• Blood Wolves ships within 15cm of each other may re-roll failed Hit rolls in the first turn of an engagement
• Ships using All Ahead Full orders may still fire weapons if within 15cm of another Blood Wolves vessel
Psychic Masking
• Enemy ships suffer -1 to their Leadership when attempting to detect Blood Wolves ships on Burn Retros orders
• Blood Wolves ships may deploy one additional ship in reserves
Blood Bond Protocol
• At the start of the game, designate one pairs of ships as Blood Bonded
• Blood Bonded ships may use each other's Leadership value if higher
• If one Blood Bonded ship is destroyed, the other gains +1 to all Hit rolls for the remainder of the game
Capital Ships
Strike Cruiser - "Predator Class"
• Points: 335
• Type/Hits: Cruiser/8
• Speed: 25cm
• Turns: 45°
• Shields: 1
• Armour: 6+ Front/5+ Sides
• Turrets: 2
• Thunderhawk Capacity: 0-4
• Thunderhawk Upgrades to Sacred Thunderhawks: 0-1
Weapons
• Port Weapons Battery: 30cm, F/P, 6 attacks, 4+ to Hit
• Starboard Weapons Battery: 30cm, F/S, 6 attacks, 4+ to Hit
• Prow Bombardment Cannon: 30cm, F, 8 attacks, 4+ to Hit
• Dorsal Launch Bays: 4 Thunderhawk squadrons
Special Rules
• May carry up to 3 units of Space Marines for planetary assault
• Psychic Shielding: 4+ save vs. ordnance attacks
Light Cruiser - "Hunter-Class"
Smaller than a Strike Cruiser, specialized for independent operations and extended patrols.
• Points: 180
• Type/Hits: Light Cruiser/6
• Speed: 30cm
• Turns: 45°
• Shields: 1
• Armour: 5+ Front/4+ Sides
• Turrets: 2
• Thunderhawk Capacity: 0-2
Weapons
• Port Weapons Battery: 30cm, F/P, 4 attacks, 4+ to Hit
• Starboard Weapons Battery: 30cm, F/S, 4 attacks, 4+ to Hit
• Prow Lance Battery: 30cm, F, 2 attacks, 4+ to Hit
Special Rules
• Stealth Systems: -1 to enemy detection rolls
• Extended Operations: Can remain on Silent Running for two consecutive turns
• Void Hunter: +1 to Hit against previously damaged targets
Escort Ships
Gladius Frigate
• Points: 47
• Type/Hits: Escort/1
• Speed: 30cm
• Turns: 90°
• Shields: 1
• Armour: 6+
• Turrets: 1
Weapons
• Weapons Battery: 30cm, F, 2 attacks, 4+ to Hit
• Prow Lance Battery: 30cm, F, 1 attack, 4+ to Hit
Special Rules
• Scout: +1 to detection rolls
• Pack Tactics: +1 attack when within 10cm of another Gladius
Harvest Frigate
• Points: 52
• Type/Hits: Escort/1
• Speed: 25cm
• Turns: 90°
• Shields: 1
• Armour: 6+
• Turrets: 1
Weapons
• Weapons Battery: 30cm, F, 2 attacks, 4+ to Hit
• Sensor Array: Special
Special Rules
• Enhanced Sensors: Double scanning range
• Recruiting Vessel: Can disengage without Leadership test if no enemy within 15cm
• Psychic Detection: Can detect ships at +2 to normal range
Shadow-Class Destroyer
Fast attack vessel designed for reconnaissance and harassment.
• Points: 65
• Type/Hits: Escort/1
• Speed: 35cm
• Turns: 90°
• Shields: 1
• Armour: 5+
• Turrets: 1
Weapons
• Weapons Battery: 30cm, F, 2 attacks, 4+ to Hit
• Torpedo Tubes: Speed 30cm, Strength 6, Front Arc
Special Rules
• Advanced Scanners: +2 to detection rolls
• Hit and Run: Can disengage without Leadership test after successfully causing damage
• Pack Hunter: +1 attack when within 10cm of another Blood Wolves escort
Stalker-Class Raider
Specialized vessel for infiltration missions and asset denial.
• Points: 90
• Type/Hits: Escort/1
• Speed: 30cm
• Turns: 90°
• Shields: 1
• Armour: 5+
• Turrets: 1
Weapons
• Port Lance Battery: 30cm, F/P, 1 attack, 4+ to Hit
• Starboard Lance Battery: 30cm, F/S, 1 attack, 4+ to Hit
• Boarding Torpedoes: Special
Special Rules
• Infiltrator: Can deploy via flanking maneuver without Leadership test
• Enhanced Boarding: +1 to Hit with boarding actions
• Psychic Dampening Field: Enemy ships within 15cm suffer -1 to Leadership tests
Fleet Specific Ordnance
Thunderhawk Squadron
• Speed: 20cm
• Points: 80
• Weapon Strength: 2
• Armor: 6+
Special Rules
• Can perform ground strike missions
• May carry Space Marine units
• Re-roll failed armor saves when within 15cm of parent vessel
Sacred Thunderhawk Squadron
• Speed: 20cm
• Points: 110
• Weapon Strength: 3
• Armor: 5+
Special Rules
• Can perform ground strike mission
• May carry Space Marine units
• Re-roll failed armor saves when within 15cm of parent vessel
• Void-Blessed Attack Craft can re-roll failed armor saves when within 15cm of parent vessel a second time
• Psychic Shroud Protocol forces enemy ships targeting this squadron to suffer -1 to hit
• Can only be used by Strike Cruisers
Leadership Values
• Fleet Commander: Ld 9
• Strike Cruiser Captains: Ld 8
• Escort Commanders: Ld 8
Special Orders
Hunt Formation (Special Order
• All ships must be within 20cm of fleet commander
• All ships gain +1 to Hit rolls
• -2 to Leadership while order is in effect
• -1 to save rolls while order is in effect
Psychic Shroud (Special Order)
• Ships cannot use All Ahead Full
• Enemy ships must re-roll successful detection rolls
• Friendly ships gain +1 to their save rolls
• On a 1 on a D6 the order fails to be executed successfully and the ships cannot move at all during the turn
Blood Fury (Special Order)
• Ships must move at least half maximum speed
• +1 attack to all weapon batteries
• Must attack the closest enemy target
• Cannot use Brace for Impact this turn
Fleet Engagement Rules
Ghost Fleet
• Once per game, at the start of any turn, all Blood Wolves ships may use a special 'psychic cloak'
• All enemy ships must re-roll successful detection rolls that turn
• Blood Wolves ships cannot fire while cloaked
Hunting Pack
• For every 3 escorts operating together (within 10cm), gain +1 to Hit in the first round of combat
Void Stalkers
• Blood Wolves ships may re-roll failed Leadership tests when attempting to disengage
• +1 to Hit rolls against previously damaged enemy vessels
Strategic Assets
Psychic Navigation
• Blood Wolves fleets may re-roll one failed Command check per game
• May ignore the first negative Leadership modifier from celestial phenomena
Recruitment Protocols
• Harvest Frigates generate 1 strategic point per game if they survive
• These points can be used in campaign games for fleet repairs or reinforcements
Battle Meditation
• Once per game, all Blood Wolves ships may use their highest Leadership value for one turn
• Must declare use at start of turn
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A chaos vessel being attacked by multiple enemy void vessels.