Wolf Lord

(Unit)
Type: unit
Category: HQ
Categories: HQ, Space Wolf, Independent Character, 13th Company, HQ
LinkId: 8b0b-6eaf-4a61-0b46
Hidden: false
Costs: 75 pts

Constraints:

max(force): 1
min: 1
max: 1
Options (8)
Fensrisian Wolves:
Rules (10)
True Grit
The model 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 cannot receive the attack bonus for charging.
Independent Character
Individual model. Can join other units in battle
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.
Scouts
The Space Marines of the 13th Company are adept at catching the enemy unawares. To represent this, the entire army may always be deployed at the start of the battle, even in scenarios where you would normally be required to hold the models in reserve. In addition, after both sides have deployed, but before determining who takes the first turn, all models in the 13th Company may make a "free move," following all the normal movement rules. In this case, Wulfen are not subject to the Animal Rage rule, and a Rune Priest cannot use The Gate. Models in Terminator Armour, and any packs they lead, do not get this free move, and neither do Strom Claw Biker Packs.
Move through Cover
All members of the 13th Company, with the exception of Fenrisian Wolves and Storm Claw Biker Packs, roll an extra D6 when rolling to move through difficult terrain. Models in Terminator armour, and any packs they lead, do not benefit from this ability.

Profiles:

Unit WSBSSTWIALdSv
Wolf Lord

5

5

4

4

3

5

4

10

3+

Used By (2)