice per turn.
  • Warlord Trait - Selfless Healer: Heals 3 wounds instead of rolling and and the Combat Revival Stratagem costs 1 CP less for him to use.
  • Relic - Acquittal: Replaces a bolt pistol or absolver bolt pistol. 18" Pistol 1 S5 Ap-3 D2 and auto wounds infantry on 2+ at Damage 4.
  • Chapter Ancient: During command phase, the ancient can pick a <chapter> Core unit within 6" for +1 to melee hits until next command phase.
  • Warlord Trait - Steadfast Example: Any <chapter> Core unit within 6" counts as having ObSec, which is kinda neat. If any unit already has ObSec, then the unit counts as having an additional model in regards to contesting an objective.
  • Relic - Pennant of the Fallen: If a unit dies and makes a melee attack thanks to the ancient's standard, then they can make an additional attack.
  • Chapter Champion: The champion has the most changes to them, curious considering how cheap it is to raise them. Enemies now take -1 to hit him in melee, he can re-roll all failed hit rolls against a Character and he gets A5 Ld9.
  • Warlord Trait - Martial Exemplar: Any <Chapter> Core or Character within 6" gets to re-roll their charge distances.
  • Relic - Blade of Triumph: Replaces the master-crafted power sword with a S+3 AP-3 D3 beast, capable of ripping apart pretty much whatever they come across.


  • Death to the Traitors! (1 CP): When one unit is attacking a Heretic Astartes unit in the fight phase, re roll to hit rolls.
  • Honour the Chapter (2 CP): An assault intercessor squad can fight again in the fight phase. What a load of shit that it's been ripped away from all the other units.
  • Fury of the First (1 CP): Select a Terminator unit during either the shooting or fight phase. This unit adds +1 to their hit rolls. Now your termies won't need a chaplain to babysit them.
  • Transhuman Physiology (1/2 CP): Costs 1 CP for a unit with less than 5 models, 2 for units above 5 models. Select something with the Primaris keyword, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll below a 4+ always fails, irrespective of the abilities the weapon or model may have. S10 attack? Effective T10 chadmarines aw yee. Sucks that baselines no longer benefit from it, but at least Redemptors can take it.
  • Gene Wrought Might (1 CP): When a Primaris unit from your army has chosen to fight, until the end of the phase, when resolving an attack made with a melee weapon a hit roll of 6+ automatically hits and wounds.
  • Rapid Fire (2 CP): At the start of the shooting phase, pick a squad of standard or veteran Intercessors. They can shoot again. While a bit of a shame that it won't work for heavies, now it's a guarantee that their guns will fire again.
  • Unyielding in the Face of Death (1 CP): Whenever a Mk X Gravis unit is hit by a weapon with a Damage trait of 1, then they can add 1 to their saves. This won't totally blunt the high AP stuff, but it can diminish heavy bolters and plasma guns.
  • Only in Death Does Duty End (2 CP): When one of your Characters who hasn't fought yet dies, it can shoot or fight again. Doesn't combo with the Banner abilities on Ancients. Makes your characters too dangerous to deal with in melee, as not even killing them prevents them from hitting back, and most of them have melee boosts on top of being already good fighters. Overcharge their plasma pistol if they were killed at range.
  • Armour of Contempt (1 CP): When one of your vehicles takes a mortal wound, for the rest of the phase, you get a 5+ to ignore mortal wounds, and can use it on the one you just took. Doesn't work on regular wounds.
  • Power of the Machine Spirit (2 CP): Select a vehicle unit during command phase. Until the start of your next command phase, that unit acts as it has full wounds. Worried that your tank's about to go up in smoke? Now you can extend the middle finger to them and blast them to bits.
  • Wisdom of the Ancients (1 CP): At the start of any phase, pick a Dreadnought to turn into a 1-phase Captain or Lieutenant. Any <Chapter> Core units within 6" can reroll either hits or wounds of 1 that phase.
  • Commanding Oratory (2 CP): Use at the start of any phase. Your chaplain can automatically inspire with their litany, though you can't double dip with a litany that's already been used.
  • Combat Revival (1 CP): Your apothecary can automatically resurrect a single model in a <Chapter> Core or <Chapter> Biker unit at full wounds. Expect to use this a LOT more with a chief apothecary.
  • Hero of the Chapter (1 CP): One use only for Incursion sized games, Two use only for Strike Force games, Three use only for Onslaught sized games. Select a Character from your army that's not your warlord and determine a warlord trait for it, all warlord traits must be different.
  • Relics of the Chapter (1 CP): Use before the start of the battle. One use only for Incursion sized games, Two use only for Strike Force games, Three use only for Onslaught sized games. You can have an extra Chapter Relic for 1 CP. You can't take two of the same relic, and all the Relics have to go to different Characters.
  • Hit-and-Run Warfare (1 CP): During movement phase, you can have one Biker, Storm Speeder or Land Speeder unit shoot even though they fell back.
  • Hammer of Wrath (1CP): Jump pack models within a unit that successfully end a charge move within 1" of an enemy unit cause mortal wounds on a d6 roll that exceeds enemy Toughness. Makes your big units of assault marines/VV punch much harder, but it suffers against tanks and monsters.
  • Skilled Riders (1 CP): The return of 7th edition jink rules. Use on a biker, storm speeder or land speeder unit. Enemies targeting them take a -1 to hit them for this turn.
  • Uncompromising Fire (2 CP): An infantry unit can shoot while also accomplishing another action - really only useful with a specific objective.
  • Steady Advance (2 CP): An Infantry can make a normal move while acting as if they don't move. Absolutely necessary if you have a heavy gunline or want to max out bolterspam.
  • Adaptive Strategy (2 CP): As long as the warlord is alive, a <chapter> core unit counts as having all doctrines active.
  • Suppression Fire (2 CP): Use in your shooting phase. A Whirlwind that did not move may fire a second time, but it can only shoot with weapons that can target units out of the firer's sight. So basically, their main weapon; nothing says it can ONLY fire at targets out of sight.
  • Terror Troops (2 CP): use in command phase, One Reiver unit has their aura now deny enemies from capping an objective at all. In addition, if an enemy unit move within and they end up 3" of the enemy, they need to roll a 2d6; if the roll is below their Leadership score, then the enemy Immidietly fails any action it was Atempeing, often Dinyning them VP in during a mission..
  • Guerilla Tactics (1 CP): During the movement phase, A Phobos unit that's more than 6" away from any enemies can jump right back into strategic reserves instead of moving. Expect to use this a lot more with Reivers.
  • Orbital Bombardment (3 CP, Single Use): Use it in command phase if yourADEPTUS ASTARTES WARLORD is on the battlefield. Pick a spot on a battlefield, next turn units within 6' of that spot get hit with D3 mortal wounds on a roll of 2-5+, on a 6+ they suffer D6 mortal wounds. For units within 3" add 1 to the roll. For characters subtract 1 from the roll
  • Auspex Scan (2 CP): At the end of the enemy's reinforcement phase select one of Infantry units within 12" of enemy units that were set up this phase, your unit can shoot at it. It might pay off to keep Devastators/Hellblasters around, as deepstriking Termies can survive hurried bolter fire, and this "emergency" strat can be an unforeseen expense for your relatively-small army.
  • Tremor Shells (1 CP): At the start of your shooting phase, when a Thunderfire cannon shoots, subtract 1 from the wound rolls, but as long as it hits, the target unit gets half move, advance, and charge distances their next turn. Doesn't affect Fly or Titanic units.
  • Shock and Awe (1 CP): When a Land Speeder Storm or a unit with shock grenades shoots, you either force an enemy within 6" to take a -1 to any attacks that turn and be unable to shoot overwatch or set up defense.
  • Assault Launchers (1 CP): When a unit with assault launchers charges, an enemy within 9" either suffers d3 MWs or takes -1 to hit for the turn and be unable to fire overwatch or set to defend.
  • Melta Bomb (1 CP): During the fight phase against a Vehicle, one model with a melta bomb can sacrifice their attacks to make one hit roll. If it hits, that vehicle takes 2d3 MWs.
  • Grav Pulse (1 CP): Only usable to units with a Repulsor Field with one of two options: If your unit fell back, they can still shoot. If the unit is charged by an enemy, they suffer a -2 to their charge roll.
  • Hellfire Shells (1 CP): Instead of shooting normally, a Space Marine Infantry model (with a heavy bolter) rolls only once to hit. If it hits, it does D3 mortal wounds, maxing out against a monster. Try to get +BS or rerolls and stand still so that you don't miss the shot.
  • Flakk Missile (1 CP): When an Infantry model shoots a missile launcher at a unit with Aircraft, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. Like Hellfire Shells, Salamanders can get some extra mileage from this with the free re-roll, though it no longer seems to have a use against tau battlesuits or jump packs.
  • Smokescreen (1 CP): If a unit with a smokescreen is shot, they can pop their smoke and force the enemy targeting them to take a -1 to hit them. Useful to protect your Phobos objective holders, Tanks, and Dreadnoughts.

Space Wolves Exclusives[edit]

Most of these were removed with the 9th edition space marine codex release; wait for the update for new stratagems.

  • True Grit (1 CP): Use in the Shooting phase. Select a Space Wolves Infantry within 1" of an enemy. Their bolters, bolt rifles, auto bolt rifles, and bolt carbines can fire as if they had Pistol 2. They can't fire any other Pistols they might have this phase, however. You'll be getting up close a lot, so this means you'll always get in two bolter shots in melee range instead of one bolt pistol shot. Especially nice on Intercessors because of their extra attack and the Bolt Rifle's AP.
  • Cunning of the Wolf (1 CP):You select one INFANTRY unit to be 'On the Hunt' during the deployment phase ( and can do this for more than 1 unit, as the deployment part of the game is not subject to the 1 use of a stratagem rule), and at the end of your movement phase you can set them up 6" from the side of the board but more than 9" away from an enemy unit. Congratulations, you got Outflanking back. Enjoy watching your opponent's backline melt. For only a single command point to spend on each unit you do that for. Hell yeah! Shenanigans will ensue for armies with similar abilities (aka. Eldar, Blood Angels, Raven Guard etc.), prepare for hilarity.
  • Overwhelming Impetuosity (1 CP): Use in the Fight Phase. Use this on a blood claw unit that successfully charges a unit with a HIGHER power rating; re-roll all failed hit rolls when attacking the target.
    • Blood claw specific, and more focus on power ratings of units.
    • Again, it's good, but what you really need are more ways to enhance wounding.
  • Cloaked by the Storm (3 CP): In the psychic phase, when a Rune Priest manifests a power it imposes a -1 penalty for all ranged attacks made against Space Wolves- units within 6" of it until the next psychic phase. Expensive, but now you can buff your army without ever using a buffing power.
  • Tokens of Fenris (1 CP/ 3CP): Extra Relics. 1cp for 1 extra, 3 cps for 2 extra
  • Mentor's Guidance (1 CP): Use in the shooting phase, or fight phase, choose a space wolves character other than a wolf priest within 6" of a wolf priest, reroll failed wound rolls for that character in this phase.
    • Need to give Bjorn or any character reroll wounds? With many characters (I'm betting) sporting brand new thunder hammers, chances are you will wound anyway. Saying that, there is always those times you roll low in a sticky situation.
  • Chooser of the Slain (2 CP): Use this stratagem immediately after an opponent sets up a unit on the battlefield as reinforcements and is visible to a Rune Priest from the army, a single Space Wolves unit within 6" of the Rune Priest can immediately shoot at the enemy unit as if it were the shooting phase, at -1 BS from the shooting
    • NOTE: this could be anywhere on the table, as long as you can see them you can use this stratagem. (Be aware, the SW unit firing at the reinforcements must still be within range of the SW's shooting weapons) A single Space Wolves unit within 6" of the rune priest can immediately shoot at the enemy unit as it it were the shooting phase but you must subtract 1 from the hit roll.
    • NOTE: According to FAQ it must be Space Wolves. It didn't say shoot a single weapon. So if you were to, say, have a Imperial knight within 6" of the rune priest at all times, any unit coming in gets splattered by the Knight in a free shot. It does say a Unit, so whole squads, not single models. Could be VERY powerful.
  • Laugh in the Face of Death (1 CP): Use in the fight phase. Choose a SW Infantry, Biker, or cavalry unit from your army that is affected by an enemy units ability that modifies their leadership (harlequins lol), you can re-roll all failed hit rolls for that unit in this phase.
    • Again, its good, but what you really need are more ways to enhance wounding.
  • Overwhelming Savagery (1 CP): Use in the fight phase, Choose a unit of thunder wolf cavalry, you may re-roll wound rolls of 1 for this unit in this phase. Pretty good because with 2 attacks you don't want to be wasting bad wound rolls, especially if you're sporting thunder hammers. No effect if you have claws.
  • Howl of the Great Pack (2 CP): Use at the beginning of the morale phase, choose a wolf lord, models in your army within 12" autopass morale tests in this phase, and your opponent within 12" must add 1 to their LD rolls in this phase
  • Seeking a Saga (1 CP): Use in the fight phase, Choose a SW character that is within 1" of an enemy unit with a greater power rating, you may re roll failed wound rolls made by that character
  • Keen Senses (1 CP): Use this stratagem in shooting phase. Choose a SW unit from your army; they suffer NO penalties to hit this phase. Those Alaitoc Shadow Specters will hate your guts. Time to break out the BIG guns. Use this broke-ass stratagem on leviathans, fellblades and tank destroyers. The more guns the better.
    • This stratagem lets you turn your Long Fangs into Dark Reapers, meaning you can have move without suffering any minuses to hit. This makes any unit you wish had Power of the Machine Spirits that much faster.
  • The Wolf's Eye (1 CP): In the shooting phase, a selected unit of Long Fangs can either re-roll all failed hit rolls or all failed wound rolls for the duration of the phase.
    • NOTE: It does say 'OR'; this means it's not reroll hits AND wounds. You must choose 1.
    • Most of the time you should re-roll the wounds and keep using the innate re-roll 1s to hit, making Long Fangs truly masters of ranged warfare and quite reliable.
  • Lone Wolf (1 CP): At the end of any phase, select a Space Wolf Infantry unit (that isn't a Servitor, Wulfen, or Character) that has been reduced to a single model. That model gains two extra wounds, the Character keyword, and can re-roll failed hits and wounds for the rest of the game.
    • Note: THIS IS GREAT. Sadly it might have been wished that we could still purchase lone wolves, however how many games would you have a 150 point lone wolf (tooled up)?
    • Note: Because you get to choose slain models, let's face it, the wolf guard unit or sergeant with the power fist will be the last model standing usually. Very Very fluffy narrative which means you could have lone wolves every game. You always make the coolest thing left alive to turn into a lone wolf. Now your terminator wolf guard with the thunder hammer storm shield has 2 more wounds (to 4) and re-rolls to hit and wound rolls for the rest of the game (and now they are a character, they can pile in 6"). Special mention to Agressors and Inceptors Lone Wolves, too.
    • Note: You could make an army with heaps of 5 man units to take advantage of this rule to 'make' lone wolves. How many 6 man units can you make to charge the enemy?
  • Talismanic Shield (1 CP): At the start of the opponent's Psychic Phase, select a Character. That Character can now deny one power as if it was a psyker.
  • Living Storm (1 CP): If you have a Rune Priest within 6" of 2 other Rune Priests and that Rune Priest manifests Living Lightning, it deals d6 damage instead of d3 damage(every time! Whenever the power would inflict D3 mortal wounds, it instead inflicts D6 mortal wounds.). More wounds means more chances for Living Lightning's effect to spread beyond its original target. It may change game resolve in just few rolls. Wisely used against already wounded units it may destroy many squads and characters in one phase.
  • The Emperor's Executioners (1 CP): In the Fight Phase, if a Space Wolves unit makes a hit roll of 4+ against a Thousand Sons unit, it gets an extra attack with that weapon. More situational than other exploding attack stratagems, but you get the extra attack more frequently when you do benefit from it.
  • Knowledge of the Foe (0 CP): Gain a free CP whenever you kill an enemy character in the fight phase.
  • Counter-Charge (1 CP): This allows one unit to perform a Heroic Intervention against an enemy charge, letting them move 6" to do so. This little gem is useful in protecting more vulnerable forces by throwing more durable (or disposable) forces against the enemy.
  • Crushing Assault (1 CP): The buffed-up version of Hammer of Wrath. When one Thunderwolf Cavalry unit charges an enemy, they can any enemy unit within 1" of the unit and roll a d6 - unlike HoW, this deals mortal wounds on a 2+, a big step up.
  • Touch of the Wild (1 CP): In the Fight phase, pick a character. He now gets an extra attack on a 4+ to hit, which is pretty hefty.
  • Vicious Executioners (1 CP): One Wolf Guard unit during the fight phase gets to deal a MW on top of any normal damage when they roll a natural 6 to hit.
  • Pack Hunters (1 CP): Select a pack of Fenrisian Wolves or Cyberwolves during the Fight phase. Any models in the unit within 3" of a friendly Infantry or Cavalry unit can re-roll to hit.
  • Storm Strike (1 CP): During the shooting phase, your Stormfang adds +1 to all rolls regarding the Helfrost Destructor.
  • Death Grip Bite (1 CP): One Thunderwolf Cavalry unit gets to double the damage their puppers inflict during the fight phase.


  • The Lion and the Wolf (1CP): Use before the battle begins if your army contains any Dark Angels units. These must be taken in a different detachment, or else you can't use Space Wolves stratagems. Choose one Dark Angels Infantry model and one Space Wolves Infantry model, and roll 1D6 for each, individually. On a 4+, those models take a mortal wound. Each model that survives then receives +1 Weapon Skill, Strength, Attack, and Leadership for the duration of the battle. This is simultaneously considered one of the best and one of the worst Stratagems out there, as most Space Wolves players don't field Dark Angels, but it's also easy to abuse:
    • Gives you a crunchy excuse to field these two famous rivals together. The combinations are phenomenal, particularly since there seems to be no limit on who can be your champions. HQ choices and named characters can comfortably soak a 50% chance of a wound before the battle begins if it means getting extra attacks and strength for the whole battle. Get a Wolf Priest on the job and restore that wound so it barely even matters.
    • This works well for librarians, who start off hitting on 3s.
    • Also turns Primaris captains of all types into pretty stout beat sticks, considering that they were already fairly stout.
      • You could take a patrol detachment, load it up with various types of plasma and/or a lascannon in the single tactical squad, then take some form of melee HQ. Wont set you back that much really, and the Dangels provide potent dakka to cover your advance.


A description goes here.

Purge the Enemy

- Assassinate

- Bring it Down

- Titan Slayers

- Slay the Warlord


-Abhor the Witch

-Mental Interrogation

-Psychic Ritual

No Mercy, No Respite

- Thin their Ranks

- Attrition

- While We Stand, We Fight

- First Strike

Battlefield Supremacy

- Engage on All Fronts

- Linebreaker

- Domination

Shadow Operations

- Raise the Banners High

-Investigate Sites

- Repair Teleportation Homer

Warlord Traits[edit]

Wait for new rules...

Space Wolves' Sagas each have a secondary effect that expands their self-only buff into a 6" aura, which is activated by successfully performing a Deed of Legend (DoL). What this entails depends on the Saga in question.

  • Saga of the Warrior Born: Warlord always fights first in the Fight Phase, even if they were charged. Deed of Legend is to slay an enemy Character with your Warlord. Ragnar Blackmane and Krom Dragongaze have this trait.
    • Don't let the ability to buff multiple units fool you - this is still the same hot garbage Always Strike First is everywhere else in 8th, because to be relevant, a buffed unit has to be charged by two or more units - otherwise, the ability never gets a chance to trigger, as your opponent can just choose the lone charging unit first. Besides, you should always be agreeing to charge, you're the Space Wolves.
  • Saga of the Wolfkin: Gain an extra attack in the fight phase if you charged, were the target of a charge, or performed a Heroic Intervention (i.e. more or less 100% of the time). Deed of Legend is to slay a total of 5 models with the Warlord in the fight phase (cumulative for the entire game). Harald Deathwolf and Canis Wolfborn have this, and it's one of the better choices, provided your Warlord is a melee beatstick.
    • One of the easier ways to fulfill this is to ram your Warlord into something cheap and flimsy you'd normally ignore, just to spike his body count - make sure he's very mobile if you do this, so he can catch up to the real action after he's done, or a canny opponent will kite him out of position.
  • Saga of Majesty: The Warlord auto-passes Morale tests and gains an extra 3" to all aura-based abilities. Deed of Legend is to slay the enemy Warlord with your Warlord. Logan Grimnar, Bjorn, and Njall Stormcaller have this.
    • Sadly, it's just unnecessarily difficult fulfilling the Deed of Legend on this - you don't want to have to commit early to your Warlord being the one to land the finishing blow.
      • Some Warlords may also be beyond your ability to slay. Your furry fuck won't stand a chance against the walking blue GW hard-on that is Guilliman, or the walking black hard-on that is Abbadon, flying green genital wart that is Mortarion, or rainbow hard-on that is Magnus. Then we have the Coldstar battlesuit Commander can jump 30" away at a moments notice while carving 'fuck balance' into your forehead with plasma. Of course Grimnar is enough to give most characters a run for their money, but is it really worth staking the entire game on him suceeding?
  • Saga of the Beastslayer: Add 1 to wound rolls made against monsters and vehicles. Deed of Legend is to use the Warlord to slay a Monster or Vehicle. This also applies to ranged weapons, so laugh as your wolfy gunline outshoots Tau, Guard, and Tyranids. Also one of the best ways to trigger this is with a ranged optimized chaplain dreadnought. Ulrik the Slayer has this. Absolutely fabulous. If you're going with The Land Raider Excelsior take this trait. With four laz cannons, a grav cannon, hunter killer missiles and various small arms you can basically just pick a vehicle to erase from the backfield. Put some other big guns nearby to get that sweet +1 wound the very first time you shoot.
  • Saga of the Hunter: Warlord can charge after Advancing. Deed of Legend is to successfully charge an enemy.
    • Not the most flashy ability, but the Deed of Legend is easy to trigger, and charging after an advance gives you more opportunities to activate Hunters Unleashed.
  • Saga of the Bear: Gain a FnP on a 6+. Deed of Legend is to make a successful save. Arjac Rockfist has this.
    • Better than the usual incarnation of this Warlord trait because of its ability to spread to other units. Feel No Pain is always useful.

As flashy and fluffy our Warlord Traits are, they are garbage compared to other armies' traits. Before completing the DoL, two of the WTs are literally the same as the ones from the Basic Rule Book. And some DoLs are ridiculously hard to complete therefore you pretty much always assume the saga will only affect your warlord.

  • An alternative way of playing Space Wolves is to bring a Phobos character and take the Vanguard WTs from the main SM Codex instead, Master of the Vanguard (+1' to Move, Advance and Charge for friendlies within 6") is really nice for us if you are bring a generic list.


Space Wolves Ranged Weapons[edit]

  • Assault Bolter A Primaris Inceptor come stock with two of these things. 18" S5 AP-1 Assault 3. Hand-held Heavy Bolters that don't suffer a -1 to hit penalty unless you advanced? Hell yes. The range isn't usually an issue because you either set the Inceptors in reserve, or took advantage of their 10" move.
  • Boltgun You know it, you love it. A 24" S4 Rapid Fire 1 standard issue small arm. The lack of AP hurts but with what you should be targeting Bolters with (light infantry) it shouldn't matter too much. These things can be fired into CC with the True Grit stratagem.
  • Bolt Rifle A 30" Bolter with -1AP. Primaris Intercessors come stock with these.
  • Boltstorm Gauntlet Wolf Lords in Gravis armour come with these. It's their only gun, and being Pistol 3, S4 AP0 D1 with only 12" range, this can be annoying. Is made up for by the fact that the Wolf Lord in Gravis armour can destroy in CC.
  • Combi-Weapon You know it, you still love it. A bolter with a special weapon slapped on top. You can now choose to either fire the bolter or special weapon on their own, or shoot both with a -1 to hit penalty.
  • Storm Bolter DO NOT underestimate what a Storm Bolter can do in 8th. Now that they are rapid-fire 2, each of these suckers puts out 4 shots when at 12" range. For 3 points per gun and a huge variety of different ways to spam special weapons in space wolves, these can get crazy. (See Wolf Guard)
  • Bolt Pistol The standard Space Marine pistol. With S4 AP0 and D1 it's nothing spectacular, but at least it's ubiquitous and free. Don't forget they can be fired in CC now, too.
  • Plasma Pistol High strength, good AP and with no risk of overload unless you choose so. Space Wolves can get a lot of these, and at only 5 points they're hard to say no to.
  • Plasma Exterminator Replaces the Inceptor's Assault bolters. It's an 18" Assault d3 Plasma (P̶i̶s̶t̶o̶l̶ no it is not pistol just assault weapon). How awesome is that?
  • Helfrost Pistol While not quite as absurdly powerful as it used to be, this Iron Priest-exclusive pistol still packs quite a punch, at double the range of an Inferno pistol.

