There are only a limited number of Wolf Guard in each Great Company and to represent this there may never be more than 20 Wolf Guard in total in an army. Wolf Guard can be used in two ways; they can either be assigned as a bodyguard for a character or they can be used as leaders for Space Wolves packs. Whichever way they are used, there can never be more than 20 Wolf Guard in the army altogether.
If you include any Wolf Guard in your army then they count as a single Elites choice. The total number of Wolf Guard taken and the number of units that they form is unimportant. If you take one or more Wolf Guard models then they count as a single Elites unit choice.
Wolf Guard Leaders — 30 points
| Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Wolf Guard | 30 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ |
Options: A Wolf Guard leader may be given equipment from the Space Wolves Armoury.
Special Rules
True Grit: The Wolf Guard have the strength and skill to fire a bolter with one hand and may use the 'True Grit' rule described on page 4.
Wolf Guard Leaders: At the start of a battle, one Wolf Guard model may be attached to each Space Wolves pack as a leader for the pack. A Wolf Guard leader is a member of his pack and cannot leave it during the game.
Errata — Chapter Approved: Codex: Space Wolves clarifications (v1.0): A pack of Blood Claws or Wolf Scouts may not be led by a Wolf Guard in Terminator armour (this is an amendment rather than a clarification). In all other circumstances, units led by a Wolf Guard in Terminator armour cannot sweeping advance after close combat and can only consolidate.
Wolf Guard bodyguard — 25 points
| Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Wolf Guard | 25 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ |
Squad: A Wolf Guard bodyguard can consist of between 4 to 9 models. It must be assigned to a character that is allowed to have a bodyguard and the character and the bodyguard form a single unit.
Options: Any model may be given equipment from the Space Wolves Armoury.
Wolf Guard Heavy Weapons: Up to one in three models in the Wolf Guard bodyguard (rounding fractions up) may be armed with one of the following heavy weapons each. Models armed with heavy weapons may not use any other weapons and cannot ride bikes. All heavy weapons count as 'two-handed weapons' with regard to other options allowed from the Armoury.
Terminator Heavy Weapons (may only be taken by a Wolf Guard in Terminator armour): Assault cannon at +20 pts; heavy flamer at +10 pts; cyclone missile launcher at +30 pts.
Power Armour Heavy Weapons (may only be taken by a Wolf Guard in power armour): Heavy bolter at +15 pts, missile launcher at +20 pts, lascannon at +35 pts, multi-melta at +35 pts, plasma cannon at +35 pts.
Transport Vehicles: A Wolf Guard bodyguard may be mounted in a Rhino at +50 pts, a Razorback at +70 pts, or a Land Raider at +250 pts. Wolf Guards in Terminator armour may only ride in a Land Raider. Transport vehicles cannot be taken unless the bodyguard and character assigned to them can all fit into the vehicle.
Bikes: A bodyguard assigned to a character riding a bike must ride Space Marine bikes at +20 pts per model. Note that Space Marine bikes may not be used by models in Terminator armour and that models on bikes may not ride in transport vehicles.
Special Rules
True Grit: The Wolf Guard have the strength and skill to fire a bolter with one hand and may use the 'True Grit' rule described on page 4.
Errata — Chapter Approved: Codex: Space Wolves clarifications (v1.0): Wolf Guard Terminators may have a single-handed weapon in addition to a heavy weapon (this supersedes the note in the Wolf Guard list entry). If they have a cyclone launcher they may have a storm bolter instead of a single-handed weapon. In addition, they may select Runic Charms, Wolf Pelts and Wolf Tooth Necklaces as if they had a 'T' next to their cost in the Space Wolf Armoury.