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SPACE WOLVES THE SONS OF RUSS
CONTENTS Introduction ............................3 The Sons of Russ ......................6 Saga of the Sixth Legion .....................................8 The Death World of Fenris...............................10 Rites of Initiation ...............................................12 The Great Companies .......................................14 Aspects of the Wolf ...........................................16 Annals of the Space Wolves..............................18 Logan Grimnar ..................................................24 Rune Priests........................................................26 Njal Stormcaller .................................................27 Wolf Priests ........................................................28 Ulrik the Slayer ..................................................29 Wolf Lords ..........................................................30 Ragnar Blackmane.............................................31 Krom Dragongaze .............................................32 Harald Deathwolf ..............................................33 Canis Wolfborn ..................................................34 Arjac Rockfist.....................................................35 Iron Priests .........................................................36 Lukas the Trickster ............................................37 Close Support Packs..........................................38 Battleline Packs ..................................................42 Scout Packs.........................................................44 Fire Support Packs.............................................46 Veteran Packs .....................................................48 Thunderwolf Cavalry........................................50 Fenrisian Wolves ................................................51 Wulfen .................................................................52 Dreadnoughts ....................................................53 Wulfen Dreadnoughts.......................................54 Bjorn the Fell-Handed ......................................55 Transport Vehicles .............................................56 Battle Tanks ........................................................58 Land Raiders ......................................................60 Gunships.............................................................61
Companies of Fenris ..............62 Gathering the Packs ..........................................71 Mustering for the Hunt.....................................72
Warriors of the Fang...............74 Space Wolves Wargear Lists .............................75 Logan Grimnar ..................................................76
Logan Grimnar on Stormrider ........................76 Arjac Rockfist.....................................................77 Bjorn the Fell-Handed ......................................77 Njal Stormcaller .................................................78 Njal Stormcaller in Runic Terminator Armour ...............................78 Rune Priest in Terminator Armour ................79 Primaris Rune Priest .........................................79 Rune Priest .........................................................80 Ulrik the Slayer ..................................................81 Wolf Priest in Terminator Armour .................81 Primaris Wolf Priest..........................................82 Wolf Priest ..........................................................82 Ragnar Blackmane.............................................83 Krom Dragongaze .............................................83 Harald Deathwolf ..............................................84 Wolf Lord............................................................85 Wolf Lord on Thunderwolf ..............................86 Wolf Lord in Terminator Armour...................87 Wolf Lord in Cataphractii Armour.................87 Primaris Wolf Lord ...........................................88 Wolf Lord in Gravis Armour ...........................88 Canis Wolfborn ..................................................89 Wolf Guard Battle Leader.................................90 Primaris Battle Leader ......................................90 Wolf Guard Battle Leader in ................................ Terminator Armour ..........................................91 Wolf Guard Battle Leader on Thunderwolf ...91 Iron Priest...........................................................92 Blood Claws........................................................93 Grey Hunters ......................................................94 Intercessors .........................................................95 Wolf Scouts.........................................................96 Reivers.................................................................97 Aggressors ..........................................................98 Servitors..............................................................98 Lukas the Trickster ............................................99 Wulfen Dreadnought ........................................99 Great Company Ancient.................................100 Primaris Ancient .............................................100 Great Company Champion ............................101 Wolf Guard .......................................................101 Wolf Guard Terminators ................................102 Dreadnought ....................................................102 Wolf Guard Cataphractii Terminators ..........103
Wolf Guard Tartaros Terminators .................104 Venerable Dreadnought..................................105 Contemptor Dreadnought..............................106 Redemptor Dreadnought ...............................106 Wulfen ...............................................................107 Murderfang ......................................................107 Skyclaws ............................................................108 Swiftclaws .........................................................109 Swiftclaw Attack Bikes ....................................110 Land Speeders ..................................................111 Inceptors ...........................................................111 Thunderwolf Cavalry......................................112 Fenrisian Wolves ..............................................112 Wolf Scout Bikers ............................................113 Cyberwolves.....................................................113 Long Fangs .......................................................114 Hellblasters .......................................................115 Hunter ...............................................................116 Stalker ...............................................................116 Whirlwind ........................................................117 Predator ............................................................117 Vindicator .........................................................118 Land Raider......................................................118 Land Raider Crusader.....................................119 Land Raider Redeemer ...................................120 Rhino.................................................................121 Razorback.........................................................121 Drop Pod ..........................................................122 Land Speeder Storm........................................122 Repulsor............................................................123 Stormfang Gunship .........................................124 Stormhawk Interceptor ...................................125 Stormwolf .........................................................126 Armoury of the Fang ......................................127
Armies of Asaheim ..............134 Stratagems ........................................................135 Warlord Traits ..................................................138 Relics of the Fang.............................................139 Tempestas Discipline ......................................140 Tactical Objectives...........................................141 Points Values ....................................................142
What’s next?.........................145
PRODUCED BY GAMES WORKSHOP IN NOTTINGHAM With thanks to the Mournival for their additional playtesting services Codex: Space Wolves © Copyright Games Workshop Limited 2018. Codex: Space Wolves, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers. This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental. British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only. Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by children under the age of 16 without adult supervision. Whatever your age, be careful when using glues, bladed equipment and sprays and make sure that you read and follow the instructions on the packaging. 978-1-78826-448-8
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INTRODUCTION
INTRODUCTION Greetings noble warrior. In the tome you hold are the collected sagas of the Space Wolves, tales of heroism and glory that span the Sea of Stars. This book will help you to assemble your collection of Space Wolves Citadel Miniatures into a mighty tabletop army, bound by their martial prowess and tribal roots into savage yet stalwart packs of Fenrisian battle-brothers. The Space Wolves are ferocious warriors drawn from the death world of Fenris. With bolt, blade and fang they have fought in Humanity’s wars for ten thousand years, ever loyal to the Emperor and their lost Primarch, Leman Russ. The Space Wolves march to battle clad in nigh impenetrable power armour, proudly bearing the markings of their Great Companies and of the packs in which they fight. Known as Sky Warriors by the tribes of their home world, Space Wolves are the result of millennia-old genetic modification and psycho-indoctrination techniques. Tenacious, dauntless and possessed of an insatiable hunger for battle, the Space Wolves hunt all who would defy the will of the Imperium. The Space Wolves are as diverse as they are formidable. With nearly the entire Space Marines range of Citadel Miniatures to choose from, bolstered by iconic Space Wolves units such as Wolf Guard Terminators, Long Fangs, Stormfang Gunships, and savage Wulfen, the options for modelling and gaming alike are near endless. Your collection could hinge around white-maned veteran infantry, glory-hunting Blood Claws and Primaris recruits, revered Dreadnoughts or a fast-moving host of vehiclemounted troops and Thunderwolf Cavalry. Every kit in the Space Wolves range is lavishly detailed, each Space Marine and vehicle’s individual characteristics and insignia telling their saga of past victories. From primal talismans and rune-inscribed weapons to tribal tattoos and totemic pelts, the Space Wolves also provide endless opportunities to experiment with the entire range of Citadel paints and tools.
Within this book you will find all the information you need to collect a Space Wolves army and field it upon the tabletop. THE SONS OF RUSS: This section outlines the sagas of the Space Wolves in their wars against the enemies of the Imperium. It also provides an in-depth analysis of how their Great Companies organise themselves and deploy for battle. COMPANIES OF FENRIS: Here you will find a showcase of beautifully painted Citadel Miniatures that display the iconography of Fenris, the markings of different packs and example armies to inspire your own collection. WARRIORS OF THE FANG: This section includes datasheets, wargear lists and weapon rules for every Space Wolves unit, for use in your games. ARMIES OF ASAHEIM: This section provides additional rules – including Warlord Traits, Stratagems, Relics, psychic powers and matched play points lists – that allow you to transform your collection of Citadel Miniatures into a mighty Space Wolves army.
To play games with your army, you will need a copy of the Warhammer 40,000 rules. To find out more about Warhammer 40,000 or download the free core rules, visit warhammer40000.com.
Driven by warrior instinct and armed with the mightiest weapons of Fenris, the Space Wolves cast off into the Sea of Stars in search of battle. They are a Chapter of heroes profoundly shaped by their tribal heritage, and their deeds are the stuff of legend. Every victory in the name of the Imperium is yet another verse in their long and storied saga.
THE SONS OF RUSS
THE
SONS OF RUSS
Mighty hunters from the icy death world of Fenris, the Space Wolves are a fiercely independent Chapter of the Adeptus Astartes. At the end of each long and patient pursuit they spring their attack, howling blood-chilling battle cries before tearing their prey apart. Their simmering aggression and barbaric joy in battle belies the fact there are few more loyal and redoubtable defenders of the Imperium than the Sons of Russ. A hundred centuries ago the Warmaster Horus, most favoured of the Emperor’s Primarch generals, turned against his genefather in an epoch-shattering rebellion that scarred the stars. The final battle of the Horus Heresy doomed the Emperor to a living death upon the Golden Throne. Afterwards, the fierce Primarch of the Space Wolves – Leman Russ – raged against the events that had kept him from his sire at the critical moment, vowing vengeance against the forces of Chaos. His wrath came too late. With the permanent enthronement of the Emperor came a different age for Mankind. The Primarchs were made to be warriors and generals, not bureaucrats and politicians, so the responsibility of ruling the Imperium passed to the High Lords of Terra.
‘NO MAN NOR BEAST COULD BEST THE WOLF-KING, NO TRIBE COULD STAND AGAINST HIS ARMIES. WITHIN RUSS’ KINGDOM A TRUCE EXISTED BETWEEN MAN AND WOLF. HIS COURT WAS ATTENDED BY THE FIERCEST OF WARLORDS AND THE MOST BEAUTIFUL OF MAIDENS. WHEN ANGERED HE RAGED WITH THE VIOLENCE OF SUMMER, HIS WISDOM WAS DEEP AS THE WINTER’S COLD. AND SO IN ASAHEIM, THE HOME OF THE GODS, THE ALLFATHER FOUND HIS LOST SON.’
- Excerpt from the Saga of the Wolf-King
Both the High Lords and the surviving Primarchs dreaded the resurgence of Chaos. Many worlds were purged during a time of great retribution known as the Scouring. Throughout the galaxy, the tainted were sought out and destroyed. In accordance with Primarch Roboute Guilliman’s seminal treatise – the Codex Astartes – the original Space Marine Legions were broken up into smaller Chapters and a code was drawn up to redefine their role within the Imperium. Before the Heresy, a Legion had numbered tens of thousands; under the new order each Chapter’s size was limited to ten companies of approximately one hundred battle-brothers. Never again could one man command the awesome, terrifying power of a Space Marine Legion, lest that man fall to heresy. Whilst the core of those Legions still loyal to the Emperor would live on as ‘First Founding’ Chapters and keep their original names, the remaining Space Marines from each loyalist Legion were reorganised into Second Founding Chapters that shared a genetic brotherhood with their First Founding Chapter and their Primarch. The Space Wolves were officially divided only once, creating the ill-fated Wolf Brothers Chapter. Leman Russ cared little for formal military doctrine, ever relying on the strength and courage of his warriors to win the day. He had no intention of breaking apart his mighty Legion further in accordance with his brother’s wishes. The Wolf-King would
have his warriors fight in the manner of the native tribes of Fenris – as a battle-hungry army of heroes, not a contingent of faceless troops. Guilliman reluctantly agreed to the Space Wolves retaining their twelve remaining Great Companies, despite many still comprising far more Space Marines than their Codex-adherent equivalents. Thus did the Space Wolves hold true to the teachings of Russ, which define their fighting methods to this day. To those that witness them in battle, the Space Wolves represent the very elite of Humanity, the pinnacle of the Imperium’s strength. The death world Fenris breeds strong and hardy recruits indeed, whilst the culture of each tribe encourages loyalty to one another and to the tribe’s warrior king – a model that gels with the hierarchical ideals of the Adeptus Astartes. Only the greatest make it to the vaunted halls of the Sky Warriors, yet even after making that sacred ascent, their saga has barely begun.
THE FORGING OF A LEGEND In order to survive the dangers that face the hardy tribesmen of Fenris on a daily basis, each and every one of them must become a highly skilled and ferocious warrior. Having fought rival tribes, ice trolls, sea drakes and giant wolves, a single Fenrisian warrior would be more than a match for several normal men. However, even when unarmed a battle-brother of the Space Wolves could overcome a dozen such Fenrisian tribesmen. Such is the scale of the changes wrought upon each aspirant during his transformation into one of the Sons of Russ. The aspirants of the Space Wolves undergo the complex physical and mental processes necessary to produce a Space Marine without a word of complaint. Despite the agonies they endure, they know the searing pain is only temporary, whereas the power granted unto them by their transformation will be theirs for eternity. After all, nothing that is of worth to the Fenrisians is won without expending a great deal of blood and sweat. Once the augmentative surgery is complete, where once stood a human warrior now stands a huge,
genetically enhanced killer, halfway to becoming the perfect tool of war. A series of extraordinary organ implantations grant him superhuman abilities. Regardless of his Chapter, each Space Marine has a secondary heart and an auxiliary multilung, allowing him to survive massive damage to the torso and fight on. He can sustain and swiftly recover from wounds that would cripple or kill a mortal man, hibernate for decades, breathe water or poison with no ill effects, spit acid at his foes and even absorb an enemy’s memories and thoughts by eating and assimilating his flesh. Space Marines are the creations of the Emperor himself, and they share a measure of his power. Space Wolves have uncanny abilities above and beyond even the Space Marines of other Chapters. As a genetic descendant of Russ, each battle-brother has the razorsharp senses of an apex predator. Incredible eyesight and olfactory perception allows him to stalk his prey in a snowstorm, and acute hearing can pick out his quarry’s breathing pattern in the midst of a raging battle. During his life, his teeth will lengthen and stretch into vicious-looking fangs that are capable of denting plasteel, and his skin becomes as resilient as cured leather.
is capable of crushing skulls with a single punch and tearing out throats with the swipe of a hooked hand. Clad in power armour, a Space Marine can barrel through walls, run headlong through a storm of enemy fire, jump over yawning crevasses, resist the pressure of the deep ocean or even fight in the depths of the cold void. Each suit of power armour is painstakingly maintained by the Space Wolves’ Iron Priests and artificers, for it is a priceless artefact almost as old as the Chapter itself. The warriors of the Space Wolves are also well versed in the arts of wielding a blade. Each new recruit is given a deadly chainsword that is capable of chewing through pack ice as easily as it mangles and severs human flesh, or an axe finely balanced and keen enough to cut a man in two with one swing. Such weapons are often used in conjunction with bolt pistols – compact but lethal versions of the sacred boltgun – that can be fired at point-blank range in the press of combat. The boltgun is as deadly a weapon as a warrior could wish for, able to visit a storm of massreactive shells upon the foe with a single squeeze of the trigger, and thus is only entrusted to those Space Wolves who have already proven themselves in battle. These
and more besides are the weapons of the Space Wolves, the epitome of the Adeptus Mechanicus’ war-craft wielded by the most gifted hunters and natural warriors in the Imperium. Such a perfect collusion of arcane science and controlled ferocity has proven unstoppable on battlefields without number. For all this, that which the Space Wolves count as their most powerful and dependable weapon is their indomitable spirit. Space Wolves are immune to the insidious tendrils of despair, apathy or discontent, for they live the warrior’s dream; an existence of daily warfare waged alongside their brothers, punctuated by regular feasts and drinking competitions. There is little that can corrupt or sway them, for they already have all that a true warrior could ask for, and their loyalty to one another and to their Chapter is absolute. Better still, each of the Space Wolves has faith not in some distant and silent deity, but in himself and his fellows. They know the true path to glory in their hearts, and they know that at its end lies a valorous death in battle and an eternity of feasting in the Halls of Russ. The Space Wolves fight indefatigably towards this destiny, knowing neither fear nor doubt.
By some quirk of fate, a flaw took root deep within the Space Wolves’ gene-seed legacy – known as the Canis Helix – very early in the Chapter’s history, and it still affects each and every one of the Sons of Russ. For most, this manifests in a berserk battle-fury when their inner beast takes over. Some carry the genetic heritage of the Canis Helix even deeper within them. There are dark tales of the horrific transformations that these warriors undergo in battle.
THE TOOLS OF THE WARRIOR Mighty as he is, a Space Wolves battlebrother unclad is nothing compared to the warrior he becomes when girded for war. Every Adeptus Astartes bears upon the upper layers of his torso a complex interface known as the black carapace. This sub-dermal implant allows him to wear power armour, a miracle of technology that further enhances the strength and durability of a Space Marine. Power armour is made from adamantium and ceramite, two of the hardest substances known to Mankind. Inbuilt servo-motors and fibre bundles serve to further augment the massive strength of the wearer, until he
Strength, honour, courage, ferocity – these are virtues upon which the Great Companies are founded. Each tenet is a weapon, and like an array of jagged fangs they can be used to savage the enemies of the Space Wolves.
SAGA OF THE SIXTH LEGION The history of the Space Wolves is an epic tale of honour and glory. Since their founding more than ten millennia ago, they have been at the forefront of Humanity’s defence on countless battlefields across the Imperium. The native tribes of their home world, Fenris, know them only as the Sky Warriors, but they are the Sons of Russ, warriors without peer.
Saga of the Sixth Legion
There are over a thousand Chapters of Adeptus Astartes that maintain the agelong vigil against the enemies of Mankind. The Space Wolves are one of the greatest of these Chapters, their name and honours known throughout the galaxy. As one of the original twenty Space Marine Legions, the Space Wolves were founded by the Emperor himself over ten thousand years ago. The Legions were created to take part in the Great Crusade, the Emperor’s reconquest of the galaxy that established the Imperium as it is today. Before the Great Crusade, Terra had endured thousands of years of isolation whilst impenetrable warp storms seethed and howled throughout the western part of the galaxy. Even the Emperor was trapped upon Terra by the warp’s tumult, and could do little other than secure Humanity’s birth planet and prepare his armies for the reconquest to come. Without the Emperor to guide them through this terrible age, the rest of the human worlds throughout the galaxy were left helpless against the predations of xenos races and the dread creatures of the warp. One by one, these worlds fell into anarchy and despair. Humanity, it seemed, was doomed.
THE PRIMARCHS During Terra’s isolation, the Emperor had striven to create twenty superhuman beings. These Primarchs, as he called them, were genetically engineered creatures, artificial humanoids with astounding abilities. Each was created to be different, with his own unique skills and powers, and in some cases incredible psychic potential. The Primarchs were made to resemble Humankind, but many were mighty in appearance. Yet the Primarch experiment never reached its conclusion. In a disastrous incident, the nascent creatures were swept up by terrible forces that dwelt within the warp and scattered across the stars. Rather than trying to duplicate the long and arduous work through which he had created the Primarchs, the Emperor instead used the raw material developed during
the Primarch project to forge the Legiones Astartes – the mighty warriors also known as the Space Marines. After much toil, the Emperor created a number of artificially cultured organs, each re-engineered from the gene-banks of the Primarchs. These organs were designed so that they could be implanted into the body of an ordinary adolescent human – a painful process that not all survived. Once implanted, the organs would take root and develop within the host’s human tissues, becoming an integrated part of his body. Many of these organs were made to interact with natural body tissues as they developed, enhancing muscle growth, stimulating mental processes, and transforming the recipient into a superhuman warrior. Compared to the Primarchs whose incredible power they had inherited, the Space Marines were but pale shadows, but they still became the mightiest of men and the greatest of the Emperor’s warriors.