Space Wolves Melee Weapons[edit]

  • Chainsword S User, AP-1, gains +1A with the weapon. Can be given to almost everyone in a Space Wolf army for free.
  • Lightning Claw S User, AP-2, re-roll wound rolls and gain +1A if you've got two. Anyone who can get these can get Wolf Claws instead, which are straight-up better at 1 extra point, whether you take one or two. Never get these.
  • Power Sword S+1, AP-3. The dedicated anti-infantry power weapon. Definitely has its uses on pack leaders, but for only 3 pts more characters can get a Frost Sword which is simply better.
  • Power Axe S+2, AP-2. This is what you want against GEQ's, as you now wound T3 models on a 2+. Characters can get a Frost Axe for only 5 pts more.
  • Power Maul S+3, AP-1. Don't get this; You wound T3 on a 2+, but you lose a point of AP compared to the axe and you wound T4 on a 3+, but you lose two points of AP compared to the sword.
  • Power Fist Sx2, AP-3, D2, -1 to hit. Flat Damage 2 and a high S means these will be the premier 2W model killing melee tool this edition.
  • Chainfist Sx2, AP-4, Dd3 (becomes D3 against Vehicles), -1 to hit. Taken back their 7th ed.-and-earlier title of melee anti-tank, now that they gain a buff against vehicles models. Go ahead and charge that Dreadnought, champ.
  • Thunder Hammer Sx2, AP-2, D3, -1 to hit. Less AP, but higher D in comparison to the powerfist. Even with the weaker AP, this is probably the new anti-TEQ melee weapon, as you only need one failed save to take a TEQ down compared to two failed saves using a powerfist.

The below weapons are waiting on a Codex Space Wolf release.

  • Tempest Hammer A Thunder Hammer that deals a Mortal Wound on a 6. (Nerfed in the FAQ to still have a penalty to hit.) Only available to the Iron Priest.
  • Frost Sword S+1 User AP-3. These are why you play Space Wolves. Combine the best qualities of the Power Sword and Power Axe for a minimal increase in points.
  • Frost Axe S+2 AP-2. A great way of getting to S6 in close combat. They are a bit less cost-effective than frost swords, though.
  • Wolf Claw S+1 AP-2, with re-roll to wound and +1 attack if you've got two. Costs 1 point more than Lightning Claws for either one (7 points) or two claws (11 points) as of Chapter Approved 2019.

Codex Relics[edit]

If your warlord is a Space Marine Character, you can give 1 Character 1 relic, absolutely free. Weapon relics can only be taken by a unit that can take the weapon it's based on, and you have to pay for the base weapon. The Relics of the Chapter Stratagem could previously be used up to twice before the game started to take up to 2 more Relics. It's now spammable with SM codex 2019, though relics can't be duplicated, and each one has to go to a separate character.

Named characters and vehicles cannot be given a relic. But only That Guy would try to force a Chaplain dread into the armour indomitus or something like that.

  • Bellicos Bolt Rifle: Replaces a master-crafted auto-bolt rifle. 24" Assault 4 S5 AP-1 D2, to support your gunline.
    • Basically, The Primarch's Wrath, but for Primaris, that doesn't need Bolter Discipline for 4 shots.
  • Benediction of Fury: Replaces a Crozius Arcanum. S+2 AP-2 D3, unmodified wound rolls of 6 do a mortal wound in addition to other damage.
    • With Mantra of Strength and the right warlord trait, your Chaplain will become as deadly as a he is in the fluff. REPENT, HERETIC! *Plonk*.
  • Ghostweave Cloak: phobos model with a camo-cloak, passes though models when moving, advance or falling back and is -1 to hit.
    • Give it to a Stealth Adept Captain to make him as difficult to kill as Remo Williams.
  • Lament: Upgrades a master-crafted stalker bolt rifle's statline to S5 AP-2 D3, and successful wounds inflict a mortal wound on top of that. Single shot, but puts the big hurt on whatever it reaches.
  • Purgatorus: Upgrades a bolt/heavy bolt and other bolt pistol to Pistol 2 S5 AP-3 D2.
    • It's a great alternative to a Plasma Pistol as it's cheaper and does more damage (2 shots) with no chance of killing the user.
  • Reliquary of Gathalamor: Enemy Psykers must subtract 1 from Psychic tests made within 18" of the bearer. In addition, if the psychic power is not successfully manifested, roll a D6. On a 4+ the Psyker that attempted to manifest that psychic power suffers D3 mortal wounds.
    • Niche, but useful to protect your units if your meta is psyker-heavy, especially if you didn't bring psykers of your own (like Black Templar).
  • Standard of the Emperor Ascendant: Ancients only. A bit different from the 8.5 codex, they've done away the 3+ for extra attacks. Now it boosts the range of the standard banner ability to 9", friendly <chapter> Core units within 9" reroll morale tests
    • This certainly changes it's uses quite drastically from the auto take it was before to something more niche. Example uses include keeping Crusader squads from suffering under morale tests.
  • Teeth of Terra: Replaces a chainsword with a better one with S+1 AP-2 D2, and 3 bonus attacks instead of just 1. Good against hordes, better against multi-wound infantry like Primaris models and most characters. (Fun fact: this weapon is exactly the same as the Alpha Legion unique Relic "Blade of the Hydra." Coincidence? I think not!)
  • The Armour Indomitus: bearer gain +1W, 2+ armour save and Once per game, before taking a save you can also activate a 3+ invulnerable save until the end of the turn, useful as a panic button if your character runs into danger.
    • Of use to anyone wearing power armour, it's worth noting this is one of the few ways to give a Primaris character a natural 2+ armour save, due to their inability to take Terminator armour.
  • The Burning Blade: Replaces a power or master-crafted power sword. S+3 AP-5 D2. Where the Teeth of Terra hits often, the Burning Blade hits HARD and nullifies all armour saves.
    • Dangerous to monster and even vehicles sized targets, it's begging to be combined with a source of +1Str/to wound so it gets to harm MEQs on a 2+.
  • The Honour Vehement: Friendly <chapter> Core units with the Shock assault ability always get the +1A instead of having to meet the criteria. So, useful for ongoing combats.
  • The Primarch's Wrath: Replaces a boltgun or master-crafted boltgun with an up-gunned storm bolter, making it 24" Rapid Fire 2 S5 AP-2 D2.
    • Can be useful for those officers buffing your ranged units. Note that this relic gains the benefit from Bolter Discipline.
  • The Shield Eternal: Replaces a storm shield or combat shield, so available only to Captains, and Company Champions. Gives a 4+ invulnerable, and a 5+ Feel no Pain against Mortal Wounds. Some of the best protection you can give a Character you really want to keep alive.
  • The Vox Espiritum: Primaris only. +3" to their aura abilities (max of 9"). Excludes psychic powers. Enjoy your Black Templars hat for now, Primaris...
  • Tome of Malcador: Librarian only. He knows 1 additional power from any discipline he has access to, which isn't the same as casting 1 additional power. Depending on what discipline you're using, hard pass. It can however be used to take powers from multiple disciplines.

Exclusive Relics[edit]

  • The Krakenbone Sword: S+1 AP-4 re-rolls to wound. It replaces the bearer's frost sword. For a mighty beatstick this one is great: it has the special properties of a Wolf Claw without needing to sacrifice your shooting, the boosted strength of a power axe, and the AP of a meltagun. What's not to like?
  • Frostfury: Replaces a Storm Bolter. Loses Rapid Fire, but with Assault 4 it has as many shots as a Storm Bolter in RF range anyway and gains a little extra mobility for good measure. AP-1 and 2 D make it more useful against multi-wound models, and as an added bonus it causes a mortal wound on a 4+ on anything that's wounded by it but not slain (like a Helfrost weapon).
  • Armor of Russ: Grants a 4+ invulnerable save and forces an enemy within melee range of the wearer to fight last in the Fight phase. No restrictions on who can take it, so give it to a Primaris since they don't normally have a way of improving their invulnerable saves. It's a good item to play on a Land Raider Excelsior. This would also be tasty on all flavors of Battle Leaders as it would grant them a much needed invulnerable save.
  • Black Death: Frost Axe extraordinaire and replaces one. S+2 AP -2 D1, and each time the bearer fights, he makes additional d3 attacks. Makes your character a decent GEQ/MEQ eraser.
    • If you're giving this to anyone, make sure they're on a Thunderwolf. The pups additional teeth and claw attacks mean they'll have similar targets.
  • Helm of Durfast: Re-roll failed hit rolls for this model's ranged attacks, and no bonus to saving throws from being in cover for those. Good on shooty characters, but those aren't exactly common in the Space Wolves. Cough: Land Raider Excelsior. Give a Rune Priest or Wolf Guard Battle leader on a bike a Storm Bolter, and benefit from the new Bolter Discipline rules. 8 shots at 24 inches, rerolling all hits, and ignoring cover. You will be the bane of the Loyal 32 every game!
  • The Wulfen Stone: 1 additional attack for friendly SPACE WOLVES INFANTRY, CAVALRY, and BIKER models in friendly units that are within 3" of the bearer. Wulfen units are not affected, and does not stack with Curse of the Wulfen (Kill/Hunt). Still pretty great, and possibly the best buff available for your character.
    • Take a Wolf Lord as your Warlord With Wolfkin trait, give him the stone, take a WGBL make him field commander with saga of the savage and THATS A LOT OF EXTRA ATTACKS!!!!!...well only 3, but for a squad of 10 grey hunters with chainswords is total of 50 attacks...
    • Give this one to a Thunderwolf Character for the biggest base.
    • Both Rob from SpikeyBits and Reece from Frontline Gaming, in their reviews for the Codex, view this as working for the whole unit, not just individual models. It just comes down to poor wording and no FAQ on the matter from GW. The ability states models in a unit within 3" of (etc). So, even though it started with saying models, it's models within the unit that's within range, so if the unit's within range all the models within the unit are within range. See also the discussion of the Cadre Fireblade's Volley Fire ability.
  • Mountain-Breaker Helm: Infantry only. After the bearer finishes attacking but before consolidating, you can roll a d6 on an enemy within 3". You deal d3 MWs on a 2+, and if you kill an opposing Character with this helm, you'll have fulfilled a deed of legend!
  • Talisman of Storms: Rune Priest only. After using your first power in a Psychic Phase, roll a d6 for every enemy unit within 12". They take a mortal wound on a 4+.
  • Wyrmsplitter: Replaces a power axe. S+1 AP-2 2 D, and attacks against vehicles and monsters do double damage.
  • Stormsong: Replaces a master-crafted stalker bolt rifle. It becomes S6 AP-3 D3 and can hit a Character even if they aren't the closest.
  • Wyrdbane: Replaces a runic sword. S+1 AP-4 Dd3 with a re-roll to wound and inflicts max damage on Psykers.

Tempestas Discipline[edit]

Number Name Range Target Description Charge
1 Living Lightning 18 Enemy Unit Deals 1d3 mortal wounds to the nearest visible enemy unit. If the targeted unit is destroyed by this power, the closest enemy unit within 18" of the last enemy model to be removed by the power also takes 1d3 mortal wounds. This repeats until either a unit is not destroyed by the power or when there are no units close enough to a destroyed unit for it to spread. A tad weaker than Smite, but if used correctly it can wipe out several weakened units in a single casting. The Living Storm Stratagem can help with that. You can bounce the lightning onto characters. 6
2 Tempest's Wrath 24 Enemy Unit Until the start of your next Psychic phase, target unit has -1 to hit. Copied and pasted from Aversion from the Interromancy discipline, but because they have different names, the two powers stack. 6
3 Murderous Hurricane 18 Visible Enemy Unit Roll 1d6 for each model in the target; target suffers 1 mortal wound for each roll of a 6. Not overly reliable, but it's rare that anything scales with unit size in 8e. 5
4 Fury of the Wolf Spirits 0 Self Until the next psychic phase, the user gains a bonus 6(!) melee attacks with S5 AP-3 D1. It's a shame that you can't use this on other units, but by the Allfather this is amazing against melee hordes. 7
5 Storm Caller Aura 6 Psyker and Friendly Space Wolves Units Until the start of your next Psychic phase, targets gain the benefit of being in cover. A strong buff for an assault army that's particularly valuable because you can get multiple units under the bubble. Don't forget to add the Cloaked by the Storm Stratagem to buff them further! 8
6 Jaws of the World Wolf 18 Enemy Non-Vehicle Unit Roll 2D6. Target unit suffers a mortal wound for each point rolled above its Move. Random compared to smite, but potentially more powerful, and you can pick a target including characters trying to hide. Becomes pretty useless above M6.
Average mortal wounds inflicted, accounting for casting with 2D6 and no denial, caster has 4+ wounds remaining.
Move 1 2 3 4 5 6 7 8 9 10 11 12+
Mortal Wounds 3.50 2.92 2.35 1.81 1.33 0.91 0.57 0.32 0.16 0.06 0.02 0.00

Litanies of Battle[edit]

Now litanies are like the Dark Apostle's prayers, going off on a 3+. Before the game starts, generate the litanies your chaplain knows and start with Litany of Hate + Chapter Litany. Like psychic powers, you cannot spam the same litany even if several chaplains know it, but they are chanted at the beginning of the battle round and remain active until the end of it. This also means a Chaplain won't have an active litany on the turn he deepstrikes, as he can't chant while not on the table. The same rules apply if he rides a transport, so you'll need to come up with other ways to make him fast, like giving him a Jump Pack or putting him on a bike.

  • Litany of Hate: Default prayer, 6" aura of re-rolling all melee hit rolls (not just misses) for your chapter.
  1. Litany of Faith: 6" aura of FnP 5+++ vs mortal wounds for friendly <chapter> core or <chapter> Character units. Not cumulative with other rules, as per usual (but stated regardless).
    • Extra protection vs witchery. Also makes your plasma vehicles more durable when firing plasma, and your company vets more durable when bodyguarding. A 2/3 chance of a 1/3 chance to ignore damage is equal to 2/9, so this is slightly (4/3) better than a 6+++ FnP, with the caveat that it only works on Mortal Wounds.
  2. Catechism of Fire: Select a friendly <chapter> core or <chapter> Character unit within 6". +1 to the wound roll when "resolving a shooting attack" against the closest enemy unit, meaning it affects Overwatch, too.
    • It's best to increase what you have the least of: Space Marines hit on 3+ but bolters wound on 4+. But compared to a Lieutenant, it only affects a single unit and, most importantly, only against the closest target, on top of the usual litany conditionals. Useful to flamer Vets/Aggressors - generally better the less the gun relies on S or range to get work done.
  3. Exhortation of Rage: Select a friendly <chapter> core or <chapter> Character unit within 6". Their unmodified 6s to hit in melee generate another attack with that weapon, which cannot proc extra attacks itself. Good when you already have a Captain/Chapter Master/second Chaplain giving you a re-roll and their aura would overlap with the Chaplain's.
    • If you're already betting on exploding 6s, use it alongside Death to the Traitors or even Gene-wrought Might.
  4. Mantra of Strength: He'll show you how it's done. +1A +1S to the Chaplain, and +1D to his melee weapons. D3 Crozius!
    • Smash Chaplain: Could fill that Smash capain hole from 9th codex changes. Combine it with the 'Benediction of Fury' relic crozius (WS2+ S7 AP-2 D4) to kill characters, or a Master-crafted Power Fist for (S+1)X2 = WS3+ S10 AP-3 D2+1d3 (which is basically a better S10 D4 avg Thunder Hammer, which chaplains can't usually equip) to kill heavy infantry and bigger targets, like vehicles. To this you may add Warlord traits, stratagems, doctrines, and psychic powers as you can afford and be bothered with.
  5. Recitation of Focus: Select a friendly <chapter> core or <chapter> Character unit within 6". +1 to their hit rolls when shooting. Even during overwatch, meaning you should answer enemy charges with supercharges. Safe plasma!
    • While +1 to hit is better than a Captain's re-roll, this alone isn't a replacement for it (since it has a 1/3 chance to fail, affects single unit and doesn't work in melee or when the chaplain doesn't start on the field). Instead, it's better used when a unit cares about +1 to hit beyond improving BS by 1, most notably Plasma units. If you just want a second HQ to support a gun-line bring a Lieutenant instead.
  6. Canticle of Hate: Non-cumulative 6" aura of +2 to charge rolls, as well as +3" to pile in and consolidation moves. In all cases, the friendly <chapter> core or <chapter> Character unit in question has to be within the aura by the time the move is made - the consolidate move especially will often not happen unless the Chaplain also made his charge. Amazing for those of us who re-roll charges, increasing the odds of a successful 9" charge up to 85% (58.3% for non-rerolling lads).
    • Do keep in mind the chaplain has to be on the field at the beginning of the battle round. A Jump Pack or Biker Chaplain is fast enough, but if you are patient, you can use an Impulsor or Drop Pod to get him in position in the first turn, and use the litany for your deepstrikers in the second turn.

Specialist Detachments[edit]

Specialist Detachments are an upcoming type of Detachment that will be added starting in the Vigilus Defiant campaign supplement by use of stratagems that costs CP. These Detachments are custom made for specific sub-factions which grant them access to a new key word as well as additional Stratagems, Warlord Traits, and Artifacts.

General stratagems[edit]

  • Field Commander (1 CP):' This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can't be used on named characters or to give your warlord a second warlord trait. Usefulness may vary.

Stalker Pack[edit]

Upgrade Battle Leaders, Blood Claws and Reivers with STALKER PACK keyword Stratagems:

  • Blood Scent (2 CP): use it on a monster or infantry unit that is wounded or is missing models. Stalker units gain +1 to wound against them. Shoot a single book before the charge and begin the carnage
  • Pack Killers (1 CP): after a STALKER PACK successfully charged, Pick another STALKER PACK unit, they roll 3D6 for charge and discard lowest. Time this well and your Reivers will have a much better chance of charging after they drop in with their fall speed retarding equipment

Warlord Trait - Saga of the Savage: +1 attack for warlord when he successfully charges. To complete the saga, the model must inflict 5 wounds in a single phase. This would actually be fairly difficult, unless they are referring to unsaved wounds, in that case, take a hammer and wound away

Artifact - Ironfang of Ammagrimgul: Replaces a Power-Axe. S+1, AP-2, D:D3. If the wound roll for an attack made by this weapon is an unmodified 6, the target model suffers D3 MORTAL wounds instead of normal damage.

Unit Analysis[edit]


The average SM HQ is a heroic model that can do fairly well in melee and, being the poster faction, we have a lot of choices when building our guys. Listed here are some common builds so that you don't have to read "Captain, Captain with Jump Pack, Librarian, Librarian with Jump Pack" and so on.

  1. Jump pack: Mobility is the name of the game. The model gains 12" movement, fly and can deepstrike, so he can appear anywhere and ignore terrain, jump over the enemy's bubblewrap alongside your Vanguard Vets and even punch a damn airplane to death.
  2. Bike: High speed, high drag. The character becomes a battering ram, gaining a speedy bike that can turbo boot to M20", T5, +W1, and an additional 4 bolter shots. Sadly, all but Captain on the bike were relegated to the Index, which makes the whole bunch overpriced and without the new rules like Shock Assault or Doctrines. SQUATTED.
  3. Terminator: The heavy armour. +1W 2+/5++ and Deep Strike but only 5" movement and a slightly reduced wargear selection. Not meant to move around much, positioning is often determined by a Deep strike or the Land Raider that is carrying him around. Provides a lot of protection for your character. A Character's Iron Halo or Rosarius' 4++ has prevalence ofc.
  4. Primaris: Extra beef for a relatively low cost. +1W +1A, but usually restricted customization options. Segregated to their hover transports; that used to mean restricted, but now they're more of a separate-but-equal kind of deal.
  5. Phobos: Operator Primaris with stealth training, Concealed Positions let them keep up with infiltrators.

  • Wolf Lord: The Captain-equivalent is the no-frills infantry HQ choice. While his aura can prevent your Space Wolves plasma from blowing themselves up (and also affects Vehicles) and he's got a nifty Master-crafted Bolter he can swap for Combis, his stats make him really shine when wielding a Power Fist/Thunder Hammer; don't do this without a credible plan for delivering him into melee. If his job is babysitting your backline only, give him your favorite ranged weapon of a bolt pistol (minimum cost, and gives him 2 shots, since he has another one), a storm bolter (best cost efficiency against GEQ/MEQ), or his original gun (best cost efficiency against TEQ), and keep other options off him to keep him cheap. Otherwise, see the Jump Pack section for how to equip a mobile Lord, even if your solution is going to be a transport instead.
    • : What it says on the tin, your Captain can now Fly. Deep strike, 12" movement, jump over units, punch a damn airplane to death. Key above all is that he can jump over the enemy's bubblewrap alongside your Van-Wolf Guard and Skyclaws, and get his aura or his melee murderin' to where you need it most. For wargear choices, if you take the Power Fist/Thunder Hammer you ought to, while the Storm Shield no longer hinders him in melee, he's already got the protection of being a Character and a 4++, but 3++ can be crucial against strong enough Overwatch, since you'll probably be charging things a lot. It's an option if you absolutely need it; other reasonable choices for his non-melee-weapon hand include his footslotting ranged choices, a combi-flamer for hordes/overwatch, or a combi-melta if you really want even more anti-tank punch, since he can't take a regular melta.
    • Wolf Lord in : Essentially +1W, a 2+ save, and deep strike, at the cost of -1" movement, 31 points, and taking up more transport capacity. Terminator weapon options are more restricted than the regular ones, but he can mount a grenade launcher on his power fist. There's no good reason to take this guy - the points cost is brutal relative to the lackluster benefits, particularly since after showing up, he's so lacking in mobility.
    • Wolf Lord in Cataphractii Armour: +1W, a 2+ save, 3++ without taking up his arm, and deep strike, at the cost of -2" movement, 1/2 distance Advances, 52 points, and taking up more transport capacity. Shares most of the problems as the Lord in Terminator Armour; the 21 point cost to get the 3++ without needing a Storm Shield is a bit steep, since the Shield only costs 15 - even without the Cataphractii suit's movement penalties, it would be like taking the Terminator Lord with a Storm Shield, and paying 6 points extra for a second weapon. With the movement penalties, it means it's a poor choice for the same reason as the Terminator Lord: not nearly enough mobility for the cost.
    • Primaris Wolf Lord: Regular foot Wolf Lord, but Primaris: for when you want a bigger Wolf Lord but you aren't buying him a motorcycle, termie suit, or decent melee weapon. As with most Primaris units, even with +1W +1A, he's geared for ranged combat first, melee second (lest he invalidate the regular Wolf Lord). Decent personal guns to do stuff while he buffs your backline dakka, can buy a regular Power Sword as a deterrent, and that's it. Can only mount a Repulsor, but he's not in a hurry to get anywhere anyway. Not really worth the cost; he hasn't got more attacks than your regular Lord would with a chainsword, and the +1W and better output past 12" isn't worth the 11 point cost, given you're paying for a babysitter, not a murder monster.
    • Primaris Wolf Lord in Gravis Armor: He's an up-armoured melee-focused Primaris Wolf Lord, with T5 (as opposed to 2+) providing protection against S4/S5 hits (does nothing against lasguns). You'll only use his Master-crafted Power sword against T2 W2, because his Boltstorm Gauntlet has Power Fist stats, meaning the only benefit of the sword is the flat D2, offering a slight boost when murdering targets with exactly 2 wounds left in exchange for half strength, on top of having a Pistol 3 Boltpistol strapped on. 5" movement but no deepstrike means this guy NEEDS to outflank or a Repulsor to get anywhere, but being built for murder, you need to deliver him or he'll waste his points. Clever GW. Still cannot compete with a non-Primaris Wolf Lord deliberately built for murder, since A5 D1d3 is worse than A4 D3 in general, and likewise his other benefits can't compete with the choices available to a standard Lord - his primary benefit is that if you're taking a Repulsor anyway, he can legally ride it.
    • Primaris Wolf Lord in Phobos Armour: A Primaris Captain with a combat knife (+1A), and a sniper rifle equivalent (30", Heavy 1, S4, AP-2, D2, can target characters, but does NOT cause mortal wounds on a wound roll of 6). Also has a camo-cloak (+2 to saves when in cover instead of +1), an omni-scrambler (no enemy deepstrikes within 12"), and concealed positions (deep strike, but before first turn). You'll want him to give his re-rolls to your Eliminator teams or Infiltrator squads. Like the Lieutenant, this guy is really nothing more than an old, cranky primaris marine...and overcosted to boot.
    • : It took Cawl 10,000 years of work to still come short of what this guy becomes by just riding a bike. He's not only the fastest Wolf Lord at 14" movement (barring deep strikes), but can also become one of most resilient ones by virtue of combining his T5 with a Storm Shield, something a Gravis can't do. He's also the shootiest, as the bike has a Twin Boltgun, and he can swap his Master-Crafted Bolter for a Storm Bolter. The thing he does that nobody else can, however, is being a fast T5 W6 TH/SS dude. Resilient, Fast, Strong, and he's not even the most expensive Wolf Lord! It's a steal at only 98 points base.
      • Make him your warlord with Saga of the Hunter which allows him to advance AND charge in the same turn. Give him Wolf Guard on Bikes as an escort with storm shields and a melee weapon each, along with the bike's gun, and you have a very dangerous distraction carnifex. Reminder that the Deed of Legend for this warlord trait is simply making a charge, so you have a whole bike squadron moving 20" AND charging. If you don't advance, then you have 20 shots from the 5 man guard unit alone, or 40 if you give them storm bolters. Very fun.
    • Wolf Lord on Thunderwolf: Fast, tough, and deadly. 20 points more than riding a Bike, and you lose 4 inches of movement,

automatically fast Advances, the (mandatory) storm bolter, and the choice of a master-crafted bolter, in exchange for +1W, the ability to take a normal bolter, and 3 additional attacks at S5 AP-1 D1. Those last are the real reason to take him over the Bike choice; they only hit as hard as basic Wulfen claws do, but they do it with the Lord's WS (2+, re-rolling 1s). Note that if your primary desire is combining mobility with number of attacks, Harald Deathwolf does this better, not least due to having Outflank.

