Blood Claws Pack

(Unit)
Type: unit
Category: Troops
Categories: Space Wolf, Troops
EntryId: c5d5-c966-393d-bcd7
Hidden: false
Options (6)
Blood Claws:
Transport:
Weapon Option:
Rules (8)
Berserk Charge
Receive a bonus of +2 attacks when this model charges, instead of the normal +1.
Head-strong
The unit must charge if one of their models is within 6" of the enemy, unless the pack is being led by an independent character. They must advance after a defeated enemy, and may never choose to use the optional Voluntary Fall Back rule.
And They Shall Know No Fear
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).
Will Not Teleport
Space Wolves in Terminator armour may not deep strike using teleporters.
Acute Senses
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.
Blood Fued
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+.
Counter-Attack
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.
No Matter The Odds
Space Wolves ignore the negative Morale check modifiers for being outnumbered in close combat.
Used By (1)