THE LEGIONES ASTARTES The Emperor created twenty Space Marine Legions, each utilising residual genetic material derived from one of the Primarchs. Most of the implants were common in type and function to all twenty Legions, but there were also subtle variances in the genetic structure that developed as a result of their different gene-fathers. Thus the warriors of the twenty Space Marine Legions echoed to some degree the particular strengths of the Primarch whose genes were used to develop their own implants. The implants of the Space Wolves were developed from the genetic helix – later to be known as the Canis Helix – of Leman Russ. At this time, the Emperor had no idea where the Primarchs were or if they had even survived their ordeal. Only later, during the Great Crusade itself, was the Emperor able to recover the Primarchs, one by one. By then they had grown to adulthood amongst whatever cultures existed on the worlds to which their incubation pods had been spirited. Many Primarchs crashed upon uncivilised worlds or grew up amongst deadly and inhospitable environments.
THE WOLF-CHILD COMES TO FENRIS The Primarch of the Space Wolves had landed upon the icy death world of Fenris, his incubation pod plummeting down into the flank of a vast mountain. Emerging from his smoking capsule, the infant Primarch soon encountered a deadly mother Thunderwolf. He was doomed, yet fate, it seemed, had other ideas. Sensing in the feral youth a kindred spirit, the giant she-wolf did not kill the child, but instead raised him alongside her cubs as one of her own. A few years later, the young wolf-child was discovered by a hunting party of Fenrisian tribesmen. In a vicious confrontation, the wolf-mother was slain by their spears and arrows, along with many of her cubs. The Primarch fought with terrible fury, slaying a dozen warriors with naught but his bare hands to protect his two surviving packmates, Freki and Geri. It was then that fate intervened once more. One of the tribesmen at last recognised the Primarch for what he was – human, not wolf – and called for his fellow huntsmen to lower their weapons. The bloodied youth stood his ground, fangs bared, but understood their peaceful gesture and stayed his wrath. Unsure quite what to do, the tribesmen brought the young Primarch and his wolf-kin – for he would not be parted from them – before the court of King Thengir of the Russ tribe. The aging chieftain saw the undeniable potential in the young man and ordered that he be given a place within his household, there to be raised as a true Fenrisian – as a warrior. Though many were left dumbfounded by the King’s decision, time certainly proved Thengir wise. As the Primarch grew to maturity, he became the greatest of the Fenrisians, leading the tribe’s warriors to a thousand glorious victories and more. Upon King Thengir’s death, Leman of the Russ took his place upon the throne. So did the WolfKing become a living legend throughout the many tribes of Fenris. It was only a matter of time before word of his fame reached the ears of one who desperately sought news of his lost sons.
THE GREAT CRUSADE During the Great Crusade, the Emperor’s all-conquering Space Marine Legions liberated thousands of human worlds across the galaxy as Mankind was drawn together into a single mighty Imperium. The world of Fenris was discovered early in the advance, lying as it does in the north-western part of the galaxy little more than ten-thousand light years distant from Holy Terra. The legend of the WolfKing was quickly identified as the work of a missing Primarch, and the Emperor descended to the planet. Legend has it that, upon meeting the barbaric Primarch, the Emperor knew that the only way to win such a warrior’s fealty would be to best him in single combat. After a mighty contest between the two godlike beings, the Primarch accepted his first ever defeat with a smile and a handshake. Soon after the duel, the Emperor bequeathed unto Russ leadership of the Space Marine Legion that bore his genes. Over the following decades, Leman Russ would prove to be one of the most daring and successful of the Emperor’s generals. The world of Fenris was adopted as the home planet of the Space Wolves, and a mighty stronghold was constructed in the mountains of the polar continent of Asaheim. This fortress was called the Fang, and it is still reckoned to be one of the greatest citadels in the galaxy.
THE HORUS HERESY The Space Wolves were not the only Space Marine Legion to be reconciled with their genetic forebear. Gradually, all twenty Primarchs were reunited with the Emperor and went on to lead their own Legions of Space Marines. Horus was hailed as the greatest of all the Primarchs, and the Emperor chose him to be his Warmaster – his most trusted commander and first amongst his sons. As Warmaster, Horus was tasked with the overall leadership of the Great Crusade in his father’s absence, but it was Horus who was to betray the Emperor in the vilest and most treacherous way. The rebellion of Horus tore the Imperium apart at its very birth and set Space Marine against Space Marine as the Primarchs and their Legions sided either for or against the Warmaster. At first, few suspected the heinous evil that had taken root within Horus, and some Legions stood aside from the conflict, uncertain of how best to proceed. Some of the Legions that
sided with Horus did so out of a sense of comradeship with their old Warmaster. It was only later that some had cause to regret their decision, but by then it was too late, for Horus had become corrupted in mind, body and soul. Indeed, Horus had pledged allegiance to the Dark Gods of Chaos in return for powers unimaginable to mortals – even such extraordinary mortals as the Primarchs. Despite the treachery of many of his brothers, Leman Russ held true to the oath of fealty he swore to the Emperor on the day they first met. So did the Space Wolves remain fiercely loyal to the Emperor throughout the Horus Heresy. They took part in some of its most renowned actions, but from these dark times, more than ten thousand years ago, come few details of any certainty. It was a time of legends. It was an age of war. Such records as were made have not survived, and only many centuries later did chroniclers begin to describe the bloody events of those days.
PROSPERO BURNS The Space Wolves were pivotal in one of the early campaigns of the war, when the entire Legion attacked and devastated the Thousand Sons Space Marines on their home world of Prospero. At the battle’s height, Leman Russ fought the Primarch of the Thousand Sons, the cyclopean giant Magnus the Red, in personal combat. Though Magnus was a psyker of terrible magnitude, he could not withstand the strength and ferocity of the Wolf-King. After a short but fierce duel, Russ struck Magnus down, though the Prosperine Sorcerer used fell magicks to escape before Russ could deliver the killing blow. With the loss of their Primarch, the Thousand Sons faced annihilation. In their desperation, they fled the field of battle through a portal that led to the daemonic realm known as the Eye of Terror. It was whilst pursuing the Thousand Sons that the Space Wolves lost their 13th Company. These ferocious warriors, their ranks riddled with a bestial genetic curse, were known as the Wulfen-kind. Since its loss that day and for thousands of years thence, the Space Wolves had no 13th Company, and no Wolf Lord bore the badge of the Wulfen.
‘Of all the tales of the Primarchs, the disappearance of Leman Russ is the most mysterious. One of the most fundamental of the Space Wolves’ tenets is the belief that the Wolf-King will eventually return for the final battle at the end of the universe.’ - Balthazzar von Heppel, Ministorum Adept
THE DEATH WORLD OF FENRIS There are many death worlds in the Imperium, whose wildlife, native flora or esoteric nature make them inimical to human life. Even in such baleful company, Fenris is amongst the very worst. It is a world of fire and ice, of wolves and dragons. It is one of the most inhospitable planets in the universe, yet the folk of Fenris not only endure, but thrive.
The Death World of Fenris
The home world of the Space Wolves is dominated by extremes of climate, and is amongst the most deadly and turbulent worlds inhabited by Man. Most of Fenris’ surface is covered by water, its tiny land masses no more than islands scattered sparsely upon the mighty sea. The one and only sizeable continent, Asaheim, lies at the northern pole. Fenris follows an elliptical orbit around its pale sun. For much of each long year the world is remote from even this feeble star, and its surface remains incredibly cold. The oceans freeze over as Fenris draws away from its sun, and at its farthest point even the equatorial seas are covered with ice. At the height of winter, a man can walk between the many isles upon which the Fenrisians dwell: indeed, it is said that Sigurd the Tall climbed from the girdle of the world to the peaks of Asaheim in the far north, and that this mighty deed earned him a place in the halls of the gods. Towards the end of the year, as the planet sweeps close to the sun once more, a brief spring warms the surface. At this time, the ice retreats to the poles and gargantuan dwellers of the deep emerge to enjoy the bounty of sun-spawned kryll and bladefish. At its closest point to the sun, the sub-oceanic crust of Fenris breaks and twists, exposing its molten core to the icy waters. Blazing islands rise from the sea, spewing flame and lava. Superheated by sulphurous vents, the waters boil into steam to engulf Fenris in choking fumes. Islands created in the upheaval of preceding years are cast into turmoil. Some endure, but many are broken apart or swallowed by the sea, casting their inhabitants into the merciless deep. But the mighty rock the tribesmen know as Asaheim stands fast, a single changeless land amongst a world of ruin and torment.
‘IT IS SAID THAT IN THE TIME OF MAKING, THE ALLFATHER CAST THE SPHERE OF FENRIS INTO THE SEA OF STARS, RECKONING IT TO BE NO PLACE FIT FOR LIFE. FENRIS FELT THE COLD OF THE DARK AND RAN BACK TO THE WARMTH OF THE WOLF’S EYE. THE HEAT OF THE EYE PROVED TOO GREAT, AND FENRIS FLED INTO THE OUTER DARK ONCE AGAIN. SO IT IS EACH GREAT YEAR THAT FENRIS RACES TOWARDS THE SUN IN SUMMER AND FLEES AGAIN, PLUNGING ALL INTO THE COLD EMBRACE OF WINTER.’
- The Telling of Haakon Yellow-Eye
ASAHEIM Native Fenrisians are used to this annual upheaval and have learnt to love the endless changing of their lands with fierce pride. Only on the northern polar continent of Asaheim are the dwellers of Fenris protected to some degree from the extreme climate. Here there are many unique creatures not able to live elsewhere on Fenris. These include massive bears, gigantic elk and shaggy mastodons, as well as stranger creatures such as ice trolls, shape-shifting doppegangrels and the great ice wyrms that make their lairs amid the highest peaks. The deadliest of all are the wolves of Fenris, for their wits are as sharp as their teeth, and the largest of their kind is the equal to any of the great predators that stalk the icy wastes. Asaheim is surrounded by cliffs thousands of feet high that raise it far above the seas and separate it from the oceans as one world from another. Its fabled land mass is all but unreachable, and provides no refuge for those that live beyond its rocky confines. To a tribesman, it is truly the land of the gods.
THE SAVAGE SEAS Most of the creatures of Fenris live within the sea, and it is on those huge grey oceans that the Fenrisians must live and fight if their race is to survive. It is not an easy life. Many are the monstrous things that inhabit the deep oceans, ancient and scaly beasts that battle for supremacy against others of their kind. These sea-beasts will often pluck unwary sailors from the decks of their ships and drag them to their deaths in the cold waters. Some of these aquatic behemoths are as large as islands and can even consume a longship with a single gulp. Others are long and serpentine, with boiling ichor for blood and gargantuan shield-scales that glint in the sun like mirrors. Still others are too uncertain in form to describe, many-tentacled things with razored beaks and cold eyes like beacons that shine in the cold murk of the deep ocean. It is against these creatures that the warriors of Fenris must match themselves, and those that emerge triumphant live forever in the folklore of their tribe. To survive in such a land the Fenrisians must be warriors from the cradle to the grave. Yet their survival depends upon their wits and determination as much as their strength and skill at arms. As their world is almost entirely covered with water, Fenrisians must be masters of the waves, able to fight, navigate and endure through ice storms and tropical squalls. For much of the year, the tribes endure a savage sea-borne existence that often ends in a watery death in battle against the monstrous creatures of the deep.
THE WARRING TRIBES The tribes of Fenris are often drawn into conflict over the planet’s precious resources; competition for food is a near constant feature of life, and the greatest prize is fertile land. No man knows how much the landscape will change at the turning of the year. Sometimes old islands survive the changing of the seasons, and good fortune may preserve a tribe’s territory intact for many years, but it is more likely that the archipelagos will be broken and destroyed, submerged beneath the ocean by the upheavals of Fenris’ fragile crust. Many islands will be reduced or devastated so that only a few can live in an area which previously supported many. At the end of every summer there are bloody wars between the local tribes, and a series of vicious land grabs in which only those who succeed in capturing and defending the newly formed islands will prevail. Once the summer has passed the Fenrisians must build up their settlements quickly, before their supplies run out and they are faced with the impossibly harsh cold of winter. They must also be prepared to fight off those tribes who failed to secure a winter hold, as these stragglers will continue to launch raids on the newly founded settlements for as long as they have strength left to fight. So it is that the life of the Fenrisian is one of continual migration and of constant, bitter warfare. Despite their hardships, the Fenrisians consider themselves blessed, for only warriors forged by such trials can win a place in the stories of those skalds and elders that keep the oral tradition of Fenris alive.
THE DWELLERS ABOVE THE CLOUDS Although Fenris is the world of the Space Wolves, the Chapter occupies only the island continent of Asaheim, which rises from the polar oceans like a massive pillar of granite, sheer and forbidding, shrouded from mortal eyes by thick white clouds. The remainder of Fenris is left in its wild and primitive state and the people survive as best they can amidst the endless seasons of ice and fire. The Space Wolves maintain a careful watch over their tribal brethren, but rarely appear openly amongst the warrior clans. To uninitiated Fenrisians, the Space Wolves are seen as demigods that descend from the stormy skies, legendary champions possessed of unsurpassed strength and magical, holy powers. They are warriors of myth, and the lands of Asaheim are the forbidden realms of the divine, where native tradition prohibits man to go. Only a warrior chosen by the gods themselves can enter the Fang – the fortress of Russ at Asaheim’s peak. Thus the Fenrisians have become accustomed to the bravest of their young warriors vanishing from the everyday world, having been taken to win glory in the high realm of Asaheim. So it has ever been. So it will ever be.
RITES OF INITIATION The act of turning a mortal man – even one who has thrived in the harsh environs of Fenris – into a Sky Warrior is a long,
Rites ofandInitiation arduous incredibly perilous process. Many that undertake this trial perish. To survive is to prove one’s cunning, strength and fortitude beyond question, and to be a worthy successor of Russ’ gene-heritage. On Fenris, strangers stalk the lands of men. In the long halls, tales are told of mysterious, fur-clad wanderers who arrive in the depths of winter and challenge the strongest and most boastful of the tribesmen to bouts of strength and drinking. They are a frightening sight – huge, burly warriors with burning eyes, who always outwrestle the strongest warriors and outdrink the staunchest. Once they have fought every challenger they pick the most worthy and take them away into the dark, never to be seen again. These same strangers are often present when the native tribes of Fenris clash for settling rights of the new islands that have risen from the churning seas. If a young warrior shows the signs of greatness during battle, the strangers may approach him, to the awe of all who witness it. Even should the chosen be on the point of death, the strangers care not. They take their prize with them away into the blizzards, and the youth is never seen again. The tribesmen do not mourn the loss of such a valiant warrior, for they know he has been chosen to live among the gods. The mysterious strangers that select these warriors are the Wolf Priests of the Space Wolves, Choosers of the Valiant. The youths they pick will be tested sorely, and if true steel is in their souls they will be implanted with the legacy of Leman Russ, ultimately becoming Space Marines. But such a gift is never given lightly…
THE GATE OF MORKAI Many are the trials which a young warrior must endure before he can join the ranks of the Space Wolves. Each test will try the Fenrisian’s wit as well as his strength, and place him in mortal dangers from which he must emerge alive if not unscathed. If an aspirant survives the first few months of training, he must undertake the two Trials of Morkai – one for each of the wolf-god’s heads. For the first of these trials, he will be brought before the council of Rune Priests, who will test his mind as keenly as the Wolf Priests challenged his body. In the
very bowels of the Fang lies the Gate of Morkai, a vast portal surrounded by fiery rivers of lava. The wolf-god’s image crowns this mighty gate and its carven flanks bear enchanted runes of great power. Once the young warrior has seen the ancient archway, he must pass though it. To back down is to admit weakness, and the Sky Warriors do not suffer those without purity of heart and purpose to live. As soon as he steps through the Gate of Morkai, the aspirant’s mind belongs to the Rune Priests. They will scour his soul for doubt, impurity and buried temptations – anything that may be used against a Space Marine or his battle-brothers by the fell powers they will one day face. Only one who can steel himself against such horrors is worthy to call himself a Son of Russ. The exact means by which a candidate is tested will vary according to the individual. Most commonly, an aspirant will find himself faced with impossible odds in a number of conjured scenarios. Under the spell of the Rune Priests, the young warrior will believe the situation to be reality, and react according to his heart’s instincts. Those who fail this test will never wake up from their dreams, for the Rune Priests will scrub their minds and hand them over to the Iron Priests to serve out their lives as Thrall-Servitors. For those that pass, the toughest trial is yet to come.
THE TEST OF MORKAI Although the length and nature of any further trials an aspirant must endure will differ, the final test is always the same. This is the Test of Morkai, and it will challenge even the hardiest aspirant to the very limit of his endurance. Some fail this final test and are claimed by Morkai and forgotten. The trial is long, for the warrior is taken a thousand miles into the barren wastes beyond the fortress of the Fang. He drinks from the Cup of Wulfen, and his body absorbs the first and most deadly gene-seed of the Space Wolves – the unique Canis Helix. The frightening potency of the Canis Helix is legendary, and has accounted for the lives of millions of aspirants as their bodies writhe and churn in anguish. Those it does not kill it transforms into slavering
monsters. The Canis Helix is necessary, however, as without this essential part of Leman Russ’ heritage the other gene helices cannot be implanted at all. Whilst in the throes of transformation, the aspirant is cast out into the wilderness to make his own way back to the Fang. The gene works hideous changes on the warrior’s mind and body; he reverts to a primal state where his bones split and buckle, thick hair sprouts across his body and his only desire is to glut himself on fresh meat and blood. His body mass grows by up to eighty percent, many of his bones fuse, and fangs sprout from his gums. Whilst his body is wracked with pain, the warrior must overcome the shadow within him lest it possess him entirely. If he does not, he will become one of the giant, feral creatures known as the Wulfen, those who failed to overcome the curse. To become one of the Wulfen is to fall from grace, and to roam the wilderness for evermore as a creature of the darkest night, or be captured by his former brothers and held as a caged beast until the time is right for them to be set loose in battle. If the aspirant manages to find his way back to the Fang despite the ravages wrought upon him and the many perils that lie between him and his goal, he is implanted with the remainder of the Space Wolves’ gene-seed, stabilising the Canis Helix and completing his apotheosis into a fully fledged Sky Warrior. With time, it becomes clear that some of these warriors have not completely conquered the Canis Helix’s original effects, and in times of great stress they will alter into the bestial state that haunts their soul like a ghastly spectre. This is the Curse of the Wulfen, and it is rightly feared. However, as Space Marines these successful aspirants will live for hundreds of years, if they do not die in battle, and will voyage through the stars to fight in the Emperor’s name. They will battle monstrous Orks and hideous Daemons. They will encounter the horrors of the Tyranids and they will endure the indescribable perils of warp space. To a man born and raised amongst the warrior tribes of Fenris, this is indeed a life amongst the gods.