  • Wolf Guard Battle Leader: While the Wolf Lord lets you reroll 1s to hit, his subordinate lets you reroll 1s to wound, which is better for anything that automatically hits, like flamers. Have them babysit mobs of Blood Claws or Skyclaws along with Wolf Lords/Priests. This approach makes the newbies surprisingly deadly on the charge, while letting you shoot for detachments that give you more command points. A really useful unit, seeing as how prevalent hit bonuses are in this codex. Improving wound rolls is key.
    • Jump pack: If you were thinking of footslogging this guy in power armor for 60 points, he makes for a very cheap HQ. However, it costs a mere 18 points to give this man a jump pack, letting you get both his buff and his combat output where you need it; it's pretty much an auto-include if you take him this way. Start him in low orbit, and then bring him down at the end of the movement phase wherever you want to get the perfect 12" bubble, and from then onward he can jump around getting wherever he is needed.
    • Wolf Guard Battle Leader in Terminator Armour: Don't bother and just take Arjac.
    • Wolf Guard Battle Leader on : Absolutely amazing, at only 7 points more than the Jump Pack option, since both his melee and his ranged are worse than the Lord's, meaning you care even more about his mobility, to get his buff into position. Can't Deep Strike or traverse intervening models, but 20" is a lot more than 13.5" average.
    • Wolf Guard Battle Leader on: Goes along with his Wolf Lord counterpart very well. These guys together babysitting Thunderwolf Cavalry make them something like the rape machines they once were. Costs 19 points more than the Bike version does, but at BS3+, the inferior guns matter slightly less than the same choice for your Lord.
    • Battle Leader: Wolf Guard Battle Leaders with an extra wound and (much) more limited weapons options for 10 points more. They also have a different starting loadout than the vanilla Primaris Lieutenants, with a power axe and a bolt carbine as their standard weapons.
    • Battle Leader in : Another Primaris variant, with the same Tactical Precision ability as the others, but this one has a master-crafted D2 version of the cover-ignoring Occulus Bolt Carbine that Incursors get, along with their paired combat blades. However, instead of Concealed Positions, he takes a grav-chute for deep striking.
      • He can swap his normal loadout for a heavy bolt pistol and single combat knife, just like a Reiver. He even gains the REIVER keyword, and therefore the Terror Troops capacity (scary). But, ironically, he then has to sacrifice his grav-chute (not that scary), instead taking the same smoke grenade that Incursors get. Technically, he becomes a good leader for other Reivers, but because he loses his capacity to deep strike, you have to put him in a transport. Since deep striking is an essential part of the use Reivers squad (grav-chute or grapnel), if you really want to babysit them, you should stick to the "normal" Lieutenant in Phobos Armour.
      • Yes, the Incursor-like Lieutenant is forced to take a Reiver-like grav-chute that would only let him join concealed Incursor squads a full turn late, while the Reiver-like Lieutenant is forced to replace his grav-chute with Incursor-like smoke grenades making him useless for accompanying Reivers. Cross your fingers that this will be corrected in errata, otherwise accept that whatever loadout you use will be awkward and unoptimized for the role you use it in.
  • Rune Priest: Mobile cover is still useful, and with the Cloaked By the Storm Stratagem he can buff allies even without Storm Caller; his wargear is pretty good, and he's cheaper off the bat than a vanilla Librarian on top of having a -1 improvement to WS, since you can field him without a Psychic Hood, so he's a cheaper Smite source. Go ahead and take him. Particularly good with a jump pack, for making sure Smite happens where you want it to. A decent melee weapon is optional, but goes nicely with Fury of the Wolf Spirits to make a melee beatstick.
    • Rune Priest in : If you give him the Storm Caller power, he can make a nice escort for Wolf Guard Terminators, keeping them alive long enough for them to get into close combat. With wargear and a psychic hood they come to 164 points, though, which is only 3 points less than Terminator Njal, who is far superior at pretty much everything. Keep them cheap and mobile or just take Njal.
    • Rune Priest on : Having a 14" move on a caster is really useful, and so is having a T5 HQ. Taking this guy as your warlord will go a long way to deny your opponent Slay The Warlord unless you peril (This is what command points are for.) Give him a Storm Bolter to stack with his Twin Boltgun and the classic Runic Axe and this guy becomes pretty good at everything, especially CHARACTER killing.
    • Rune Priest: +1W, +1A, and more limited wargear - his psychic hood is mandatory, and he can't take runic armour, a jump pack, or a combi-weapon - but costs a point less than a Rune Priest with identical wargear (a bolt pistol and force/runic sword), and he hits harder than Rune Priest, too. Take if and only if you want to footslog him, as he's nigh-impossible to deliver anywhere quickly, unlike a Rune Priest.
    • Rune Priest in : Primaris Rune Priest with a camo-cloak (+2 to saves when in cover instead of +1) that makes him extra durable in cover, and concealed positions lets him deploy with your other sneaky marines. Has access to a special psychic discipline focusing on stealth, of which he knows two and can cast two. (Including one that's basically Warptime!) Comes stock with psychic hood, force sword, and bolt pistol.
      • Frankly, this option seems to be the only Vanguard HQ worth the points. The others look cool, but neither has a single melee attack with an AP value, and the captain has a single bolter shot at AP-2!?! This guy can genuinely hurt people with smite and his force weapon while providing tactical viability.
  • Wolf Priest: The lovechild of an Apothecary and Chaplain, he makes you deadlier in combat (re-roll ALL failed to-hit rolls in the fight phase) and braver (friendly Space Wolves within 6" use his Ld9), but can also heal wounded models. Makes a natural companion to Wolf Guard Battle Leaders, as their buffs are complementary, and the priest can keep the youngster alive. Remember to keep in mind that he can't return slain models back to a unit, unlike our apothecary brethren. Can't swap his gun for a powerfist unlike the codex version, instead letting you take a powerfist outright, which allows him to keep his pistol.
    • Wolf Priest with jump pack: You know it, you love it. Deep strike next to a wounded character, heal d3 lost wounds, then make them turn around and punch the nearest unit with their buff.
    • Wolf Priest in Terminator Armour: +1W 2+ armour, at the cost of 5" movement, but can deep strike. Take this when you want resilience over damage after deepstriking.
    • Wolf Priest on Bike: If you're looking for both survivability and the mobility then this is for you. Bikes got a massive buff as they move farther than before, giving the rider an extra wound and a toughness bonus. Lacks the Jump Pack's Fly & deepstrike shenanigans, but can still cover massive amounts of distance per turn.
    • Primaris Wolf Priest: Functionally identical to the Primaris Chaplain, albeit with the Wolf Priest's healing abilities added. Comes with the standard Primaris buffs, along with the better pistol.
  • Chaplain Dreadnought Forgeworld .It shares Bjorn's awesomesauce "ability" of being a 5++,6+++ dread that can't be shot at(apart from snipers). It also buffs the strength of friendly models fighting the same unit as the dreadnought. It's also reasonably priced considering it's many advantages, 204 points vanilla but can be cheaper or more expensive depending on wargear choices (taking an assault cannon makes it cost 183 as an example). Despite it's strengths ultimately it's buff is weak; more a bonus than something your army can rely on, if you want a HQ that buffs than the Chaplain Dreadnought is a bad choice, however, if you were planning to bring a dreadnought and/or want a tough and killy HQ then the Chaplain is a fantastic option that also saves you an elite or heavy support slot.
    • Disagree on that last point; Bjorn provides additional CP, his buff is active much more of the time, and hits much harder in assault, with Trueclaw being S12, AP-4, Dd6, re-rolling failed to-wounds. Take BOTH.
  • Iron Priest: Like a standard Techmarine, but with swapped WS and BS(better WS, worse BS), and comes stock with a Thunder Hammer, that can be swapped for a Tempest Hammer that for +5 points.(Swapped in the Codex) Sadly has a -1 to hit from the FAQ but inflicts a Mortal Wound on a 6 if it fails to kill its target (it's alright). Also gets the option to take a Helfrost pistol(stock in the Codex), which is equivalent to a pistol Meltagun with Mortal-on-6 instead of Melta at a 2 pt discount (may have some value if you keep the Priest close to the front lines). As of CA 2018 Servo arms are now free making this unit a far more compelling choice. As your cheapest HQ he acts as an excellent relic holder or warlord for smaller point games. An Iron Piest with servitors following can seriously break some stuff in CQC for an exceedingly low cost. Iron Priests have no options to take a Servo-Harness or Conversion Beamer, bummer. Looks like the Alpha Legion and Thousand Sons did some ransacking before they left.
    • Iron Priest on Bike: The Biker Priest is the option you'll want to go for - that 20" move will allow you to zip round the battlefield healing your tanks where required for only 7 points more than a regular priest. Note, though, that an Iron Priest on bike can't repair if he moved more than 6", so his move is for getting him ready to repair - he can't just zip over and repair now, and his repair mobility is actually worse than on foot, since the foot version can Advance for a total of 7-12" and still repair. Also, of course, the bike comes with a storm bolter.
    • Iron Priest on Thunderwolf:These guys used to be really good in 7th edition, but they've fallen hard. 6 wounds and a 2+ is nice but without a decent invuln save, he's very susceptible to anti-TEQ shooting. And he can't take Cyberwolves to eat wounds anymore! He's okay-ish in melee with the Thunder/Tempest Hammer, but with only a few attacks plus the mount's attacks, he doesn't do all that much in melee. Unfortunately, there really isn't much reason to take him anymore.
  • Rhino Primaris (Legends): One half of the Command Tank duo, the Rhino Primaris distinguishes itself from the basic Rhino by 3 things: its twin Plasma Gun, the ability to call an orbital bombardment (a 72" range monster with S10 AP-4 Heavy D3 D6 damage that becomes Heavy D6 when used on a unit with 10 or more models and doesn't need line of sight, but can only be fired once per game), and its servo-skull hub. The hub allows the Rhino Primaris to buff allies within 12" with either a +1 to hit, a -1 to morale tests, or healing a wound (for vehicles only). It only has room to transport 6 units, though that's just enough for a Character and Wolf Guard Pack.
    • Never fire the plasma gun on overcharged mode; the risk of destroying the Rhino Primaris isn't worth the extra damage. Unless you use the Servo-skull hubs +1 to hit on the Rhino, in which case you can overheat without risk. Probably better spent on those Hellblasters or plasma Long Fangs though.
    • Positioning is important, but it's even more important with the Rhino Primaris. Rhinos are tougher now, but you don't want your light APC in harm's way. But if you camp it behind a ruin that's somewhat central, flying units and other assets fighting in the vicinity all become viable options for the servo-skull hub. Imagine an overhead Caestus flying in, getting tagged by the Rhino, and then vomiting its weapons onto an enemy. Hitting enemy targets with BS 2+ anti-tank weaponry from nowhere? That's the value of positioning.
    • Worst case, have the Rhino Primaris pick itself on Turn 1 with its servo-skull hub, and fire the orbital relay (which can now be fired on turn one, a significant boost from 7th). Hitting on 2+ with a weapon this powerful is amazing, whether it's D3 or D6 shots. Add some way to reroll ones/hits and you can really lay a beating on something. A footslogging Wolf Lord may be better here than the Excelsior, but each scenario is different. If the Rhino is far enough back, a Primaris Wolf Lord with a stalker bolt rifle babysitting some Hellblasters anyway could help.
    • If you're looking for a good base for a conversion, the Damocles Rhino from Forge World is a good start.
  • Land Raider Excelsior (Legends): The other half of the Command Tank duo, which comes with a 5+ invulnerable save, the Wolf Lords ability to grant re-rolls for hit results of 1 for units within 6" of it, a pair of twin lascannons, a combi-plasma, and a grav-cannon/grav-amp combo. If you take it, take the Rhino Primaris too - it'll gain a +1 to hit for all shooting attacks if it stays within 24" of the Rhino Primaris. Apart from that, it's fairly similar to the vanilla LR, albeit better able to take on heavy infantry thanks to the grav-cannon.
    • As is the case for the Rhino Primaris, do not overcharge the plasma gun part of the combi-plasma. Your lascannons do everything that an overcharged plasma gun shot can do, without the risk of killing yourself in the process! Unless you're close to the Rhino Primaris, in which case, you might as well, since your rolls of 1 will become 2.
    • Often overlooked, this thing is a Character. While it has too many wounds to 'hide,' you can make this thing your Warlord. May not be a terrible choice in spite of its size, being the toughest vanilla Character in the book. It's expensive, but its sheer size adds a fair distance to its Jarl of Fenris special rule, meaning that a Wolf Priest-led melee squad disembarking from this thing can do a tremendous amount of damage while denying your opponent an easy Slay the Warlord. Avoid getting stuck in melee, however; you're a tank and you still suck in the fight phase. You want this thing shooting at medium/heavy infantry and vehicles.

Special characters[edit]

  • Arjac Rockfist: "Mjolnir Foehammer to me!"*cough* The Anvil of Fenris has received a big promotion this edition and is now a fully fledged Wolf Guard Battle Leader in the HQ section. Has the standard re-roll 1's to wound aura like normal Battle Leaders but combines it with an amazing +1 attack buff to Wolf Guard of all varieties around him (including Thunderwolves and himself) as well. In combat he's an absolute beast with 5 Strength 10 thunder hammer attacks due to his sheer size without the usual -1 to hit penalty (although, as a Space Wolf with WS2+, he would normally ignore the penalty anyhow). As a trade off it only does 1d3 damage; however, this is bumped back up to 3 damage against characters and monsters. In addition to this, he is able to re-roll all missed hits against characters and monsters, which, combined with his re-roll 1's to wound, makes him a supreme duelist, and all for only 8 points more than a similarly equipped terminator battle leader. Still gets to throw his hammer and the Anvil Shield now also reduces all wounds suffered by 1. An absolute auto-include if you're running an army with Terminators, Thunderwolves, or Wolf Guard bikers (just remember he can't keep up with the latter two, so he'll have to deep strike in to provide his buff).
  • Bjorn the Fell Handed: With the buffs to Dreads in 8th Bjorn may well be the most powerful non-Lord of War unit in the game right now. To start with he grants all Space Wolves units within 9 re-rolls of 1's to hit (thanks to Saga of the Majesty buffing his aura) and gives you a command point just for being on the table. Damn near unkillable due to his T8, W8, 5+ ignore all wounds save combined with the character rule so he can't even be targeted if near another unit. He packs 5 strength 12, AP -4, D1d6 attacks with re-rolls to hit and wound in combat so there's very little that won't just get splattered upon contact. With movement 8 he doesn't get around too badly either, spraying heavy weapon shots with re-rolls as he does so. The main drawback for all this awesome is high points cost ranging from 190 pts for basic assault cannon/heavy flamer setup to 210 pts for twin lascannons. But it doesn't take a lot to get your points back with him and he'll easily clean out enemy monsters/vehicles that cost way more than he does while buffing your army in the process. Just point him towards the enemy and have fun.
    • Bjorn is more or less a discount Leviathan dread. Leviathan is slightly tougher, Bjorn hits much better in CC. He moves quicker, and will remain full power no matter how much damage he takes. Though the Leviathan brings ridiculous dakka to the table, in a comparison of shooting ability Bjorn looses out. Key in the comparison is the fact that Bjorn is a character and has 8 very tough wounds. This helps ensure that he will brutalize his opponents in CC, whereas the leviathan though equally powerful, will usually absorb a lot of enemy firepower before he gets stuck in resulting in significantly reducing damage output. Basically, if you want to kill a swarm lord in CC, Bjorn will usually be the optimal and cheaper option; whereas if you prefer bug zapping at a more comfortable 18" (a smart idea since your opponent will try and tarpit the heavies) take the Leviathan.
    • He's a good addition, especially for a non-deepstrike/outflanking army, and while he's tough, he's certainly not tough enough for this level of raving about. T8, 3+ armour, 5+ ignores lost wounds isn't too high up there. If it you're taking a detachment centered on Bjorn, do yourself a favour and take Bray'arth Ashmantle instead; T9, 2+ armour, 5+ invulnerable, and 4+ ignores lost wounds. Less damage output in close combat, but with 2d6 S6 AP-2 D3 autohitting attacks, it will even out either during overwatch or before charging. Or don’t, because that would require a seperate detachment to include a salamanders Dreadnought!!
  • Canis Wolfborn: Dog Wolfborn has returned as a standard yet pretty overpriced Thunderwolf Battle Leader with Wolf Claws. 40pts extra gets you a +1 attack aura for Thunderwolves, Fenrisian Wolves and Cyberowolves teeth and claw attacks, a re-roll on his (and only his) charge rolls and a BS of 5+. With no invulnerable save he will get melted at the first sight of multiple wounds so you'll find a Battle Leader with TH/SS a lot more effective. In short unless you're running a bucket load of Fenrisian Wolves leave him at home.
  • Harald Deathwolf: This guy, right here, cheap as chips with a captain buff, Thunderwolf, storm shield, and pretty nice melee. He can deploy 9" from enemies through pseudo-outflank to threaten a charge. What really makes this guy nuts is that he receives a +1 to armour saves against shooting attacks. So survivable, this is an 8th edition attempt at Chapter Master Smashfucker. His frost axe deals 2 wounds a pop as well and deals an extra mortal wound on a wound roll of 6, so even heavy infantry wont be safe. A few Wolf Scouts deploying behind enemy lines will protect him as well, whilst he lets them spray supercharged plasma around with his hit re-rolls. Gives extra buffs to Thunderwolf cavalry
  • Krom Dragongaze: A fairly inexpensive but fluffy alternative to a regular footslogging Wolf Lord/Captain. At 90 pts he boasts an extra attack, his frost axe deals D1d3, and he reduces enemy units' morale within 3" by 1. Awesome model, and offers something different from the usual Wolf theme. Cheaper than similarly equipped Wolf Lord, making him the budget choice.
  • Logan Grimnar: Everybody's favourite Santa returns once more to the HQ slot but he's no less a killing machine than before. He comes equipped with terminator armour, a 4++ save, a storm bolter and a big ol' axe, and is a venerable mountain of wounds, attacks and MANLINESS. His axe has two profiles, though neither are particularly special, being essentially a +2S force sword or a thunder hammer. Lastly, he gives an aura of rerolls to hit to all Space Wolves and Wolf Guard don't take morale within 6" of him. He's still great for teleporting in to buff a big unit of deep-striking terminators, as they benefit from both of his auras.
    • Logan Grimnar on Stormrider: For 190 points now, the sled bumps his toughness to 6 and wounds to 12. With only a 10" move that degrades and the ability to re-roll charges without needing the rule from elsewhere (like Wulfen), this basically means he'll be staring down the barrels of your opponent's heavy weapons with no protection for a couple of turns, as he can't hide near other units; on the bright side, he does get to keep his old 2+/4++. The extra attacks from the wolves aren't going to do much to anything that isn't light infantry, but they help. He also gains the ability to re-roll failed charges, which helps to compensate for his speed.
      • While on Stormrider, he no longer qualifies for his own Chapter Tactics, making him less accurate than on foot with the Thunder Hammer profile of the Axe Morkai (and don't forget, he can't re-roll hit rolls of 2 with it, even though they are misses), and reducing his Heroic Intervention distance. That said, because he is a vehicle, he is repairable by an (overcosted) Iron Priest.
        • The latest errata makes him cavalry which should qualify him for the chapter tactic again.
      • Alternative Take: Jolly Old Saint Logan can be a fairly cheap murder machine that fills out any list. Conferring a re-rolls to-hit aura to your Thunderwolves or Predator gunline, he is one of the few characters you want riding in front of your army. He soaks a decent amount of firepower with a 4++ invulnerable on 12 wounds and has a man-sized fight phase. He requires good Dakka to bring down and protects the rest of your list for at least a turn from most of the enemy's multi-wound shots. Great as a DISTRACTION CARNIFEX and provides good aura buffs to boot.
  • Njal Stormcaller: See below. You will be generally be better off giving him Runic Terminator Armour for maximum effectiveness, only take him if will be tranported and you wanto save some points.
    • Njal Stormcaller in Runic Terminator Armour: Sticking the Tempest that Walks inside a suit of Runic Terminator Armour is a no brainer. At 153 pts he's 15pts more than normal Njal but with an extra wound, 4++ and the ability to deep strike. Also only 13 pts more than a similarly equipped Terminator Rune Priest but with a lot more benefits. Along with his improved stat line Njal knows 3 Tempestas powers along with Smite so he can pick and choose which 2 he wants to cast with +1 on he psychic tests. He can also deny 2 enemy powers per turn with a re-roll on one of the attempts, combined with his psychic hood this gives you a damn good chance of denying an opponents powers which really matters with all the Smite spam out there this edition. Nightwing is still underwhelming but Assault D6 strength 3 shots are better than nothing. Play aggressively and drop him with another deep striking unit so he can support them, throw out Powers and shut down enemy casters.
  • Ragnar Blackmane: Got Primarised in the Space Wolves codex, so according to the rules, his non-Primaris version is no longer legal. Since you can play any way you like, his original entry is preserved below, followed by his "real" entry.
    • Comes in at 100 points, which is starting to hit the pricey side for a footslogging Lord. He's got an extra attack but has lost his Furious/Berserk charge bonuses of previous editions so isn't quite the whirlwind of charging death he used to be. His War Howl now grants all units within 6" re-rolls to failed charge rolls, Insane Bravado doubles his heroic intervention range and his Frost Sword hits at S5 AP-4 D2, chewing through anything without a decent Invulnerable save. If you're using a number of deep striking units Ragnar's a decent bet to support them in a pod, allowing anyone around him a better chance of hitting that first turn charge with his re-rolls. More expensive than a Smash Lord, and re-rolling charges is something Wulfen give.
    • Ragnar Blackmane (Primaris): As expected he gets the extra wound and attack that all Primaris have, but more conspicuously he replaces Shock Assault with his old Berserker Rage, giving him 3 attacks when Shock Assault would trigger instead of one. Additionally, he lets nearby Space Wolves within 6" make a consolidation move of 6" instead of the usual 3". And he has a re-roll charge aura for friendly SW non vehicles within 6”. Get this guy in an Impulsor with either Incursors, Reivers or Veteran Intercessors (Give the Sarge something tasty) and then RIP AND TEAR, UNTIL IT IS DONE!
    • This guy is a beast, but you'll probably want an Impulsor to get him where he wants to go, along with some Bladeguard Veterans.
  • Ulrik the Slayer: Ulrik's a souped-up pseudo-Wolf Priest with +1 to BS, W, and A, +3" to his Leadership-boosting ability, and the Slayer's Oath, which greatly improves his support ability provided he's managed to kill a Character or Monster (which isn't terribly likely, especially with his low mobility) to also add +1 to melee wound rolls. Either way, he's not a real Wolf Priest - he has the keyword, but he doesn't have the Priest rule, or any Litanies - instead, Slayer's Oath gives him the re-roll melee hits ability at all times without praying, and he can't pray for anything else.
    • Ulrik's not quite as good as he used to be, but at only 8 points over a regular similarly equipped Wolf Priest not a terrible choice. Still, you're honestly usually better off with a regular wolf priest or a Primaris one, depending on what you wanted - Ulrik's aura has terrible synergy with your Chapter Tactic, so the other Prayers are usually better, even though they can fail.
    • With the recent FAQ 27/7/2020 a lot has changed for Ulrik. His new data sheet gives him access to litanies, and allows him to have two active per turn. Even though he is foot slogging, he has options to get where he is needed, and can seriously buff other units when he gets there. He is 20pts above a regular wolf priest.


