Raid Mission - Defender

(Force)
Categories: Force Customization, HQ, Additional Units, Elites, Troops, Fast Attack, Heavy Support
EntryId: 4001-8a94-23a3-d72c
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Categories
Rules (7)
Blood Feud
When fighting against Dark Angels or Thousand Sons a Space Wolf will hit on a roll of 3+ in close combat regardless of the models' respective Weapon Skills. Likewise Dark Angels and Thousand Sons opponents will also hit on 3+.
No Matter the Odds
Space Wolves may ignore the negative Morale check modifiers for being outnumbered in close combat.
Will Not Teleport
Space Wolves in Terminator armour may not deep strike unless the entire army
Counter-Attack
This special rule is automatically lost by an independent character joining a unit that does not have this special rule, and vice versa.

Troops with this skill believe that attack is always the best form of defence. If charged, they will spring forward themselves and counter-attack the enemy. To represent this, unengaged 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 complement of attacks. You may not counter0attack if the unit was charged as part of a Consolidation move.
And They Shall Know No Fear
Space Marines automatically pass Morale tests to regroup, and can take such tests even if the squad has been reduced to less than 50% by casualties, though all other criteria apply. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens, then the unit is subject to the No Retreat! rule in this round of close combat and may therefore lose additional casualties if outnumbered. Usually troops that regroup may not move normally and always count as moving whether they do or not, but these restrictions do not apply to models with this special rule.
Units that include Servitors and Familiars are still subject to this rule as long as the unit contains at least one Space Marine.
Space Marines are still subject to Last Man Standing tests. They will always regroup after each Fall Back move to 'reassess' the situation however.
Night Vision/Acute Senses
Warriors in certain parts of the galaxy have developed nocturnal tendencies by fighting in perpetual night, or perhaps carry equipment that gives them such abilities. When the Night Fighting mission special rules are in use, such models may choose to reroll the test to determine how far they can see, but must abide by the new result. Such troops make excellent sentries, and when used in this role, they have a spotting distance equal to double their Initiative rating.

Characters with this rule confer it onto any unit they join, as long as they are part of the unit. Units with this rule confer it onto any characters joining them, as long as they are part of the unit.
Mixed Armour
It's sometimes possible for some units to have models with different Armour Saves, and in these cases the normal casualty removal and Armour Save rules are modified slightly. The attacking player rolls hits and wounds for whichever unit he is attacking with as normal. However, when the player makes his Armour Saves, he must follow this procedure:

1. Count up the number of models that have each type of armour. Only count models that could potentially be casualties.
2. Determine which armour type is in the majority - if it is a tie then the worst type is assumed to be in the majority (it can be assumed that they are picked on by the enemy).
3. Apply the wounding hits to the majority armour type first.
4. If there are still more wounding hits to allocate, you can apply them to any remaining models. It is up to the owning player to decide who will save against which weapon. The only constraint is that the majority armour type must make saves before anyone else does.
5. Incoming hits form 'sets', with a single set being all the wounds caused by the shooting of a single enemy unit, or by enemy models attacking the unit in close combat at a single initiative step. For each 'set' of wounds, every model must be allocated one wound before any of them can be allocated a second wound, all models must receive a second wound before any can take a third, and so on. Unsaved wounding hits must be applied against models with the same armour type that was used for the save. If a unit receives more wounds than it has models, then the wounds 'wrap around' and affect the majority type again.

If special close combat attacks come into play against a unit with different Armour Saves, it is up to the owning player to decide which models make saves against the special attacks, subject to the rules detailed above. If any model has an Invulnerable Save they are, of course, at liberty to use it against a special attack.