H
ead for the tallest peak, thought Aerrod, fighting the temptation to drop to all fours. His vision was clouding over; he could feel his pulse pounding in his throat and sweat poured down his hairy flanks despite the intense cold. Yet he hung doggedly onto the pact he had made with Geidric, cleaving to it like a wolfshipman clutching the remains of a kraken-shattered vessel. Head for the tallest peak, Geidric had said, green eyes glinting under an unruly mane turned white by the stresses of the last few weeks. There they could meet up and keep each other sane, just like in the other trials. Not far now. Not far to the safety of the pack. The beast inside Aerrod roared as he ran, a caged animal clawing at the insides of his ribs as it struggled to break free. Old habits stoked the embers of pain into fires of anger and then into an inferno of strength. He launched from the edge of a chasm, sailing through the nothingness for a second before catching rough black rock. He scrabbled upward, claws clacking, and hauled himself over
the edge. The part of him that was still human felt a flare of triumph. Nearly there. He broke into a loping run. Something flew at Aerrod from behind a boulder, a monstrous mass of sinew and fur with a snapping white snout. It bowled him into the snow, its jaws slinging strands of blood-flecked drool. Aerrod rolled with the impact, bringing his knee up to the towering thing’s chest and forcing it away with a savage thrust of his leg. It rode the momentum and reared up, tall as an ice troll, clawed arms wide as it howled into the crystal skies. Aerrod felt the beast in his chest howl too, in anguish rather than joy. The thing had green eyes. Green eyes and white hair. The monster that had once been Geidric pounced, but Aerrod was already rolling, the serum in his blood giving him a speed no mortal could hope to match. As the white beast’s claws ploughed into the snow, the savage voice inside Aerrod roared for him to bite, to rip out his foe’s throat with his teeth
and gorge on its hot corpse. Even as his vision misted red, he forced himself to block it out; to think with the mind of a man, not an animal. The Geidric-thing leapt once more, but this time Aerrod was ready. Flinging a handful of pack snow at the creature’s face to distract it, he brought his other hand round in a wide arc. The jagged rock in his fist slammed into the beast’s temple with bone-cracking force. It barrelled into him nonetheless, but its limbs were still. The rough white fur of Geidric’s cooling corpse pressed down on him as Aerrod waited for the red mist to fade. Once the thunder of his pulse had begun to subside he pushed the lumpen thing from him, standing up bloody but defiant. His body was changing, transforming, devolving even, but his mind was still his own. As he trudged towards the peak, he saw something up there, glowering down at him with red eyes. A wolf-helmed warrior; deathly legend brought to life. The figure nodded curtly and disappeared into the arctic mist.
The Great Companies
THE GREAT COMPANIES Like the tumultuous Fenrisian isles, the Great Companies of the Space Wolves are not fixed for eternity. Where one Wolf Lord falls, another must rise to lead his battle-brothers, taking a figure from Fenrisian myth to be his sigil. Though varied, every Wolf Lord and Great Company strives to embody the virtues of strength, courage and honour that defined their Primarch.
The Grand Annulus of the Space Wolves can be found at the centre of the Hall of the Great Wolf. It is a representation of the organisation of the Space Wolves Chapter. Each outer segment is a separately carved stone slab inscribed with the sigil and runes of the Wolf Lord it represents. During feasts in the hall, it is customary for the Wolf Lords and their Wolf Guard to be seated within the area of the hall indicated by their ‘name-stone’. The central device, bearing the sign of the Wolf that Stalks Between Stars, indicates the position of Great Wolf. This stone is rotated to show which of the Wolf Lords currently holds that honoured rank. The namestones shown here depict those of the Wolf Lords during the period in which the Cicatrix Maledictum first yawned open.
THE BLOODMAWS Bran Redmaw’s personal icon is the Bloodied Hunter, for he loves nothing more than to hunt under the full moon. The savagery of his company is legend. Some say the Curse of the Wulfen runs deep within their ranks, for their enemies are often found literally torn to pieces. Bran himself has been seen to attack at the front of a howling pack of Wulfen, and sometimes even succumbs to the Canis Helix himself in the heat of battle. Yet these warriors are also cunning – Bran’s numerous Grey Hunters will often lie in wait to the foe’s rear after the fury of his frontal attack forces their retreat.
THE SEAWOLVES Engir Krakendoom’s sigil is that of the Sea Wolf. Chosen from the kraken-hunting islanders of the south, his men are dark of skin and temperament. They go to war embarked upon armoured transports and airborne assault craft adorned with shields, their Swiftclaw outriders ensuring they reach the foe as an unstoppable tide. Engir has led many a successful quest across the Sea of Stars.
THE SONS OF MORKAI Named after the wolf-god long before he took the sign of the two-headed beast, Erik Morkai has always been grim and stern of aspect. His company has a great many Wolf Scouts, fellow veterans who appreciate their master’s taciturn demeanour and nononsense approach. Erik was elected more for his terrifyingly effective methods than his personality – he invariably solves the problems that come his way with swift and bloody acts of violence.
THE RED MOONS The Wolf of the Red Moon is a skeletal beast that prowls the seven hells in Fenrisian myth, devouring the bodies of the unworthy and yet never growing fat. The Wolf Lord who bears it as his personal symbol, Gunnar Red Moon, is as broad as a menhir and as boastful as a bard. A roaring bear of a man, Gunnar favours his Long Fangs and Aggressors, for they, like him, are possessed of a strong appetite for heavy firepower and even heavier feasting.
CHAMPIONS OF FENRIS The Great Company of Logan Grimnar is fanatically loyal to their charismatic and cunning leader. Each warrior is extremely proud of his link to the supreme lord of the Chapter, and constantly vies with his peers for the Old Wolf ’s favour. Logan Grimnar firmly believes that a battle can be carried by a few heroes in the right place at the right time, and as such makes effective use of the many Wolf Guard in his Great Company.
THE DEATHWOLVES Harald Deathwolf takes the symbol of the Ravening Jaw, icon of the Wolftime – when Morkai will eat the sun and eternal night will shroud the stars. Harald himself rides to war upon Icetooth, a great grey Thunderwolf. He is the Chapter’s foremost hunter, for his senses are so sharp he can smell fear. Harald’s Great Company includes a host of lupine beasts, be they flesh and blood, cybernetic construct or even the spirits of loyal companions.
THE STORMWOLVES Bjorn Stormwolf is a ruddy mountain of muscle and bellowed impatience. He has taken the Thunderwolf as his symbol, for he too is a creature of ferocity over stealth. When the Stormwolves go to war, they field many heavy weapons, bikes and Vindicators, for they rejoice in the din of battle more than any other Company.
THE IRONWOLVES Egil Iron Wolf made the ultimate sacrifice, giving his life on Fenris so that the Daemon Primarch Magnus could be sent back to the warp. His successor, Orven Highfell, was also slain in the skies above Cadia, yet the tenacity of the Ironwolves remains unbroken. Vorek Gnarlfist has taken the title of Wolf Lord in recent times, keeping the sigil of the Iron Wolf to honour his predecessors’ acts of extreme valour. The Great Company is replete with metallic beasts of war, and their armoured assaults are famous throughout the Imperium, typified by great roaming packs of vehicles that cut off the prey’s escape routes whilst heavily armed tanks deliver the fatal blow.
THE DRAKESLAYERS Krom Dragongaze has a presence of will so strong that his fiercely loyal Wolf Guard say only the mythical Sun Wolf has a hope of staring him down. Krom loves taking part in all kinds of contests, from the Trial of the Bladed Eye to the rivalries he fosters within his Great Company and without.
THE BLACKMANES Perhaps the most talented Wolf Lord of all, Ragnar Blackmane’s sheer ferocity is the stuff of legend. Though he is comparatively young, he is a without doubt a warrior born – Ragnar frequently has the honour of leading the Space Wolves’ planetary invasions, seeding a world with ravening packs of Reivers before launching one of his famed Drop Pod assaults.
THE FIREHOWLERS Sven Bloodhowl, Lord of the Firehowlers, has been missing since he assaulted the Blackstone Fortress, Will of Eternity. While some believe his saga to be at an end, his Wolf Guard rule in his name until his fate is determined. The Firehowlers tattoo themselves with Bloodhowl’s volcanic icon, the Fire Breather, alongside runes and scenes from their own sagas.
THE GRIMBLOODS In Fenrisian myth, the Fire Wolf burns hot without being consumed. Some whisper Kjarl Grimblood bears a gift from his sigil; that he can read the future in the fires of war. True or not, his company uses many flamer weapons, exulting in the smell of cooked flesh.
THE 13TH COMPANY The blank obsidian name-stone set into the Grand Annulus was once that of Jorin Bloodhowl’s Great Company, known as the Wulfenkind; they who hounded the Thousand Sons into the warp during the Horus Heresy. Though the Wulfen have returned, this stone continues to represent all of the Great Companies across history that have been destroyed or lost in battle.
ASPECTS OF THE WOLF The warrior culture of Fenris is displayed in the arms and armour borne to battle by the Space Wolves. From the talismans that hang from their gun muzzles, to the lupine furs that are draped across their shoulders, to the jagged heraldry that marks their packs, every aspect of a battle-brother’s equipment is testament to his proud and savage heritage.
Compact and sturdy, the bolt pistol is a devastating side arm that can be used at extremely close range. Utilising the same mass-reactive ammunition as larger bolt weaponry, each rocket-propelled round fired explodes upon impact, blasting apart light armour with ease. Space Wolves often festoon their bolt pistols with canine teeth, plumes of fur or other talismans.
Aspects of the Wolf
Halthor Longpelt is one of the original Primaris Space Marines to have been recruited from Fenrisian stock. Such is his skill in battle – and his perfection of the ‘Iron Blizzard’ tactic – that his elevation to an Intercessor pack has proved the worth of his new breed thrice over.
The servo-driven track that runs the length of a chainsword’s blade bristles with adamantine teeth, and many Space Wolves favour this weapon for the whirring howl it emits as it saws through armour, flesh and bone. These same battle-brothers adorn the blade casing with their own pack markings, signifying that their killing tool has an equal share in the rewards of the hunt.
SPACE WOLVES HERALDRY Space Wolves eschew standard squad markings, instead using their own Fenrisian iconography to indicate battlefield role. There are few hard and fast rules to these markings, though there is a general colour code used to identify different packs, and the pack marking is almost always displayed on the right pauldron.
Red and black pack markings indicating a battleline unit are emblazoned on the pauldrons of Grey Hunters and Intercessors.
The Blackmanes
Company of the Great Wolf
The Deathwolves
The Ironwolves
The Grimbloods
The Seawolves
The Sons of Morkai
The Bloodmaws
The Red Moons
The Drakeslayers
The Firehowlers
The Stormwolves
Wolf Scouts and Reivers bear scout pack markings, with iconography displayed in black and grey.
Red and yellow markings are used to indicate close support packs, and are borne by Blood Claws, Swiftclaws, Skyclaws and Inceptors.
An Intercessor from the Blackmanes Great Company with red and black pack markings.
Wolf Guard
Fire support packs, comprising Long Fangs, Aggressors and Hellblasters, have their unit iconography displayed in black and white. Veteran packs are notable for their distinctive black and yellow markings.
Wulfen
Wulfen pack markings use red and white and are displayed on the armour of the right knee.
Honour markings are displayed over a battle-brother’s pack markings to indicate a particularly heroic deed, such as putting themselves in mortal danger to save the life of a fellow Space Marine.
Space Wolves infantry usually bear the markings of their Great Company on their left pauldron, but this may be displayed elsewhere, such as on a knee pad, in the case of some marks of armour. Vehicles often bear their Great Company’s symbol in a prominent position, such as on a forward glacis.
ANNALS OF THE SPACE WOLVES The Space Wolves can trace their glorious history back to the foundation of the Imperium and the terrible wars that were fought to protect it. Over the millennia, the Space Wolves have stayed true to their vow to fight in the name of their Primarch and the Allfather, and have defeated the enemies of Mankind on countless battlefields in honour of that oath.
M30-M32 SAGA OF THE FALLEN The Wolf and the Lion The Space Wolves and the Dark Angels meet for the first time during the Great Crusade, and upon the world of Dulan the two Chapters come to blows. Leman Russ and the Dark Angels’ Primarch, Lion El’Jonson, engage in a mighty duel, the first in a long and bitter feud between the two warlords.
The Burning of Prospero
Incarceration Bjorn the Fell-Handed’s heroic career is tragically cut short during the Proxima Rebellion. Bjorn leads a successful raid to free those of his battle-brothers trapped in the Dreadsun Fortress, but his body sustains such terrible injuries that, to preserve his life, what is left of his shattered body is interred in a Dreadnought. Acutely aware that, as a Dreadnought, he can no longer fulfil his duties as master of the Chapter, Bjorn abdicates his position as Great Wolf.
Having gathered a vast army of deluded zealots to his cause, the Apostate Cardinal, Bucharis of Gathalamor, leads his unholy crusade towards Terra. The bloody path he carves across the galaxy soon comes to Fenris, where Bucharis is confident that the seemingly inexhaustible forces at his disposal will soon secure him victory.
Annals of the
Space Wolves
The Second Founding
M32-M36 SAGA OF CONQUESTS The Battle for the Fang
The Primarch Departs During the 197th Feast of the Emperor’s Ascension on Fenris, Leman Russ gathers his closest retainers and departs for the Eye of Terror without explanation.
The First Great Hunt After seven years of waiting for their Primarch to return, the Space Wolves elect Bjorn the Fell-Handed – the only member of Russ’ company to be left behind – as their leader. In his first act as Great Wolf, Bjorn announces the Great Hunt. The entire Space Wolves Chapter sets forth in an attempt to discern the whereabouts of their missing Primarch, though they are ultimately unsuccessful.
M36-M40 SAGA OF JUDGEMENTS The Plague of Unbelief
The Emperor orders the apprehension of Magnus the Red and the destruction of his Thousand Sons Legion as punishment for ignoring the edicts of the Council of Nikaea. Leman Russ leads his Legion in a devastating assault on Prospero. The Thousand Sons are all but annihilated in the bloody fighting and Russ breaks his brother’s back in a titanic struggle, though Magnus uses dark sorcery to escape death. The entire Space Wolves 13th Company is lost after they pursue the remnants of the fleeing Thousand Sons into the Eye of Terror.
The Space Marine Legions are broken down into Chapters, in accordance with the Codex Astartes. Largely ignoring the treatise, Russ retains much of his Legion’s strength, dividing it only once to create the ill-fated Wolf Brothers Chapter.
lead a guerilla campaign against the traitor forces. The Thousand Sons breach the great gate of the Fang, but not before the Wolf Scout Haakon Blackwing escapes to bring word to the rest of the Chapter. The Space Wolves return in force to drive their hated enemies from their home world. Harek Ironhelm faces Magnus in personal combat, but is struck down before mighty Bjorn banishes the Primarch in turn.
Magnus the Red appears to Great Wolf Harek Ironhelm in a series of visions. Haunted by his dreams, Ironhelm becomes increasingly determined to bring the Thousand Sons to battle and finish what the Space Wolves started at Prospero. After receiving word that the traitors are massing on the world of Gangava, Ironhelm launches a full attack, leading eleven Great Companies into battle. Having laid his plans over hundreds of years, Magnus the Red arrives on Fenris with the remaining fighting strength of his Legion. Only a single Great Company remains to defend the Fang, and Bjorn the Fell-Handed is roused from his slumber to
After a gruelling three-year siege in which the renegade forces suffer massive losses, Wolf Lord Kryl Grimblood concludes his campaign in the Eye of Terror and returns to Fenris, smashing into the rear of the traitor lines. Caught between the impenetrable defences of the Fang and Grimblood’s fleet, Bucharis’ armada is forced to withdraw, abandoning a large part of their fighting strength to their fate.
The Jacobean Censure Inquisitor Jacobean of the recently formed Ordo Hereticus decries the practices of the priesthood of Fenris, and proclaims the Space Wolves as heretics for their lack of adherence to the Codex Astartes. A sizeable contingent of Inquisitorial henchmen and Astra Militarum regiments joins Jacobean as he launches his crusade against the Sons of Russ. The Wolf Lords of each Great Company send their most trusted Wolf Scouts to apprehend the Inquisitor in the Svardeghul System, where Jacobean is revealed to be the Changeling – a shapeshifting servant of Tzeentch. Those officers who followed the Daemon are given over to the Ordo Hereticus, but the Space Wolves advocate for the pardon of those soldiers who served in his army.
M41 SAGA OF THE WANING The First War for Armageddon The World Eaters invade the hive world of Armageddon alongside a vast daemonic host led by none other than the Daemon Primarch Angron. The newly elected Great Wolf, Logan Grimnar, leads the Space Wolves to the planet’s defence, arriving just in time to halt the onslaught of Khorne’s minions. In a final cataclysmic battle, the World Eaters are thrown back from the hastily prepared Imperial defences and defeated. Angron and his bodyguard of twelve Bloodthirsters of Khorne are banished back to the warp by the combined efforts of an entire brotherhood of Grey Knights Terminators, though over ninety are slain in the act.
The Wolf and the Knight A Knight of House Hawkshroud becomes Oathsworn after Krom Dragongaze saves him from certain death.
Honour’s End During the Eclipse Wars, the Space Wolves fight alongside the Angels Vindicant and Flesh Tearers Chapters upon the shrine world of Lucid Prime. Largely due to a ferocious attack by Flesh Tearers Assault Marines, Imperial forces are able to drive off the Chaos Space Marine forces terrorising Hive Ratspire. However, the Flesh Tearers continue their indiscriminate killing even after the Chaos renegades have been repelled. Despite Chapter Master Seth’s insistence that his men are purging those that have been tainted by the presence of Chaos, the Space Wolves are outraged and attack the Flesh Tearers at once. The resultant battle sees brother fighting brother and the deaths of many on both sides. This terrible event is known for evermore as Honour’s End.
From Out of the Warp it Came Engir Krakendoom’s Great Company are close to hand when a vast anomaly breaches the yawning warp gate of Sloth. Twelve thousand miles of heaving flesh; the entity defies classification until a xenobiologist realises that the anomaly was once a void whale, twisted by the unnatural tides of the warp. As the monstrosity prepares to engulf the astral stronghold of Perillia, the Space Wolves board it in drill-tipped torpedoes. Fighting amongst frond-forests and gill-chasms, Engir and his men battle through the nightmare products of its hostile ecosystem before planting thermal charges deep within its
vital organs. They escape with seconds to spare before the behemoth finally comes apart in a great cloud of tainted blood. The Perillian Gas Belt is born from its remains.
violence of the ensuing fight is but a shadow of the destruction that follows as the sector descends into total war between the three factions.
Slaying of the Ice Trolls
The Battle for Montberg Spaceport
Harald Deathwolf – in his past life a champion of the Tide Hounds tribe – hears tell of a migration of ice trolls that has reached the lands of his birth and is devouring his people. In a rage, he makes an unsanctioned return to his ancestral roots and leads his savage tribe-kin to victory against the marauding monsters, claiming the enchanted pelt of the largest of their number as a trophy.
Hive Fleet Colossus descends upon the civilised world of Thressiax, and the forces garrisoned there prove unable to stop the Tyranid invaders. Imperial High Command calls for all remaining forces to withdraw, leaving the settlers of Thressiax to their fate so that the Tyranids can be exterminated from space. Bran Redmaw, resupplying upon Thressiax at the time, objects to this dictate and sends his Grey Hunters to the vital spaceport of Montberg so that Thressiax can be evacuated.
Bad Blood is Spilled The Space Wolves and the Dark Angels fight alongside each other for the first time in many years to quell an uprising in the Artemis System. In the wake of the conflict, Ranulf the Strong inadvertently kills the Dark Angels champion, Balthasar Xaphan, in the traditional contest that re-enacts the duel fought by Russ and El’Jonson. Blood is shed on both sides in the ensuing fracas.
The Grey Hunters hastily train the folk of Montberg, and against all the odds the Space Wolves and their new recruits hold the walls against the Tyranids, buying the civilians time to escape. When the six surviving Grey Hunters finally withdraw from the spaceport, Imperial High Command demands they be stripped of all honours for disobeying a direct command. Instead, Bran Redmaw promotes all six into his personal Wolf Guard in recognition of their valorous deeds.