  • Grey Hunters The Wolf Standard now lets you reroll run and charge rolls of 1, significantly improving their mobility, while their chainswords make them a cut above standard Tacticals in assault (but costs an extra point for the chainsword). Like most of your units, cowards at Ld 7 unless you pay to add a Wolf Guard Pack Leader - the stock sergeant they come with has +1A, but no +1Ld. Consider Terminator Armor on the Wolf Guard Pack Leader - it's unique, if nothing else and the durability boast is a good in 9th but won't be able to fit in a Razorback.
    • Something important to note is that the Wolf Guard Pack Leader is no longer an upgrade for the Grey Hunter Pack Leader; instead, you have to take him separately. You'll need at least 6 models in the squad if you want a combi-weapon in the unit, unlike codex Space Marines that only need 5. Thankfully that's just enough to stuff a combi and a special weapon inside of a Razorback MSU-style, but you'll be paying a few more points to do this than regular Marines would.
    • The reason to take this unit is their Wolf Standard, but you can't fill them up with flamers or good melee weapons to synergize with their sped-up Advancing and Charging.
    • One of the more popular and effective ways of running these guys is a 6-man unit that includes a Wolf Guard Pack Leader with a Combi-Plasma, a marine with a Plasma Pistol, and a marine with a Plasma Gun. That's 5 Plasma shots and 6 Bolter shots on a 119 pt troops choice. Stick them in a Razorback (Assault Cannons are fun) and run them next to a Wolf Lord or Bjorn to confidently overcharge your Plasma shots. This setup allows Grey Hunters to reliably hunt MEQs, TEQs, charge weak models with Chainswords, and sit on objectives, making them one of the most versatile troop choices in the game.
  • Blood Claws Brutal on the charge with an additional attack. They've gotten their "must charge if able" rule back too, and their WS is better than their BS. All this means is that you want these guys in melee ASAP, and should consider HQs and Wulfen to buff their melee game. Unfortunately costs the same per model as Grey Hunters now the same price as these but loses the boltgun for a free chainsword.
    • Remember, the whole unit is a Blood Claws unit, so buffs like Lukas or Wulfen resolve against the Wolf Guard model, too.
    • You can stuff three 5 man squads (no Wolf Guard) with wolf priest into a land raider crusader. Solves troops requirements for battalions, takes up 1 model for deployment rather than 5, and altogether serves as a top-notch horde/chaff removal tool allowing other units to move about more freely. Excellent place to make use of a stalker pack if you have the CP.
    • The only edge Blood Claws have over Grey Hunters is the ability to be taken in squads of 16 (15 + Wolf Guard Pack Leader).
  • Intercessor Squad: CORE. The bigger boys. Had become the go-to for a high damage output Troop choice with their buffs and Stratagems. Compared to Tacs you're getting an extra point of AP and 6" of range on their guns and +1A in melee for just 2 pts more per model than an 18pt Tac (when the new Codex comes), as well as more flexibility over their role with bolt rifle variants. Stalkers aren't as cost-effective and are only Heavy 1, but add an extra point of AP and D, allowing them to contribute to the fight and pick off heavy infantry even when securing the backfield objectives. And with 2 attacks each, plus a 3A sarge who can be equipped with a power sword, chainsword, power fist, or thunder hammer, they aren't defenseless in a melee. Even basic Intercessors come with a bolt pistol sidearm, so they actually get 3x S4 attacks each if they're locked in melee.
    • Intercessors are usually more durable on the tabletop than they appear on paper. Unlike tactical squads, Intercessors don't have weapons that tend to draw fire from the enemy. This means your opponent will generally only fire at intercessors with anti-chaff weapons, especially if you have vehicles or other multi-wound models about. As long as the intercessors have cover, they're rolling 2+ saves on T4, with two wounds per model, which is much better than you really need to survive most anti-infantry firepower. When brawling over an objective with other skirmishers, they are easily underestimated — the extra attack means they're effectively two tacs rolled into one model while not looking much more threatening. This leads to some mop-up charges getting stuck and worn down, or even being wiped out entirely thanks to Shock Assault.
    • With improvements to various weapons (especially the Melta Weapons; doubly so for the Multi-Melta) and the additional wound on Tactical Marines, the gap between these two units has closed. Although the Tactical Marines have inferior bolters versus Intercessors, their special/heavy weapon options allow them a decent amount of versatility with the same durability. They don't hit as hard in close combat, but we're essentially comparing two butter knife attacks vs three butter knife attacks (assuming Shock Assault), though there are ways to boost Intercessors combat effectiveness so the extra attack shouldn't be discounted. It should also be noted that the increase in AP between 0 to 1 is a much LARGER increase in AP than 1 to 2 when Tactical Doctrine hits (except versus 5+ and 6+ targets, where you really should be aiming). Also with the new book, most infantry-focused strategems no longer work on baseline marines, only affecting primaris. So things like Transhuman Physiology and the Rapid Fire strategems won't work on your tacs anymore, only primaris. This likely being a divider to give primaris an edge over regular marines now that they are the same wounds. So if CP is plentiful enough primaris can still likely outperform regular tacs in most situations. Especially now that they are almost the same cost.
    • Now Auxiliary Grenade Launcher is Assault weapon instead of Grenade liked in 8e. This makes them almost an auto-include for 5 points each you can fire your grenade alongside your Bolt Rifle. Basically, the double firepower of the model equips it.
Their Bolt Rifles give them a 24"-36" threat range, where most enemies will need to move to even engage them, leaving their cover behind. The fact that they have AP-1 means that they will mow down most GEQs without trouble and even layer on a bit of hurt on most MEQs. Its only critical drawback is being Rapid Fire, so while the extra range means they're not as inflexible as regular bolters, smart opponents can still force you down to shoot inefficiently.
While they aren't as starved for mobility as other marines due to their range, Auto Bolt Rifles allow them to advance without sacrificing all their shooting, and have now been bumped up to Assault 3, making them the go-to choice for facing horde armies. This does however come with two major caveats: a 24" range, and no AP without doctrines, which you WILL curse whenever an opponent makes a lucky set of 6+ saves.
Stalker Bolt Rifles are now D2, and with AP-2, these are clearly meant to be the rifles to be used against enemy MEQ and above. With the Devastator Doctrine, the rifle is AP-3, which makes even light vehicles a viable target. Fists, both Imperial and Crimson, will get good mileage out of this since they can proc even more hits, and Iron Hands can take them while still retaining their mobility.
  • Assault Intercessor Squad: CORE. Similar to the guys above, but built for melee rather than ranged combat. AP-1 chainswords mean they butcher light infantry with 4 attacks on the charge, and an 18", AP-1 bolt pistol can threaten infantry at medium range as well. The sergeant can swap his pistol for a plasma pistol or hand flamer, while being able to replace his chainsword with a power sword, thunder hammer or power fist.
  • Heavy Intercessor Squad: CORE. The biggest boys, Gravis armour makes them very durable, and access to auto bolters means they can be deceptively quick. Though your second-worst Troops melee fighters point-for-point (and actually worse than tacs on the charge), S5 guns make for more reliable shooting versus MEQs and TEQ and double their damage versus T8. Not a Substitute for devastators, but surprisingly capable of poking wounded heavy vehicles to death.
    • At T5 and 3+, they're extremely durable and likely one of the best objective holders in this edition. Most armies' S4/5 anti-chaff will bounce off, while weapons purpose-built for gibbing tacs tend to be D2 or Dd3, meaning twice the shots to bring them down and plenty of wasted wounds. Three D2 wounds will kill three normal Intercessors - but only ONE Heavy Intercessor. Sure, you could bring weapons which are S7+ and D3 but... come on, those are vehicle-killer stats, you could maybe justify pointing it at elites but are you seriously going to waste it on a TROOP choice? Between shrugging off small-arms, needing an extra shot/lucky rolls from anti-MEQ, and being wasteful targets for anti-vehicle, there just isn't a point-efficient way to kill these guys for most factions.
    • S5 weapons and the ability to add one flavor of Primaris heavy bolter means they're well-suited to camping objectives, particularly as per-point they're shitty melee fighters likely to get bogged down in assault. However, don't be afraid to throw them into melee! If your opponent knows they're shitty brawlers they might not be expecting it, and their stats mean they're great for bogging down enemy units, giving your other units time and space to move.
      • Why not take other gravis units or hellblasters (which should have gravis armor)??? Everybody else has better guns, power fists, jump packs, and special rules. These are troops and are the cheapest of all heavy primaris units. For about 150 points, you're getting 15 T5 infantry wounds, which is absolutely awesome! This is the option if you want an anchor unit for your army, and frankly, you can skip transports due to their range and take even more models!!! Iron Hands and Raven Guard Heavy Intercessors will be extremely efficient regarding durability as opposed to the other Gravis units.

Heavy Bolt Rifle(36" Rapid Fire 1 S5 Ap-1) is a decent balance of range and shot also being effected by bolter discipline (good against T4 MEQ and other targets). We know what Heavy Bolters are now good at and there is a stratagem for them to also inflicts MWs.

Hellstorm bolt rifle has increased shot volume(30" Assault 3 S5 Ap-0) (good against GEQ and MEQ with low armour saves). The range makes moving irrelevant unless your trying to move D6+5" towards an objective, then taking the -1 to hit could be worth it.

Executor Bolt Rifle(42" Heavy 1 S5 Ap-2 D2) is the anti-heresy option, being the most proficient at dispatching MEQs at very long-range, but you're stuck with the liabilities of a heavy weapon and you WILL eat a deep-strike charge with these if your opponent has anything resembling a brain.

  • Infiltrator Squad: CORE. The in-between of Scouts and Intercessors, filling the role of Vanguard troops that deny board space. Armed with Marksman bolt carbines, which are essentially boltguns that auto-wound on unmodified hit rolls of 6. Have Concealed Positions, and their Omni-scramblers prevent deepstrikes within 12" (and nullifying deepstrike charges and Flamers), making them excellent at area denial. One model can be either an Apothecary-Cadet to reduce the damage of the first successful attack each turn to 0 or a Comms Specialist to have rerolling hit and wound rolls from Phobos Captains or Lieutenants ANYWHERE on the board. With MEQ resilience they're better speedbumps than Scouts...and now that scouts are Elites for some reason, you have no alternatives. Like Intercessors, they can struggle to be more than heavy keep away units and pregame objective holders using the smokescreen Stratagem for protection.
  • Incursor Squad: CORE. The jack-of-all-trades of Vanguard space marines, able to provide support at range and melee. Tacticool sensors let their Occulus Bolt Carbines ignore both cover and hit penalties, making them the bane of other enemy stealth users and such, and they're capable melee fighters with their Ap-1 knives. They can also buy a haywire mine to dissuade enemy charges with D3 MW (3 if it was a vehicle.)
    • Assault Intercessors are flat-out superior in the choppy department. Reivers hit harder in melee, but they're Elites, and sacrifice their dakka for choppas. Incursors are the front liners that deal with other scouts and capturing the objective because they're troops.


  • Scout Squad: Cheaper than marines, with the same damage output but a 4+ save. In an effort to curb the Scout spam meta for Marines, they are no longer troops. The Scout special rule Concealed Positions may be the best troop rule space marines have, allowing them to cut off huge swathes of the board from enemy deep strikes early in the game. But Scouts are more than a mere speed bump. Flexible as the space marines in training they are, they can be used with either ranged or close combat loadouts (the close combat loadout is terrible unless you have very specific chapter tactics—typically, anything a pistol and chainsword scout can do, a shotgun scout can do better), but lacking power armour, you'll want to have a plan. Furthermore, don't give them shotguns unless you put them in a Land Speeder Storm—bolters are usually the better free gun, especially if you can keep them stationary and benefit from Bolter Discipline at the full 24". Camo Cloaks let them make better use of cover—it gives them the same resilience as Tacticals in cover (or from 12" away, if they're Raven Guard or Stealthy), but at a higher model cost. And Missile Launchers can combine with the Devastator Doctrine to effectively give them either a Lascannon shot or a Heavy Bolter burst on turn 1.
    • Scouts with Sniper Rifles are your army's cheapest source of, well, sniping. Just like in Rynn's World, a scout with a sniper rifle is not going to kill an Ork Warboss, but they might take down the Pain Boy that supports him. They also help to create a Character denial area during deployment. With good range and a chance for mortal wounds, they're useful for harassing not only characters but also targets of opportunity, like armoured infantry and even tanks.
    • A sniper can be viewed as a source of 1/9 of a mortal wound. Two battalions each with 15 sniper scouts (in 5 man teams) are a good example - it'll run you 390 points base before camo cloaks (another 90 for all of them) or monkeying around with the sergeant's loadout. If all 30 are all in range you're looking at about 3.33 mortal wounds a turn on any unit (including Characters, of course) in range, plus D3 more on a non-Character if you throw in a Heavy Bolter for Hellfire Shells. Each of those mortal wounds is de facto also a nonmortal wound (since you had to hit and roll high enough for the shot to have wounded anything in the game), so it's 3.33 mortal wounds plus at least 3.33 saveable wounds, which may be enough to kill a W4 target or less (which many characters are).
    • Sniper scouts or even shotgun scouts make fantastic distractions and will bait your opponent into killing a unit that isn't really all that dangerous. Scouts are relatively cheap and force your opponent's hand, lest they start piling on mortal wounds or getting into shotgun or charge range. It tempts other players to waste their effort on them. In reality, all of your far more deadly units are moving into position with a turn less damage... which can make all the difference in situations where you didn't go first or become outmaneuvered, etc.
  • Servitors With Chapter Approved 2018 Servitors got a huge buff in that servo-arms are now free. While they are still not viable for ranged combat, naked they are the same price as a guardsman, except each one comes with a free thunder hammer equivalent. For less cost than you'd pay for a thunderhammer on a character you get four bodies with servo arms hitting on 4+'s on the charge(Servitors do not benefit from Hunters Unleashed) hitting on 5+ (assuming you have a techmarine nearby). They have the spacewolf keyword as well, so all the buff auras affect them as well as gaining +1 on the charge(again, no Hunters Unleashed). Give them a Iron Priest with the wolf stone and perhaps even the saga of the wolf, and you'd have a neat little deathstar for under 90 points.
  • Reiver Squad: With new and old unit taking up the roll of Guardsman munchers, Reiver got revamped with Stratagems to be the loyalist Night Lords they are described as. They have a -2Ld aura which pairs with the Terror Troops Stratagem to stop the enemy from scoring VP. Reavers come with an Ap-2 bolt pistol for MEU and a basic combat knife to blend GEU with 4 attacks or swap for an 24" Assault 2 bolter for some ranged support. Either way, You're likely to grind away most unaugmented humanoids. For additional mobility, you can take Gravchutes for deep striking or Grapnel Launchers for Outflank and Ignore Vertical movement. Both of these synergise with the Stratagem to return them to reserves during the movement phase so they can ambush another unit trying to score points your next turn.
  • Centurion Assault Squad: With T5 and 4 wounds apiece, the choppy Space Marine in a Space Marine is a nasty piece of work in melee, especially since it can cause an HoW-like mortal wound on a 4+ with a stratagem. However, it can give that ability up in exchange for Hurricane Bolters that act like Rapid Fire 6 Bolters- that's the equivalent of a MSU Tactical squad before you even get into RF range! The Siege Drills are pretty good too, since they act like Chainfists Always deal 3 damage. As an added bonus, their sarge's omniscope negates cover bonuses. Getting them up the field practically requires a Land Raider. For long-range shooting focused marine armies, Assault Cents make a strong counter charge unit. Especially because of having 2 flamers EACH, that make up for 6 D6 of auto hitting surprise in overwatch or tearing apart big blobs of infantry. Can also swap the flamers for melta guns which will complement your drills quality over quantity melee output. With the new codex they are still expensive but their improvements make them at least reasonable considering Shock Assault and W4.
  • Judiciar: The big scary beatstick introduced in Indomitus. The heavy relic blade is like the best part of all the power weapons: S+3, AP-3 and D2 with both a 4+ invuln against melee and a bonus mortal wound on a nat 6 to wound. Then there's the Tempormortis, that creepy hourglass. It gives the judiciar the ability to inflict Always Strikes Last on one enemy unit within 6" each Fight phase, which makes him very powerful defensively, as he can force a charging unit to fight after getting murdered by whatever it charged - and, of course, if he's close enough, he can even Heroically Intervene in to help out.
  • Dreadnought: Dreadnoughts are excellent now since they can be set up to deal with a wide variety of enemies, are very tough like other vehicles, while not degrading if they take damage. Being a Space Wolf means that they generally want to be getting in the thick of it.
  • Venerable Dreadnought: 20pts more than a regular Dreadnought to gain WS2+, BS2+, and 6+++FNP. It gets all of the same weapon options as a regular dread, in addition to a blazzard shield and Fenrisian great axe option. Notably, the 2+ BS lets you move and still shoot heavy weapons with a better than 50/50 chance to hit.
    • Combat Arm vs. Great Wolf Claw: S12, AP-3, D3 vs S10 AP-2, D3 but re-rolling to-wound rolls.
    • Fenrisian Great Axe: Venerable Dreadnought only. For when you really want to clear out those swarming 'Gaunts and then slice a Carnifex in half the next turn. Has two killing modes: Scythe, which doubles their number of attacks that hit at S6, AP-3, D1, or Cleave, which causes -1 to their to-hit rolls, but hits at S10, AP-3, Dd6. Always taken with a Dreadnought-sized storm shield known as a blizzard shield that gives a 4+ invulnerable save, and removes all ranged options.
    • Assault Cannon: You know it, you love it. Heavy 6, S6, AP-1, D1. Used to erase infantry.
    • Twin Heavy Bolter Index Option: Still has its uses compared to the assault cannon. At S5, you're still wounding MEQ's on a 3+, you're still getting six shots, you're still getting -1AP, but you get an extra 12" of range.
    • Twin Heavy Flamer Index Option: Now we're cookin' laddie. Heavy 2d6 autohitting S5 AP-1. Combine with the heavy flamer on the combat arm and ensure no-one will ever want to charge you.
    • Twin Lascannon: You also know it, you also love it. Heavy 2, S9, AP-4, Dd6. Used to damage vehicles, monsters, and paste poorly positioned characters.
    • Missile Launcher Index Option: No
    • Twin Autocannon Index Option: Can replace either arm, but is a waste of the Space Wolf "chapter tactic" if you replace the fist. The best "all-rounder" option, with 48" range, S7, AP-1, and the golden D2. Heavy infantry and light vehicles preferred, but it can take its pick against most things, however a tad bit wasted against W1 models.
    • Multi-Melta: Meh, take the lascannon. Half the range, half the firepower, -1S (and considering a lot of battle tanks are T8, this is significant), for the same damage unless you're within 12". By the time you get to that range however, you could've killed it with the lascannon.
    • Heavy Plasma Cannon: It's just a plasma cannon with the wording changed to that it only deals one mortal wound instead of killing the bearer if it overheats. Heavy d3, S7, AP-3, D1, +1S and D but take a wound on a to-hit roll of 1. Just take the autocannons instead.
    • Helfrost Cannon: HARD PASS. Dispersed, it's worse than the plasma cannon. Focused, it's worse than the lascannon. Just take one or the other, and you'll have a much better life.
  • Contemptor Dreadnought: For just a modest points increase over a standard Dreadnought, the Contemptor packs 3 extra inches of movement, 2 extra wounds, +1 strength, the same WS/BS as the Venerable Dreadnought, and a 3+/5++ (it also costs more than a Venerable). All of this, unfortunately, comes with a small consequence. The Contemptor and the Redemptor are the only non-FW dreadnought variants currently that suffer from a Damage Table. Generally speaking, the Contemptor is a goddamn steal for what he costs now. The extra-fast movement speed means he can get into any position he needs to be in very short order, and reach melee combat with almost complete certainty. It's limited to a melee weapon and either a multi-melta or Kheres-pattern Assault Cannon (which has one more point of S compared to the normal AC, in exchange for costing 4 points more - not that S7 vs S6 is a compelling jump) and lacks smoke launchers, but its wargear is still more than enough to take out most enemies.
  • Wulfen Dreadnought: The Furioso Dreadnoughts aren't the only melee specialist dreads now. Only has a single storm bolter or heavy flamer as standard, but its paired axe and wolf claw make it a death machine in melee and it can re-roll failed charges. Going for single-wound infantry? Flamer and axe, since he gets to swing eight times with it. Going for anything else? Flamer and claw, since you re-roll failed to-wounds and always deal 3 damage in assault. Be careful about which armies you pit him against. He's not that good compared to the Forgeworld Dreadnoughts. While the axe is a more expensive Power Fist. His save isn't that great either. Save points for Murderfang or a Chaplain Dread if you want a melee monster.
    • If you take the claw and shield combination, you actually end up with two storm bolters, any of which can be swapped for a heavy flamer. If you decide on the storm bolters, remember he's only BS5+.
  • Invictor Tactical Warsuit: Dreadnought Lite—all the bulk, half the calories points. T6 and W13 helps keep it on the board, and it doesn’t degrade until it’s down to 6 wounds. For firepower, it can take either an Incendium Cannon that’s basically a souped up Heavy Flamer (12” Heavy 2d6 auto-hit S5 AP-1 D1), or a Twin Ironhail Autocannon (48” Heavy 6 S7 AP-1 D2) for shooting up heavy infantry. Backup weapons are a standard Fragstorm Grenade Launcher, a pair of Heavy Stubbers, and a Heavy Bolter that switches to Pistol 3 when enemies are within 1”. The only real way to take on vehicles (or, say, the occasional Bloodthirster) is with its Power Fist, which does 4 attacks at S14, AP-3, and D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors.
    • Best use of this is probably to give it the flamer option and use Concealed Positions to start it within 12” of some enemy infantry. Further, this unit packs 5 S14 Ap-3 D3 hits on the charge or when charged, and careful positioning will hamper monsters and vehicles running towards your infantry, which is just another reason to get it as close to the enemy as possible.
    • You could also give it the Autocannons and either leave it in your backfield for long-range fire support or use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. However, the rest of its weapons are oriented towards close-range infantry mulching, leading to the same issues as with the laser version of the Repulsor Executioner.
  • Lone Wolf Index only He's now more expensive than a Primaris Lieutenant, with a worse statline and zero buffing ability. He DOES have better wargear, and rerolls 1s against monsters and characters, but is awkward to transport, expensive when geared up, and he takes up one of the most crowded parts of your FoC. In the past, his utility was found in being cheap enough to be disposable while still being a credible threat to lone characters and monsters, and now with 3 attacks at 75+ points, he's neither. Hard skip. His one redeeming factor could be his one chucklesome ability to ignore the loss of his last wound, rolled per hit, which makes him acceptably good at tying up high damage, low attack volume models.
    • Lone Wolf in Terminator Armour (Index only) With the buffs to terminator armor, charging after deep strikes, and the removal of scattering, he's less terrible than his PA equivalent, but now costs more than a wolf lord. Teleport this bad boy next to the enemy and hope he gets his charge off. If not, your opponent will have to dump a fair bit of firepower into bringing him down, and as a character, that's only if he's the closest unit to them.
    • Take a blizzvendread instead for 1 more point.
  • Wulfen: One of the best melee units in 8th, kit them out with the giant axes and a couple of Stormshields & Thunderhammers. These guys are your choice against elites and enemy beatsticks as these guys wreck them, just don't charge hordes. Their Death Frenzy rule is insanely powerful; giving them a 5+ ignore all wounds save after armour and Invulnerable have failed them and also allows them to instantly attack again if they die in combat. They also buff your units, giving them either charge re-rolls or an extra attack. Bounding Lope allows them to advance & charge with re-rolls to failed charges as well, combined with their 7" move you'll find them getting around the board quicker than Thunderwolves a lot of the time. Combine with a Wolf Priest for an absolutely murderous unit that will molest anything and can take a bit of punishment as well.
    • Use Dark Angels stratagem the Lion and the Wolf to see what +1 WS, attack, strength and leadership can help the wulfen leader.
  • Reivers: Something between Wolf Scouts and Wulfen, Reviers are something of a 'jack of all trades, master of none' kind of unit in Space Wolves. They have the deployment capability of the Scouts, but non of the special weapons. They have better armor then Wulfen, but none of the special melee weapons or strength that the Wulfen have. What makes Reivers truly special is their shock grenades and terror troops rule. Set these guys up to throw a shock grenade to neutralize overwatch, and then set in a second unit to just butcher the target. As for terror, set these guys up near a target, and then use a second unit to shoot up the target and force a morale check. The point is that Reivers are a force multiplier for the Space Wolves. Also, remember to give these guys grav-chutes and grapnel launchers. The ability to deploy anywhere and ignore vertical height means that no one is safe from the Reivers.
    • Weaponwise, you're probably better off with combat blades. The Hunters Unleashed rule with the added attack that combat blades give to Reivers makes them a powerful MEQ close combat unit. That being said, Bolt Carbines do mesh nicely with Grapnel Launchers, allowing Reivers to shoot and advance.
  • Aggressor Squad: Got nerfed from player abuse. Still 3W Gravis armour Weapons platform with powerfist and spits out a lot of shots but no longer have special rules. they're still the middle ground between a Terminator and an Assault Centurion. Aggressors are heavy defense and Advancing soldiers, with powerful short-range dakka as they would when protecting an objective or your lines. And unlike other Primaris, they also have great close combat power with 3 powerfist attacks base! They come stock with two Flamers(40ppm) or auto boltstorm gauntlets (2x 18" Assault 3 bolters) and a frag grenade launcher(18" Assault D6 Blast bolters) for 45ppm.
    • Space Wolves have the unique ability to outflank Aggressors (now that the Raven Guard strat was nerfed). This means we're the only ones who can reliably get these bad boys right where we need them, and still have a chance to charge. The best way to run them is 1-3 max squads with boltstorm gauntlets, running with an ancient. When they die, on a 4+ they get to shoot twice (since they didn't move in your opponent's movement phase). If your opponent is dumb enough to let them live, 6 aggressors shooting twice conservatively pumps out 100 shots. Not bad for 222 points...

