Book | Kind | Edition | Version | Last update |
Kill Team: Salvation (Scout Squad) | ||||
Kill Team: Salvation (Scout Squad) | Expansion | 2 | 1.0 | May 2024 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
Below you will find a list of the operatives that make up a SCOUT SQUAD kill team, including, where relevant, any wargear those operatives must be equipped with.
Below, you will find common abilities of the SCOUT SQUAD kill team.
Central to the role of Space Marine Scouts is ranging ahead of the strike force they are attached to, spending extensive periods laying traps for the foe, harassing enemy patrols, gathering intelligence and reconnoitring the ground. By the time their battle-brothers arrive, all that remains is to win the day
At the end of the Set Up Operatives step, you can select and resolve up to five Forward Scouting options. Each option has a number in brackets, which is the maximum number of times you can select and resolve it for the battle. For example, your five selections could be Recon x2, Trip Alarm, Booby Trap and Diversion. If both players have this ability, alternate resolving, starting with the Defender.If your faction is SCOUT SQUAD, you can use the following Strategic Ploys during a game.
If your faction is SCOUT SQUAD, you can use the following Tactical Ploys during a game.
If your faction is SCOUT SQUAD, you can use the Scout Squad Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected SCOUT SQUAD as your Faction keyword.
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1. INCENDIARY SHOTGUN SHELLS [1EP] Select an Astartes shotgun the operative is equipped with. That weapon gains the Blast special rule for the battle. |
2. POLYCAM CLOAK [2EP] The operative gains the following ability for the battle: |
3. TACTICAL SCOPE [2/4EP] Select a boltgun or sniper rifle the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle. If you selected a boltgun, this rare equipment costs 2EP; if you selected a sniper rifle, it costs 4EP. |
4. HIGH EXPLOSIVE WARHEAD [2EP]
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5. TRANSPECTRAL LENSES [4EP] The operative can perform the following action during the battle: TRANSPECTRAL SCAN1APUntil the end of the activation, each time this operative makes a shooting attack, each enemy operative that has a Conceal order and is in Cover provided by Light terrain is treated as having an Engage order for that shooting attack instead. This operative cannot perform this action while within Engagement Range of an enemy operative. |
6. SUPPRESSOR [2/3EP] Select one bolt pistol or boltgun the operative is equipped with. That weapon gains the Silent special rule for the battle. If you selected a bolt pistol, this rare equipment costs 2EP; if you selected a boltgun, it costs 3EP. |
SCOUT VEHICLESThis kill team possess a number of light vehicles that enable them to cover and reconnoitre vast areas of terrain more quickly, from bikes to Land Speeders. At the end of the Set Up Operatives step, you can select and resolve an additional Forward Scouting option. This does not affect the maximum number of times you can select and resolve each option (i.e. the number in brackets). |
COMMUNICATIONS BEACONRapidly coordinating collected data and intelligence, the Scouts of this kill team are better able to prepare for any mission they might undertake. During each game, you can select one Forward Scouting option once more than the normal maximum. For example, you could select the Booby Trap option twice (instead of once). |
COGITATOR BANKSWhen fed intelligence collected by the operatives of this kill team, this powerful machine conducts countless calculations. Its capabilities include analysing likely enemy response times to different kinds of attack, identifying weaknesses in the foe's defences and calculating enemy patrol patterns. In the Select Tac Ops step, you can select Tac Ops from both the Infiltration and Recon archetypes (i.e. you don’t have to select one archetype for the battle). |
Scout Sergeants are veterans specially assigned to Scout Squads to watch over and guide the Chapter's Neophytes. They will impart their vast experience, knowing that doing so promotes a strong future for their Chapter.
Failure is a harsh but effective teacher, and Scout Sergeants are highly adept at ensuring that no mistake is ever repeated.
The purpose of the Scout Squad is to test and train Neophytes on their path to becoming fully fledged Space Marines. Those who succeed in demonstrating their battlefield skill and devotion to the Chapter will be elevated to the full ranks of the bottle-brothers.
The Scouts conduct a series of carefully planned operations. Seizing intelligence and repeatedly probing enemy weak points before withdrawing back into the shadows will leave the foe reeling and vulnerable to a decisive attack.
The Scouts operate to a carefully thought-out pion, weakening the foe and strengthening their own positions.
Complete five games in which you scored victory points from the 'Sudden Strike’, 'Gather Reconnaissance' and/or 'From All Angles' Tac Op.With their enemies' morale low, the kill team move in to deliver the killing blow.
Complete a game in which you scored victory points from the 'Rout' Tac Op.All heroes of a Codex-following Chapter once served as Scouts. Knowing this. Scout Squad operatives believe they too can one day be mighty champions. Only by proving themselves across the many facets of war will they be deemed worthy by their Chapter, and progress on the next steps of their journey to greatness.
The operation the Scouts are to undertake will test them to their limit, but each success is vital to the Chapter’s objectives in the wider war zone. Those Scouts who fight with the most skill and fury will surely earn distinction.
Complete at least six games and score victory points from every Tac Op of an archetype of your choosing.SCOUT SQUAD operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.