The Blinking of the Wolf ’s Eye A warp anomaly causes the first ever solar eclipse on Fenris. To the superstitious Fenrisians, such an ill omen portends a time of great woes ahead.
Murderfang’s Rampage An Alliance Broken When the Ork Waaagh! of Grimtusk Bloodboila looks set to consume the entire Athelaq sector, it is not only the Great Company of Egil Iron Wolf that stands in its path. An Aeldari warhost fights hard to contain the greenskin invasion to prevent the Space Wolves from becoming surrounded. Egil’s tanks take a heavy toll on the Ork vanguard and, after weeks of bitter warfare, Warlord Grimtusk is killed and the Waaagh! blunted. Later, Autarch Elenduil visits the throne room of Egil Iron Wolf in great ceremony, his bodyguard of Striking Scorpions respectfully bearing the recovered bodies of fallen Space Wolves. Unfortunately, what was supposed to be a parley over a parting gift turns sour at a single stray mistranslation. Insults are exchanged and blades drawn. The sudden
On the hell world of Omnicide, Logan Grimnar’s Great Company stumbles upon a feral Space Wolves Dreadnought carving its way through a force of Chaos Space Marines. After a fierce struggle, the murderous machine is captured and frozen in stasis, before being taken back to the Fang for study.
The Avenging of Berek Thunderfist Ragnar Blackmane slays his liege’s killer, Ghorox Bloodfist, in single combat. After hunting down the Chaos Champion’s Word Bearers allies, Ragnar is elected as the fallen Wolf Lord’s successor.
Riders of the Storm Logan Grimnar, majestic atop his chariot, Stormrider, leads his Great Company in the charge that finally breaks the Necron phalanxes of Imotekh the Stormlord on Vhaloth IV.
An Oath Fulfilled After more than 350 years, Ulrik the Slayer avenges the aspirants lost to the Drukhari Haemonculus Coven, the Hex. Khaeghris Xhakt, the Haemonculus Ancient who masterminded the atrocities so long ago, is betrayed by an ambitious underling, who leaves his ghoulish overseer to face Ulrik alone. Xhakt’s head soon adorns a spike in the Trophy Hall of the Fang.
The Third War for Armageddon With his presence needed elsewhere, Logan Grimnar sends five Great Companies to Armageddon to join the Imperial forces hastily gathering there to combat the second, even larger invasion of Ghazghkull Thraka’s Ork Waaagh!.
The Battle for Alaric Prime The Great Wolf himself leads the Sons of Russ to Sanctus Reach, diving headlong into battle on the beleaguered Knight world Alaric Prime against the Red Waaagh! of Grukk Face-rippa.
sent out to find other Wulfen packs that remain lost amongst the stars. It is at this time that tendrils of madness coil from the void, and Daemons beyond counting pour into the Fenris System.
The Trickster of Tzeentch As the Space Wolves return to Fenris to purge it of the invading Daemons, they are met by an Imperial fleet with the Dark Angels fortress monastery, the Rock, at its head. The fleet’s commanders intend to bring the Wolf Lords to judgement for accepting the deviant Wulfen into their ranks. Tensions rise as the servant of Tzeentch known as the Changeling, having infiltrated the Dark Angels, spurs the ancient rivals to war. The disguised Daemon announces that the Space Wolves have fired upon Grey Knights vessels in the system, and that the savage Wulfen have turned on their Dark Angels allies.
The Kraken Awakes The fifty-foot long, leather-skinned ‘Kraken’s Egg’ held in the Trophy Hall of the Fang splits open to disgorge a slithering swarm of tentacled beasts. Harald Deathwolf ’s Fenrisian Wolves smell the creatures’ acrid stench first, and lead the Wolf Lord himself to investigate. Together with Canis Wolfborn and a warband of battle-brothers, Harald messily butchers the abominations.
Return of the 13th Great Company On the hive world of Nurades, Harald Deathwolf and his Great Company slaughter the mutants spawned by a raging warp storm, but are ambushed by a horde of Daemons. Mysterious hulking figures leap to the aid of the Space Wolves, shredding the creatures of Chaos and covering the battlefield with their ichor. These newcomers wear armour bearing a mark not seen in ten thousand years – the icon of the Wulfenkind, emblem of the lost 13th Great Company.
Harbingers of Doom The newly found Wulfen are returned to Fenris, to their ancestral home where they are joined with their kin. Not all among the Space Wolves welcome their lost battlebrothers, for the savage mutation in the Canis Helix of the 13th Great Company evokes a dangerous bestial fury in other Space Wolves. However, expeditions are
With no Wolf Lords present to defend the Space Wolves, Azrael, Supreme Grand Master of the Dark Angels, orders his fleet to bombard the Daemon-infested planets of the Fenris System, despite the fact that Space Wolves still fight on the surfaces of these worlds. On the hive world of Midgardia, the rain of fire is so extreme that the surface is reduced to a scorched wasteland, and billions of its citizens are obliterated. By a strange twist of fate, Logan Grimnar and Egil Iron Wolf are trapped below the surface and avoid the destruction of the Exterminatus. Brother-Captain Stern of the Grey Knights, along with Ragnar Blackmane, arrives on the bridge of the Rock, just as the bombardments commence. Confusion and anger reign, but into the madness speaks Stern. He alone senses the traitor in their midst – Mendaxis, the vox seneschal, who is in fact the corporeal form of the Changeling. With its ruse exposed, the trickster Daemon flees into the heart of the Rock. Though it sows much more havoc, it is eventually cornered and sent back to the warp by the blade of Ragnar Blackmane.
The Wrath of Magnus In the wake of mayhem created by the Changeling, nine Silver Towers of Tzeentch appear above Fenris. As the Rune Priests cast their stones, each reading is more foreboding than the last, and in the Imperial fleet construals of the Emperor’s Tarot point to a ravenous serpent of flame. The Silver Towers descend through Fenris’ orbit to disgorge their legions, each citadel’s sorcerous master using its power to pollute a sacred site of Fenris. As the warriors of the Thousand Sons begin their implacable advance across the death world, the Sons of Russ charge to meet them. On glaciers, volcanoes and mountains the Space Wolves battle the Traitor Legion, and the snows are reddened by blood. On the third day, the fortresses of the Thousand Sons arrange themselves to form the ancient Prosperine symbol of vengeance, and from the nexus of power at its heart bursts forth the Daemon Primarch Magnus the Red. Aided by Ahriman, the most gifted of his Legion, Magnus seeks to corrupt Fenris itself – and therefore its people – turning the fiery world-spirit of the planet against those who had been his persecutors millennia ago. In the final concerted attack against Magnus the Space Wolves are joined once more by the Dark Angels, though their Ravenwing jetfighters are disintegrated by lancing sorcerous blasts. The Deathwolves are next into the fray, supported by Grey Knights of the Wardmakers Brotherhood. Step by step they hack their way through ranks of summoned Daemons to reach the Crimson King. More Imperial warriors charge the infernal Primarch as the most powerful Rune Priests, gathered under Njal Stormcaller, call on the rocks and chasms of Fenris to trap Magnus in their jaws. With a bolt of Chaos energy Magnus transmutes the Grand Master of the Wardmakers, Valdar Aurikon, into lifeless metal. Egil Iron Wolf is next to fall, with Magnus shifting the Wolf Lord telekinetically so that he is vaporised by his own lascannon blast. This gruesome end to Egil’s saga buys Grimnar the opening he needs. Pouncing from his chariot, the Great Wolf calls out a challenge to Magnus before hewing the Daemon Primarch’s chest with the Axe Morkai. As Magnus howls in pain, Grey Knights Purifiers chant rites of banishment, and in a blinding explosion, Magnus is expelled from Fenris.
The Fall of Cadia The victorious Space Wolves rush to the Cadian Gate as Abaddon the Despoiler launches his Thirteenth Black Crusade against the system. After a series of gruelling orbital battles, the Imperial fleets are left all but crippled, and the invasions shed much Imperial blood on the planet’s surface. In a last effort to halt Abaddon’s Blackstone Fortress, the Will of Eternity, Wolf Lord Sven Bloodhowl leads his Firehowlers along with other Adeptus Astartes and Astra Militarum forces in a boarding action. He has not been seen since. Whatever their fate, the flight of the Blackstone Fortress continues towards Cadia. Many other Space Wolves are slain on Cadia itself as traitors and Daemons pour across the planet. Among them is Orven Highfell, successor to Egil Iron Wolf, who is torn to shreds by a rampaging Bloodthirster. His valiant sacrifice, along with those of countless other Imperial warriors, are ultimately in vain, as the Will of Eternity is sent crashing into Cadia. The pylons scattered across the world, that for ten millennia had held back the warp, are rendered useless, and the planet is transformed into a roiling Daemon world.
The Jaws of the Warp The Rune Priests on Fenris hear the bestial howl of the immaterium as warp storms tear through the Imperium. For a moment, the guiding light of the Astronomican is snuffed out, and the Emperor’s realm is plunged into darkness. The worlds of Humanity are buffeted by empyric energy, tearing apart the links between them, and many are lost forever. The opening of the Great Rift renders each planet a solitary island, alone in the savage Sea of Stars.
M41 SAGA OF THE MALEDICTUM The Gift of the Primarch Word reaches Fenris that Roboute Guilliman, Primarch of the Ultramarines, has been awakened from his millennialong stasis, and has been made Lord Commander of the Imperium once more. The Great Companies are summoned to Fenris to receive the Primarch as his Indomitus Crusade passes through the sub-sector. Upon Guilliman’s arrival he presents the Space Wolves with new ranks of warriors – the Primaris Space Marines, created from the genetic stock of Leman Russ by the Archmagos Dominus of Mars.
Despite the Great Companies being severely understrength in the wake of so many recent wars, there is still division amongst the Wolf Lords as to whether or not the warriors of Guilliman’s Ultima Founding should be accepted into the Great Companies – after all, the Primaris battle-brothers are not born of Fenris, they have not braved its savage winters and violent summers, and they have not taken the Test of Morkai. Some of the Wolf Lords see the gift of Guilliman as a ploy to undo their proud traditions and bend the Space Wolves Chapter finally to the precepts of the Codex Astartes. Though he hears their protests, Logan Grimnar sternly counsels his Wolf Lords to follow the will of the Lord Commander at this time.
The Return of Magnus Magnus the Red launches a colossal assault on the Stygius Sector, located on the far side of the Great Rift in the region now known as the Imperium Nihilus. To reach the war zone, seven Great Companies wend their way through the treacherous channels that cross the Cicatrix Maledictum. The Space Wolves, along with Dark Angels, Iron Hands and Astra Militarum forces, launch a counter-attack against the invading Thousand Sons on the crystallized world of Tarkan. It is the first major campaign in which the Primaris Space Marines are deployed, and they fight with the same ferocity and passion as any son of Fenris. Yet despite their tenacity, the overwhelming numerical superiority of the Chaos forces soon turns the counteroffensive into a desperate last stand. It is only the sudden and unexpected arrival of an Aeldari strike force from Craftworld Ulthwé that allows the Imperial forces to make a fighting withdrawal, leaving much of the Stygius Sector to its grim fate.
The Curse of Russ Having shown their strength and savagery in many battles, packs of Primaris Space Marines are deployed by Wolf Lords more readily. Though they do not know the customs of Fenris, they are innate hunters, and show a preternatural ability to coordinate their attacks with those of other Space Wolves. Ulrik the Slayer proposes that within the Primaris Marines, the key to curing the Wulfen’s curse may be found. But he is soon proven wrong. Whilst purging a Drukhari raiding party on the mining world of Smelter’s Heap, several packs of Inceptors fighting alongside the Wulfen succumb to the
bestial affliction. Rather than using their assault bolters to outrange the Wyches they fight, the Inceptors charge heedlessly into their enemy and use their firearms as brutal makeshift bludgeons. Through sheer animal fury the Inceptors are able to drive off their foe, and with the battle over they regain control of their passions once more. But it is revealed that, through their genetic link to the Primarch, these Sons of Russ are just as susceptible to the Curse of the Wulfen as any other member of the Space Wolves.
The Primaris Trials To prove their mettle and dedication, to both themselves and to their Chapter, many Primaris Space Marines travel to Fenris to undertake the Test of Morkai. Though they have no need to drink from the Cup of Wulfen, they must still make the thousand-mile journey across the Fenrisian barrens bereft of any clothing or weaponry without succumbing to their bestial instincts. While the majority pass the test, no small few do not return.
Night of the Hellblasters Repulsors laden with Hellblasters assault the Iron Warriors fortress on the drifting orb known as the Midnight Moon. The dark planetoid glows bright in the void as the Space Wolves unleash the fury of their plasma weaponry.
The Great Portent On Fenris and in war zones across the Sea of Stars, Rune Priests receive riddling visions and cryptic visitations. Time and again their casting bones point to the same future. The return of the 13th Great Company, the emergence of Magnus the Red and the awakening of Roboute Guilliman are the last verses of the saga that will culminate in the Wolftime – the prophesied return of Leman Russ. After undertaking a perilous spirit-walk, Njal Stormcaller petitions Logan Grimnar and Ulrik the Slayer to wake Bjorn the FellHanded, so that the ancient warrior may grant the High Rune Priest an audience. The request is granted, though what they speak of is kept secret.
A Space Wolves strike force is akin to a raging storm, yet the bolts they loose never strike at random, and the destruction they wreak is never without purpose. The savagery they harbour deep within their gene-seed is used as an executioner’s blade, honed to devastating perfection and unsheathed only upon those who stand against the Imperium of Man.
Logan Grimnar
LOGAN GRIMNAR THE GREAT WOLF A warrior born, Logan fought his way through the ranks of the Space Wolves under the watchful eye of Ulrik the Slayer. Despite the fact that Logan is one of the longest serving Chapter Masters in the Imperium, to this day Ulrik calls him ‘young Grimnar’, and it is a sign of his friendly demeanour and respect for his mentor that Logan allows this to pass without comment. Unlike the stoic and formal lords of some other Chapters, Logan is charismatic and likeable in the extreme, as apt to reward his men with a hearty slap on the back and a tankard of Fenrisian mead as with an official commendation. The King of Fenris respects those who fight, drink and eat with him, and few besides. Logan’s leadership of the Space Wolves has endured for over five hundred years. During that time, the Old Wolf has led his Chapter to victories beyond counting against tyrants and terrors alike, humbling the warlords of Chaos and pushing back the omnipresent alien threat that gnaws at the edges of Humanity’s domain. When written in full, Logan’s saga stretches from one side of the Great Hall to the other, for the Old Wolf hunts evil wherever he finds it and without hesitation. Though some cynics doubt the factual validity of many of the Fenrisian sagas, believing them riddled with hyperbole, none can deny that during his reign as Great Wolf, Logan Grimnar has been instrumental in some of the greatest Imperial victories of the 41st Millennium. The First War for Armageddon would likely have ended in disaster had not Logan led his men to the planet’s defence. Despite only recently having risen to leadership of the Chapter, Logan led a campaign that ultimately saw the defeat of the World Eaters Legion and their Daemon Primarch, Angron. At the height of the conflict, Grimnar slew a mighty lord of the World Eaters in personal combat, claiming the fallen champion’s baleful axe as a token of his victory. The fabled Axe Morkai was forged from this very same weapon. Clad in his ornate Terminator armour, Grimnar towers over all save his mighty champion, Arjac. His beard is long and his fangs full, yet age has not made him weary. Logan’s armour is wreathed with the pelt of the infamous Thunderwolf, Fellclaw, its gilded skull acting as a crown above his head. Fellclaw once terrorised the northern plains of Asaheim, which lie in the shadow of Fangard Mountain. Logan took it upon himself to track the deadly creature to its lair. Alone, naked and unarmed, Logan fought his quarry on even terms, eventually biting out the Thunderwolf ’s throat with his fangs after a hard-fought struggle. Seeking shelter from a fierce icestorm, Logan entered the beast’s lair, and there found two lone wolf cubs. It was clear that Fellclaw’s ferocity had, in part, been due to a paternal instinct to protect its young. Unwilling to leave them to their fate, Logan gathered up the young cubs in Fellclaw’s pelt and returned to the Fang. The pair eventually grew into powerful Thunderwolves, and have remained fiercely loyal to their master for more than five hundred years. When Grimnar rides to battle in the war chariot Stormrider, it is these beasts that draw the Fenrisian relic. Though Logan has won countless victories, it is not just against the enemies of the Imperium that he has waged his wars. He has willingly led his forces into battle against Imperial institutions whose actions he deemed threatening to the Space Wolves or the
civilians of worlds he has saved. This has led to many accusations of rebellion, heresy and treason being levelled at Logan and his Chapter, along with the usual rumours of genetic deviancy. However, the fact that the Old Wolf is so ready to meet his detractors on the field of battle is undeniably one of the reasons why these allegations are not taken further – the senior adepts of the Administratum know from experience that it is better to have the Space Wolves as allies than as enemies. Nevertheless, no matter how unorthodox his methods, Logan Grimnar is one of Humanity’s greatest commanders and a true hero of the Imperium. In all his years Logan Grimnar has never been tested as he has since the opening of the Great Rift. The warp storms make a nightmare of travel and communications, with more pleas for aid coming every day than can possibly be helped. Additionally, it has taken all of Logan’s leadership efforts to ensure the new Primaris Marines have been able to integrate into the tight-knit brotherhoods. It is a relief to the Great Wolf when he can take to the field of battle himself, exercising his frustrations upon the foes that beset the Imperium.
THE AXE MORKAI Logan Grimnar’s weapon is a trophy of war, prised from the dead hands of a powerful champion of the Dark Gods. It was upon the battlefields of Armageddon that the Great Wolf won his fabled axe, amid the blood and fire of the battle on the banks of the River Chaeron. After hours of bitter fighting, the river ran red with blood and the bodies of cultists and traitor Guardsmen were piled high. World Eaters Chaos Space Marines attempted to cross the river in baroque armoured barges or over bridges melded from the bodies of screaming slaves, the traitors charging across the flesh-structures to reach the Space Wolves. Seeing a chance to turn the tide, Logan Grimnar led his Wolf Guard into the gore-clouded water to meet the warriors of Khorne head-on. The Chaos Champion Akor Doomflayer charged out of the ranks of the World Eaters, his rune-encrusted axe cutting down two of Grimnar’s Wolf Guard in the span of a few moments. Suddenly the Great Wolf found himself fighting for his life, Doomflayer’s insane fury pushing him back. With an incoherent cry the Khornate Champion struck the flat of Grimnar’s frost blade, shattering it into glittering shards. Doomflayer’s moment of triumph was also his last, as the Great Wolf lunged inside his executioner’s swing, ripping off his skull-faced helm with a clawed hand and sinking his fangs into the exposed throat underneath. As Doomflayer fell into the bloody river Grimnar snatched up his opponent’s crimson-steel axe, cutting a path back to his Wolf Guard through knots of homicidal Khorne Berzerkers. For the rest of the campaign Logan fought with the axe, and upon his return to Fenris he had it reforged, dubbing it the Axe Morkai. It was this relic that penetrated Magnus the Red’s arcane defences in the battle of the World Wolf ’s Gullet, for the Daemon Primarch had guarded against every weapon forged within the Imperium, but not those without.