Wolf Guard[edit]

  • Wolf Guard: The Space Wolf equivalent of the various types of Veterans, Wolf Guard lack any sort of bodyguard ability or special weapons (with only combi options). Instead, they have a wider array of excellent melee weapons options. With chainswords being a free upgrade, Wolf Guard are more points-effective than Grey Hunters. Wolf Guard are very versatile, but be careful with going overboard; they're now 2 but didn't get a points increase.
  • Veteran Intercessor Squad: Intercessors with the veteran's additional attack and leadership. Since they're only in Tacitus armor, they can only swap between base and assault intercessor loadouts, but of course, this is an all-or-nothing deal. This contrasts with the Bladeguard, who is all-in with melee and are the cheaper choice if you just want more primaries that can benefit from veteran stratagems.
  • Company Veterans: the Command Squad from earlier editions, minus the Apothecary, (Company) Champion, and Company Ancient), which are all split off as independent Characters, also they don't take up elite slot if you have a square, and the one Veterans squade don't take up an elite slot if you have a <chapter> Captain. You can still kit between 2 and 5 of them out however you like (except no special weapons on the Sergeant - he's stuck with combi, which only matters if for some reason you wanted to bring meltaguns). They possess an improved "Look out, Sir!" rule prevents <chapter> character within 3" from being targeted by ranged weapons (as this is not Look out, Sir!, they can't be sniped).
    • Far and away the best Infantry unit you can field, both offensively and defensively, per point; all of them can go special/combi weapon+storm shield, thunder hammer+storm shield, or special weapon+thunder hammer, and they can get down to a 2-man unit, maximizing the "free" sergeant "upgrade" (even though he is proficient with fewer weapons than his men).
    • While it goes without saying taking two melee weapons is idiotic outside of two chainswords or two lightning claws, any combination of melee and pistols essentially means you're taking Vanguard Vets, but without the Jump Packs, and with the ability to get down to 2 men, not 5 (particularly useful due to the Sergeant's improved Attacks), as well as having the bodyguard ability - if you were going to take Vanguard Vets on foot anyway, such as in a transport, these are better, but you should think long and hard before taking these instead of Vanguard Vets with Jump Packs, if you're after melee. The primary reason to take Company Vets is the Special Weapons access, paired with either a thunder hammer or a storm shield (the storm shield is usually your best bet).
    • For the points, you should not take flamers - a combi-flamer will deliver more S4 shots in that range per point, if you're really after 12" of S4 death. However, no tricks here will let you beat out Scout Bike trios or Bike trios for S4 hits per point, so you should seriously consider loading them out differently.
    • The same is true of plasma, simply because plasmas and combi-plasmas have the same point cost, so you may as well take the combis for their improved output against GEQ.
    • Meltaguns cost half as much as the Veterans carrying them, and you have no really great way to get them into position to shoot, so in practice, they're best avoided. Grav guns, on the other hand, are just always an inefficient choice, period, compared to plasma..?
    • Consider a Stormbolter + Chainsword loadout for Rapidfire 2 S4, and 4 Attacks on the charge, at a fairly decent price. These guys can be really helpful in a Character spam space marine army, as usually characters can't be shot if other units are in the way, but some attacks can single out characters. These guys can intercept those wounds.
    • With a minimum size of two veterans, Crimson Fists should be very pleased.
  • Terminator Squad: As of late, Terminators seem to be overtaken by other elites and Primaris heavy hitters. However, terminators still have a worthy role in your army and it is actually the fluffiest! Terminators really only find value when being shot out of very cheap land raiders and teleporting. Heavy shock assault troops have always been their role, now its just been streamlined into their only relevant role. Terminators still have to worry about high-AP weaponry, but since very few weapons have anything better than AP-4 they'll almost always be able to use the resulting 6+ armour save (though you could just use the 5++ instead); it's not much, but it helps. At the same time, the addition of an extra Wound to their profile also outright doubles their survivability against massed small arms fire. The 5" movement means they're most effective when deep striking, but footslogging can still work if your opponent's lacking in anti-armour weaponary. The heavy flamer punishes counter charges and has the benefit of autohitting, but you won't be able to fire it the turn they teleport in. Storm Bolters do pour out the Dakka but Bolters aren't very productive, except when you tie in widely available buffs. The assault cannon is good for shredding lightly armoured infantry and can even pick away at light vehicles if you have nothing better to shoot at. The Cyclone Missile Launcher now arrives at a decent 32 points and vastly supplements all-rounder firepower. Teleport them onto a midfield objective, when in cover they become quite hard to shift. Deep Strike these guys 9" away from enemy meatshields, within Rapid Fire range of their Stormbolters, and launch the equivalent of 20 bolter shots. Follow up with a charge at whatever the meatshield was protecting.
    • Teleport homers work a little differently now; it's set up during deployment, anywhere in your deployment zone, and allows Terminators to skip their move in exchange for re-deploying the unit within 6" of the homer. While this is great for bringing them into an area that needs defending, each homer can only be used once and will be disabled if an enemy moves within 9" of it. A good way to screw with your opponents head as they can see where the homer is and will always have to consider the fact that your units can just blip away at your discretion.
    • 9th edition might be the Terminators time to shine. 'Nators are one of few units that has not seen any increase in points cost. When compared to all other heavy infantry available, these guys are actually quite cheap.
  • Terminator Assault Squad: Still the gold standard of heavy assault troops, especially with the extra wound they've gained. The classic Hammernator setup is still great for smashing in vehicles and heavy infantry alike while taking little damage yourself, but the -1 to hit can be a problem at times. Take a Chaplain along to mitigate the lowered hit rate (remember, though, that re-rolls occur before modifiers, so no re-rolling 3s). A set of Lightning Claws are more reliable and more effective against horde armies due to the additional attack, so it may be a better idea than before to stick with them. Assault Terminators with hammers, shields and near a chaplain or captain can obliterate the most powerful units in 8th in a single turn. The only alternative that offers anywhere near the CC killing power of hammernators are vanguard with hammers (Hammerguard?) and while they have better movement and cost less they lack the durability of terminators having less wounds and a weaker armour save.
    • Never take these guys with only Lightning Claws, you should always include at least 1 with hammer and shield. Why? Tartaros Terminators can take double claws for the exact same cost, have the same stats and 5++, get a 6" move instead of 5", and can add a grenade harness for a bit of shooting on the side; Cataphractii aren't as fast, but have a better invulnerable save, also get the harness, and cost 5 points less when using double claws. The only advantages these guys have over Tartaros are the hammer/shield setup, and a teleport homer for an emergency jump out, so *use* them.
    • After failing to use these bad boys to their full potential for 3 games in a row, I've come to the conclusion that anything less than running them as Black Templars with a Chaplain babysitting them just isn't worth the effort or points. The 9" charge is just too much of a risk to pull off without the guaranteed re-roll, and the lack of Chaplain means these walking tanks fail to hit 50% of the time with their hammers. If you want to guarantee a KEQ kill, you need to make a successful charge with both the Terminators and the Chaplain, do not die to overwatch or return fire, then pop an Honour Thy Chapter. As mentioned before, and in the standard unit's entry, use discounted Land Raiders to place Hammernators right where you need them.
  • Relic Terminator Squad: Replaces the Tartaros and Cataphractii. Boiled down the uniqueness into a Terminator Squad with different wargear options. Relic Terminator makes them a mix of Terminators and Assault Terminators in terms of weapons. has a Reaper Autocannon instead of Assult cannon for better anit-MEU. Any model can replace their powerfist with lighting Claws to be a more slashy like Assault Terminators while having the anti-infantry Grenadeharnesses and other guns. The sarg can take a Plasma Blaster(anit-MEU) or a Volkite charger(a cheaper anti-infantry gun that inflicts MW).
  • Wolf Guard Terminators: Wolf Guard Terminators are interesting in that they can mix-and-match close combat and ranged loadouts, and can equip each Terminator with combi-weapons (much like Chaos Terminators). Also, they get access to all the various frost weapons, giving them an edge over their equivalents. Mixing and matching mean you can protect your assault cannon Wolf Guard with a few storm shield-wearing Wolf Guard. An alternate way to look at the Terminator Wolf guard is as an exceedingly tough dakka squad. Equip each one with a storm shield and combi-weapon, and you've got a 2+/3++, 3 wounds deepstriking unit for 4ppm less than a sternguard group in a pod. Other good choices include thunder hammer and combi-weapon (for better-combined melee and ranged output than other chapters can possibly field in their terminators), power sword, and combi-weapon (for more cost-efficient dakka than they can field), and frost sword and combi-weapon (for a compromise between the two). Note that with proper support these guys can become one of the nastiest melee units in 40k. Load them up with either wolfclaws or TH/SS then deep strike them with Arjac, Logan and a character with saga of the wolfkin and the wulfen stone then grab a lawnchair and watch them put Berzerkers to shame. Yes this is a huge points sink for a relatively unreliable deathstar but god damn if it isn’t satisfying to watch a tau players face as your hyper buffed termies shred through their entire gunline at record speed.
  • Bladeguard Veteran Squad: For whatever reason, these guys get 3 wounds a model, blame the Rubicon Primaris. These guys are pretty much the equivalent of terminators, since their shields give the vets an equivalent of a 2+ save (it's still a 3+, but you add +1 to the save roll) and master-crafted power swords like the captain. Unlike Terminators or Vanguard Veterans, these guys can't deep strike on their own, and unlike Company Veterans, can't come in in a Drop Pod (or bodyguard wounds), so it's on you to figure out how they're going to reach the fight and what they're going to do when they get there with only master-crafted power swords and heavy bolt pistols (with sergeants getting either a plasma or neo-volkite one).
  • Company Champion: Another former Command Squad guy now on his own. He can't bodyguard, but he's WS2+, W4, is a character, has to make a 6" Heroic Intervention if possible, and re-rolls failed hits and wounds and has ASF against Characters. Comes with a master-crafted power sword, bolt pistol, and combat shield for a 5++, but no other wargear options. Multiple Champions can be very interesting when embedded in your gunline, or as part of a larger melee deathstar - Heroic Interventions make them a very useful counter-assault choice, and they can swiftly dispatch most other characters without wasting your Captain / Chapter Master's time.
    • However, neither Company Champions nor any of the Chapter Champion variants can keep up with Thunder Hammer Company Veterans, from an offensive standpoint, so their main benefit is defensive, due to being characters.
  • Ancient: A support aura character that's important to big blobs. by default, The banner has a 6" aura that adds +1Ld to all <chapter> Core units and if a model from a unit within 6" dies, you get a 4+ chance for them to get off one more round of shooting or close combat right then before your opponent can move on to something else. now only the units have to be within range soo bigger blobs around him. Out of phase shooting is great, and marine infantry die quite a bit in practice. Combine with an Apothecary. Do also keep an eye on Relics that give more aura utilty

The old Command Squad banner bearer, now an Independent Character, and don't take up a slot if you include a Command Squad. Cheapest base model, Comes with a bolt pistol that you can swap for a different pistol, combi, or melee weapon.

Same as a Company Ancient, but with +1W +1A. Comes with a bolt rifle in addition to the pistol, and can't swap his wargear or ride in anything but a Repulsor. Easily worth the 5 points for the +1W alone; the +1A and improved bolter are just icing, as you probably weren't planning on up-gunning you are Ancient anyway, and since the Ancient buff is an AOE on multiple units, very compelling overtaking a second Ancient for redundancy.

See that Primaris Ancient? He now Trades his Rifle for a second aura giving +1 to hit to all Bladeguard units within 6".

If you want your banner to arrive anywhere on the board. As one might expect, the armour gives him +1 Wound and a 2+/5++ save over his PA counterpart and he is locked into having a Power Fist and Storm Bolter. An excellent choice for accompanying Terminators of all sorts out of Deepstrike. he has a larger 40mm bases, meaning you can get more models into your buff aura.

Special Characters[edit]

  • Lukas the Trickster: Makes everyone around him less disciplined, friend or foe, including himself, not that single-model units care much about that. He has a +1D Wolf Claw and a Plasma Pistol, paired with a fairly incredible WS2+/BS3+/W4/A4, and opponents who Fight him get a -1 to hit penalty. If he's slain while Fighting, he rolls off with his opponent, and if he wins, the unit that killed him takes 1d6 mortal wounds. His best ability, and the reason to take him, is that he's like a lite version of a Wolf Guard Battle Leader - friendly Blood Claw units within 6" (once again including himself) reroll ones to wound (which his claw already does, but his pistol won't - just remember to avoid overcharging the pistol without a very good reason, as it will tend to kill him right when you need it not to). He has no great way to keep up with the bike or jump infantry versions of his buddies, so he's probably best taken with the basic footslogging troops choice, and remember, he will stack with abilities that re-roll misses, like a Wolf Lord.
    • Points: Lukas costs 110, while a footslogging Wolf Guard Battle Leader costs 60 and has a more versatile aura (and comes stock with worse gear). This means Lukas' points are paying for his personal beatstickery (the claw, the pistol, the additional Wound he has over the leader, both of his Fight phase buffs, and his universal leadership debuff, if there's a good way to assign a cost to it), which is not an efficient way to get shit done - you should be investing points in making a good murder unit and then using your buffers to apply to it. You'll usually be better off with a Wolf Guard Battle Leader, as a result - roughly half the cost, and mostly better wargear choices, like a power fist and storm bolter. And, of course, you're not constrained to footslogging one.
  • MURDERFANG: As a Character with fewer than 10 wounds, Murderfang can only be targeted with ranged weapons if he's the closest enemy. With a decent screen of infantry and good use of his Murderlust ability, getting him into close combat unharmed is almost too easy. Just don't do something stupid like charging Relic/Hellforged Contemptor or Leviathan Dreads. Graviton weaponry and their Automatic Shielding/Hellfire Reactor invul saves will give Murderfang a nice buttfucking. However, he does make a decent meat shield for your own Forge World Dreadnoughts, or Bjorn. Having both of them with a Chaplain Dread so Murderfang can run interference for the two HQs is a viable strategy.
    • After playing several games with this guy, I think he makes a very good defensive anchor for your army. If your opponent is running an alpha-strike type army, hide him near an important unit and charge deep striking heavy infantry. I guarantee if your opponent hasn't seen him on the table before, they'll underestimate him. I've had him completely wipe tough beatstick units in a single round of combat on multiple occasions, and he usually makes back his points and then some. Just be careful on where you deploy him so he doesn't get caught without a screen to protect him.

Forge World[edit]

  • Relic Contemptor Dreadnoughts: 37 points (around 38%) more naked than a naked normal Contemptor. Two more wounds compared to the standard Contemptor, ignores wounds received on a 6+ AND has a 2+ save, but Attacks also degrade with damage now (rather than Movement). You also get access to way more options than any other Dreadnought. For your convenience, they're all listed below; you can take any two you like, unlike the base Contemptor, which is forced into 1 melee option and has only a Kheres and a Multi-melta to choose from for its main gun. Unfortunately is a Relic, so each one of these forces you to take a non-Relic Elite. If you really just want a Contemptor but better (i.e. filling the same role against the same targets), take 1 chainfist with a heavy flamer and 1 Kheres. You'll get into position for the Kheres faster since your Movement doesn't cripple, it'll take way more work to cripple your statline, and your fist's output in both melee and ranged will be incredible.
    • Cyclone Missile Launcher: FAQ'd, 50 points for two 36" range missile launchers; two actual missile launchers cost the same, but with 48" range and the ability to split fire. Pass.
    • Powerfist: AP-3 and D3. Pay 6 points and get the chainfist.
    • Chainfist: Contemptor Chainfists gain -1 AP and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It's a must-take for all purposes. Don't take 2, though - 1 chainfist + 1 powerfist will give you identical performance while saving you 6 shiny points.
    • Combat Arm Gun Options: Built-in Storm Bolter, Heavy Flamer, Plasma Blastgun (an assault 2 plasma gun at a steep price hike), or Graviton Blaster (an assault 2 grav-gun without paying a point more, which is sadly not nearly enough to make it worthwhile). Relic Contemptor Dreadnoughts have the Unstoppable Fury rule, allowing them to reroll 1s to-hit if they are armed with two melee weapons, but doesn't specify in which phase. So you have less concern about overcharging your plasma weapons now that you hit on a rerollable 2+, but any main gun will be more effective than four overcharged plasma gun shots. Movement no longer cripples, meaning the Heavy Flamer is a really solid choice, allowing you to easily get into range while ignoring the decreasing BS.
      • Re-rolling hit rolls of 1 is hardly worth the cost of the second melee weapon, which is quite steep, with even a DCCW running you 40; your best bet if you want melee is a single chainfist and heavy flamer.
    • C-Beam Cannon: The new Heavy Conversion Beamer is a single shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage after each 24" bracket of distance, totalling S10 AP-3 3d3 Damage at anything over 48" range. If a model is removed from play as a result of wounds caused then it automatically trigger 2d6 extra auto-hits on the target unit at S6 AP0 D1. Generally speaking, this weapon suffers the exact same problem as the Vindicare Assassin, with a crippling downside that the Contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really NEEDS the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. At full range, the initial hit will likely knock the crap out of any target, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but those additional hits will likely be wasted.
      • Against the infantry targets you have a serious chance at one-shotting, the C-Beam Cannon suffers from costing so much. Against GEQs, you'll do a lot of damage even at short range, but not enough to outperform the Kheres, and you'll face similar scaling problems at any range, largely because as your ability to guarantee the "splatter" improves, your splatter's actual value gets worse. This weapon actually becomes the best when used against hard targets at range - at 48" or more away, the only 6+ wounds target it's not your best choice against is T5 or T6, where the twin autocannons take over - but without the range, it's just not going to earn its keep.
    • Kheres Assault Cannon: Take this against GEQs and T5+ enemies; it gets the valuable 2+ to-wound against the small stuff, and the S7 helps it more effectively threaten things like Tyranid Warriors, Crisis Battlesuits, Astartes Bikers, and light vehicles.
    • Twin Heavy Bolters: Take this against MEQs; both this and the Kheres wound on a 3+ against T4 targets, but this is cheaper and has an extra 12" range.
    • Twin Autocannons: Best suited for two-wound infantry (Terminators, Stealth Battlesuits, Bikers of all flavors), and light vehicles/monsters (War Walkers, Sentinels, Tyranid Warriors). However, it also finds its use against most medium/heavy targets but is wasted against single-wound models since the above two guns spit out more shots for less points. Due to the range and price, this is much more effective on the Contemptor Mortis, where you won't be hit by the -1 to-hit from moving.
    • Twin Lascannons: Has fantastic range and anti-tank effectiveness, but is crippled by its staggering cost; in order to earn its keep you have to shoot things with the wounds to notice that 1d6 damage rating. Due to the range and price, this is much more effective on the Contemptor Mortis, where you won't be hit by the -1 to-hit from moving.
    • Multi-Melta: Half the shots and half the range (or one-quarter of the range for the melta effect) than twin lascannons. Pass.
    • Heavy Plasma Cannon: The Kheres or bolters are better against infantry, and the autocannons are better against anything you'd normally overcharge this for. Pass.
  • Relic Deredeo Dreadnought: The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won't cut it. Its armor save is slightly worse than the Contemptor's at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4+ in the Fight phase (but why are you in melee in the first place?) on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36" autocannon shots with +1 S) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gunshots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don't bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible. It should be shooting things, not tied up in melee. It can supplement the main weapon with either an Aiolos Missile Launcher for extra fire support or an Atomantic Pavaise to give everyone within 6" of itself a 5+ invulnerable save. The latter works great with Devastators or other long-ranged units that can help support the Deredeo's firepower.
    • 8th edition is kind of a mixed bag for the Deredeo. While 8 shots at BS2+/3+ on the move with the Anvillus sure are are great, the 12" range reduction is very painful, especially for the plasma carronade. 24" max means it will be in range of most weapons in addition to the risk of losing wounds which is very probable at 5 shots per turn. So it is advised to have a reroll/repair character nearby should you go for the plasma option.
  • Deimos Pattern Relic Predator: Take a Predator, give it an extra wound, and slap a Plasma Destroyer on it as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can't be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 Damage it doesn't really need to be. While it can swap out the plasma destroyer for the standard Predator guns, that's a waste of its options. Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness.
  • Relic Javelin Attack Speeder: The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part these fulfill the same role as before, that of a Heavy Land Speeder. But they lost the twin-linked rule on their Missile Launchers(WTF). They even lost their trademark Outflank ability. Overall this turned what was already a mediocre relic slot item, at best, into a shitty tool that's worse off than a generic land speeder.
  • Relic Sicaran Tank: The Sicaran has transitioned smoothly into 8th ed, retaining its status a high-speed menace. With a big 14" move, T7, 14 wounds, and 3+ Save it falls in between a Predator and a Land Raider in terms of size and durability. It's armed with a single Heavy Bolter and can grab 2 sponson-mounted Heavy Bolters or 2 sponson-mounted Lascannons, a hunter-killer missile, and a pintle-mounted Storm Bolter if you crave more dakka.
    • Sicaran Battle Tank:Armed with a nasty twin accelerator autocannon which has a couple of neat tricks. It fires at 48" Assault 8 S7 AP-1 D2, suffers no penalties to its hit rolls when attacking flyers, and a to-wound roll of 6 increases the AP of that hit to -3. This Sicaran is a useful anti-air unit in a pinch and is well known for its ability to counter skimmers. Make good use of the Assault rule on its main gun by zipping around and firing while advancing.
    • Venator Tank Destroyer: The Venator trades the regular Sicaran's quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon's S12 AP-4 D6 damage hits (all 3 of them), it'll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn't get penalties for moving and firing its heavy weapons.
    • Punisher Assault Tank: A new flavor of Sicaran, its draw is the Punisher Rotary Cannon - 18 Heavy Bolter shots guaranteed to make any hordes within 36" hate life. And if you don't move that turn, it re-rolls all to-hit rolls of 1. Enjoy making Orks and Tyranids cry.
    • Arcus Strike Tank: Another Sicaran variant, this one is armed with a rotary missile launcher. Though 24" is a bit short-ranged for a vehicle weapon, it's still Heavy 2d6 with S5 AP-2 D1. And not only does it negate cover saves, but it also deals an extra mortal wound to INFANTRY units on a 6+ to wound. If you're forced to fight an extra-large horde, it can switch its weapon profile to Heavy 4d6 at the expense of not being able to fire its missiles until after the end of the next turn. As a result, taking the heavy bolters/lascannons and the storm bolter is a good idea to ensure it doesn't render itself defenseless after a missile massacre.
    • Omega Tank Destroyer: Yes, it's datasheet really describes it as a "tank destroyer". A really shit plasma variant; 24", heavy 6, S7, AP-3, D1, or 24", heavy 3, S9, AP-3, D3. The overcharged version inflicts a mortal wound on the target on a to-wound roll of 6 but inflicts d3 mortal wounds on itself on a to-hit roll of 1. If it had twice the shots (which would make sense as it has two guns, in a similar way to the regular Sicarian), it would be fine, but it doesn't.
  • Relic Whirlwind Scorpius: The Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher (and its occupation of an Elites slot, not a Heavy one) - while it has only half the range of either of the Whirlwind's rocket types, 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn't moved in the movement phase.

Dedicated Transports[edit]

Because GW loves making bad decisions to try and milk your wallet, these are divided into those that cannot carry primaris and those that can only carry them.


  • Rhino: 10 Wounds and a 3+ make the old METAL BOXES harder to crack open than ever before. have 2 storm bolters means that you can output a lot of dakka (8 shots at 12 inches), and kill off some infantry then tie up vehicles in combat. A breakthrough star of 8th.
  • Razorback: Transports that produce offensive output, like a Razorback, are likely to be very strong this edition. 8 lascannons fired by devastators will not destroy a Razorback in one turn on average. That is a lot of Dakka to absorb. If you run them with Heavy Flamers, then no matter how injured your Razorback is, it will still always autohit, until said Razorback is dead.
    • The razorback has 6 different options for its main weapon, making it a very flexible tool for patching up weak points in your army's firepower.

The stock option and by far the most boring. Cheap, and that's really all that can be said for it. Use if you're on a budget, but if you're not upgrading the weapon, maybe consider just going with a plain old Rhino instead and drop a couple of Heavy Bolters somewhere else in your army, they're nearly the same cost.

The crowd favorite and for good reason. 12 S6 AP-1 shots is a substantial threat, allowing you to mulch that Guardsman squad standing on the objective you want before dumping your cargo of marines out to finish them off. Got a notable price bump in Chapter Approved, so it isn't an auto-pick anymore, just a very solid one.

The infamous Laserback. The most expensive option, but a damn good one. This is one of the Marine's more cost-effective anti-tank options, able to deposit its cargo, then dig in and start picking at tanks and monsters.

The Marine's knockoff Immolator, it really suffers from the pathetic 8" range. Even the THB can deal more damage simply by having the range to do so; this weapon will be complete dead weight until you're literally on top of the enemy. Avoid.

A bit of an esoteric choice, with the TAC's price hike, this option is only 1 point more. The real draw is the fact that the Plasma guns are Rapid Fire, not Heavy, allowing you to tear around the board firing without penalty. While it actually outperforms the Twin Lascannon in every area when Overcharging, even when not in Rapid Fire range, it does carry that annoying rule that it dies without saves if it rolls a 1 to hit. Still, an interesting option and certainly worth looking into.

