All Blood Wolves units gain the following abilities:
Blood Bond Ritual
• At the start of the mission, select two marines to be Blood Bonded
• Blood Bonded marines within Line of Sight of each other gain +1 Action Point
• If one Blood Bonded marine dies, the survivor gains +2 Action Points for one turn
War Beast Detection
• The War Beast automatically detects any Genestealers within 3 squares, even around corners
• The War Beast can move independently of the Chaplain but must stay within 3 squares
• The War Beast has 2 Action Points and can attack as a normal marine
• If the War Beast is killed, the Chaplain gains the "Vengeance" ability (+1 to hit) for the remainder of the mission
Shield Wall
• Iron Shield Breakers can form a Shield Wall when adjacent
• While in Shield Wall formation, they gain +1 to saving throws
• Shield Wall requires 2 Action Points to maintain per turn
• Plasma weapons can still be fired while in Shield Wall formation
Psychic Powers
The Sergeant may use one of the following powers each turn at the cost of 2 Action Points:
• Shadow Veil: All Blood Wolves within 3 squares gain +1 to their saving throws until next turn
• Hunter's Sense: Reveal all Genestealers within 6 squares of the Psyker
• Warp Speed: One Blood Wolf within 3 squares gains +2 Action Points for their next activation
Unit Cards
Arc Chaplain
• Action Points: 4
• Plasma Pistol: Range 4, 1 die
• Crozius Arcanum: 3 dice in close combat
• Special Rule: "Spiritual Guardian" - Adjacent marines gain +1 to saving throws
• Psychic Power: "Blood Bond Enhancement" - Can strengthen Blood Bond effects within 3 squares
Sergeant
• Action Points: 4
• Plasma Pistol: Range 4, 1 die
• Force Sword: 2 dice in close combat
• Special Rule: "Pack Leader" - Can transfer 1 Action Point to another marine within 3 squares
• Special Rule: "Psychic Powers" - Can use one power per turn from the standard list
Iron Shield Breaker
• Action Points: 4
• Plasma Gun: Range 4 squares, 2 dice
• Combat Shield: +1 to saving throws
• Chainsword: 2 dice in close combat
• Special Rule: "Shield Wall" - When adjacent to another Iron Shield Breaker, both gain +1 to saving throws.
War Beast
• Action Points: 2
• Close Combat: 2 dice
• Special Rule: "Enhanced Senses" - Automatic detection within 3 squares
Smith
• Action Points: 4
• Plasma Pistol: Range 4, 1 die
• Power Axe: 2 dice in close combat
• Special Rule: "Emergency Repairs" - Can repair sealed doors or disabled systems
Mission Special Rules
Psychic Overwatch
Blood Wolves can spend 2 Action Points to enter Psychic Overwatch instead of regular Overwatch. While in Psychic Overwatch, they can attack any Genestealer that comes within 3 squares, even without Line of Sight.
Blood Hunt
If a Blood Wolves marine kills a Genestealer in close combat, they may immediately move 1 square for free.
Pack Tactics
When two or more Blood Wolves marines are adjacent to the same Genestealer in close combat, they each gain +1 attack die.
Mission Types
The Silent Hunt
A standard Space Hulk mission with the following modifications:
• Genestealers do not appear on Blips
• Instead, place face-down tokens that the War Beast can detect
• Tokens are only revealed when a marine has Line of Sight
• Mission focuses on stealth and detection over direct combat
Psychic Beacon
The Blood Wolves must establish a psychic beacon in the heart of the Space Hulk:
• The Psyker must reach a designated point and spend 3 turns channeling
• While channeling, the Psyker cannot move or attack
• Other marines must protect the Psyker
• Success allows the fleet to locate critical artifacts
Hunting the Alpha
An elite mission where the Blood Wolves must hunt down a Genestealer Patriarch:
• The Patriarch has 6 health points and 3 attack dice
• Regular Genestealers protect the Patriarch
• War Beast can always detect the Patriarch's location
• Mission is won only by killing the Patriarch
Optional Rules
Blood Frenzy
When a marine is killed, all Blood Bonded marines gain +1 attack die for the remainder of the mission but must always move toward the nearest Genestealer if possible.
Psychic Exhaustion
After using a psychic power, roll a die. On a 1, the Psyker loses 1 Action Point on their next turn.
War Beast Pack
Replace one Iron Shield Breaker with an additional War Beast. Both beasts must stay within 3 squares of the Chaplain.
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