‘Listen but closely my brothers, for my life’s breath is all but spent. There shall come a time far from now when our Chapter itself is dying, even as I am now dying, and our foes shall gather to destroy us. Then, my children, I shall listen for your call in whatever realm of death holds me, and I shall come no matter what the laws of life and death forbid. At the end I will be there. For the Final Battle. For the Wolftime.’ - Last words of Leman Russ, Primarch of the Space Wolves
Источник: [https://torrent-igruha.org/3551-portal.html]CONTENTS Introduction ............................3 The Sons of Russ ......................6 Saga of the Sixth Legion .....................................8 The Death World of Fenris...............................10 Rites of Initiation ...............................................12 The Great Companies .......................................14 Aspects of the Wolf ...........................................16 Annals of the Space Wolves..............................18 Logan Grimnar ..................................................24 Rune Priests........................................................26 Njal Stormcaller .................................................27 Wolf Priests ........................................................28 Ulrik the Slayer ..................................................29 Wolf Lords ..........................................................30 Ragnar Blackmane.............................................31 Krom Dragongaze .............................................32 Harald Deathwolf ..............................................33 Canis Wolfborn ..................................................34 Arjac Rockfist.....................................................35 Iron Priests .........................................................36 Lukas the Trickster ............................................37 Close Support Packs..........................................38 Battleline Packs ..................................................42 Scout Packs.........................................................44 Fire Support Packs.............................................46 Veteran Packs .....................................................48 Thunderwolf Cavalry........................................50 Fenrisian Wolves ................................................51 Wulfen .................................................................52 Dreadnoughts ....................................................53 Wulfen Dreadnoughts.......................................54 Bjorn the Fell-Handed ......................................55 Transport Vehicles .............................................56 Battle Tanks ........................................................58 Land Raiders ......................................................60 Gunships.............................................................61
Companies of Fenris ..............62 Gathering the Packs ..........................................71 Mustering for the Hunt.....................................72
Warriors of the Fang...............74 Space Wolves Wargear Lists .............................75 Logan Grimnar ..................................................76
Logan Grimnar on Stormrider ........................76 Arjac Rockfist.....................................................77 Bjorn the Fell-Handed ......................................77 Njal Stormcaller .................................................78 Njal Stormcaller in Runic Terminator Armour ...............................78 Rune Priest in Terminator Armour ................79 Primaris Rune Priest .........................................79 Rune Priest .........................................................80 Ulrik the Slayer ..................................................81 Wolf Priest in Terminator Armour .................81 Primaris Wolf Priest..........................................82 Wolf Priest ..........................................................82 Ragnar Blackmane.............................................83 Krom Dragongaze .............................................83 Harald Deathwolf ..............................................84 Wolf Lord............................................................85 Wolf Lord on Thunderwolf ..............................86 Wolf Lord in Terminator Armour...................87 Wolf Lord in Cataphractii Armour.................87 Primaris Wolf Lord ...........................................88 Wolf Lord in Gravis Armour ...........................88 Canis Wolfborn ..................................................89 Wolf Guard Battle Leader.................................90 Primaris Battle Leader ......................................90 Wolf Guard Battle Leader in ................................ Terminator Armour ..........................................91 Wolf Guard Battle Leader on Thunderwolf ...91 Iron Priest...........................................................92 Blood Claws........................................................93 Grey Hunters ......................................................94 Intercessors .........................................................95 Wolf Scouts.........................................................96 Reivers.................................................................97 Aggressors ..........................................................98 Servitors..............................................................98 Lukas the Trickster ............................................99 Wulfen Dreadnought ........................................99 Great Company Ancient.................................100 Primaris Ancient .............................................100 Great Company Champion ............................101 Wolf Guard .......................................................101 Wolf Guard Terminators ................................102 Dreadnought ....................................................102 Wolf Guard Cataphractii Terminators ..........103
Wolf Guard Tartaros Terminators .................104 Venerable Dreadnought..................................105 Contemptor Dreadnought..............................106 Redemptor Dreadnought ...............................106 Wulfen ...............................................................107 Murderfang ......................................................107 Skyclaws ............................................................108 Swiftclaws .........................................................109 Swiftclaw Attack Bikes ....................................110 Land Speeders ..................................................111 Inceptors ...........................................................111 Thunderwolf Cavalry......................................112 Fenrisian Wolves ..............................................112 Wolf Scout Bikers ............................................113 Cyberwolves.....................................................113 Long Fangs .......................................................114 Hellblasters .......................................................115 Hunter ...............................................................116 Stalker ...............................................................116 Whirlwind ........................................................117 Predator ............................................................117 Vindicator .........................................................118 Land Raider......................................................118 Land Raider Crusader.....................................119 Land Raider Redeemer ...................................120 Rhino.................................................................121 Razorback.........................................................121 Drop Pod ..........................................................122 Land Speeder Storm........................................122 Repulsor............................................................123 Stormfang Gunship .........................................124 Stormhawk Interceptor ...................................125 Stormwolf .........................................................126 Armoury of the Fang ......................................127
Armies of Asaheim ..............134 Stratagems ........................................................135 Warlord Traits ..................................................138 Relics of the Fang.............................................139 Tempestas Discipline ......................................140 Tactical Objectives...........................................141 Points Values ....................................................142
What’s next?.........................145
PRODUCED BY GAMES WORKSHOP IN NOTTINGHAM With thanks to the Mournival for their additional playtesting services Codex: Space Wolves © Copyright Games Workshop Limited 2018. Codex: Space Wolves, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers. This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental. British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only. Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by children under the age of 16 without adult supervision. Whatever your age, be careful when using glues, bladed equipment and sprays and make sure that you read and follow the instructions on the packaging. 978-1-78826-448-8
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INTRODUCTION
INTRODUCTION Greetings noble warrior. In the tome you hold are the collected sagas of the Space Wolves, tales of heroism and glory that span the Sea of Stars. This book will help you to assemble your collection of Space Wolves Citadel Miniatures into a mighty tabletop army, bound by their martial prowess and tribal roots into savage yet stalwart packs of Fenrisian battle-brothers. The Space Wolves are ferocious warriors drawn from the death world of Fenris. With bolt, blade and fang they have fought in Humanity’s wars for ten thousand years, ever loyal to the Emperor and their lost Primarch, Leman Russ. The Space Wolves march to battle clad in nigh impenetrable power armour, proudly bearing the markings of their Great Companies and of the packs in which they fight. Known as Sky Warriors by the tribes of their home world, Space Wolves are the result of millennia-old genetic modification and psycho-indoctrination techniques. Tenacious, dauntless and possessed of an insatiable hunger for battle, the Space Wolves hunt all who would defy the will of the Imperium. The Space Wolves are as diverse as they are formidable. With nearly the entire Space Marines range of Citadel Miniatures to choose from, bolstered by iconic Space Wolves units such as Wolf Guard Terminators, Long Fangs, Stormfang Gunships, and savage Wulfen, the options for modelling and gaming alike are near endless. Your collection could hinge around white-maned veteran infantry, glory-hunting Blood Claws and Primaris recruits, revered Dreadnoughts or a fast-moving host of vehiclemounted troops and Thunderwolf Cavalry. Every kit in the Space Wolves range is lavishly detailed, each Space Marine and vehicle’s individual characteristics and insignia telling their saga of past victories. From primal talismans and rune-inscribed weapons to tribal tattoos and totemic pelts, the Space Wolves also provide endless opportunities to experiment with the entire range of Citadel paints and tools.
Within this book you will find all the information you need to collect a Space Wolves army and field it upon the tabletop. THE SONS OF RUSS: This section outlines the sagas of the Space Wolves in their wars against the enemies of the Imperium. It also provides an in-depth analysis of how their Great Companies organise themselves and deploy for battle. COMPANIES OF FENRIS: Here you will find a showcase of beautifully painted Citadel Miniatures that display the iconography of Fenris, the markings of different packs and example armies to inspire your own collection. WARRIORS OF THE FANG: This section includes datasheets, wargear lists and weapon rules for every Space Wolves unit, for use in your games. ARMIES OF ASAHEIM: This section provides additional rules – including Warlord Traits, Stratagems, Relics, psychic powers and matched play points lists – that allow you to transform your collection of Citadel Miniatures into a mighty Space Wolves army.
To play games with your army, you will need a copy of the Warhammer 40,000 rules. To find out more about Warhammer 40,000 or download the free core rules, visit warhammer40000.com.
Driven by warrior instinct and armed with the mightiest weapons of Fenris, the Space Wolves cast off into the Sea of Stars in search of battle. They are a Chapter of heroes profoundly shaped by their tribal heritage, and their deeds are the stuff of legend. Every victory in the name of the Imperium is yet another verse in their long and storied saga.
THE SONS OF RUSS
THE
SONS OF RUSS
Mighty hunters from the icy death world of Fenris, the Space Wolves are a fiercely independent Chapter of the Adeptus Astartes. At the end of each long and patient pursuit they spring their attack, howling blood-chilling battle cries before tearing their prey apart. Their simmering aggression and barbaric joy in battle belies the fact there are few more loyal and redoubtable defenders of the Imperium than the Sons of Russ. A hundred centuries ago the Warmaster Horus, most favoured of the Emperor’s Primarch generals, turned against his genefather in an epoch-shattering rebellion that scarred the stars. The final battle of the Horus Heresy doomed the Emperor to a living death upon the Golden Throne. Afterwards, the fierce Primarch of the Space Wolves – Leman Russ – raged against the events that had kept him from his sire at the critical moment, vowing vengeance against the forces of Chaos. His wrath came too late. With the permanent enthronement of the Emperor came a different age for Mankind. The Primarchs were made to be warriors and generals, not bureaucrats and politicians, so the responsibility of ruling the Imperium passed to the High Lords of Terra.
‘NO MAN NOR BEAST COULD BEST THE WOLF-KING, NO TRIBE COULD STAND AGAINST HIS ARMIES. WITHIN RUSS’ KINGDOM A TRUCE EXISTED BETWEEN MAN AND WOLF. HIS COURT WAS ATTENDED BY THE FIERCEST OF WARLORDS AND THE MOST BEAUTIFUL OF MAIDENS. WHEN ANGERED HE RAGED WITH THE VIOLENCE OF SUMMER, HIS WISDOM WAS DEEP AS THE WINTER’S COLD. AND SO IN ASAHEIM, THE HOME OF THE GODS, THE ALLFATHER FOUND HIS LOST SON.’
- Excerpt from the Saga of the Wolf-King
Both the High Lords and the surviving Primarchs dreaded the resurgence of Chaos. Many worlds were purged during a time of great retribution known as the Scouring. Throughout the galaxy, the tainted were sought out and destroyed. In accordance with Primarch Roboute Guilliman’s seminal treatise – the Codex Astartes – the original Space Marine Legions were broken up into smaller Chapters and a code was drawn up to redefine their role within the Imperium. Before the Heresy, a Legion had numbered tens of thousands; under the new order each Chapter’s size was limited to ten companies of approximately one hundred battle-brothers. Never again could one man command the awesome, terrifying power of a Space Marine Legion, lest that man fall to heresy. Whilst the core of those Legions still loyal to the Emperor would live on as ‘First Founding’ Chapters and keep their original names, the remaining Space Marines from each loyalist Legion were reorganised into Second Founding Chapters that shared a genetic brotherhood with their First Founding Chapter and their Primarch. The Space Wolves were officially divided only once, creating the ill-fated Wolf Brothers Chapter. Leman Russ cared little for formal military doctrine, ever relying on the strength and courage of his warriors to win the day. He had no intention of breaking apart his mighty Legion further in accordance with his brother’s wishes. The Wolf-King would
have his warriors fight in the manner of the native tribes of Fenris – as a battle-hungry army of heroes, not a contingent of faceless troops. Guilliman reluctantly agreed to the Space Wolves retaining their twelve remaining Great Companies, despite many still comprising far more Space Marines than their Codex-adherent equivalents. Thus did the Space Wolves hold true to the teachings of Russ, which define their fighting methods to this day. To those that witness them in battle, the Space Wolves represent the very elite of Humanity, the pinnacle of the Imperium’s strength. The death world Fenris breeds strong and hardy recruits indeed, whilst the culture of each tribe encourages loyalty to one another and to the tribe’s warrior king – a model that gels with the hierarchical ideals of the Adeptus Astartes. Only the greatest make it to the vaunted halls of the Sky Warriors, yet even after making that sacred ascent, their saga has barely begun.
THE FORGING OF A LEGEND In order to survive the dangers that face the hardy tribesmen of Fenris on a daily basis, each and every one of them must become a highly skilled and ferocious warrior. Having fought rival tribes, ice trolls, sea drakes and giant wolves, a single Fenrisian warrior would be more than a match for several normal men. However, even when unarmed a battle-brother of the Space Wolves could overcome a dozen such Fenrisian tribesmen. Such is the scale of the changes wrought upon each aspirant during his transformation into one of the Sons of Russ. The aspirants of the Space Wolves undergo the complex physical and mental processes necessary to produce a Space Marine without a word of complaint. Despite the agonies they endure, they know the searing pain is only temporary, whereas the power granted unto them by their transformation will be theirs for eternity. After all, nothing that is of worth to the Fenrisians is won without expending a great deal of blood and sweat. Once the augmentative surgery is complete, where once stood a human warrior now stands a huge,
genetically enhanced killer, halfway to becoming the perfect tool of war. A series of extraordinary organ implantations grant him superhuman abilities. Regardless of his Chapter, each Space Marine has a secondary heart and an auxiliary multilung, allowing him to survive massive damage to the torso and fight on. He can sustain and swiftly recover from wounds that would cripple or kill a mortal man, hibernate for decades, breathe water or poison with no ill effects, spit acid at his foes and even absorb an enemy’s memories and thoughts by eating and assimilating his flesh. Space Marines are the creations of the Emperor himself, and they share a measure of his power. Space Wolves have uncanny abilities above and beyond even the Space Marines of other Chapters. As a genetic descendant of Russ, each battle-brother has the razorsharp senses of an apex predator. Incredible eyesight and olfactory perception allows him to stalk his prey in a snowstorm, and acute hearing can pick out his quarry’s breathing pattern in the midst of a raging battle. During his life, his teeth will lengthen and stretch into vicious-looking fangs that are capable of denting plasteel, and his skin becomes as resilient as cured leather.
is capable of crushing skulls with a single punch and tearing out throats with the swipe of a hooked hand. Clad in power armour, a Space Marine can barrel through walls, run headlong through a storm of enemy fire, jump over yawning crevasses, resist the pressure of the deep ocean or even fight in the depths of the cold void. Each suit of power armour is painstakingly maintained by the Space Wolves’ Iron Priests and artificers, for it is a priceless artefact almost as old as the Chapter itself. The warriors of the Space Wolves are also well versed in the arts of wielding a blade. Each new recruit is given a deadly chainsword that is capable of chewing through pack ice as easily as it mangles and severs human flesh, or an axe finely balanced and keen enough to cut a man in two with one swing. Such weapons are often used in conjunction with bolt pistols – compact but lethal versions of the sacred boltgun – that can be fired at point-blank range in the press of combat. The boltgun is as deadly a weapon as a warrior could wish for, able to visit a storm of massreactive shells upon the foe with a single squeeze of the trigger, and thus is only entrusted to those Space Wolves who have already proven themselves in battle. These
and more besides are the weapons of the Space Wolves, the epitome of the Adeptus Mechanicus’ war-craft wielded by the most gifted hunters and natural warriors in the Imperium. Such a perfect collusion of arcane science and controlled ferocity has proven unstoppable on battlefields without number. For all this, that which the Space Wolves count as their most powerful and dependable weapon is their indomitable spirit. Space Wolves are immune to the insidious tendrils of despair, apathy or discontent, for they live the warrior’s dream; an existence of daily warfare waged alongside their brothers, punctuated by regular feasts and drinking competitions. There is little that can corrupt or sway them, for they already have all that a true warrior could ask for, and their loyalty to one another and to their Chapter is absolute. Better still, each of the Space Wolves has faith not in some distant and silent deity, but in himself and his fellows. They know the true path to glory in their hearts, and they know that at its end lies a valorous death in battle and an eternity of feasting in the Halls of Russ. The Space Wolves fight indefatigably towards this destiny, knowing neither fear nor doubt.
By some quirk of fate, a flaw took root deep within the Space Wolves’ gene-seed legacy – known as the Canis Helix – very early in the Chapter’s history, and it still affects each and every one of the Sons of Russ. For most, this manifests in a berserk battle-fury when their inner beast takes over. Some carry the genetic heritage of the Canis Helix even deeper within them. There are dark tales of the horrific transformations that these warriors undergo in battle.
THE TOOLS OF THE WARRIOR Mighty as he is, a Space Wolves battlebrother unclad is nothing compared to the warrior he becomes when girded for war. Every Adeptus Astartes bears upon the upper layers of his torso a complex interface known as the black carapace. This sub-dermal implant allows him to wear power armour, a miracle of technology that further enhances the strength and durability of a Space Marine. Power armour is made from adamantium and ceramite, two of the hardest substances known to Mankind. Inbuilt servo-motors and fibre bundles serve to further augment the massive strength of the wearer, until he
Strength, honour, courage, ferocity – these are virtues upon which the Great Companies are founded. Each tenet is a weapon, and like an array of jagged fangs they can be used to savage the enemies of the Space Wolves.
SAGA OF THE SIXTH LEGION The history of the Space Wolves is an epic tale of honour and glory. Since their founding more than ten millennia ago, they have been at the forefront of Humanity’s defence on countless battlefields across the Imperium. The native tribes of their home world, Fenris, know them only as the Sky Warriors, but they are the Sons of Russ, warriors without peer.
Saga of the Sixth Legion
There are over a thousand Chapters of Adeptus Astartes that maintain the agelong vigil against the enemies of Mankind. The Space Wolves are one of the greatest of these Chapters, their name and honours known throughout the galaxy. As one of the original twenty Space Marine Legions, the Space Wolves were founded by the Emperor himself over ten thousand years ago. The Legions were created to take part in the Great Crusade, the Emperor’s reconquest of the galaxy that established the Imperium as it is today. Before the Great Crusade, Terra had endured thousands of years of isolation whilst impenetrable warp storms seethed and howled throughout the western part of the galaxy. Even the Emperor was trapped upon Terra by the warp’s tumult, and could do little other than secure Humanity’s birth planet and prepare his armies for the reconquest to come. Without the Emperor to guide them through this terrible age, the rest of the human worlds throughout the galaxy were left helpless against the predations of xenos races and the dread creatures of the warp. One by one, these worlds fell into anarchy and despair. Humanity, it seemed, was doomed.
THE PRIMARCHS During Terra’s isolation, the Emperor had striven to create twenty superhuman beings. These Primarchs, as he called them, were genetically engineered creatures, artificial humanoids with astounding abilities. Each was created to be different, with his own unique skills and powers, and in some cases incredible psychic potential. The Primarchs were made to resemble Humankind, but many were mighty in appearance. Yet the Primarch experiment never reached its conclusion. In a disastrous incident, the nascent creatures were swept up by terrible forces that dwelt within the warp and scattered across the stars. Rather than trying to duplicate the long and arduous work through which he had created the Primarchs, the Emperor instead used the raw material developed during
the Primarch project to forge the Legiones Astartes – the mighty warriors also known as the Space Marines. After much toil, the Emperor created a number of artificially cultured organs, each re-engineered from the gene-banks of the Primarchs. These organs were designed so that they could be implanted into the body of an ordinary adolescent human – a painful process that not all survived. Once implanted, the organs would take root and develop within the host’s human tissues, becoming an integrated part of his body. Many of these organs were made to interact with natural body tissues as they developed, enhancing muscle growth, stimulating mental processes, and transforming the recipient into a superhuman warrior. Compared to the Primarchs whose incredible power they had inherited, the Space Marines were but pale shadows, but they still became the mightiest of men and the greatest of the Emperor’s warriors.