This is the weapon of the Infernum Pattern Razorback mentioned below, but it is literally the only difference between it and the regular Razorback, so here we are. The cheapest weapon option outside the stock THB, this is the budget anti-tank choice. Workable, but a single 24" melta shot taken at -1 from moving is putting a lot of faith in a 50/50 chance.

  • Land Speeder Storm: Dedicated transport for 5 Scout models, for the same base cost as a normal Landspeeder. Open topped so they can shoot out of it, although still suffer any penalties for shooting heavy weapons after moving, and cannot shoot after falling back even if the vehicle still can. Does not get Concealed Positions, but has an 18" move, to easily re-locate. Starts with a Cerberus Launcher (Heavy 1D6 bolter shots at 18") and a Heavy Bolter that it can swap for a Multi-Melta, Heavy Flamer, or Assault Cannon (for now; this option is in the 8E index, but presumably the 9E codex will take precedence and kill these options off).
    • Put a Scout Sniper squad inside for a mobile Character killing fire base with a 7 wound buffer. Heavy flamer to discourage charges (and hopefully let you fly away next turn), or a Heavy Bolter/AC to provide supporting fire.
    • Put a Scout Shotgun squad inside with a Heavy Flamer, and charge it up into their face.
  • Drop Pod: Grants a Power Armour unit deepstrike. Tactical Marines can use it to capture objectives and hamper enemy movement. Melta units can get in close (although usually not close enough, unless you mean multimeltas) for a hard strike. Assault units can charge out of it if you can make 9 on 2d6. No longer scatters and arrives at the turn you chose. Much more importantly, it ignores the Tactical Reserves rule so you can finally pull off a turn 1 Deep Strike. You might still struggle to pull off a charge or get into the optimal range, but the correct selection of Chapter Tactics can do a lot to mitigate those downsides.
    • Generally speaking, the best contents of one of these is Company or Sternguard Veterans with combi weapons or a Devastator Squad with grav-cannons or multi-meltas, and/or support HQ/Elite characters hitching a ride to get into position (such as a Justiciar or Apothecary). Anything else you might put in here can either get up field on its own (Scouts, Vanguard Veterans, etc) or poses little to no credible threat (Tacticals) or both (Assault Squads).
    • It has been FAQed that the opened doors count as part of the model, so it can also be used to make a sizable anti-deepstrike zone, before it’s shot off the board (if your opponent put enough thought into it).
    • If you choose to take the Deathwind Launcher in Matched Play, then you are officially retarded, as a Storm Bolter is generally twice as good for its points at 12" and can also shoot up to 24".


  • Impulsor: The inbred spawn of a Razorback and a Repulsor. Has 1 more wound than a Rhino and can be upgraded with a 5++, but lacks Smoke Launchers. Comes stock with two Storm Bolters with the option of taking an Ironhail Heavy Stubber and swapping the storm bolters for fragstorm grenade launchers. 14" movement combined with the ability to disembark a unit after moving and the penalty to enemy charges that the Repulsor also inflicts makes the Impulsor one of the better transports... in theory. In practice: it has a transport capacity of 6 and can't carry JUMP PACK or GRAVIS models, so it's only good for moving MSU squads + character. This can be a cheap transport to get the Inttercessers with Chainswords close to combat and Move Hellblaster intro proper line of sight. Often time your list can't afford to buy a heavy tank as a transport and your list have to make do with what you get.
    • It can take the following upgrades:

A 5++ invulnerable save. Generally, this is the one you want, as it makes this bizarre vehicle unusually tough (smart opponents will simply shoot its cargo, so hurl it into melee ASAP).

The cheapest add-on. Two more heavy stubbers that get +1 to hit and to wound if they target a flyer, and -1 if they target anything else. Only use if you expect to be up to your armpits in flying enemies or to spend that last 5 points.

Yep, it's a missile launcher with the addition of anti-air. Could technically work as an adaptable weapon, but taking other weapon teams and tanks would be better.

The orbital bombardment you know and love from the Damocles Rhino and the Stratagem. One use only, but being able to crap out mortal wounds wherever you like is still nice. As long as you can keep it alive to use it, of course. This bombardment does not involve ballistic skill, which means your opponent will have to go through 11 wounds to stop you from using the mortal wounds. This demands that your opponent potentially waste firepower on your otherwise expendable transport while your hellblasters take far less damage.

Forge World[edit]

  • Lucius Pattern Dreadnought Drop Pod: It's a drop pod...for dreadnoughts. Good for delivering dreads right into multi-melta range, a shield and axe dread where it matters or putting Murderfang or Leviathans into a good position for a charge.
  • Infernum Pattern Razorback: A Razorback with a Multi-Melta. Might be tricky to get it into melta range in one piece, but on the other hand it's a Dedicated Transport with a Multi-Melta.


  • Stormhawk Interceptor: The Anti-Aircraft Flyer. Comes stock with 2 Assault Cannons, a las-talon, and a Skyhammers Missle launcher. The Las-talon can be swapped with Ircous StormCannon (Heavy auto guns that double shot and counteract hit penalties when shooting at other aircraft ) for more anti-flying. the Skyhammers can be swapped for 2 Heavy bolters (anti-infantry) or Typhoon Launchers(Flexible). Cannot hover, unfortunately, but does get to +1 to saves when shoot at by other aircraft.
  • Stormtalon Gunship: Become the cheapest Aircraft and is a general use hoverjet. There is now no drawback to fly off the table but sometimes you need to move in a direction that is not turning 90 degrees then move in a line. Comes with Twin Assault Cannon to delete infantry and has a Skyhammer Missiles(anti-aircraft and other light vehicles) or swap it for 2 heavy bolters (anti-MEU), 2 Lascannons(Anti-Vehicle), or a Typhoon missile launchers(Flexible anti-VEU and GEU).
  • Stormraven Gunship: A flying Land Raider with all the utility and offense that comes along with it... though its got the chassis and armor plating of an overweight Rhino. T7 means S4 weapons can wound it on a 5+ compared to the Raider's T8, 2 fewer wounds, and a 3+ save instead of a 2+, but it's much faster and has -1 to be hit when zipping around. It's also more expensive than a Land Raider, depending on what you arm it with. In addition to the -1 to hit it, it has the new normal flyer rules. Comes stock with a twin assault cannon, twin heavy bolter, and two Stormstrike launchers (72" heavy 1 S8 AP-3 3 damage) that's 20 shots a turn. Can swap the assault cannon for a twin lascannon or twin heavy plasma (that only causes 1 mortal wound for a 1 to hit when supercharged instead of straight killing it). Can swap the heavy bolter for a twin multi-melta or typhoon missile launcher. It can also strap on a couple of hurricane bolters (seriously for 20 points total with 24 bolter shots on the rapid range you should ALWAYS take this). It has the same Power of the Machine Spirit as a Land Raider, so it can shoot heavy weapons on the move at no penalty. Can carry 12 Infantry (and can carry Jump, Terminator, and Centurions, but they take extra space) and 1 Dreadnought whose max Wounds value is less than 13. With a 45" max normal move (up to 65" if you advance), you can get right in the face of something, then have an almost guaranteed charge the next turn. There are no restrictions on disembarking from it, so you don't even have to drop to hover if you don't want to. It starts on the board, and can't fly off of it.
    • While all vehicles are more expensive this edition, the big bird can eat up a massive amount of points. All those guns aren't free and the base cost is fairly high, as well. This, combined with the loss of the bulk of flying rules, makes the 'Raven a bit more like a superheavy tank, albeit a fast one.
    • Point cost was further increased for both the bird and the weapons in the CA.
    • Be aware that some armies have dangerous Anti-Air-Guns or even CC (flying demons, monsters...). Your Stormraven carries a huge "Shoot me!" sign right above it's cockpit, so most players I met will try to get it down turn 1 at all cost. This will most likely also kill some of the passengers. IMHO it is a beast on paper but tends to be a duckling in real games. Agreed, as it is far too expensive for a T7 model, especially since it will often see an entire armies worth of Dakka in a single turn. Hovering with this thing is suicide.
  • Stormwolf: The Stormwolf is the Space Wolves equivalent of a Stormraven Gunship, only it's a bit more expensive, holds 16 models and no dreadnoughts, and has better guns. The flying refrigerator (wolf snout?) looks a bit doofy, but don't be fooled: this thing rocks. With the default lascannons/helfrost/heavy bolter loadout, the Stormwolf can handle a variety of threats with ease, and you have the option of dropping the heavy bolters for skyhammer missiles to deal with flyers or two twin multi meltas to kill the bigger stuff (although this option will cost you a whole lot of points). With no -1 to hit on the big guns thanks to POTMS though and with it's Flyer mobility you can feel a lot more comfortable sinking points into it though as it can essentially deliver 2 Long Fang squads worth of Heavy Weapons exactly where you want on turn 1. Build you heavy support around this beast and equip it to your needs. The Stormwolf works fairly well on its own, and it might even be preferable to not put infantry inside because it's already going to be a massive target on the table, but the option is there should you want to stuff a bunch of Blood Claws or Terminators inside.
  • Stormfang Gunship: The Stormfang is extremely similar to the Stormwolf and fills pretty much the same role but with a few minor differences. The Stormfang sacrifices most of its transport capacity for a bigger version of the Helfrost Cannon, which lets it shoot once more on Focused mode and D3 more times on Dispersed mode. Dispersed mode is also D 2, unlike regular Helfrost Cannons which gives it huge wound potential against heavier infantry. Additionally, it comes with two Stormstrike missile launchers base, but it can upgrade to two lascannons instead, which you should always do so you can wound basically every vehicle in the game on a 3+. Otherwise, it's the exact same as the Stormwolf but a measly 2-10 pts more expensive depending on whether or not you took the lascannons. If you weren't planning on stuffing infantry inside then it might be worth the upgrade if you have the spare points, the extra hits can be very valuable.

Forge World[edit]

  • Fire Raptor: The unholy flying death machine got even better this edition. With T7, 16 wounds and 3+ SV it's almost as tough as a Land Raider. The avenger bolt cannon now packs 10 shots at S6 AP-2 2D, enough to drop a whole Primaris squad if you're lucky. In addition, each quad bolter packs 12 heavy bolter shots. Hellstrike missiles are no longer one use only and you can, in fact, fire 4 missiles at S8 AP-3 3D a turn now. It can take 2 double lascannons instead of the missiles for +1S and the chance to deal more than 3 points (D6) of damage per shot. It can also move and shoot heavy weapons without penalty. You can also swap the heavy bolters for autocannons if you wish for more S/D but only a third of the shots.
    • Note: The latest FAQ reduced its points enormously; it is currently 240 points before wargear, which is 10 points cheaper than it was when 8e started! Yes, it’s still expensive, but it is undoubtably one of the best anti-horde units in the game (barring titanic units, of course), and arguably flat-out the best anti horde unit you have access to. You can also give it the 4 lascannons to help it against other flyers and vehicles.
  • Storm Eagle Attack Gunship: This elongated flying brick boasts a transport capacity of 20 and some increased firepower along with some additional wounds. It can transport jump infantry and terminators, but not bikes or primaris marines.
  • Caestus Assault Ram: A hover-flyer designed to ram starships/buildings and disgorge Space Marines into the breach, the Caestus Assault Ram is armed with a slew of powerful weapons and abilities. The Caestus is quite survivable with T7, 14 wounds, and a 2+ save. It's armed with a Caestus Ram - a melee weapon that hits at S User(8) AP-3, D6D, and increases to a +3 to hit (from its usual 5+) in melee against buildings when it charges. It's Airborne Ram ability restricts it to declaring charges against and being charged and attacked in melee by units with FLY, but only while it's in not in hover mode. It is also armed with 2 Firefury Missile Batteries, each Heavy 4 S6 AP-1 1D. It is further armed with a Twin Magna-Melta - Heavy 2D3 S10 AP-4 D6D (with the Melta rule), meaning this thing can lay the hurt on medium enemy infantry and enemy armor alike. With its 50" movement (70" if you advance) and PotMS, it can reach out and touch people on turn one. For 340 points (for the hull and the Melta; missile batteries are free) it's pricey, but given Hard to Hit, its toughness, its wounds, and a 2+ save, it will deliver its cargo. It's unique troop bays can carry 10 infantry models in terminator armor or power armor, as well as scouts, with terminators taking up a single space instead of the usual 2.
  • Xiphon pattern interceptor: A high-speed interceptor, the Xiphon is a heavily armed flyer that channels a strong Battlestar Galactica vibe. It sports a respectable BS3+, T7, 11 wounds and a 3+ save. It's armed with 2 Twin Lascannons as well as a Xiphon Missile Battery - Heavy 3 S6 AP-2 D3. It also adds 1 to all hit rolls when targeting units with the "FLY" keyword thus negating the effects of "Hard to Hit" and since a lot of units with "FLY" don't have the "Hard to Hit" bonus it will hit them on a 2+. With a huge 50" move and 4 lascannon and 3 missile shots, it'll put some major hurt on flyers and ground targets alike.

Fast Attack[edit]

  • Cyberwolves: Like Fenrisian Wolves, only cheaper since you only need 1 model. They've lost their T5 but in exchange have two wounds. Buffing the 4+ armour save with cover would make them surprisingly durable on their trip up the table.
    • These guys are the cheapest Fast Attack option in the game, and an absolutely phenomenal choice of anchor for your drops, and/or hiding in LOW-blocking cover on an objective in small games.
  • Fenrisian Wolves: Fast and do some damage now that they fight at AP-1, but still die to a stiff breeze. Very cheap FA slot filler, although not as cheap as a Cyberwolf. They gain more leadership the more wolves you have in a unit, but it's still pretty crappy. If you want them to get into combat and do some damage you'll need a wolf priest to shepherd them, otherwise leave them as fodder.
    • These guys are basically our only good screening option if you don't want to ally with another Imperium faction. A unit of 10 or 15 dogs is cheap and make for a fairly decent screen to help us against smite and mortal wound spam. Consider taking them if you have a hole to fill in your list. These guys have AWFUL leadership though, and you are very likely to lose just as many models to moral as you are to shooting, which is not what you want from a screen. Don't expect these to be as effective as a conscript conga.
  • Inceptor Squad: What you get when an Assault Gravis marine wields a Devastator marine in each hand (Flying Aggressor Squades). With W3 T5 and lots of dakka, these guys are Space Marine Crisis suits. Armed with snub versions of the heavy bolter and plasma cannon (same stats, 18" Assault instead of 36" Heavy) they're powerful anti-infantry, and arguably better than deepstriking an equivalent Devastator squad.
    • These guys do benefit from a jump pack captain to get safer plasma cannon on each hand. Three plasma Aggressors shoot even more plasma than Hellblasters. Remember, though, that because each is dual wielding, you have to resolve their shots one weapon at a time: if the first weapon kills the wielder, the second weapon doesn't fire.
  • Suppressor Squad: Lighter Inceptors (not gravis, M12" T4 2W) with improved "Accelerator" Damage-2 autocannons that cancel enemy overwatch if they hit the unit from the charged unit, making them good support for your melee units now that many factions overwatch on a 5+. They can also use the smoke Screen stratagem for -1 to be hit, just like a vehicle. Accelerator autocannons are Heavy 3, meaning they lose accuracy on the move, so pop the smoke when jumping from one piece of cover to another.
  • Skyclaws: Skyclaws are essentially Blood Claws with jump packs; their shooting is sub-par (if you're going to give them special weapons, go with flamers) but their extra attack when charging gives them an edge over other versions of Assault Marines. This means they might just be worth it, especially if babysat by a jump-pack Character.
    • Skyclaws also pay the least "taxes" on getting special weapons into the squad - 2 every 5, as opposed to 1 every 3 with Swiftclaws. They should ideally be given flamers, since they're not affected by their BS, and their movement stat means they'll get in range to use them.
    • The sergeant can also take a special weapon, and the wolfgaurd can take a combi. That's four flamers on a deepstriking unit that ignores cover movement penalties for 125 points. Watch your opponent kiss their GEQ blobs goodbye on turn one.
  • Swiftclaws: Blood Claws on bikes. In 8E bikes are very fast and quite durable. With BS 4+, using them as special weapon delivery systems is a bad idea, except for flamers, which is a great idea. Replace their bolt pistols with chainswords and get 3 attacks per model on the charge for cheap (by bike standards); otherwise, get Wolf Guard bikers instead.
    • Swiftclaw Attack Bikes If these move, they hit on a 5+, while paying full price for the bike and weapons. Always avoid, even as filler.
  • Scout Bikes: Stuffed to the gills with weapons; twin boltgun, astartes shotgun, bolt pistol, combat knife, and grenades. Up to three can replace their twin boltguns with grenade launchers. They have the same outflank ability as their walking brethren, but have more damage output, damage resistance, and manoeuvrability. Makes a good escort for Harald Deathwolf, since they can keep up after screening him once they arrive.
  • Outrider Squad: The chadmarines now have bikes. These bikes are incredibly tough at 4 wounds each, and while you can make use of the mounted twin bolt rifles to plink away with your twin bolt rifle, you'll also notice that you're not trapped between pistol or chainsword like your predecessors. In fact, these bikes are made to capitalize on melee by adding two extra attacks per model when the unit charges. At 45 points a model they certainly act as a durable light infantry muncher. Each rider delivers 10 S4 AP-1 attacks, if you charged whatever you shot, for 31 a turn including sarge's extra. However, without charging and/or shooting, they become somewhat of a turd and will require fall back re-charge tricks. White Scars will do crazy shit with these guys!
  • Invader ATV Squad: An up-gunned and wound Attack bike squad. Armed with twin Assult Boltguns and is 80 points for the Onslaught and 85 points for the Multi-Melta version - pound for pound, go with the Onslaught version, which has better dakka than an HBolter Attack Bike. It has two riders, but only one of them has a bolt pistol, if you didn't already need an incentive to Fall Back with this.
  • Thunderwolf Cavalry: Don't really have the punch they used to, and slower than bikes to boot, with fewer weapon options. The 3 extra S5, AP-1 attacks per model from the mount does help clear out light infantry, but to really bring the pain like they used to they need to be in proximity to Arjac and/or Wulfen for the bonus attacks. Having to pay 10pts per model for Storm Shields really hurts as well, on top of an already pricey unit, but if you give them a personal Wolf Priest with Jump Pack, they become a lot more survivable. Wolf Claws are an excellent way to give them very good melee output without breaking the bank like some of their other choices. The 8th codex has basically left these guys in the dust, no longer starting at STR 5, losing 2 inches of base movement, and worst of all, the rider himself (which is where all your war gear is going) only comes with 2 attacks, so your points spent are WAY less efficient than in 7th. Also, these infamous "fast" charging units are no longer fleet, so good luck getting into combat without Wulfen around. Basically, GW doesn't like people buying this model anymore for some reason. butt hurt much?
  • Land Speeders: Land speeders are now, for all intents and purposes are tougher and have better maneuverability then attack bikes but with fewer guns and are more expensive. They all have an underslung Heavy bolter(anti-infantry) or Multi-Melta(anti-vehicles) a base weaponry.

The bare bone boats. A squad are good early game objective grabbers with their speed, durability, cheapness, and fly keyword. They also have synergy with <Chapter> Whirlwinds, having the ability to give their blast weapon +1 to hit one designated unit.

Gives the Speeder an Assault Cannon or Heavy Flammer. Very anti-infantry.

Most expensive variant with a big missile launcher for flexible anti-GEU and anti-VEU weapons platform.

  • Storm Speeder: up gunning a Land Speeder into a flying Heavily armed light tank. it will be shot down quickly but its role is to hid then pounce on its target in a spray of hot metal to make back it points.

Heavy armed with anti-infantry weaponry, likely to eliminate a platoon of guardsmen or Tyranids that think they're safe behind obscuring terrain.

The anti-aircraft variant but also dose well against terrestrial infantry and vehicles. 3 anti-vehicle shot and a fires 2D3 Blast missiles that ignore the -1 to hit on aircraft. Can multi-task at attacking mobs and tanks or focus down flyers.

The short-range tank hunter, armed with a heavy 3 multi-melta with additional multi-wound weapons.

Forge World[edit]

  • Tarantula Sentry Guns: Whoooo boy, these suckers got a huge buff in 8th edition. They ended up gaining a whopping +1 BS, along with Toughness 5 and 4 wounds, which makes them fairly sturdy for a 10 point model. The only really significant downside is that they're M0 and can't deep strike, so they'll sit in your deployment zone the entire game. Tarantulas can be equipped with the following loadouts:
    • Twin Heavy Bolters: These are the default weapons. Good against infantry, but comes with the caveat that it MUST target the nearest INFANTRY model, or else the nearest non-INFANTRY. A steal at 17 points, but restrictive.
    • Twin Assault Cannons: Hands down the best option. Tarantulas with dual assault cannons lose their targeting restrictions entirely and gain a whopping 12 shots each. These can be a goddamn steal for what they do and can be considered practically mandatory. Like the THB option, cheaper than two of the base gun at only 35 points.
      • Mathhammer: It costs 27 points to field 6 shots at S5 AP-1 D1 restricted and 45 points to field 12 shots at S6 AP-1 D1 unrestricted, which means the latter would be the better choice even if you didn't also gain the benefit of lifting the restriction. This is so good you even beat the AM version of these things, which cost 24 points for the THB variant.
    • Twin Lascannons: The other default, good against tanks. Also comes with a restriction that it MUST target the nearest enemy non-INFANTRY, or else the nearest INFANTRY. Notably not a steal, since you pay the same cost two lascannons would cost (50 points), but still good.
    • Multi-melta: Same deal as the lascannons, but mathematically worse (carrying two guns is better than carrying one). However, it does unlock your targeting restrictions, so a multi-melta equipped tarantula can fire at anything you want.. Very expensive at 27 points.
      • Mathhammer: The Twin Lascannons have twice the rate of fire and twice the range as the Multimelta, at 60 points rather than 47, with similar performance against the same targets for the rest of the statline, but the targeting restrictions on them can be quite aggravating, since they will happily target things like BEASTS or SWARMS that you don't care about. As for the Multi-Melta, 47 points is two points more than the Assault Cannon variant and you generally won't get into Melta range since you'd have to rely on the enemy to do it for you, so it's only better against medium and heavy vehicles, who are generally fast and/or well-armed enough to deal with turrets handily, which is why neither heavy option is remotely as compelling as the twin assault cannons.
  • Tarantula Air Defense Battery: As above, but stuck with S8 AP-2 D3 D anti-air missiles that get +1 to hit against flyers and -1 against everything else. MUST target the nearest enemy flyer, and otherwise the nearest enemy non-flyer, but you were probably already planning to do that when you took this unit.
  • Land Speeder Tempest: A tiny drop in movement (well, sort of; see below) from the vanilla type, but has better T and Ld (not that the latter usually matters). Each one is equipped with an Assault Cannon and two Tempest Salvo Launchers (36" Heavy 1d3 S6 AP-3 D2; at only 10 points each, drastically better as a pair than a Typhoon Missile Launcher against anything at all, but the Tempest itself is a good deal more expensive than a vanilla). When Advancing, they must move between 20" and 35"; they also impose a -1 to hit against them in the next Shooting phase and prevents units without the FLY keyword from charging (or being charged by) them.
    • Relative movement: These guys don't have Anti-grav Upwash, so a unit of 3 of them is 5" slower than a unit of 3 vanillas, rather than 1", when not Advancing. When Advancing, they are much faster, regardless of unit size, since they can go their choice of 20-35" (no need to roll), instead of 16-21 for a small unit or 21-26 for a large unit of vanillas. Unfortunately, there's no option to take Assault weapons on them of any stripe.
  • Deathstorm Drop Pod: A Drop Pod full of automated guns; it can choose either an 18" 2-shot gun with S8 AP-2 D3 D or a 12" 6-shot S6 AP-1 1 D gun. In either case, it must make 1 full shooting attack against anything in range (except for CHARACTERS, who still can only be shot at if they're the closest unit in range).

