| Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | Cost | 
| Wolf Guard Battle Leader (HQ) | 1 | 5 | 5 | 4 | 4/5 | 2 | 5 | 4 | 9 | 3+ | 110 | 
| Independent Character; True Grit; Power Weapon (x1) | 
| Bike | Independent characters may re-roll any dice throws for moving through difficult terrain. | [35] | 
| Blood Claws Bike Pack (Fast Attack) | 3 | 3 | 3 | 4 | 4/5 | 1 | 4 | 1 | 8 | 3+ | 98 | 
| Headstrong; Berserk Charge; Twin Bolter; Bolt Pistol (x2); Meltagun (x1) | 
| Wolf Guard Battle Leader (HQ) | 1 | 5 | 5 | 4 | 4 | 2 | 5 | 4 | 9 | 3+ | 75 | 
| Independent Character; True Grit; Power Weapon (x1) | 
| Blood Claws Pack (Troops) | 9 | 3 | 3 | 4 | 4 | 1 | 4 | 1/2* | 8 | 3+ | 197 | 
| Headstrong; Berserk Charge; Power Fist / CCW (x1); Bolt Pistol & CCWep. (x7); Flamer (x1); Frag Grenades | 
| Rhino APC | 1 | BS: 4  Front: 11  Side: 11  Rear: 10 | [53] | 
| Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Storm Bolter | 
| Smoke Launchers | Use instead of shooting- for one turn, penetrating hits count as glancing blows. | [3] | 
| Grey Hunter Pack (Troops) | 10 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2^ | 8 | 3+ | 260 | 
| True Grit; Bolter / CCW (x7); Plasma Pistol / CCW (x2); Meltagun (x1) | 
| Rhino APC | 1 | BS: 4  Front: 11  Side: 11  Rear: 10 | [53] | 
| Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Storm Bolter | 
| Smoke Launchers | Use instead of shooting- for one turn, penetrating hits count as glancing blows. | [3] | 
| Grey Hunter Pack (Troops) | 10 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2^ | 8 | 3+ | 260 | 
| True Grit; Bolter / CCW (x7); Plasma Pistol / CCW (x2); Meltagun (x1) | 
| Rhino APC | 1 | BS: 4  Front: 11  Side: 11  Rear: 10 | [53] | 
| Carries up to 10 Space Marines; Tank; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Storm Bolter | 
| Smoke Launchers | Use instead of shooting- for one turn, penetrating hits count as glancing blows. | [3] | 
| Option Footnotes: | 
 |  | 
| Bolt Pistol | 12"R, S4, AP5, Pistol. |  | 
| Bolter | 24"R, S4, AP5, Rapid Fire. |  | 
| CC Weapon | +1A if used with another CCW / pistol. |  | 
| Flamer | Template, S4, AP5, Assault 1. |  | 
| Frag Grenades | When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. |  | 
| Meltagun | 12"R, S8, AP1, +D6 AP at 6". |  | 
| Plasma Pistol | 12"R, S7, AP2, Pistol. Overheats: If you roll a 1 to hit, make a save or take a wound. |  | 
| Power Fist | Doubles strength, always go last & no armour save in close combat. |  | 
| Power Weapon | No armour save in close combat. |  | 
| Storm Bolter | 24"R, S4, AP5, Assault 2. |  | 
| True Grit | A '^' in At means the True Grit attack bonus applies to some or all models. |  | 
| Twin Bolter | 24"R, S4, AP5, Rapid Fire, Linked. Always fires as if stationary. |  |