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"And They Shall Know
No Fear"
Space Wolves automatically regroup as they fall back, even if the squad is reduced to less
than 50% by casualties. If the enemy advance into them the Space Wolves are not
destroyed and the advancement of the enemy unit is treated as a new assault (enemy
striking: +1A the following turn) in the same way as a sweeping advance. If
the enemy does not advance into them the Space Wolves are free to move, shoot and assault
normally in their following turn.
Drop Pods
At the start of the battle where you can use the Deep Strike rules, you can
declare that your Space Wolves are deploying by landing in drop pods from orbiting
spacecraft. Models doing this deploy using the Deep Strike rules in the
Warhammer 40,000 rulebook. Only the following can deploy from drop pods. No
other models in the army can be used in this mission (they stay aboard ship): any
Space Marine model in power or Terminator armor, Space Marine Scouts, Dreadnoughts and
Land Speeders.
Mixed Armor
It's possible for Space Wolf units to have models
with different armor saves. So the normal casualty removal and armor save rules are
altered slightly. The opposing player rolls to hit and wound for which ever unit he
is firing with as normal. However, when the Space Wolves player makes his armor
saves, he uses the save for the armor worn by the greatest number of models in the unit.
In the case of a tie, the Space Wolves player may decide which save is used.
Any casualties removed after saving throws have been taken must come first of all from the
models whose saving throw was used (even if hit by weapons that don't allow a save to be
taken, like power weapons, etc.). For example, if a Wolf Guard bodyguard consisted
of three models in Terminator armor and two with power armor then the Terminator armor
save would be used, but casualties would be taken on the Terminators first of all.
Will Not Teleport
Space Wolves have little trust or respect for the
more arcane aspects of the technology used by the Imperium. In particular, they
dislike the idea of teleporting into battle and remain stubbornly opposed to its use.
To represent this, any Space Wolves model with Terminator Armor may not Deep
Strike unless the entire army enters play in drop pods.
Acute Senses
The Space Wolves have senses as acute as a Wolf of
Fenris, superior even to other Space Marine Chapters. This is a result of their
corrupt genetic implants and part of the blessing, as well as the curse, of the Wulfen.
To represent this, you may re-roll the dice when rolling to see how far a Space
Wolves unit can see when fighting at night. You must accept the result of the second
roll, even if it is less than the first one. Their acute senses make Space Wolves
very difficult to sneak up on. To represent this, in scenarios which use the special rules
for Sentries, a Space Wolves army uses four Grey Hunters as Sentries and each sentry has a
spotting distance equal to twice its Initiative value.
Blood Feud
The Space Wolves never forget a grudge and have had
a millennia long feud with the Dark Angels Space Marine Chapter and the Thousand Sons
Chaos Space Marine Legion. A Space Wolf will hit on a roll of 3+, regardless of the
model's respective Weapon Skills, when fighting in close combat against troops from either
of these formations. However, Dark Angels and Thousand Sons opponents will
reciprocate and will also hit on a 3+! You should determine which models in a Chaos
army are Thousand Sons at the start of the battle.
Counter Attack
To the Space Wolves, attack is always the best form
of defense. If charged, they spring forward themselves and counter-attack the enemy.
To represent this, unengaged Space Wolf and Fenrisian Wolf models from a unit that
has been charged by the enemy must move up to 6" to get into base to base contact
with the enemy. Treat the counter-attack as you would an assault move, so take
terrain into account as normal. Models that counter-attack do not receive the +1
attack bonus for charging but will be able to fight with their full compliment of attacks.
Long Fangs may not counter-charge because they are a bit old for that kind of
thing! Models may counter-attack if the unit they are in was charged as part of a
"sweeping advance", in which case the move is made immediately after the unit
that made the sweeping advance completes it's move.
No Matter The Odds
Space Wolves never know when to give up and will
keep on fighting no matter the odds. They may ignore the negative Morale check
modifiers for being outnumbered in close combat.
True Grit
Bolters have a 'pistol grip' which means they can be
fired with a single hand. This takes considerable practice and skill and is not
normally encouraged. Units noted as having the "True Grit" skill in the
army list, however, have learnt how to use their bolters in this manner. In game
terms, this means that they may count their bolter as a bolt pistol in close combat and
will therefore be allowed to roll an extra Attack dice if they have been equipped with a
second pistol or close combat weapon. However, a model using their bolter in
this manner may not receive the attack bonus for charging, as a bolter is too unwieldy to
be fired with one hand while simultaneously hurling yourself at the enemy.
Fenrisian Wolves
A number of entries in the armylist allow characters
to be accompanied by Fenrisian Wolves. The Wolves can be represented by any suitable
wolf model from the Citadel range of models. They must remain within 2" of the
character at all times and move at the same rate as him (in effect the Wolves and the
character form a small unit). Because the Wolves and the character form a unit they
have to take Morale checks for suffering 25% casualties in a turn and will be worth
victory points if reduced to half strength, etc.
The character and Wolves may join other units. Treat these mixed units as one large
unit led by the character. The Wolves must stay within 2" of their master, but
otherwise count as being part of the unit and may be removed as casualties in place of the
character or in place of models in the unit which they have joined.
Fenrisian Wolves may be transported in a vehicle in the same way as a Space Marine in
power armor. Characters accompanied by Fenrisian Wolves may not be equipped with
jump packs but may ride a bike, as the Wolves are able to run alongside. Fenrisian
Wolves always move at the same rate as the character they are with.
Fenrisian Wolves benefit from the "And They Shall Know No Fear, Acute Senses, No
Matter The Odds and Counter-Attack" special rules.
Fenrisian Wolves may not use the optional Voluntary Fall Back rule.
If their master is killed then the Wolves will drag away his body to a place of safety and
so are removed from play as soon as he dies. In games where the enemy are allowed to
"capture" characters or can remove things from their dead bodies, they may not
do so if any of the Fenrisian Wolves that accompanied the character were able to drag him
off (i.e., at least one was still alive when the character was slain).
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