Heavy Support[edit]

  • Long Fangs: The Space Wolves version of Devastators, only older, wiser, and able to shoot better. 2 points a model more expensive, can't take the extra meat shield bolter marines, and don't have access to the Signum or Armorium Cherub. However, they're Ld 8 across the entire squad, and re-roll 1s to hit when they shoot (only one target unit per firing unit can be re-rolled against, but you weren't going to split their fire anyway); re-rolling 1s is more accurate overall (assuming 4 or more models are shooting) and you can add The Wolf's Eye for further reliability, but unlike with a Signum, the buff in no way stacks with a nearby Wolf Lord/Grimnar. They can also take a 5th heavy weapon toter. Their sergeant is inexplicably incompetent, and has to drop both his pistol and his bolter in order to carry a special weapon, but it can be a good excuse to give him something nice. When it comes to spending your points efficiently however, you probably don't want to waste 13 points for a plasma gun that is going to sit 48" away from everything else beside 4 Lascannons. Really, the ancient is just a wound for you to take off when the unit gets shot at. The Wolf Guard Pack Leader, if you take him, is easily at his most cost efficient without a terminator suit (which more than doubles his cost), but with or without one, he'll share the Long Fang re-rolling. On the other hand, If you give him Terminator armor he MAY take a storm shield (FAQ added it) in ADDITION to a combi weapon or heavy weapon. He's a 2 wound 2+/3++ tank that can dakka with the best of them. Triples the cost of the battle leader, but that 3++ can go a long way. For best results, stick these guys somewhere out of the way (since they're harder to buff anyway) with good sight lanes so they can spend every turn shooting.
    • It may actually be worth bringing a WGPL in Terminator Armor if, and only if, you were going to max out the units size for meatshields to protect your 4 big hitters; 4 Long Fangs with heavy weapons + sergeant with default loadout + WGPL in Terminator Armor, Storm Bolter and Storm Shield (the cheapest way to field him with a 3++) is 7 wounds, with two of those wounds being in a 2+/3++ meatshield - essentially 3 ablative wounds before you start losing heavy weapon LFs - *and* costs exactly the same as if you were to run 4 Long Fangs with heavy weapons + 1 LF default loadout + 1 sergeant default loadout + 1 WGPL, Bolt Pistol and Storm Shield, which has the same amount of wounds (7), however, only one of those wounds have a 3++, making it a little awkward to use. Considering the fact that it’s typical to run 2 separate LF units, not maxing our the unit size (thus lacking ablative wounds) isn’t the absolute end of the world if you’ve built your list with enough redundancy.
    • However, do not underestimate a 7W LF unit with 4 Lascannons, sitting on top of Ruins, unchargeable if they spread out over the edges (thanks, Chapter Approved!), having 3 ablative wounds, 2 of those wounds having a 1+ cover save, essentially acting as a buffer for Armor Penetration, forcing AP3 weapons to be wasted on a storm shield, and AP2 or worse to do nothing at all. All of this while your units are being babysat by a 60 point barebones WGPL, so both units reroll 1s to hit and wound, can’t be charged in Ruins/ tops of buildings if set up right, and you’ve gotta throw a metric shitton of shots to kill even one of the heavy weapon Long Fangs thanks to all the extra defence. A small premium in price compared to running a 5 man LF unit, but thanks to the CA fuckery, the only way your opponent is challenging these guys parked in backfield terrain is through dakka, so maxing out at least your anti-tank LFs is advisable if your list is lacking redundancy in that department. Plus you get to field a Terminator without it being cripplingly bad.
    • Hell, If you want to REALLY go all out with thees dudes remember you can give the battle leader a shield/bolter and a CYCLONE MISSILE LAUNCHER. Yes, It's expensive. but with the aforementioned buffs it's another 2 D d6 heavy weapons added to your already dakka laden squad. This brings a single heavy weapon squad up to a potential of 7d6 damage long range shots, or just a fuckton of heavy/storm bolter and frag missile fire if you want to waste guardsmen.
    • One model can be equipped with a heavy bolter, even if the rest have lascannons, and this will let you use the strategem of firing one shot for D3 mortal wounds, without having to roll to wound. This is nice because you can still use the unit's ability to reroll 1s. Mortal wounds on a vehicle will help nicely.
    • Always outflank them via Cunning of the Wolf, given them Keen Senses and The Wolf's Eye when they arrive and shoot anything with innate reroll 1s to hit, ignoring penalty to hit, and rerolling all failed wounds. If you don't outflank them, they won't live past turn one.
  • Hellblaster Squad: Some pretty wicked dakka right here. Their Plasma Incinerators are 30" S7 AP-4 D1 normally, with the same boost as other plasma weapons if supercharged (+1 to S and D) - more than enough to wipe out any TEQs they encounter. Run with any character giving re-rolls to hit (e.g. any of the Captain variations) to make these things a monster/tank killer if they get into rapid-fire range. To do that, you’ll probably want to get them an Impulsor, which can get them into position on turn 1 thanks to the Assault Vehicle ability. The only other option is one of the Repulsor Tank variants, and you’re already putting too many points into these, since they're as expensive as... well, as elite marines carrying souped-up plasma weapons.
    • If you happen to be running a Primaris only force, these guys will be one of your best anti-vehicle choices, but still not a fantastic one. Will be majorly improved by pouring a lot more points into them with Captains, Ancients, and Lieutenants, but that's a lot of extra points.

The Rapid Fire (standard) version is definitely the best in general, the balanced choice that spits two-shot when within 15", but you'll want to get up close and personal with it - see the Assault version below for shooting things farther away.

The Assault version costs you one less strength, but it is 24" range Assault 3, so you can fire it after advancing, so you could also consider it to have a superior rate of fire in the 16-27.5"; therefore, it's actually better on a squad intended for longer range engagements, rather than one intended for, well, assaulting. Because S7 is so underwhelming compared to S6 or S8 against most real-world targets, it's seldom justified to overcharge this one, although it can be worth it if you're desperate for the increased damage. Take this version to shoot things farther away better, but up close worse, than the Rapid Fire version.

The Heavy Has Greater Strength and Damage but a worse rate of fire (although you can move and shoot with it out to 36-42" range if you want). has enough Strength and Damage to kill MEQs on a 2+ without overcharging. It can also act as an anti-vehicle weapon in a pinch when overcharged; say your opponent has a Land Raider Crusader/Redeemer, two of the best options currently available. With the extra range you can stay completely out of its threat range of 34" and hit it with an overcharged version of this gun. This would wound on a 3+ and do 3 damage each with only a 6+ save. Granted it will take about 18 shots to kill one on average, but a 10 man unit with the two rounds of shooting it will get because of the range increase will badly cripple it at minimum. For long-range anti-vehicle and heavy infantry fire support, this is definitely the option to go for.

    • Null Zone is particularly deadly if there's a group or two of Hellblasters in range of the Librarian's unfortunate targets, considering their AP-4. This player can attest that one Null Zone was enough to put down three Shield Captains with the aid of Hellblasters and additional anti-armour tools.
    • They have gotten quite silly with the advent of the new codex, as they now have AP-5 during the Tactical Doctrine... Which is rather pointless compared to AP-4 as anything with a 2+ is likely to have an invulnerable save.
  • Eliminator Squad: The Primaris scalpel compared to the Primaris sledgehammer that is the Hellblasters. They Have a BS of 2+ and stealth camo-cloaks that make them +1-for-being-in-cover. they can take either an anti-tank las fusil or a bolt sniper rifle that gets three different ammo options. Alternatively, gear them up anti-tank las fusils, and let them harass enemy armour from cover. The Sarge can take instigator bolt Carbine that, in addition to being a sniper weapon, can let the unit move again after shoots, resulting in some cover shenanigans.

Rifle have three modes, all ignoring Look out sir!: Mortis is a character sniper shot but on steroids (S5 Ap-2 D2 and additional MW on 6 to Wound); Executioners because fuck your stealth units (+1 to hit and ignore cover), and Hyperfrag for anti-infantry and overwatch (AP0, D1, but are Heavy D3 Blast). At only 90 points for the unit, this is one of the cheapest and most effective Heavy Support choices in the Marine range. Psykers and buffing characters are ubiquitous, so this unit will be useful in almost any game while cheaply filling out a Spearhead Detachment or serving as a useful Relic Tax for units like the Leviathan Dreadnought.

  • Comparing these to Scout Marines equipped with sniper rifles is really an apples vs. oranges debate as one is a cheap elite spam choice and the other is a dedicated anti-character support unit.

The las fusil(Heavy 1 S8 AP-3 D3) is a relatively cheap way to get almost-lascannons on the field, but this is not a sniper rifle. Taking this convert them from being a Scout Sniper replacement to being a Devastator replacement.

  • Firestrike Servo-turret: An interesting new model which may be encroaching upon the Tarantula Turret... as well as... dare I say... the venerable Thunderfire Cannon. Either way, it's a static gun turret (with, somehow, M3, despite being modeled without a way to move) crewed by a novitiate Techmarine (BS2+ and Sv2+, but can't repair and lacks any appropriate keywords) and sporting twin large caliber cannons, namely of the Accelerator Autocannon or Las-Talon variety. Unconventional rules/deployment abilities/keywords could make this a useful option, as dedicated anti-TEQ/armor is always needed with Primaris only lists, but as of now it has neither, making it roughly analogous to Devastator Centurions (it's not infantry, so it can move and shoot without penalty). Also, this thing looks damn similar to the Turrets used in Starship Troopers, which is pretty rad even if the model is a turd on the battlefield. TLDR, BS2 Heavy 6 Autocannon on a very, very slow T5 platform.
  • Devastator Centurion Squad: Ridiculously ultra-heavy marines with, each, the firepower of a tank; people either hate or love them. They are slower and easier to kill individually than a tank, but have all the advantages of being Infantry: smaller size, gaining cover in certain terrain (like forests), can go to the second floor of buildings, etc. This unit can be the cornerstone of an army. Can't synergizing well As they don't have Core Keyword. Three Lascannon/ML centurions are all the AT firepower you will ever need in a TAC list. At T5, 2+ armour, and 4 wounds, they can be a nightmare to kill without antitank weapons. They ignore the movement penalty for firing heavy weapons but only have 5" movement, which is not a big problem thanks to their long/medium range. With their Sergeant's Omniscope they ignore cover saves, and you can Combat Squad a unit of 6 of them into two 3-man units; great if you only want to spend one Heavy Support slot on them, but remember one of the units won't have the Sergeant and his Omniscope.
    • Try to keep them out of close combat, though. Even with their stat, buffed a little by the new codex (+1 W and A), and Shock Assault, they don’t have any melee weapon. Contrary to appearances, those big hands are not power fists. Any specialized melee unit will tarpit you. You can always retreat, but you lose a turn of shooting then, unless you're Ultramarines. Mind your positioning!

The one for killing hordes, and the cheapest one (210 pts). Sitting on 6/12 bolt and 6 heavy bolt shots, they are very good at their job, and decent against units of heavily armoured but sparse infantry; bad against anything with decent toughness/armour.

  • Work very well with Imperial Fists or Crimson fists. In addition to being somewhat fluffy, the exploding 6s on hit for bolt weapons go a long way when each model is putting out 6/12 bolt and 6 heavy bolt shots without penalty, even after moving.
  • Note that Aggressors are an Elite choice. The competition being tough in that slot, Bolt Centurions could be a really good substitute.

Excellent against Vehicles/Monsters/Superheavies (and Characters too if they get close enough), wasted against any other thing. The most useful overall, because of their massive range that lets them be in the back lines, protected by cover and supported by some Character/HQ while sniping important things.

  • This is the most expensive loadout at 330 points, which almost gets you two quad las predators with 20 points short, or 6 points less than two twin lascannons Contemptor Mortis Dreads, or the same amount for two 5-man lascannons devastator squad. If you really want to take this loadout, you'd better have a plan. A good one.

The narrowest focused of the load-outs. Grav Cannons are Heavy 4 S5 AP -3 1 Damage weapons, but they get 2 Damage instead against units with 3+ armour. Because of the low Strength, this is only useful against highly armored multi-wound infantry (TEQs, Primaris Marines, Ogryns, etc) and some random units, like Vehicles with T5 and 3+ armour. But it just so happens that those same targets are difficult to kill efficiently with other weapons (light arms aren't enough against them, anti-tank weapons are too much), so this load-out can be good if you have that specific hole in your army or know your opponent has a lot of these units. If you give them Hurricane Bolters instead, you lose some focus but become much better against hordes, but if you wanted that, just take Heavy Bolters/Hurricane Bolters instead.

  • This is the mid-range loadout at 240 points; which puts you short 50 points for two 5-man devastator squads with double grab cannon/launcher each.
    • As we can see, it's an impressive unit with compelling abilities... but dear lord, it's expensive. There are other options that are easier to plug into most lists; these guys require you to have a solid plan you expect to execute consistently. As said before, they almost require the whole list to be built around them. Think carefully before choosing these big guys.

  • Predator Tank: Predators now get their own special autocannon profile; it seems like the predator can turn into a monster. For just ten points less than a twin lascannon, you drop to 2 less strength and AP for 2 more shots on average, and guaranteed 3 damage, rather than rolling with an average of 3.5. I don't know how an autocannon can paste Nobs easier than a demolisher cannon (maybe because the demolisher is relying on the indirect blast and shrapnel from its huge but inaccurate shells, while the predator is relying on direct hits that explode Nob torsos like watermelons) but we'll just have to take it. Roll it with an Autocannon and side-mounted lascannons for a versatile (but expensive) fuck machine.
    • Predator Destructor:
    • Predator Annihilator:
    • Dakka predators became good again, being able to chuck out 2D3 Autocannon and 6 Heavy Bolter shots per turn. Consider further augmenting its firepower with a Storm Bolter or a Hunter-killer missile too.
    • Two Laserbacks with Hunter Killer missiles and Stormbolters costs 246 points, while a 4 Lascannon Predator with Hunter Killer missile and Stormbolter costs 210 points. The Predator allows for less drops per 4 lascannons.
    • Lost its signature stratagem for better wounds and damage, which sucks.
  • Vindicator With the pie plate replaced with 6 hits at the most and MEQs and TEQs now allowed at least some kind of save, the vindicator took a huge nerf. However, with the changes to the wound formula, S10 became very important, and chucking out what are effectively D3 lascannon shots onto an enemy tank isn't something to look down on. With T8 it's bound to shrug off a lot of fire it might soak, but now it suffers from the same schizophrenia the vanilla Land Raider used to. It is an assault gun that's meant to take down buildings, according to the fluff, but it is unlikely to harm one much in the game. The Demolisher cannon is a heavy weapon, so your paltry D3 shots are going to be hitting on 4s if you move (buildings can be very hard to hit, apparently). Getting only 1d3 attacks against a single unit is unreliable and not too scary, as is getting d6 attacks against infantry blobs. The best use of it is probably taking on groups of elite units or vehicles, such as large squads of terminators. But there are other models that do the job better.
  • Whirlwind The Whirlwind has two gun options, Castellan at 2D6 (average: 7) shots of S6, and Vengeance at 2D3 (average: 4) S7, AP-1, and D2. With the higher strength of this weapon, the hits you do get will make short work of most infantry, but the ideal purpose of wiping out cheap blob units remains out of reach. You have to choose which gun to take when you build the list, so the latter choice results in a 9% more expensive tank overall while dealing more damage to anything with at least 2 wounds or 2+ saves.
    • The Vengeance launcher is functionally a twin autocannon that paid 1 point for both +24" (*1.5) range and the ability to fire outside of LOS; the Castellan launcher is more like an assault cannon that paid 4 points for +1 shot but +1 AP and lots more range, with non-LOS targeting. The net result is that which is better is strictly a question of wounds - Castellan is better against 1-wound models, while Vengeance is better against 2+.
  • Hunter: No longer explicitly AA, this weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not. While not an efficient damage dealer, this model is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5' range lascannon that can reroll hits. Won't spit out as much damage as your other Heavy Support options, but incredibly reliable.
  • Stalker: Now a very flexible gun, it gets +1 to hit against flying things, while suffering a -1 to hit versus non-fliers. For a Stalker to be worth taking, it likely needs to be buffed by an HQ to make it more accurate, otherwise, other weapon systems on other vehicles are more productive. Fliers are very popular early in 8th and this is a good anti-air vehicle. It is fairly productive in other roles as well, providing a 48" range and 2 Damage with 6 shots at plasma strength and a Heavy Bolter's AP. The poor AP is mitigated by the Damage done per shot. The tank is tougher than its own weapon, a rare T8 Rhino chassis.
  • Land Raider Now that the vanilla Land Raider isn't forced to fire all its guns at the same target, it's gone from schizophrenic to an effective all-rounder. For example, you can use its lascannons to pop a vehicle and then follow up with the heavy bolters to wipe out an infantry squad. This is assisted further by the new Power of the Machine Spirit, which lets it ignore the normal penalties for moving and firing heavy weapons. It's a good metal box for ferrying your Wulfen or Terminators so they can get straight into combat but it lacks the little extra kick for your assaulting units without assault launchers. With T8, 16 wounds, and a 2+ armor save it'll be a tough nut to crack even with anti-armor weaponry.

As ever, the Hurricane Bolters will shred any infantry within 12"(24" thanks to the beta bolter rule) - you have twenty-four bolter shots supplemented by another 12 assault cannon shots. The Frag Assault Launchers also help in regards to transporting and supporting its cargo, since it causes d3 mortal wounds on a 4+ if it finishes a charge within 1" of an opponent. But whatever you do, take the multi-melta. Neither the assault cannons nor the hurricane bolters have enough AP to significantly reduce a MEQ's armor save, and anything with T7 or more (e.g. other vehicles) won't even get their paint scratched. It carries 16 models, so it's still arguably your best choice for transporting Terminators, Wulfen and big mobs of Blood Claws (or You can just use a Stormwolf instead).

Similar to the Crusader, but trades off the hurricane bolters' volume of shots for the flamestorm cannon's greater strength, higher AP, and improved damage per shot. While you'll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the multi-melta to be on the safe side. Carries 12 models. Can easily cockblock a charging unit with 2d6 automatic Flamestorm shots.

    • The flamestorm cannon can, because of flamer autohits, crisp some flyers if you are close enough. Consider if it is worth to put your Land Raider in the open.
  • Repulsor Tank: The Primaris flying landraider, drop kicked into the Heavy Support slot with the new codex and trading a little armour for absurd more firepower. Holds 10 Primaris Marines (models with Gravis armour count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you're probably better off taking a Land Raider variant. It also has the FLY keyword with all of it's dis-/advantages. Take it with a squad of 8 Reivers, a Primaris Chaplain, and Apothecary for a rather mean, if expensive assault/harassing Unit. Just hope it survives the onslaught of AT weapons long enough to get them in position.
    • If you're just looking for lots of lascannons or horde-clearing weaponry, there are probably cheaper - if somewhat slower - means of getting them on the table, like a Devastator Squad or Redemptor Dreadnought. Anti-armour setups, in particular, have the issue that the las-talon has only half the range of the twin lascannons, which means it'll only be able to unleash half its anti-armour firepower at its farthest range. At that matter, most of its other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers.
    • Defensively, it's nearly identical to a Land Raider; although its armour is only a 3+, it has the same number of wounds as a LR and does a good job at discouraging charges with its Repulsor Field rule (-2 from any charge rolls). The optional Auto Launchers supplement this with an extra -1 to hit on opponent shooting rolls if the Repulsor doesn't shoot.
    • Three Aggressors with Auto-Boltstorm Gauntlets, a Captain in Gravis armour, and a Primaris Lieutenant and Apothecary all fit snugly in this beast, hit like a brick, can heal models around it, and protect otherwise slower models. Outfit the Repulsor with Heavy/Onslaught Gatling Cannons and say goodbye to any infantry in 18". If you take a regular Primaris Captain instead of one in Gravis armour, you can also toss a primaris ancient into the floating death-bawks so that the aggressors have a chance to fire when they die as well.
    • When kitting the Repulsor out, decide if you want it fighting tanks or hordes. In terms of pure output, for anti-tank take the Las-talon and Twin Lascannon, for anti-horde take the Heavy Onslaught Gatling Cannon and Twin Heavy Bolter and for balanced take the Heavy Onslaught Gatling Cannon and Twin Lascannon. Do note that in terms of points effectiveness the Twin Heavy Bolter is better than the Heavy Onslaught Gatling Cannon, though.
  • Repulsor Executioner: Jury's out on this one. 6 Capacity with some big guns. 284/293 base depending on the gun, +12 points with the two options. Steep price, but its special rule adds +1 to hit with its main gun. One is a Heavy 2 72" monster at S12 AP-4 D3+3 on a cannon and the other is what you'd expect from plasma, but with D6 blast shots and starts at S8 AP -4 D2 (pumping up to S9 D3). This baby also gets a heavy onslaught Gatling cannon stock as well as a few other guns you sometimes forget to fire (seriously, there are a lot), including a Twin Heavy Bolter. It can also be upgraded with an Ironhail Heavy Stubber and Icarus Launcher if you feel inclined to do so. It has 18 S5/6 AP-1 D1/2 shots and a metric ton of various S4 shots, some S7 as well, allowing it to reliable mulch opposing infantry. The Heavy Laser Destroyer can tear through enemy armour reliably and the Macro Plasma can remove medium and heavy infantry.
    • Properly supported, this thing can annihilate swathes of the enemy army. A Captain (better yet, a Chapter Master) and Lieutenant will never be a bad idea. And if you bring two of them, they can quickly turn the tides of conflict. However, it is a major investment in points and dollars. You need to maximize your opportunities to get the most out of it. If you can, then an Executioner or two is the sort of heavy fire support the army craves. If you can't... Well, Marines are used to losing in 8th anyway-Don't be stupid, get the Lieutenant and bring a Techmarine!!!!
    • Whenever you make such an investment on big units, you must consider everything you are paying for. While the Heavy Laser Destroyer is a very potent weapon that will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. Taking the Plasma loadout, however, saves points and requires closer positioning of the tank. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a 6 man Primaris infantry unit on top of repulsor fields. Thus, this writer regards the Executioner as a very gun laden Infantry Fighting Vehicle (IFV), not a true battle tank. You can take a battle tank's weapons loadout, and certainly, that may be necessary at times, but this tanks true calling is in direct support of infantry. The executioner is really just a beefed-up standard repulsor and really should be used in a similar fashion. Its slow-moving double shooting rule is perfect for sitting behind a wall of aggressors marching up the board as both units extract maximum firepower potential from hardy buffing characters.
  • Gladiator Tank: The Primaris Predator. up guns the predator with +1T and +1W, make it slightly more durable but it price comes out of having more guns. Two loadouts are in the mid - short-range arena, which should reward aggressive playstyles under the new vehicle rules, however, durability may still be a concern. All three look very heavily armed, and will likely cost a lot!

Valiant: Close range tank hunting. Short-ranged armour hunter that uses twin las-talons and two multi-meltas.

Reaper: Mid-range anti-infantry. Two Tempest Bolters (Quad-Bolt Rifles) and a twin heavy onslaught Gatling cannon to grind the wounds out of infantry.

Lancer: The cheapest and Long-range precision heavy fire. Gets +1 to hit to its lancer Laser Destroyer, makes its points back over the game by constantly shooting at tanks while safely in the back compared to the more aggressive variants.