THE LEGIONES ASTARTES The Emperor created twenty Space Marine Legions, each utilising residual genetic material derived from one of the Primarchs. Most of the implants were common in type and function to all twenty Legions, but there were also subtle variances in the genetic structure that developed as a result of their different gene-fathers. Thus the warriors of the twenty Space Marine Legions echoed to some degree the particular strengths of the Primarch whose genes were used to develop their own implants. The implants of the Space Wolves were developed from the genetic helix – later to be known as the Canis Helix – of Leman Russ. At this time, the Emperor had no idea where the Primarchs were or if they had even survived their ordeal. Only later, during the Great Crusade itself, was the Emperor able to recover the Primarchs, one by one. By then they had grown to adulthood amongst whatever cultures existed on the worlds to which their incubation pods had been spirited. Many Primarchs crashed upon uncivilised worlds or grew up amongst deadly and inhospitable environments.
THE WOLF-CHILD COMES TO FENRIS The Primarch of the Space Wolves had landed upon the icy death world of Fenris, his incubation pod plummeting down into the flank of a vast mountain. Emerging from his smoking capsule, the infant Primarch soon encountered a deadly mother Thunderwolf. He was doomed, yet fate, it seemed, had other ideas. Sensing in the feral youth a kindred spirit, the giant she-wolf did not kill the child, but instead raised him alongside her cubs as one of her own. A few years later, the young wolf-child was discovered by a hunting party of Fenrisian tribesmen. In a vicious confrontation, the wolf-mother was slain by their spears and arrows, along with many of her cubs. The Primarch fought with terrible fury, slaying a dozen warriors with naught but his bare hands to protect his two surviving packmates, Freki and Geri. It was then that fate intervened once more. One of the tribesmen at last recognised the Primarch for what he was – human, not wolf – and called for his fellow huntsmen to lower their weapons. The bloodied youth stood his ground, fangs bared, but understood their peaceful gesture and stayed his wrath. Unsure quite what to do, the tribesmen brought the young Primarch and his wolf-kin – for he would not be parted from them – before the court of King Thengir of the Russ tribe. The aging chieftain saw the undeniable potential in the young man and ordered that he be given a place within his household, there to be raised as a true Fenrisian – as a warrior. Though many were left dumbfounded by the King’s decision, time certainly proved Thengir wise. As the Primarch grew to maturity, he became the greatest of the Fenrisians, leading the tribe’s warriors to a thousand glorious victories and more. Upon King Thengir’s death, Leman of the Russ took his place upon the throne. So did the WolfKing become a living legend throughout the many tribes of Fenris. It was only a matter of time before word of his fame reached the ears of one who desperately sought news of his lost sons.
THE GREAT CRUSADE During the Great Crusade, the Emperor’s all-conquering Space Marine Legions liberated thousands of human worlds across the galaxy as Mankind was drawn together into a single mighty Imperium. The world of Fenris was discovered early in the advance, lying as it does in the north-western part of the galaxy little more than ten-thousand light years distant from Holy Terra. The legend of the WolfKing was quickly identified as the work of a missing Primarch, and the Emperor descended to the planet. Legend has it that, upon meeting the barbaric Primarch, the Emperor knew that the only way to win such a warrior’s fealty would be to best him in single combat. After a mighty contest between the two godlike beings, the Primarch accepted his first ever defeat with a smile and a handshake. Soon after the duel, the Emperor bequeathed unto Russ leadership of the Space Marine Legion that bore his genes. Over the following decades, Leman Russ would prove to be one of the most daring and successful of the Emperor’s generals. The world of Fenris was adopted as the home planet of the Space Wolves, and a mighty stronghold was constructed in the mountains of the polar continent of Asaheim. This fortress was called the Fang, and it is still reckoned to be one of the greatest citadels in the galaxy.
THE HORUS HERESY The Space Wolves were not the only Space Marine Legion to be reconciled with their genetic forebear. Gradually, all twenty Primarchs were reunited with the Emperor and went on to lead their own Legions of Space Marines. Horus was hailed as the greatest of all the Primarchs, and the Emperor chose him to be his Warmaster – his most trusted commander and first amongst his sons. As Warmaster, Horus was tasked with the overall leadership of the Great Crusade in his father’s absence, but it was Horus who was to betray the Emperor in the vilest and most treacherous way. The rebellion of Horus tore the Imperium apart at its very birth and set Space Marine against Space Marine as the Primarchs and their Legions sided either for or against the Warmaster. At first, few suspected the heinous evil that had taken root within Horus, and some Legions stood aside from the conflict, uncertain of how best to proceed. Some of the Legions that
sided with Horus did so out of a sense of comradeship with their old Warmaster. It was only later that some had cause to regret their decision, but by then it was too late, for Horus had become corrupted in mind, body and soul. Indeed, Horus had pledged allegiance to the Dark Gods of Chaos in return for powers unimaginable to mortals – even such extraordinary mortals as the Primarchs. Despite the treachery of many of his brothers, Leman Russ held true to the oath of fealty he swore to the Emperor on the day they first met. So did the Space Wolves remain fiercely loyal to the Emperor throughout the Horus Heresy. They took part in some of its most renowned actions, but from these dark times, more than ten thousand years ago, come few details of any certainty. It was a time of legends. It was an age of war. Such records as were made have not survived, and only many centuries later did chroniclers begin to describe the bloody events of those days.
PROSPERO BURNS The Space Wolves were pivotal in one of the early campaigns of the war, when the entire Legion attacked and devastated the Thousand Sons Space Marines on their home world of Prospero. At the battle’s height, Leman Russ fought the Primarch of the Thousand Sons, the cyclopean giant Magnus the Red, in personal combat. Though Magnus was a psyker of terrible magnitude, he could not withstand the strength and ferocity of the Wolf-King. After a short but fierce duel, Russ struck Magnus down, though the Prosperine Sorcerer used fell magicks to escape before Russ could deliver the killing blow. With the loss of their Primarch, the Thousand Sons faced annihilation. In their desperation, they fled the field of battle through a portal that led to the daemonic realm known as the Eye of Terror. It was whilst pursuing the Thousand Sons that the Space Wolves lost their 13th Company. These ferocious warriors, their ranks riddled with a bestial genetic curse, were known as the Wulfen-kind. Since its loss that day and for thousands of years thence, the Space Wolves had no 13th Company, and no Wolf Lord bore the badge of the Wulfen.
‘Of all the tales of the Primarchs, the disappearance of Leman Russ is the most mysterious. One of the most fundamental of the Space Wolves’ tenets is the belief that the Wolf-King will eventually return for the final battle at the end of the universe.’ - Balthazzar von Heppel, Ministorum Adept
THE DEATH WORLD OF FENRIS There are many death worlds in the Imperium, whose wildlife, native flora or esoteric nature make them inimical to human life. Even in such baleful company, Fenris is amongst the very worst. It is a world of fire and ice, of wolves and dragons. It is one of the most inhospitable planets in the universe, yet the folk of Fenris not only endure, but thrive.
The Death World of Fenris
The home world of the Space Wolves is dominated by extremes of climate, and is amongst the most deadly and turbulent worlds inhabited by Man. Most of Fenris’ surface is covered by water, its tiny land masses no more than islands scattered sparsely upon the mighty sea. The one and only sizeable continent, Asaheim, lies at the northern pole. Fenris follows an elliptical orbit around its pale sun. For much of each long year the world is remote from even this feeble star, and its surface remains incredibly cold. The oceans freeze over as Fenris draws away from its sun, and at its farthest point even the equatorial seas are covered with ice. At the height of winter, a man can walk between the many isles upon which the Fenrisians dwell: indeed, it is said that Sigurd the Tall climbed from the girdle of the world to the peaks of Asaheim in the far north, and that this mighty deed earned him a place in the halls of the gods. Towards the end of the year, as the planet sweeps close to the sun once more, a brief spring warms the surface. At this time, the ice retreats to the poles and gargantuan dwellers of the deep emerge to enjoy the bounty of sun-spawned kryll and bladefish. At its closest point to the sun, the sub-oceanic crust of Fenris breaks and twists, exposing its molten core to the icy waters. Blazing islands rise from the sea, spewing flame and lava. Superheated by sulphurous vents, the waters boil into steam to engulf Fenris in choking fumes. Islands created in the upheaval of preceding years are cast into turmoil. Some endure, but many are broken apart or swallowed by the sea, casting their inhabitants into the merciless deep. But the mighty rock the tribesmen know as Asaheim stands fast, a single changeless land amongst a world of ruin and torment.
‘IT IS SAID THAT IN THE TIME OF MAKING, THE ALLFATHER CAST THE SPHERE OF FENRIS INTO THE SEA OF STARS, RECKONING IT TO BE NO PLACE FIT FOR LIFE. FENRIS FELT THE COLD OF THE DARK AND RAN BACK TO THE WARMTH OF THE WOLF’S EYE. THE HEAT OF THE EYE PROVED TOO GREAT, AND FENRIS FLED INTO THE OUTER DARK ONCE AGAIN. SO IT IS EACH GREAT YEAR THAT FENRIS RACES TOWARDS THE SUN IN SUMMER AND FLEES AGAIN, PLUNGING ALL INTO THE COLD EMBRACE OF WINTER.’
- The Telling of Haakon Yellow-Eye
ASAHEIM Native Fenrisians are used to this annual upheaval and have learnt to love the endless changing of their lands with fierce pride. Only on the northern polar continent of Asaheim are the dwellers of Fenris protected to some degree from the extreme climate. Here there are many unique creatures not able to live elsewhere on Fenris. These include massive bears, gigantic elk and shaggy mastodons, as well as stranger creatures such as ice trolls, shape-shifting doppegangrels and the great ice wyrms that make their lairs amid the highest peaks. The deadliest of all are the wolves of Fenris, for their wits are as sharp as their teeth, and the largest of their kind is the equal to any of the great predators that stalk the icy wastes. Asaheim is surrounded by cliffs thousands of feet high that raise it far above the seas and separate it from the oceans as one world from another. Its fabled land mass is all but unreachable, and provides no refuge for those that live beyond its rocky confines. To a tribesman, it is truly the land of the gods.
THE SAVAGE SEAS Most of the creatures of Fenris live within the sea, and it is on those huge grey oceans that the Fenrisians must live and fight if their race is to survive. It is not an easy life. Many are the monstrous things that inhabit the deep oceans, ancient and scaly beasts that battle for supremacy against others of their kind. These sea-beasts will often pluck unwary sailors from the decks of their ships and drag them to their deaths in the cold waters. Some of these aquatic behemoths are as large as islands and can even consume a longship with a single gulp. Others are long and serpentine, with boiling ichor for blood and gargantuan shield-scales that glint in the sun like mirrors. Still others are too uncertain in form to describe, many-tentacled things with razored beaks and cold eyes like beacons that shine in the cold murk of the deep ocean. It is against these creatures that the warriors of Fenris must match themselves, and those that emerge triumphant live forever in the folklore of their tribe. To survive in such a land the Fenrisians must be warriors from the cradle to the grave. Yet their survival depends upon their wits and determination as much as their strength and skill at arms. As their world is almost entirely covered with water, Fenrisians must be masters of the waves, able to fight, navigate and endure through ice storms and tropical squalls. For much of the year, the tribes endure a savage sea-borne existence that often ends in a watery death in battle against the monstrous creatures of the deep.
THE WARRING TRIBES The tribes of Fenris are often drawn into conflict over the planet’s precious resources; competition for food is a near constant feature of life, and the greatest prize is fertile land. No man knows how much the landscape will change at the turning of the year. Sometimes old islands survive the changing of the seasons, and good fortune may preserve a tribe’s territory intact for many years, but it is more likely that the archipelagos will be broken and destroyed, submerged beneath the ocean by the upheavals of Fenris’ fragile crust. Many islands will be reduced or devastated so that only a few can live in an area which previously supported many. At the end of every summer there are bloody wars between the local tribes, and a series of vicious land grabs in which only those who succeed in capturing and defending the newly formed islands will prevail. Once the summer has passed the Fenrisians must build up their settlements quickly, before their supplies run out and they are faced with the impossibly harsh cold of winter. They must also be prepared to fight off those tribes who failed to secure a winter hold, as these stragglers will continue to launch raids on the newly founded settlements for as long as they have strength left to fight. So it is that the life of the Fenrisian is one of continual migration and of constant, bitter warfare. Despite their hardships, the Fenrisians consider themselves blessed, for only warriors forged by such trials can win a place in the stories of those skalds and elders that keep the oral tradition of Fenris alive.
THE DWELLERS ABOVE THE CLOUDS Although Fenris is the world of the Space Wolves, the Chapter occupies only the island continent of Asaheim, which rises from the polar oceans like a massive pillar of granite, sheer and forbidding, shrouded from mortal eyes by thick white clouds. The remainder of Fenris is left in its wild and primitive state and the people survive as best they can amidst the endless seasons of ice and fire. The Space Wolves maintain a careful watch over their tribal brethren, but rarely appear openly amongst the warrior clans. To uninitiated Fenrisians, the Space Wolves are seen as demigods that descend from the stormy skies, legendary champions possessed of unsurpassed strength and magical, holy powers. They are warriors of myth, and the lands of Asaheim are the forbidden realms of the divine, where native tradition prohibits man to go. Only a warrior chosen by the gods themselves can enter the Fang – the fortress of Russ at Asaheim’s peak. Thus the Fenrisians have become accustomed to the bravest of their young warriors vanishing from the everyday world, having been taken to win glory in the high realm of Asaheim. So it has ever been. So it will ever be.
RITES OF INITIATION The act of turning a mortal man – even one who has thrived in the harsh environs of Fenris – into a Sky Warrior is a long,
Rites ofandInitiation arduous incredibly perilous process. Many that undertake this trial perish. To survive is to prove one’s cunning, strength and fortitude beyond question, and to be a worthy successor of Russ’ gene-heritage. On Fenris, strangers stalk the lands of men. In the long halls, tales are told of mysterious, fur-clad wanderers who arrive in the depths of winter and challenge the strongest and most boastful of the tribesmen to bouts of strength and drinking. They are a frightening sight – huge, burly warriors with burning eyes, who always outwrestle the strongest warriors and outdrink the staunchest. Once they have fought every challenger they pick the most worthy and take them away into the dark, never to be seen again. These same strangers are often present when the native tribes of Fenris clash for settling rights of the new islands that have risen from the churning seas. If a young warrior shows the signs of greatness during battle, the strangers may approach him, to the awe of all who witness it. Even should the chosen be on the point of death, the strangers care not. They take their prize with them away into the blizzards, and the youth is never seen again. The tribesmen do not mourn the loss of such a valiant warrior, for they know he has been chosen to live among the gods. The mysterious strangers that select these warriors are the Wolf Priests of the Space Wolves, Choosers of the Valiant. The youths they pick will be tested sorely, and if true steel is in their souls they will be implanted with the legacy of Leman Russ, ultimately becoming Space Marines. But such a gift is never given lightly…
THE GATE OF MORKAI Many are the trials which a young warrior must endure before he can join the ranks of the Space Wolves. Each test will try the Fenrisian’s wit as well as his strength, and place him in mortal dangers from which he must emerge alive if not unscathed. If an aspirant survives the first few months of training, he must undertake the two Trials of Morkai – one for each of the wolf-god’s heads. For the first of these trials, he will be brought before the council of Rune Priests, who will test his mind as keenly as the Wolf Priests challenged his body. In the
very bowels of the Fang lies the Gate of Morkai, a vast portal surrounded by fiery rivers of lava. The wolf-god’s image crowns this mighty gate and its carven flanks bear enchanted runes of great power. Once the young warrior has seen the ancient archway, he must pass though it. To back down is to admit weakness, and the Sky Warriors do not suffer those without purity of heart and purpose to live. As soon as he steps through the Gate of Morkai, the aspirant’s mind belongs to the Rune Priests. They will scour his soul for doubt, impurity and buried temptations – anything that may be used against a Space Marine or his battle-brothers by the fell powers they will one day face. Only one who can steel himself against such horrors is worthy to call himself a Son of Russ. The exact means by which a candidate is tested will vary according to the individual. Most commonly, an aspirant will find himself faced with impossible odds in a number of conjured scenarios. Under the spell of the Rune Priests, the young warrior will believe the situation to be reality, and react according to his heart’s instincts. Those who fail this test will never wake up from their dreams, for the Rune Priests will scrub their minds and hand them over to the Iron Priests to serve out their lives as Thrall-Servitors. For those that pass, the toughest trial is yet to come.
THE TEST OF MORKAI Although the length and nature of any further trials an aspirant must endure will differ, the final test is always the same. This is the Test of Morkai, and it will challenge even the hardiest aspirant to the very limit of his endurance. Some fail this final test and are claimed by Morkai and forgotten. The trial is long, for the warrior is taken a thousand miles into the barren wastes beyond the fortress of the Fang. He drinks from the Cup of Wulfen, and his body absorbs the first and most deadly gene-seed of the Space Wolves – the unique Canis Helix. The frightening potency of the Canis Helix is legendary, and has accounted for the lives of millions of aspirants as their bodies writhe and churn in anguish. Those it does not kill it transforms into slavering
monsters. The Canis Helix is necessary, however, as without this essential part of Leman Russ’ heritage the other gene helices cannot be implanted at all. Whilst in the throes of transformation, the aspirant is cast out into the wilderness to make his own way back to the Fang. The gene works hideous changes on the warrior’s mind and body; he reverts to a primal state where his bones split and buckle, thick hair sprouts across his body and his only desire is to glut himself on fresh meat and blood. His body mass grows by up to eighty percent, many of his bones fuse, and fangs sprout from his gums. Whilst his body is wracked with pain, the warrior must overcome the shadow within him lest it possess him entirely. If he does not, he will become one of the giant, feral creatures known as the Wulfen, those who failed to overcome the curse. To become one of the Wulfen is to fall from grace, and to roam the wilderness for evermore as a creature of the darkest night, or be captured by his former brothers and held as a caged beast until the time is right for them to be set loose in battle. If the aspirant manages to find his way back to the Fang despite the ravages wrought upon him and the many perils that lie between him and his goal, he is implanted with the remainder of the Space Wolves’ gene-seed, stabilising the Canis Helix and completing his apotheosis into a fully fledged Sky Warrior. With time, it becomes clear that some of these warriors have not completely conquered the Canis Helix’s original effects, and in times of great stress they will alter into the bestial state that haunts their soul like a ghastly spectre. This is the Curse of the Wulfen, and it is rightly feared. However, as Space Marines these successful aspirants will live for hundreds of years, if they do not die in battle, and will voyage through the stars to fight in the Emperor’s name. They will battle monstrous Orks and hideous Daemons. They will encounter the horrors of the Tyranids and they will endure the indescribable perils of warp space. To a man born and raised amongst the warrior tribes of Fenris, this is indeed a life amongst the gods.
