Automatically regroup when falling back even when at less than 50%. Enemy advances are treated as a new Assault (enemy striking +1A the following turn). If the enemy does not advance, the Space Marines can move, shoot, and assault as normal in their following turn.
Can move 12" in Movement phase and 6" in Assault but must roll a D6 when moving in or out of Difficult Terrain. On a 1, the model is killed with no Armor Save allowed.
Space Marines automatically regroup as they fall back, even if the squad is reduced to less than 50% by casualties, but not if the squad is out of coherency or there are enemy models within 6". If the enemy advance into them the Space Marines are not destroyed and the new assault is treated in the same way as a sweeping advance (enemy gaining +1 A next turn).
Space Wolves in Terminator armour may not deep strike using teleporters.
Space Wolf units 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 second result even if it is less than the first one.
When fighting against marines from the Dark Angels Space Marine Chapter or the Thousand Sons Chaos Space Marine Legion, a Space Wolf will always hit on a roll of 3+, regardless of WS. However, Dark Angels and Thousand Sons will reciprocate and will also hit on a 3+.
When charged, 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. Long Fangs may not counter-charge.
Space Wolves ignore the negative Morale check modifiers for being outnumbered in close combat.