Instead of being set up normally, one unit of Space Wolve Scouts (and their Wolf Gaurd leader if they have one) can be sent out ahead of the army to operate being enemy lines. They must be kept in reserve, even in scenarios that don't normally allow reserves. When the Scouts turn up, they must enter play from the table edge that the opposing side's reservers enter from. If the opponent doesn't have a table edge then roll randomly to see which edge they enter from.
Squad may deploy using Infiltrators special rule
Roll an extra D6 when moving through difficult terrain. Cannot be used by: Bikes, Steeds, Daemonic Stature, Mark of Khorne, or Terminator Armor
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.