H
ead for the tallest peak, thought Aerrod, fighting the temptation to drop to all fours. His vision was clouding over; he could feel his pulse pounding in his throat and sweat poured down his hairy flanks despite the intense cold. Yet he hung doggedly onto the pact he had made with Geidric, cleaving to it like a wolfshipman clutching the remains of a kraken-shattered vessel. Head for the tallest peak, Geidric had said, green eyes glinting under an unruly mane turned white by the stresses of the last few weeks. There they could meet up and keep each other sane, just like in the other trials. Not far now. Not far to the safety of the pack. The beast inside Aerrod roared as he ran, a caged animal clawing at the insides of his ribs as it struggled to break free. Old habits stoked the embers of pain into fires of anger and then into an inferno of strength. He launched from the edge of a chasm, sailing through the nothingness for a second before catching rough black rock. He scrabbled upward, claws clacking, and hauled himself over
the edge. The part of him that was still human felt a flare of triumph. Nearly there. He broke into a loping run. Something flew at Aerrod from behind a boulder, a monstrous mass of sinew and fur with a snapping white snout. It bowled him into the snow, its jaws slinging strands of blood-flecked drool. Aerrod rolled with the impact, bringing his knee up to the towering thing’s chest and forcing it away with a savage thrust of his leg. It rode the momentum and reared up, tall as an ice troll, clawed arms wide as it howled into the crystal skies. Aerrod felt the beast in his chest howl too, in anguish rather than joy. The thing had green eyes. Green eyes and white hair. The monster that had once been Geidric pounced, but Aerrod was already rolling, the serum in his blood giving him a speed no mortal could hope to match. As the white beast’s claws ploughed into the snow, the savage voice inside Aerrod roared for him to bite, to rip out his foe’s throat with his teeth
and gorge on its hot corpse. Even as his vision misted red, he forced himself to block it out; to think with the mind of a man, not an animal. The Geidric-thing leapt once more, but this time Aerrod was ready. Flinging a handful of pack snow at the creature’s face to distract it, he brought his other hand round in a wide arc. The jagged rock in his fist slammed into the beast’s temple with bone-cracking force. It barrelled into him nonetheless, but its limbs were still. The rough white fur of Geidric’s cooling corpse pressed down on him as Aerrod waited for the red mist to fade. Once the thunder of his pulse had begun to subside he pushed the lumpen thing from him, standing up bloody but defiant. His body was changing, transforming, devolving even, but his mind was still his own. As he trudged towards the peak, he saw something up there, glowering down at him with red eyes. A wolf-helmed warrior; deathly legend brought to life. The figure nodded curtly and disappeared into the arctic mist.
The Great Companies
THE GREAT COMPANIES Like the tumultuous Fenrisian isles, the Great Companies of the Space Wolves are not fixed for eternity. Where one Wolf Lord falls, another must rise to lead his battle-brothers, taking a figure from Fenrisian myth to be his sigil. Though varied, every Wolf Lord and Great Company strives to embody the virtues of strength, courage and honour that defined their Primarch.
The Grand Annulus of the Space Wolves can be found at the centre of the Hall of the Great Wolf. It is a representation of the organisation of the Space Wolves Chapter. Each outer segment is a separately carved stone slab inscribed with the sigil and runes of the Wolf Lord it represents. During feasts in the hall, it is customary for the Wolf Lords and their Wolf Guard to be seated within the area of the hall indicated by their ‘name-stone’. The central device, bearing the sign of the Wolf that Stalks Between Stars, indicates the position of Great Wolf. This stone is rotated to show which of the Wolf Lords currently holds that honoured rank. The namestones shown here depict those of the Wolf Lords during the period in which the Cicatrix Maledictum first yawned open.
THE BLOODMAWS Bran Redmaw’s personal icon is the Bloodied Hunter, for he loves nothing more than to hunt under the full moon. The savagery of his company is legend. Some say the Curse of the Wulfen runs deep within their ranks, for their enemies are often found literally torn to pieces. Bran himself has been seen to attack at the front of a howling pack of Wulfen, and sometimes even succumbs to the Canis Helix himself in the heat of battle. Yet these warriors are also cunning – Bran’s numerous Grey Hunters will often lie in wait to the foe’s rear after the fury of his frontal attack forces their retreat.
THE SEAWOLVES Engir Krakendoom’s sigil is that of the Sea Wolf. Chosen from the kraken-hunting islanders of the south, his men are dark of skin and temperament. They go to war embarked upon armoured transports and airborne assault craft adorned with shields, their Swiftclaw outriders ensuring they reach the foe as an unstoppable tide. Engir has led many a successful quest across the Sea of Stars.
THE SONS OF MORKAI Named after the wolf-god long before he took the sign of the two-headed beast, Erik Morkai has always been grim and stern of aspect. His company has a great many Wolf Scouts, fellow veterans who appreciate their master’s taciturn demeanour and nononsense approach. Erik was elected more for his terrifyingly effective methods than his personality – he invariably solves the problems that come his way with swift and bloody acts of violence.
THE RED MOONS The Wolf of the Red Moon is a skeletal beast that prowls the seven hells in Fenrisian myth, devouring the bodies of the unworthy and yet never growing fat. The Wolf Lord who bears it as his personal symbol, Gunnar Red Moon, is as broad as a menhir and as boastful as a bard. A roaring bear of a man, Gunnar favours his Long Fangs and Aggressors, for they, like him, are possessed of a strong appetite for heavy firepower and even heavier feasting.
CHAMPIONS OF FENRIS The Great Company of Logan Grimnar is fanatically loyal to their charismatic and cunning leader. Each warrior is extremely proud of his link to the supreme lord of the Chapter, and constantly vies with his peers for the Old Wolf ’s favour. Logan Grimnar firmly believes that a battle can be carried by a few heroes in the right place at the right time, and as such makes effective use of the many Wolf Guard in his Great Company.
THE DEATHWOLVES Harald Deathwolf takes the symbol of the Ravening Jaw, icon of the Wolftime – when Morkai will eat the sun and eternal night will shroud the stars. Harald himself rides to war upon Icetooth, a great grey Thunderwolf. He is the Chapter’s foremost hunter, for his senses are so sharp he can smell fear. Harald’s Great Company includes a host of lupine beasts, be they flesh and blood, cybernetic construct or even the spirits of loyal companions.
THE STORMWOLVES Bjorn Stormwolf is a ruddy mountain of muscle and bellowed impatience. He has taken the Thunderwolf as his symbol, for he too is a creature of ferocity over stealth. When the Stormwolves go to war, they field many heavy weapons, bikes and Vindicators, for they rejoice in the din of battle more than any other Company.
THE IRONWOLVES Egil Iron Wolf made the ultimate sacrifice, giving his life on Fenris so that the Daemon Primarch Magnus could be sent back to the warp. His successor, Orven Highfell, was also slain in the skies above Cadia, yet the tenacity of the Ironwolves remains unbroken. Vorek Gnarlfist has taken the title of Wolf Lord in recent times, keeping the sigil of the Iron Wolf to honour his predecessors’ acts of extreme valour. The Great Company is replete with metallic beasts of war, and their armoured assaults are famous throughout the Imperium, typified by great roaming packs of vehicles that cut off the prey’s escape routes whilst heavily armed tanks deliver the fatal blow.
THE DRAKESLAYERS Krom Dragongaze has a presence of will so strong that his fiercely loyal Wolf Guard say only the mythical Sun Wolf has a hope of staring him down. Krom loves taking part in all kinds of contests, from the Trial of the Bladed Eye to the rivalries he fosters within his Great Company and without.
THE BLACKMANES Perhaps the most talented Wolf Lord of all, Ragnar Blackmane’s sheer ferocity is the stuff of legend. Though he is comparatively young, he is a without doubt a warrior born – Ragnar frequently has the honour of leading the Space Wolves’ planetary invasions, seeding a world with ravening packs of Reivers before launching one of his famed Drop Pod assaults.
THE FIREHOWLERS Sven Bloodhowl, Lord of the Firehowlers, has been missing since he assaulted the Blackstone Fortress, Will of Eternity. While some believe his saga to be at an end, his Wolf Guard rule in his name until his fate is determined. The Firehowlers tattoo themselves with Bloodhowl’s volcanic icon, the Fire Breather, alongside runes and scenes from their own sagas.
THE GRIMBLOODS In Fenrisian myth, the Fire Wolf burns hot without being consumed. Some whisper Kjarl Grimblood bears a gift from his sigil; that he can read the future in the fires of war. True or not, his company uses many flamer weapons, exulting in the smell of cooked flesh.
THE 13TH COMPANY The blank obsidian name-stone set into the Grand Annulus was once that of Jorin Bloodhowl’s Great Company, known as the Wulfenkind; they who hounded the Thousand Sons into the warp during the Horus Heresy. Though the Wulfen have returned, this stone continues to represent all of the Great Companies across history that have been destroyed or lost in battle.
ASPECTS OF THE WOLF The warrior culture of Fenris is displayed in the arms and armour borne to battle by the Space Wolves. From the talismans that hang from their gun muzzles, to the lupine furs that are draped across their shoulders, to the jagged heraldry that marks their packs, every aspect of a battle-brother’s equipment is testament to his proud and savage heritage.
Compact and sturdy, the bolt pistol is a devastating side arm that can be used at extremely close range. Utilising the same mass-reactive ammunition as larger bolt weaponry, each rocket-propelled round fired explodes upon impact, blasting apart light armour with ease. Space Wolves often festoon their bolt pistols with canine teeth, plumes of fur or other talismans.
Aspects of the Wolf
Halthor Longpelt is one of the original Primaris Space Marines to have been recruited from Fenrisian stock. Such is his skill in battle – and his perfection of the ‘Iron Blizzard’ tactic – that his elevation to an Intercessor pack has proved the worth of his new breed thrice over.
The servo-driven track that runs the length of a chainsword’s blade bristles with adamantine teeth, and many Space Wolves favour this weapon for the whirring howl it emits as it saws through armour, flesh and bone. These same battle-brothers adorn the blade casing with their own pack markings, signifying that their killing tool has an equal share in the rewards of the hunt.
SPACE WOLVES HERALDRY Space Wolves eschew standard squad markings, instead using their own Fenrisian iconography to indicate battlefield role. There are few hard and fast rules to these markings, though there is a general colour code used to identify different packs, and the pack marking is almost always displayed on the right pauldron.
Red and black pack markings indicating a battleline unit are emblazoned on the pauldrons of Grey Hunters and Intercessors.
The Blackmanes
Company of the Great Wolf
The Deathwolves
The Ironwolves
The Grimbloods
The Seawolves
The Sons of Morkai
The Bloodmaws
The Red Moons
The Drakeslayers
The Firehowlers
The Stormwolves
Wolf Scouts and Reivers bear scout pack markings, with iconography displayed in black and grey.
Red and yellow markings are used to indicate close support packs, and are borne by Blood Claws, Swiftclaws, Skyclaws and Inceptors.
An Intercessor from the Blackmanes Great Company with red and black pack markings.
Wolf Guard
Fire support packs, comprising Long Fangs, Aggressors and Hellblasters, have their unit iconography displayed in black and white. Veteran packs are notable for their distinctive black and yellow markings.
Wulfen
Wulfen pack markings use red and white and are displayed on the armour of the right knee.
Honour markings are displayed over a battle-brother’s pack markings to indicate a particularly heroic deed, such as putting themselves in mortal danger to save the life of a fellow Space Marine.
Space Wolves infantry usually bear the markings of their Great Company on their left pauldron, but this may be displayed elsewhere, such as on a knee pad, in the case of some marks of armour. Vehicles often bear their Great Company’s symbol in a prominent position, such as on a forward glacis.
ANNALS OF THE SPACE WOLVES The Space Wolves can trace their glorious history back to the foundation of the Imperium and the terrible wars that were fought to protect it. Over the millennia, the Space Wolves have stayed true to their vow to fight in the name of their Primarch and the Allfather, and have defeated the enemies of Mankind on countless battlefields in honour of that oath.
M30-M32 SAGA OF THE FALLEN The Wolf and the Lion The Space Wolves and the Dark Angels meet for the first time during the Great Crusade, and upon the world of Dulan the two Chapters come to blows. Leman Russ and the Dark Angels’ Primarch, Lion El’Jonson, engage in a mighty duel, the first in a long and bitter feud between the two warlords.
The Burning of Prospero
Incarceration Bjorn the Fell-Handed’s heroic career is tragically cut short during the Proxima Rebellion. Bjorn leads a successful raid to free those of his battle-brothers trapped in the Dreadsun Fortress, but his body sustains such terrible injuries that, to preserve his life, what is left of his shattered body is interred in a Dreadnought. Acutely aware that, as a Dreadnought, he can no longer fulfil his duties as master of the Chapter, Bjorn abdicates his position as Great Wolf.
Having gathered a vast army of deluded zealots to his cause, the Apostate Cardinal, Bucharis of Gathalamor, leads his unholy crusade towards Terra. The bloody path he carves across the galaxy soon comes to Fenris, where Bucharis is confident that the seemingly inexhaustible forces at his disposal will soon secure him victory.
Annals of the
Space Wolves
The Second Founding
M32-M36 SAGA OF CONQUESTS The Battle for the Fang
The Primarch Departs During the 197th Feast of the Emperor’s Ascension on Fenris, Leman Russ gathers his closest retainers and departs for the Eye of Terror without explanation.
The First Great Hunt After seven years of waiting for their Primarch to return, the Space Wolves elect Bjorn the Fell-Handed – the only member of Russ’ company to be left behind – as their leader. In his first act as Great Wolf, Bjorn announces the Great Hunt. The entire Space Wolves Chapter sets forth in an attempt to discern the whereabouts of their missing Primarch, though they are ultimately unsuccessful.
M36-M40 SAGA OF JUDGEMENTS The Plague of Unbelief
The Emperor orders the apprehension of Magnus the Red and the destruction of his Thousand Sons Legion as punishment for ignoring the edicts of the Council of Nikaea. Leman Russ leads his Legion in a devastating assault on Prospero. The Thousand Sons are all but annihilated in the bloody fighting and Russ breaks his brother’s back in a titanic struggle, though Magnus uses dark sorcery to escape death. The entire Space Wolves 13th Company is lost after they pursue the remnants of the fleeing Thousand Sons into the Eye of Terror.
The Space Marine Legions are broken down into Chapters, in accordance with the Codex Astartes. Largely ignoring the treatise, Russ retains much of his Legion’s strength, dividing it only once to create the ill-fated Wolf Brothers Chapter.
lead a guerilla campaign against the traitor forces. The Thousand Sons breach the great gate of the Fang, but not before the Wolf Scout Haakon Blackwing escapes to bring word to the rest of the Chapter. The Space Wolves return in force to drive their hated enemies from their home world. Harek Ironhelm faces Magnus in personal combat, but is struck down before mighty Bjorn banishes the Primarch in turn.
Magnus the Red appears to Great Wolf Harek Ironhelm in a series of visions. Haunted by his dreams, Ironhelm becomes increasingly determined to bring the Thousand Sons to battle and finish what the Space Wolves started at Prospero. After receiving word that the traitors are massing on the world of Gangava, Ironhelm launches a full attack, leading eleven Great Companies into battle. Having laid his plans over hundreds of years, Magnus the Red arrives on Fenris with the remaining fighting strength of his Legion. Only a single Great Company remains to defend the Fang, and Bjorn the Fell-Handed is roused from his slumber to
After a gruelling three-year siege in which the renegade forces suffer massive losses, Wolf Lord Kryl Grimblood concludes his campaign in the Eye of Terror and returns to Fenris, smashing into the rear of the traitor lines. Caught between the impenetrable defences of the Fang and Grimblood’s fleet, Bucharis’ armada is forced to withdraw, abandoning a large part of their fighting strength to their fate.
The Jacobean Censure Inquisitor Jacobean of the recently formed Ordo Hereticus decries the practices of the priesthood of Fenris, and proclaims the Space Wolves as heretics for their lack of adherence to the Codex Astartes. A sizeable contingent of Inquisitorial henchmen and Astra Militarum regiments joins Jacobean as he launches his crusade against the Sons of Russ. The Wolf Lords of each Great Company send their most trusted Wolf Scouts to apprehend the Inquisitor in the Svardeghul System, where Jacobean is revealed to be the Changeling – a shapeshifting servant of Tzeentch. Those officers who followed the Daemon are given over to the Ordo Hereticus, but the Space Wolves advocate for the pardon of those soldiers who served in his army.
M41 SAGA OF THE WANING The First War for Armageddon The World Eaters invade the hive world of Armageddon alongside a vast daemonic host led by none other than the Daemon Primarch Angron. The newly elected Great Wolf, Logan Grimnar, leads the Space Wolves to the planet’s defence, arriving just in time to halt the onslaught of Khorne’s minions. In a final cataclysmic battle, the World Eaters are thrown back from the hastily prepared Imperial defences and defeated. Angron and his bodyguard of twelve Bloodthirsters of Khorne are banished back to the warp by the combined efforts of an entire brotherhood of Grey Knights Terminators, though over ninety are slain in the act.
The Wolf and the Knight A Knight of House Hawkshroud becomes Oathsworn after Krom Dragongaze saves him from certain death.
Honour’s End During the Eclipse Wars, the Space Wolves fight alongside the Angels Vindicant and Flesh Tearers Chapters upon the shrine world of Lucid Prime. Largely due to a ferocious attack by Flesh Tearers Assault Marines, Imperial forces are able to drive off the Chaos Space Marine forces terrorising Hive Ratspire. However, the Flesh Tearers continue their indiscriminate killing even after the Chaos renegades have been repelled. Despite Chapter Master Seth’s insistence that his men are purging those that have been tainted by the presence of Chaos, the Space Wolves are outraged and attack the Flesh Tearers at once. The resultant battle sees brother fighting brother and the deaths of many on both sides. This terrible event is known for evermore as Honour’s End.
From Out of the Warp it Came Engir Krakendoom’s Great Company are close to hand when a vast anomaly breaches the yawning warp gate of Sloth. Twelve thousand miles of heaving flesh; the entity defies classification until a xenobiologist realises that the anomaly was once a void whale, twisted by the unnatural tides of the warp. As the monstrosity prepares to engulf the astral stronghold of Perillia, the Space Wolves board it in drill-tipped torpedoes. Fighting amongst frond-forests and gill-chasms, Engir and his men battle through the nightmare products of its hostile ecosystem before planting thermal charges deep within its
vital organs. They escape with seconds to spare before the behemoth finally comes apart in a great cloud of tainted blood. The Perillian Gas Belt is born from its remains.
violence of the ensuing fight is but a shadow of the destruction that follows as the sector descends into total war between the three factions.
Slaying of the Ice Trolls
The Battle for Montberg Spaceport
Harald Deathwolf – in his past life a champion of the Tide Hounds tribe – hears tell of a migration of ice trolls that has reached the lands of his birth and is devouring his people. In a rage, he makes an unsanctioned return to his ancestral roots and leads his savage tribe-kin to victory against the marauding monsters, claiming the enchanted pelt of the largest of their number as a trophy.
Hive Fleet Colossus descends upon the civilised world of Thressiax, and the forces garrisoned there prove unable to stop the Tyranid invaders. Imperial High Command calls for all remaining forces to withdraw, leaving the settlers of Thressiax to their fate so that the Tyranids can be exterminated from space. Bran Redmaw, resupplying upon Thressiax at the time, objects to this dictate and sends his Grey Hunters to the vital spaceport of Montberg so that Thressiax can be evacuated.
Bad Blood is Spilled The Space Wolves and the Dark Angels fight alongside each other for the first time in many years to quell an uprising in the Artemis System. In the wake of the conflict, Ranulf the Strong inadvertently kills the Dark Angels champion, Balthasar Xaphan, in the traditional contest that re-enacts the duel fought by Russ and El’Jonson. Blood is shed on both sides in the ensuing fracas.
The Grey Hunters hastily train the folk of Montberg, and against all the odds the Space Wolves and their new recruits hold the walls against the Tyranids, buying the civilians time to escape. When the six surviving Grey Hunters finally withdraw from the spaceport, Imperial High Command demands they be stripped of all honours for disobeying a direct command. Instead, Bran Redmaw promotes all six into his personal Wolf Guard in recognition of their valorous deeds.