Forge World[edit]

  • Whirlwind Hyperios: While it's still best used against aircraft because of it's +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D3 D isn't something to take lightly.
  • Rapier Carrier: A dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to "light" super heavies like Knights if taken with Laser Destroyers or act as artillery if you use the Quad Launchers (added in the FAQ). Now coming stock with a 12-shot quad bolter at 3/4 of what you pay for a devastator squad armed with same, on a fairly sturdy chassis. Fills out the heavy support requirements of a Spearhead detachment real nice, but keep the gunners safe or it gets auto-removed just like the Thunderfire Cannon.
    • Quad Heavy Bolters are terrible, costing more than 2 twin heavy bolters for the same guns.
    • The average damage from a laser destroyer is less than its weight in lascannons - 183.33% of the damage for 240% of the price; the difference in strength will never matter against practical targets, while the improvement to AP will come up and won't make up the difference.
    • As a result, hands down your best bet is always going to be the Quad Launcher.
      • In Shatter mode this will, for 45 points, outdo two lascannons for 50 points, as losing a point each in strength and AP is more than made up for in doubling its attacks, and the difference in damage is not only slight, it also deals predictable damage, making it invaluable in many contexts, such as shooting Quantum Shielding.
    • In Thunderfire mode, this will shoot what amounts to 8 heavy bolter shots, losing a point of AP in exchange for indirect targeting and improved range. This is inferior to the Quad Heavy Bolter option, so you should regard it as a bonus to the Shatter mode, rather than a good gun in its own right, and take this gun for the purpose of killing off enemy heavies, not massacring enemy lights.
  • Mortis Dreadnought: Your go-to dakka dread. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double up on weapons the regular dread can't. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, multi-meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare.
    • For the classic twin autocannon rifleman setup, you're usually better off with a regular dread. They have the same stats for a few points less, and it's the only gun the normal dread can double up on. Only take an autocannon Mortis if you really need a heavy support instead of an elite.
  • Contemptor Mortis Dreadnought: Better than the standard Mortis in every way, from the BS 2+ to the 5++. Apart from that, it can do everything the regular Mortis can, only better.
  • Siege Dreadnought: This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts as a souped up heavy flamer (but costs more than a twin heavy flamer, for reasons) and a seismic hammer with built-in meltagun that suffers from a -1 to hit but will wreck anything that gets hit. With the ability to re-roll all to wound rolls of 1 in the Fight phase when targeting a BUILDING or a unit with a movement stat of 0", its niche as a building killer should be obvious.
  • Relic Leviathan Dreadnought: I AM THE DESTROYER OF ALL THAT EXISTS, THE ANATHEMA OF LIFE, HATRED, AND WRATH GIVEN PHYSICAL FORM, I AM THE FUCKING LEVIATHAN DREADNOUGHT. POINT ME AT ANYTHING, AND IT WILL DIE, FROM THE LOWEST OF GUARDSMEN, TO THE BIGGEST OF TITANS. Ahem, enough of that nonsense! But Mr. Leviathan does have a few good points. The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual Titans, packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. It packs a Strength and Toughness of 8, with a 2+/4++ saves line, and a whopping 14 wounds. In addition, it actually received a fairly decent points decrease in 8th edition, having dropped in cost by 50 whole points even after all wargear is accounted for. A few things were lost though, as the Leviathan no longer has his frag-launchers (but it did get its hunter-killer missiles back in the FAQ) but in exchange his whole loadout has gotten huge buffs.
    • It has two Heavy Flamers which can't be swapped out for anything, and two Leviathan Siege Claws (Sx2 AP-3 D3 Re-roll failed wounds against Infantry) with in-built meltaguns stock.
      • The Claws can be swapped out (without losing the meltaguns) for Drills, which up the AP and D to -4 and 4, but you stop re-rolling failed wounds against Infantry.
      • The Claws can also be swapped out along with their meltaguns for:
        • Cyclonic Melta Lance: Capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight (leaving it sufficiently weakened that it will no doubt then die to being slammed with 15 additional wounds in melee).
          • Note that this actually has worse AP than the Bombard (although it will usually only matter against Land Raiders and the like, as against any Invuln save at all or a 3+ save or worse they'll tend to equal out), with better rate of fire against 4 or fewer model units and worse damage against Monster/Vehicle/Titanic models but better damage otherwise. A Leviathan with 2x Bombards costs 275, while 2x Lances costs 325, which means that against a Land Raider, the Lances are only better inside melta range. The Lance will do better against vehicles where the difference in AP doesn't matter, regardless of range (such as any 3+ vehicle, or a 2+ vehicle with an invuln), provided the target unit has 4 or fewer models. It will also do better against infantry units of 4 or fewer models, but as soon as the target unit has 5 or more models in it, the Bombard will simply take over.
        • Storm Cannon Array: Has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of multi-wound models, without suffering from overkill. This makes it the perfect weapon for dealing with models like Terminators.
          • This is basically a seriously up-gunned heavy plasma cannon, with quintuple the usual shot volume and one worse AP in exchange for one better D, and an inability to Overcharge. Costs 5/6 the amount two of the cannons would cost you, though. It is far and away the most efficient gun you can take against most targets of 4 models or less - it will actually outdamage both the Bombard and the Lance against anything T6 or less and T7 Sv 4+ or worse, and that's assuming the target has enough wounds left that no damage gets wasted.
          • For serious, take this gun seriously. It is far and away the most generally useful of the lot; a pair of them will murder most anything foolish enough to get in your way.
        • Grav-Flux Bombard: Now your dedicated horde killer. It deals 1d3 shots, and gains an additional 1d3 shots for every 5 models present in the target unit, which means the Leviathan can get a whopping 11d3 shots when targeting a mob of Conscripts, or 22d3 if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn. It also does more damage (5, rather than 2) against Vehicles, Buildings, and Titanics, making it more useful than the Lance in many cases.
          • A pair of these is the way to go for horde scrubbing - 2d3 shots every 5 models in the target means you average 4 shots for every 5 targets. The gun is only 18" and you'll take a BS penalty (typically down to 3+) for moving and shooting with it, taking you to 3 1/3 and 2 2/3 hits for every 5 targets, respectively. At S9 AP-5 D2, usually one wound per target is all it will take; assuming you're up against T4 or less without an invuln save, you're looking at 2 7/9 or 2 2/9 (after moving) dead for every 5 models in the target, or around 50% casualties. Hopefully Morale will do the rest of the work for you, or you can just bring two of these things.
  • Deimos Vindicator Laser Destroyer: This thing brings to the battlefield the unique Laser Volley Cannon, which is a 2 shot Lascannon with a few twists: they only have a range of 36" instead of 48, they do a fixed 3 damage (so a little less than the average you do with 1D6) and can be overcharged to go to S10 AP-5 with a fixed 6 damage. The Trade-off being that if they shoot with this profile, they take 3 mortal wounds on each rolls of 1. If it does not move, however, it can shoot twice, but not in overcharged mode. Also note that it gets +1T and +1 wound compared to a predator, but moves 2" less. All in one, this tank is kind of odd. It costs roughly the same as a classic predator with a full lascannon setup, and can pump 4 shoots if it stands still, for an average amount of wounds slightly lower. Its overcharged mode might give you an edge on T5/T9-10 opponents or target with extremely high armor saves, so what you lose in range you get it back in versatility, at price: 2 shots against 4 and the risk of wounding yourself. Between increased durability, shorter range and movement, and varying fire modes, it is hard to draw a clear line between the Predator Annihilator and the Vindicator Laser destroyer in term of battlefield role, but the later being clearly less efficient while on the move, you might want to invest your money in other Forge World models.
  • Relic Land Raider Proteus: The Proteus has two twin Lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter. (There's also an option for a single heavy bolter, but why would you even use that?) But its main draw is the Explorator Augury Web; taking it reduces the Proteus' transport Capacity to 6, but it prevents anyone from deep striking within 12" of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won't be able to get near it. For a more aggressively inclined Proteus, you can take the Heavy Armor instead to give it a 5+ invulnerable save, though it too reduces the Proteus' transport capacity.
  • Land Raider Helios: Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind's different missile types, and it can transport 6 models too.
  • Land Raider Prometheus: A fun toy for your Warlord - if he's embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn't reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 12 heavy bolter shots absolutely terrifying to light infantry. Carries 10 models.
  • Land Raider Achilles: The rage-inducing and expensive Achilles is back in a big way in 8th ed. T8 with 19 wounds, a 2+ save, and a 4++ Invuln save for good measure makes this raider insanely tough. The Achilles is armed with a hull-mounted Quad Launcher and 2 sponson-mounted TWIN Multi-Meltas (Heavy 2). The Quad Launcher can fire Shatter shells at Heavy 4 S8 AP-2 3 Damage, or Thunderfire shells at Heavy 4D3 S5 AP0 1 Damage (and can target units not visible to the Achilles). It can also grab a hunter-killer missile and a Storm Bolter for a little extra dakka. This weirdness is compounded by a transport capacity of 6, including terminators and jump pack models. Seriously, go look up a picture of this thing.


  • Castellum Stronghold: In case you want to play an army comprised of buildings instead of tanks and soldiers. 3 bunkers and a bigger bunker, with T9 and a total of 56 wounds (3x12 and 20). This realm of battle tile (yes, its 2' by 2') is fairly indestructible and can pack up to 5 heavy weapons, from anti-tank guns to AA or troop mulchers. The tacticus bunker has transport space for 30 guys, and the bunkers for 12 each. Up to 15 and 10 models can shoot out of each of the bunkers. If your army doesn't fit inside completely, they can man the battlements for a cover save. And untill the big bunker is destroyed all infantry, bike and dreadnoughts get a 4++ against shooting attacks while inside the stronghold. Oh, and one stratagem per turn costs 1 less CP if your warlord is embarked. At 550 points without guns this is something of an apocalypse thing.

Lords of War[edit]

  • Wrath of Mjalnar (Open Play Only): The Wolves' unique take on the Raider drops the Twin Heavy Bolters for a Twin Helfrost Cannon. Offers an excellent source of flexible firepower, as it can mow down infantry of all sorts with 2D3 S6 AP-2 Dispersed Beam shots, or hit like a Twin Multi-melta with the Focused Beam. It can only haul 5 models around, sadly, but if you're in an Open Play game, it is definitely something you should keep in mind.
  • Land Raider Terminus Ultra (Open Play only): For 600 pts it will do a spectacular job of wrecking vehicles thanks to its 8 (!) lascannon shots per turn. 3 to hit rolls of 1 in one turn will cause you to take 6 mortal wounds, but the chances of that are so small that it's unlikely to be an issue. Even if it does happen, it won't be enough to decrease your base stats until you drop to 8 wounds or below, and with the toughness and armor save that comes with being a Land Raider variant that's probably not going to be an issue. Just be sure to watch out for massed infantry- for this reason you should probably take a storm bolter over the multi-melta since any vehicle close enough to be in melta range is going to become a smoldering wreck either way.

Forge World[edit]

Forgeworld FAQ[1] updates the relic rule for LoW, effectively you can get one with no pre-requisites but further ones will still require the 'non-relic' tax. On the other hand, who would even need to bring 4 Lords of War into a game?

  • Relic Spartan Assault Tank: The Spartan has always been a bigger nastier Land Raider at heart, and this edition just makes it even meaner. A relic from the Legion days, it boasts an impressive BS3+, S8, T8, W20, a 2+ Save, and PoTMS so it can move and shoot with no penalty. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1" of it. Further, it only benefits from cover saves when at least half the model is obscured. It comes stock with hull-mounted Twin heavy bolters (which can be replaced with Twin heavy flamers), 2 sponson-mounted Quad lascannons (that's a total of 8(!) lascannons), and anything trying to attack it in melee will have to deal with its Crushing tracks, which are S8 AP-2 DD3. And with a WS5+ and 8 attacks, it has a better chance than most tanks of actually hitting with them. If 8 lascannons don't do the trick, they can be swapped for Laser Destroyers to give it the role of blowing superheavies to pieces; its basic profile of S12 AP-4 DD6 is nasty enough as it is, but any time it inflicts damage, you roll a d6. On a 3-5, its damage rises to 2d6, and on a 6 it becomes a staggering 3d6 damage! If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, the Spartan has an enormous 25 transport capacity, including Terminators, & Jump Pack Infantry (but not Primaris). If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6" inches.
  • Relic Typhon Heavy Siege Tank: The Vindicator's big brother on steroids is a fierce siege engine, boasting BS3+, S8, T9(!), W22, and a 2+ Save. The Dreadhammer siege cannon taking up the entirety of the vehicle drops Heavy 2D6 S10 AP-5 3D shots at 24" or 48" if it holds still. Losing the enormous blast template from the previous edition, the Dreadhammer can now put serious hurt on vehicles and monsters with it's 2D6 high strength high AP shots. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1" of it (except for it's Dreadhammer siege cannon, which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it's Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6" inches.
  • Relic Cerberus Heavy Tank Destroyer: An insane Titan-class laser weapon mounted on a Spartan chassis, boasting BS3+, S8, T9, W22, and a 2+ Save. The Heavy neutron pulse array kicks out Heavy 3 S14 AP-4 3+D6D shots at 72", and causes a -1 to-hit penalty to the shooting attacks of vehicles wounded by this weapon. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1" of it (except for it's Heavy neutron pulse array which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it's Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 5+ thanks to its Unstable Reactor), it deals D6 Mortal Wounds to units with 2D6" inches.
  • Relic Fellblade Superheavy Tank: The Baneblade's exponentially meaner cousin. Absolutely bristling with guns, it has a massively impressive statline of BS3+, S9, T9, W26, a 2+ Save, and PoTMS so it can move and shoot with no penalty. It's enormous and versatile Fellblade accelerator cannon sports two shell types: HE shells are Heavy 2D6 S8 AP-3 2D shots and allow rerolls for the number of shots when targeting a unit with more than 5 models. AE shells are Heavy 2 S14 AP-4 6D shots that work wonders on tanks. It comes stock with a hull-mounted Twin heavy bolter (which can be replaced with a Twin heavy flamer) and 2 sponson-mounted Quad lascannons (which can be swapped for the amazing Laser destroyers like the Spartan). Like the Baneblade it also has a hull-mounted Demolisher cannon. If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, anything trying to attack it in melee will have to deal with 9 WS5+ attacks from its Crushing tracks, which are S9 AP-2 DD3. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6" inches. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1" of it. Further, it only benefits from cover saves when at least half the model is obscured. If you need a LOT of dakka on a tough as nails platform, you can't go wrong with the Fellblade.
  • Relic Falchion Superheavy Tank Destroyer: A Fellblade variant which shares the same statline and special rules but mounts the unbelievably deadly Twin volcano cannon in place of the Fellblade cannon and Demolisher cannon. The Twin volcano cannon can annihilate targets 120" away with Heavy 2D6 S16 AP-5 D2D6 (re-rolling wounds against Titanic units) NOTE: Can be argued to be 6D3 shots instead, since the single vulcano cannon got changed to 3D3 in the AM codex. Just like the Fellblade it comes stock with two Quad lascannon sponsons which can be replaced with Laser destroyers. Given its ability to take the laser destroyers, it's objectively better at destroying superheavies than its Shadowsword counterpart in practically every way. It also sports a hull-mounted Twin heavy bolter which can be replaced with Twin heavy flamers, and you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta if you crave even more dakka.
  • Relic Mastodon Super-heavy Siege Transport: Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6" range for its siege melta array's reroll to kick in.
  • Thunderhawk Assault Gunship: The standard air support and transportation workhouse of the Space Marines. This monstrous flyer will cost you an arm and a leg (in both points and real $) but has some seriously impressive rules. It has a big 20-50" move in Supersonic mode and can hover. Its has BS2+, S10, T9, 30W, a 3+ Save and PoTMS so it can shoot on the move. Its Void-hardened Hull grants it a 5++ save for extra durability. The Thunderhawk Assault Gunship is armed with a Thunderhawk heavy cannon - 48" Heavy 2D6 S8 AP-2 D6D, which can be swapped for the monstrously powerful Turbo-laser destructor - 96" Heavy D3 S16 AP-4 2D6D (6's to wound inflict an additional D3 Mortal Wounds). For secondary weapons it sports 4 Twin heavy bolters and 2 Lascannons at various points on the hull, as well as a choice of Thunderhawk Cluster Bombs or a Hellstrike missile battery. The Cluster bombs can drop once per game on a single unit you flew over, rolling up to 12D6 times (3D6 for ever VEHICLE or MONSTER and 1D6 for other models). Each 5+ result deals a Mortal Wound to the unit, though units consisting only of characters cannot be targeted. The Hellstrike battery is 72" Heavy 4 S8 AP-3 D3. It's Colossal Flyer rule forces your opponent to -1 from shooting attacks against the Thunderhawk, but also forces them to measure from where it's hull wound be if it was at ground level and add 12" to that measurement (which is an attempt to account for the custom flying bases you need to hold this heavy ass brick of resin up). It also means that a lot of guns flat out cannot shoot at it while it's Supersonic. Finally, the Thunderhawk has an impressive transport capacity of 30, including TERMINATORS, JUMP PACK models, AND BIKERS. It is also one of the only vehicles that can transport PRIMARIS models, with each counting for 2 spaces, although you cannot mix them with non-PRIMARIS units.
  • Thunderhawk Transporter: A Thunderhawk variant designed for airlifting tanks, this unusual vehicle shares the statline of the Thunderhawk (with the exception of 26W - 4 fewer than the Gunship). In addition to 15 models including TERMINATORS, JUMP PACK models, CENTURIONS, and BIKES, it can hoist vehicles into battle in one of the following configurations:
    • 1 model with the LAND RAIDER or SPARTAN ASSAULT TANK keyword.
      • These vehicles act exactly like other passengers and are subject to the usual restrictions for embarking and disembarking, meaning they can detach while in Supersonic mode at the end of the movement phase. Transported vehicles can carry units at no additional transport cost to the Thunderhawk, so feel free to deep strike 25 dudes in a Spartan PLUS 15 dudes in the Thunderhawk itself. The cost of this unusual ability is the loss of ranged firepower - the Thunderhawk Transporter is armed with 'only' 4 Twin heavy bolters and a Hellstrike missile battery. It's much cheaper than the Thunderhawk Gunship, but its usefulness is somewhat questionable, cool as it may be.
  • Sokar Pattern Stormbird: Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points (651... not to bad) and tangible money alike, it can ferry entire demi companies onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. The void shields can extend and overlap nearby troops 8" away that jumped out if it has hovered. Has 40 wounds, T9, a 5++ after the void shields.
  • Astraeus Super Heavy Tank: This tank is a beast, 24 wounds, Toughness 8, 2+ Armour, Power of the Machine Spirit and Steel Behemoth are already bad enough, but then you look at its gear. Firstly, the Void Shield. Just like the titans, it's a degenerating shield that can block off any wound, mortal or not, and does not care about AP value. However, it cannot protect you from overheating Plasma Eradicators or melee attacks, so watch out for Knight Gallants and other heavy-hitting melee units that somehow get by the Enhanced Repulsor Fields. Said Enhanced Repulsor Fields not only reduce enemy charge rolls by 3", but are also its form of close combat attack. Considering the fields give -2 AP and deals D3 damage per wound, this is surprisingly vicious, especially considering the 8 Strength 9 attacks the tank gets (albeit only at WS 5+, although it still benefits from auras like Litanies of Hate and Rites of Battle which implies that the tank HATES its enemy so much that it somehow gains sentience). Obviously, however, you're here for the guns and... oh boy. Its twin macro-accelerator cannon is a vicious Heavy 12, S8, AP-2, Damage 3 that ignores all abilities that impose negative hit modifiers when targeting anything with the FLY keyword. Its other default weapons don't seem that threatening at first, however. The two las-rippers are slightly weaker las-talons with a new name, the twin heavy bolter is somewhat useful against infantry, and the storm bolter and ironhail heavy stubber can be augmented with another ironhail heavy stubber. However, the twin heavy bolter can be replaced by a twin Lascannon, and the las-rippers can be replaced by the new Plasma Eradicator, a +1 Strength, AP-4 Plasma Cannon that uniquely only causes one mortal wound per 1 to hit on Supercharge. 90% of the time the Eradicators are the better choice. Not only are they cheaper than Las-Rippers, but they have more range. Being within 24" will put the Astraeus in danger of being chopped up by enemy Knights and makes it a prime target for most Plasma weapons. The lone Storm Bolter won't be doing much of anything regardless.
    • Compared to the Fellblade, its main gun is lacking in terms of pure power but has a more reliable number of shots which will be more effective against light to medium vehicles (especially flyers), as well as 3-wound infantry such as Tyranid Warriors, Grey Knight Paladins, and Custodes. The secondary armament is clearly inferior with the eight Lascannons and Demolisher Cannon of the Fellblade outgunning the Accelerator Cannon itself. In melee it is a mixed picture, the Enhanced Repulsor Fields make the Astraeus harder to engage and hit but it lacks the option to mount any flamer for point defense; the Fellblade can mount up to 3 heavy flamers which will inflict significant overwatch casualties on attacking infantry. The Void Shield gives it an important defensive tool that the Fellblade and most superheavy tanks lack, albeit on a more fragile (T8 not 9), less durable (2 wounds less at 24W) chassis. Most importantly, it's much cheaper than the Fellblade, and since it's not a Relic you can use it as a "non-Relic" tax in the unlikely chance you really want a full Super-Heavy Detachment as a Space Marine army.

Building your Army[edit]

  • The UPGRADE HAMMER AND ANVIL: This build simply takes leverage on increasing the number of attacks available to your units. Built around a character (probably a Wolf Lord) with wulfenstone and saga of the wolfkin, along with Arjac Rockfist and 3 units of Wolfguard. They could be outflanked, etc, or deep strike in, if terminator variant (this is the easiest to build, because Arjac is in a termi suit). This will give them +3 attacks on the charge. 15 wolf guard with 5 attacks each (8 on the Pack Leaders) with thunder hammer and storm shields will make your opponent sit up and take notice. You can add a unit of Wulfen for the saga's less aggressive cousin, giving you the same +1A it grants on the very rare turns where you neither charged nor were charged but are in melee; without the saga, the Wulfen also supply the +1A on turns you were charged. For bonus spice, take along a rune priest with the Armor of Russ; Always Strikes Last will usually let you delete anything you're in melee with before it gets to swing, even if you didn't get the charge off, and between Tempest's Wrath and Storm Caller, you should be incredibly durable.
    • Note: This can be done in a variety of combinations, too. You have about 300 points left to play with for as many dogs as you can fit in. You can have 5 units of 10-12 Fenrisian wolves, 3 thunderwolf cavalry, all with an extra attack, hammers and bites, and still have room for 4 x 5 man wolf guard units with frost axes storm shields with arjac and wolf lord all with Jet packs with 4 attacks EACH! What does the opponent shoot. The 70 wolves and cavalry running toward them using cover etc, or the turn 2 deep strike into cover of 4 units of wolf guard.
    • If you swap out Saga of the Wolfkin for Saga of the Hunter, and swap Arjac for a Wolf Guard Battle Leader on a bike, along with a Wolf Lord on a bike and a Rune Priest on a bike, you'll be able to make White Scars drool. Take along plenty of Wolf Guard on Bikes with Thunder Hammers and Storm Shields; a minimum unit of them will have 16 attacks within range of the Wulfenstone, and the Saga of the Hunter (just charge with your Warlord first, to turn his trait into an aura buff) will let the entire deathstar (provided it's within 6" of the Warlord when it charges) charge after advancing, for 20" of sweet, sweet melee threat. Of course, you can keep Saga of the Wolfkin - it's harder to activate, but once it's up, you've traded threat range for quantity of attacks, which is usually going to be better, once you're in the thick of things.
  • Razor Wolves: This is an old classic, and it's now better than ever. Take a battalion with AT LEAST 4 min Grey Hunter squads and shove them all in assault cannon razorbacks. This is your core, now you can do what you want.

You're probably thinking that's a lot of dakka, and you're right! that's why for our HQ slots we are gonna take both a Wolf Lord and a Wolf Guard Battle Leader, put them both on bikes, take storm bolters, and run them up with your Razorbacks to re-roll ALL THE ONES. This is all going to set you back around 900pts.

  • -The Support- : This is your empty Stormwolf. Don't bother using it as a transport, it's just a gunship with some empty seats, and you don't want to park this thing to let guys out. The most efficient way to take this is with the Skyhammer missiles, which are actually cheaper than the Heavy Bolters (We have assault cannons, we don't need HB's) which give us all the anti vehicle we need at a MUCH lower price than the multi-meltas. They ARE worth the points, but your opponent WILL shoot their entire army at this thing until it goes down if you take them. Don't expect this vehicle to live to see turn 3 if you take the melta's. With the points we saved on the flyer, we can safely take a squad of Longfangs with 4 Lascannons without feeling stripped of cash. these 2 units should be all the heavy support you need and this altogether leaves you just under 180 points for a 1500 list. Anything else you add to this list pretty much depends on what points you are playing, if it's a 1500 point game, just upgrade your everything with plasma's and power weapons.
  • Fluffy List: If you prefer to goof around with big doggies than tanks and bolters, this is the list for you. Take an outrider detatchment, take Logan on his sled as your warlord, take 2 4-5 man units of thunderwolf cavalry and run them up opposite sides of the board with a group of 15 Fenrisian wolves each and then either ally with Astra Militarum or take a load of heavy support. You could take a spearhead for this with a wolf guard on thunderwolf to add to Logans aura buff or a rune priest on bike as your hq, and spam preds, long fangs, dakka dreadnaughts, stormwolfs etc. If you can bear with the awful models, Wulfen would add some value to this list. Not very competitive, but way more fun than it should be.
  • Ally with Guard: The 8th ed codex has made Astra militarum REALLY strong, and with the ability to take just heavy supports and a HQ, you can pull off some really gross stuff as allies. Take a Cadian spearhead and 3 heavy support squads with 3 lascannons each, and a company commander as your hq to order them to reroll stuff. This is gonna give you a command point and 9 lascannons for a total of 246 points. You can pretty much put this in any list and get away with it. Feel free to take a few Basilisks or a Manticore while you are at it, or buy 50 conscripts and a commissar to hold your side of the board while all your furries run into the enemy deployment.
  • Parking Lot - Wolf Edition: Same principle as the Dark Angels parking lot, but instead using Bjorn and Murderfang as your staple units, basically you take the following Characters and just hide them behind a wall of Razorbacks and Wolf Guard/Grey Hunters for high value ranged damage output and having high melee damage potential while also giving everything some great buffs: Bjorn, Murderfang, Wolf Guard Battle Leader, Rune Priest with Storm Caller, Primaris Ancient. Combine this with one or two distraction units on the flanks and target priory becomes very hard for your opponent while you are able to capitalize on a very strong ranged early game which can in theory protect your two Character Dreadnaughts long enough to get stuck into something big together and easily take down the largest of foes, even if they do go down you should hopefully be able to make very effective use of ONLY IN DEATH DOES DUTY END to take down something with you.
  • Cunning of the Wolf: Chapter Approved has given us outflanking, in the form of the 'Cunning of the Wolf' stratagem. Grey Hunters can arrive uncomfortably close to your opponents units, pour plasma into them, and then get stuck in close combat. If you get your angles right, you may even be able to target characters. 1 or 2 squads arriving in this fashion is a decent (and fluffy) addition to most armies, but it can also be good bant to build entire lists around this stratagem. Bring 3 or 4 full plasma squads like this, along with chainswords and power/frost weapons, and watch your opponent's back line melt. Use the rest of the points to compensate for your lack of anti-armour and tougher units - Stormwolfs/fangs, terminator squads, and jump-pack WGBLs synergizes well.
  • The Air Pack: Bring 3 Stormwolf's or Stormfang's, a Lord w/ Jump Pack, Battle Leader w/ Jump Pack, and Rune Priest w/ Jump pack. The Rune Priest needs to know Storm Caller and you need to spend 3 CP on Cloaked by the Storm. Advance the characters so that they can keep up with the gunships for 1-2 turns. Then move the gunships out of range or put them in hover depending on the opponent. Put some Bloodclaws or Wulfen in those Gunships to help with the assault. This requires positioning, but you can have 3 gunships with re-rolling 1's to hit and wound, with Cover and -2 to be hit. It is expensive, both in points and CP, but it is a pretty fun list, and your opponents will despair at hitting those -2 and in Cover gunships.