The Blinking of the Wolf ’s Eye A warp anomaly causes the first ever solar eclipse on Fenris. To the superstitious Fenrisians, such an ill omen portends a time of great woes ahead.
Murderfang’s Rampage An Alliance Broken When the Ork Waaagh! of Grimtusk Bloodboila looks set to consume the entire Athelaq sector, it is not only the Great Company of Egil Iron Wolf that stands in its path. An Aeldari warhost fights hard to contain the greenskin invasion to prevent the Space Wolves from becoming surrounded. Egil’s tanks take a heavy toll on the Ork vanguard and, after weeks of bitter warfare, Warlord Grimtusk is killed and the Waaagh! blunted. Later, Autarch Elenduil visits the throne room of Egil Iron Wolf in great ceremony, his bodyguard of Striking Scorpions respectfully bearing the recovered bodies of fallen Space Wolves. Unfortunately, what was supposed to be a parley over a parting gift turns sour at a single stray mistranslation. Insults are exchanged and blades drawn. The sudden
On the hell world of Omnicide, Logan Grimnar’s Great Company stumbles upon a feral Space Wolves Dreadnought carving its way through a force of Chaos Space Marines. After a fierce struggle, the murderous machine is captured and frozen in stasis, before being taken back to the Fang for study.
The Avenging of Berek Thunderfist Ragnar Blackmane slays his liege’s killer, Ghorox Bloodfist, in single combat. After hunting down the Chaos Champion’s Word Bearers allies, Ragnar is elected as the fallen Wolf Lord’s successor.
Riders of the Storm Logan Grimnar, majestic atop his chariot, Stormrider, leads his Great Company in the charge that finally breaks the Necron phalanxes of Imotekh the Stormlord on Vhaloth IV.
An Oath Fulfilled After more than 350 years, Ulrik the Slayer avenges the aspirants lost to the Drukhari Haemonculus Coven, the Hex. Khaeghris Xhakt, the Haemonculus Ancient who masterminded the atrocities so long ago, is betrayed by an ambitious underling, who leaves his ghoulish overseer to face Ulrik alone. Xhakt’s head soon adorns a spike in the Trophy Hall of the Fang.
The Third War for Armageddon With his presence needed elsewhere, Logan Grimnar sends five Great Companies to Armageddon to join the Imperial forces hastily gathering there to combat the second, even larger invasion of Ghazghkull Thraka’s Ork Waaagh!.
The Battle for Alaric Prime The Great Wolf himself leads the Sons of Russ to Sanctus Reach, diving headlong into battle on the beleaguered Knight world Alaric Prime against the Red Waaagh! of Grukk Face-rippa.
sent out to find other Wulfen packs that remain lost amongst the stars. It is at this time that tendrils of madness coil from the void, and Daemons beyond counting pour into the Fenris System.
The Trickster of Tzeentch As the Space Wolves return to Fenris to purge it of the invading Daemons, they are met by an Imperial fleet with the Dark Angels fortress monastery, the Rock, at its head. The fleet’s commanders intend to bring the Wolf Lords to judgement for accepting the deviant Wulfen into their ranks. Tensions rise as the servant of Tzeentch known as the Changeling, having infiltrated the Dark Angels, spurs the ancient rivals to war. The disguised Daemon announces that the Space Wolves have fired upon Grey Knights vessels in the system, and that the savage Wulfen have turned on their Dark Angels allies.
The Kraken Awakes The fifty-foot long, leather-skinned ‘Kraken’s Egg’ held in the Trophy Hall of the Fang splits open to disgorge a slithering swarm of tentacled beasts. Harald Deathwolf ’s Fenrisian Wolves smell the creatures’ acrid stench first, and lead the Wolf Lord himself to investigate. Together with Canis Wolfborn and a warband of battle-brothers, Harald messily butchers the abominations.
Return of the 13th Great Company On the hive world of Nurades, Harald Deathwolf and his Great Company slaughter the mutants spawned by a raging warp storm, but are ambushed by a horde of Daemons. Mysterious hulking figures leap to the aid of the Space Wolves, shredding the creatures of Chaos and covering the battlefield with their ichor. These newcomers wear armour bearing a mark not seen in ten thousand years – the icon of the Wulfenkind, emblem of the lost 13th Great Company.
Harbingers of Doom The newly found Wulfen are returned to Fenris, to their ancestral home where they are joined with their kin. Not all among the Space Wolves welcome their lost battlebrothers, for the savage mutation in the Canis Helix of the 13th Great Company evokes a dangerous bestial fury in other Space Wolves. However, expeditions are
With no Wolf Lords present to defend the Space Wolves, Azrael, Supreme Grand Master of the Dark Angels, orders his fleet to bombard the Daemon-infested planets of the Fenris System, despite the fact that Space Wolves still fight on the surfaces of these worlds. On the hive world of Midgardia, the rain of fire is so extreme that the surface is reduced to a scorched wasteland, and billions of its citizens are obliterated. By a strange twist of fate, Logan Grimnar and Egil Iron Wolf are trapped below the surface and avoid the destruction of the Exterminatus. Brother-Captain Stern of the Grey Knights, along with Ragnar Blackmane, arrives on the bridge of the Rock, just as the bombardments commence. Confusion and anger reign, but into the madness speaks Stern. He alone senses the traitor in their midst – Mendaxis, the vox seneschal, who is in fact the corporeal form of the Changeling. With its ruse exposed, the trickster Daemon flees into the heart of the Rock. Though it sows much more havoc, it is eventually cornered and sent back to the warp by the blade of Ragnar Blackmane.
The Wrath of Magnus In the wake of mayhem created by the Changeling, nine Silver Towers of Tzeentch appear above Fenris. As the Rune Priests cast their stones, each reading is more foreboding than the last, and in the Imperial fleet construals of the Emperor’s Tarot point to a ravenous serpent of flame. The Silver Towers descend through Fenris’ orbit to disgorge their legions, each citadel’s sorcerous master using its power to pollute a sacred site of Fenris. As the warriors of the Thousand Sons begin their implacable advance across the death world, the Sons of Russ charge to meet them. On glaciers, volcanoes and mountains the Space Wolves battle the Traitor Legion, and the snows are reddened by blood. On the third day, the fortresses of the Thousand Sons arrange themselves to form the ancient Prosperine symbol of vengeance, and from the nexus of power at its heart bursts forth the Daemon Primarch Magnus the Red. Aided by Ahriman, the most gifted of his Legion, Magnus seeks to corrupt Fenris itself – and therefore its people – turning the fiery world-spirit of the planet against those who had been his persecutors millennia ago. In the final concerted attack against Magnus the Space Wolves are joined once more by the Dark Angels, though their Ravenwing jetfighters are disintegrated by lancing sorcerous blasts. The Deathwolves are next into the fray, supported by Grey Knights of the Wardmakers Brotherhood. Step by step they hack their way through ranks of summoned Daemons to reach the Crimson King. More Imperial warriors charge the infernal Primarch as the most powerful Rune Priests, gathered under Njal Stormcaller, call on the rocks and chasms of Fenris to trap Magnus in their jaws. With a bolt of Chaos energy Magnus transmutes the Grand Master of the Wardmakers, Valdar Aurikon, into lifeless metal. Egil Iron Wolf is next to fall, with Magnus shifting the Wolf Lord telekinetically so that he is vaporised by his own lascannon blast. This gruesome end to Egil’s saga buys Grimnar the opening he needs. Pouncing from his chariot, the Great Wolf calls out a challenge to Magnus before hewing the Daemon Primarch’s chest with the Axe Morkai. As Magnus howls in pain, Grey Knights Purifiers chant rites of banishment, and in a blinding explosion, Magnus is expelled from Fenris.
The Fall of Cadia The victorious Space Wolves rush to the Cadian Gate as Abaddon the Despoiler launches his Thirteenth Black Crusade against the system. After a series of gruelling orbital battles, the Imperial fleets are left all but crippled, and the invasions shed much Imperial blood on the planet’s surface. In a last effort to halt Abaddon’s Blackstone Fortress, the Will of Eternity, Wolf Lord Sven Bloodhowl leads his Firehowlers along with other Adeptus Astartes and Astra Militarum forces in a boarding action. He has not been seen since. Whatever their fate, the flight of the Blackstone Fortress continues towards Cadia. Many other Space Wolves are slain on Cadia itself as traitors and Daemons pour across the planet. Among them is Orven Highfell, successor to Egil Iron Wolf, who is torn to shreds by a rampaging Bloodthirster. His valiant sacrifice, along with those of countless other Imperial warriors, are ultimately in vain, as the Will of Eternity is sent crashing into Cadia. The pylons scattered across the world, that for ten millennia had held back the warp, are rendered useless, and the planet is transformed into a roiling Daemon world.
The Jaws of the Warp The Rune Priests on Fenris hear the bestial howl of the immaterium as warp storms tear through the Imperium. For a moment, the guiding light of the Astronomican is snuffed out, and the Emperor’s realm is plunged into darkness. The worlds of Humanity are buffeted by empyric energy, tearing apart the links between them, and many are lost forever. The opening of the Great Rift renders each planet a solitary island, alone in the savage Sea of Stars.
M41 SAGA OF THE MALEDICTUM The Gift of the Primarch Word reaches Fenris that Roboute Guilliman, Primarch of the Ultramarines, has been awakened from his millennialong stasis, and has been made Lord Commander of the Imperium once more. The Great Companies are summoned to Fenris to receive the Primarch as his Indomitus Crusade passes through the sub-sector. Upon Guilliman’s arrival he presents the Space Wolves with new ranks of warriors – the Primaris Space Marines, created from the genetic stock of Leman Russ by the Archmagos Dominus of Mars.
Despite the Great Companies being severely understrength in the wake of so many recent wars, there is still division amongst the Wolf Lords as to whether or not the warriors of Guilliman’s Ultima Founding should be accepted into the Great Companies – after all, the Primaris battle-brothers are not born of Fenris, they have not braved its savage winters and violent summers, and they have not taken the Test of Morkai. Some of the Wolf Lords see the gift of Guilliman as a ploy to undo their proud traditions and bend the Space Wolves Chapter finally to the precepts of the Codex Astartes. Though he hears their protests, Logan Grimnar sternly counsels his Wolf Lords to follow the will of the Lord Commander at this time.
The Return of Magnus Magnus the Red launches a colossal assault on the Stygius Sector, located on the far side of the Great Rift in the region now known as the Imperium Nihilus. To reach the war zone, seven Great Companies wend their way through the treacherous channels that cross the Cicatrix Maledictum. The Space Wolves, along with Dark Angels, Iron Hands and Astra Militarum forces, launch a counter-attack against the invading Thousand Sons on the crystallized world of Tarkan. It is the first major campaign in which the Primaris Space Marines are deployed, and they fight with the same ferocity and passion as any son of Fenris. Yet despite their tenacity, the overwhelming numerical superiority of the Chaos forces soon turns the counteroffensive into a desperate last stand. It is only the sudden and unexpected arrival of an Aeldari strike force from Craftworld Ulthwé that allows the Imperial forces to make a fighting withdrawal, leaving much of the Stygius Sector to its grim fate.
The Curse of Russ Having shown their strength and savagery in many battles, packs of Primaris Space Marines are deployed by Wolf Lords more readily. Though they do not know the customs of Fenris, they are innate hunters, and show a preternatural ability to coordinate their attacks with those of other Space Wolves. Ulrik the Slayer proposes that within the Primaris Marines, the key to curing the Wulfen’s curse may be found. But he is soon proven wrong. Whilst purging a Drukhari raiding party on the mining world of Smelter’s Heap, several packs of Inceptors fighting alongside the Wulfen succumb to the
bestial affliction. Rather than using their assault bolters to outrange the Wyches they fight, the Inceptors charge heedlessly into their enemy and use their firearms as brutal makeshift bludgeons. Through sheer animal fury the Inceptors are able to drive off their foe, and with the battle over they regain control of their passions once more. But it is revealed that, through their genetic link to the Primarch, these Sons of Russ are just as susceptible to the Curse of the Wulfen as any other member of the Space Wolves.
The Primaris Trials To prove their mettle and dedication, to both themselves and to their Chapter, many Primaris Space Marines travel to Fenris to undertake the Test of Morkai. Though they have no need to drink from the Cup of Wulfen, they must still make the thousand-mile journey across the Fenrisian barrens bereft of any clothing or weaponry without succumbing to their bestial instincts. While the majority pass the test, no small few do not return.
Night of the Hellblasters Repulsors laden with Hellblasters assault the Iron Warriors fortress on the drifting orb known as the Midnight Moon. The dark planetoid glows bright in the void as the Space Wolves unleash the fury of their plasma weaponry.
The Great Portent On Fenris and in war zones across the Sea of Stars, Rune Priests receive riddling visions and cryptic visitations. Time and again their casting bones point to the same future. The return of the 13th Great Company, the emergence of Magnus the Red and the awakening of Roboute Guilliman are the last verses of the saga that will culminate in the Wolftime – the prophesied return of Leman Russ. After undertaking a perilous spirit-walk, Njal Stormcaller petitions Logan Grimnar and Ulrik the Slayer to wake Bjorn the FellHanded, so that the ancient warrior may grant the High Rune Priest an audience. The request is granted, though what they speak of is kept secret.
A Space Wolves strike force is akin to a raging storm, yet the bolts they loose never strike at random, and the destruction they wreak is never without purpose. The savagery they harbour deep within their gene-seed is used as an executioner’s blade, honed to devastating perfection and unsheathed only upon those who stand against the Imperium of Man.
Logan Grimnar
LOGAN GRIMNAR THE GREAT WOLF A warrior born, Logan fought his way through the ranks of the Space Wolves under the watchful eye of Ulrik the Slayer. Despite the fact that Logan is one of the longest serving Chapter Masters in the Imperium, to this day Ulrik calls him ‘young Grimnar’, and it is a sign of his friendly demeanour and respect for his mentor that Logan allows this to pass without comment. Unlike the stoic and formal lords of some other Chapters, Logan is charismatic and likeable in the extreme, as apt to reward his men with a hearty slap on the back and a tankard of Fenrisian mead as with an official commendation. The King of Fenris respects those who fight, drink and eat with him, and few besides. Logan’s leadership of the Space Wolves has endured for over five hundred years. During that time, the Old Wolf has led his Chapter to victories beyond counting against tyrants and terrors alike, humbling the warlords of Chaos and pushing back the omnipresent alien threat that gnaws at the edges of Humanity’s domain. When written in full, Logan’s saga stretches from one side of the Great Hall to the other, for the Old Wolf hunts evil wherever he finds it and without hesitation. Though some cynics doubt the factual validity of many of the Fenrisian sagas, believing them riddled with hyperbole, none can deny that during his reign as Great Wolf, Logan Grimnar has been instrumental in some of the greatest Imperial victories of the 41st Millennium. The First War for Armageddon would likely have ended in disaster had not Logan led his men to the planet’s defence. Despite only recently having risen to leadership of the Chapter, Logan led a campaign that ultimately saw the defeat of the World Eaters Legion and their Daemon Primarch, Angron. At the height of the conflict, Grimnar slew a mighty lord of the World Eaters in personal combat, claiming the fallen champion’s baleful axe as a token of his victory. The fabled Axe Morkai was forged from this very same weapon. Clad in his ornate Terminator armour, Grimnar towers over all save his mighty champion, Arjac. His beard is long and his fangs full, yet age has not made him weary. Logan’s armour is wreathed with the pelt of the infamous Thunderwolf, Fellclaw, its gilded skull acting as a crown above his head. Fellclaw once terrorised the northern plains of Asaheim, which lie in the shadow of Fangard Mountain. Logan took it upon himself to track the deadly creature to its lair. Alone, naked and unarmed, Logan fought his quarry on even terms, eventually biting out the Thunderwolf ’s throat with his fangs after a hard-fought struggle. Seeking shelter from a fierce icestorm, Logan entered the beast’s lair, and there found two lone wolf cubs. It was clear that Fellclaw’s ferocity had, in part, been due to a paternal instinct to protect its young. Unwilling to leave them to their fate, Logan gathered up the young cubs in Fellclaw’s pelt and returned to the Fang. The pair eventually grew into powerful Thunderwolves, and have remained fiercely loyal to their master for more than five hundred years. When Grimnar rides to battle in the war chariot Stormrider, it is these beasts that draw the Fenrisian relic. Though Logan has won countless victories, it is not just against the enemies of the Imperium that he has waged his wars. He has willingly led his forces into battle against Imperial institutions whose actions he deemed threatening to the Space Wolves or the
civilians of worlds he has saved. This has led to many accusations of rebellion, heresy and treason being levelled at Logan and his Chapter, along with the usual rumours of genetic deviancy. However, the fact that the Old Wolf is so ready to meet his detractors on the field of battle is undeniably one of the reasons why these allegations are not taken further – the senior adepts of the Administratum know from experience that it is better to have the Space Wolves as allies than as enemies. Nevertheless, no matter how unorthodox his methods, Logan Grimnar is one of Humanity’s greatest commanders and a true hero of the Imperium. In all his years Logan Grimnar has never been tested as he has since the opening of the Great Rift. The warp storms make a nightmare of travel and communications, with more pleas for aid coming every day than can possibly be helped. Additionally, it has taken all of Logan’s leadership efforts to ensure the new Primaris Marines have been able to integrate into the tight-knit brotherhoods. It is a relief to the Great Wolf when he can take to the field of battle himself, exercising his frustrations upon the foes that beset the Imperium.
THE AXE MORKAI Logan Grimnar’s weapon is a trophy of war, prised from the dead hands of a powerful champion of the Dark Gods. It was upon the battlefields of Armageddon that the Great Wolf won his fabled axe, amid the blood and fire of the battle on the banks of the River Chaeron. After hours of bitter fighting, the river ran red with blood and the bodies of cultists and traitor Guardsmen were piled high. World Eaters Chaos Space Marines attempted to cross the river in baroque armoured barges or over bridges melded from the bodies of screaming slaves, the traitors charging across the flesh-structures to reach the Space Wolves. Seeing a chance to turn the tide, Logan Grimnar led his Wolf Guard into the gore-clouded water to meet the warriors of Khorne head-on. The Chaos Champion Akor Doomflayer charged out of the ranks of the World Eaters, his rune-encrusted axe cutting down two of Grimnar’s Wolf Guard in the span of a few moments. Suddenly the Great Wolf found himself fighting for his life, Doomflayer’s insane fury pushing him back. With an incoherent cry the Khornate Champion struck the flat of Grimnar’s frost blade, shattering it into glittering shards. Doomflayer’s moment of triumph was also his last, as the Great Wolf lunged inside his executioner’s swing, ripping off his skull-faced helm with a clawed hand and sinking his fangs into the exposed throat underneath. As Doomflayer fell into the bloody river Grimnar snatched up his opponent’s crimson-steel axe, cutting a path back to his Wolf Guard through knots of homicidal Khorne Berzerkers. For the rest of the campaign Logan fought with the axe, and upon his return to Fenris he had it reforged, dubbing it the Axe Morkai. It was this relic that penetrated Magnus the Red’s arcane defences in the battle of the World Wolf ’s Gullet, for the Daemon Primarch had guarded against every weapon forged within the Imperium, but not those without.
‘Listen but closely my brothers, for my life’s breath is all but spent. There shall come a time far from now when our Chapter itself is dying, even as I am now dying, and our foes shall gather to destroy us. Then, my children, I shall listen for your call in whatever realm of death holds me, and I shall come no matter what the laws of life and death forbid. At the end I will be there. For the Final Battle. For the Wolftime.’ - Last words of Leman Russ, Primarch of the Space Wolves
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