CLIMBING EQUIPMENT [1EP]
The operative gains the following ability for the battle:CAMO CLOAK [2EP]
Not available for a SNIPER operative (who already has this ability). The operative gains the following ability for the battle:EXTRA BLADE [2EP]
Select a combat blade the operative is equipped with. That weapon gains the Balanced special rule for the battle.HEAVY WEAPON BIPOD [2EP]
Select a heavy bolter the operative is equipped with. That weapon gains the following special rule for the battle:TARGETING OCULAR+ [2EP]
The operative gains the following ability for the battle:SMOKE GRENADE [3EP]
The operative can perform the following action for the battle:FRAG GRENADE [2EP]
The operative is equipped with the following ranged weapon for the battle:Name | A | BS/WS | D | |||
Frag grenade | 4 | 3+ | 2/3 | |||
Special Rules | ! | |||||
Rng , Blast , Indirect, Limited | - |
KRAK GRENADE [3EP]
The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:Name | A | BS/WS | D | |||
Krak grenade | 4 | 3+ | 4/5 | |||
Special Rules | ! | |||||
Rng , AP1, Indirect, Limited | - |
M | APL | GA | DF | SV | W | Base | |
3 | 3 | 1 | 3 | 4+ | 11 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Astartes shotgun | |||||||||
Astartes shotgun | 4 | 2+ | 4/4 | Rng , Balanced | Rng , Balanced | - | |||
Bolt pistol | |||||||||
Bolt pistol | 4 | 2+ | 3/4 | Rng | Rng | - | |||
Boltgun | |||||||||
Boltgun | 4 | 2+ | 3/4 | - | - | ||||
Chainsword | |||||||||
Chainsword | 5 | 2+ | 4/5 | - | - | ||||
Fists | |||||||||
Fists | 4 | 2+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Guidance and Experience: Each time this operative is activated, you can select one other friendly SCOUT SQUAD operative Visible to it. Add 1 to the selected operative’s APL
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ABILITIES |
Guidance and Experience: Each time this operative is activated, you can select one other friendly SCOUT SQUAD operative Visible to it. Add 1 to the selected operative’s APL
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UNIQUE ACTIONS |
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SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, SCOUT, SERGEANT
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 10 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Bolt pistol | |||||||||
Bolt pistol | 4 | 3+ | 3/4 | Rng | Rng | - | |||
Heavy bolter | |||||||||
Heavy bolter | 5 | 3+ | 4/5 | Heavy, Fusillade. !P1 | Heavy, Fusillade | P1 | |||
Missile launcher | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Missile launcher | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Frag | |||||||||
- Frag | 4 | 3+ | 3/5 | Heavy, Blast | Heavy, Blast | - | |||
- Krak | |||||||||
- Krak | 4 | 3+ | 5/7 | Heavy, AP1 | Heavy, AP1 | - | |||
Fists | |||||||||
Fists | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, HEAVY GUNNER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 10 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Bolt pistol | |||||||||
Bolt pistol | 4 | 3+ | 3/4 | Rng | Rng | - | |||
Combat blade | |||||||||
Combat blade | 4 | 3+ | 4/6 | - | - |
ABILITIES | UNIQUE ACTIONS |
Grapnel Launcher: This operative is equipped with climbing equipment and it does not cost any equipment points for this operative
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Grapnel Assault (1AP): Perform a free Charge action with this operative. If, during that action, this operative climbs, drops, jumps, traverses or its base moves under a Vantage Point, its melee weapons gain the Lethal 3+ special rule until the end of the activation.
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ABILITIES |
Grapnel Launcher: This operative is equipped with climbing equipment and it does not cost any equipment points for this operative
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UNIQUE ACTIONS |
Grapnel Assault (1AP): Perform a free Charge action with this operative. If, during that action, this operative climbs, drops, jumps, traverses or its base moves under a Vantage Point, its melee weapons gain the Lethal 3+ special rule until the end of the activation.
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SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, HUNTER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 10 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Bolt pistol | |||||||||
Bolt pistol | 4 | 3+ | 3/4 | Rng | Rng | - | |||
Sniper rifle | |||||||||
Sniper rifle | 4 | 2+ | 3/3 | Heavy, Silent. !MW3 | Heavy, Silent | MW3 | |||
Fists | |||||||||
Fists | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
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Advanced Scope (1AP): Until the end of the activation, when determining Line of Sight for this operative, enemy operatives are not Obscured This operative cannot perform this action while within Engagement Range of an enemy operative.
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ABILITIES |
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
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UNIQUE ACTIONS |
Advanced Scope (1AP): Until the end of the activation, when determining Line of Sight for this operative, enemy operatives are not Obscured This operative cannot perform this action while within Engagement Range of an enemy operative.
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SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, SNIPER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 10 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Boltgun | |||||||
Boltgun | 4 | 3+ | 3/4 | - | - | ||
Fists | |||||||
Fists | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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Track Enemy (1AP): Select one enemy operative with a Conceal order Visible to and within of this operative, then select one friendly SCOUT SQUAD operative. Until the end of the Turning Point, the selected friendly SCOUT SQUAD operative treats that enemy operative as if it has an Engage order. This operative cannot perform this action while within Engagement Range of an enemy operative. Auspex Scan (1AP): Select one enemy operative Visible to or within of this operative. Until the end of the Turning Point:
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ABILITIES |
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UNIQUE ACTIONS |
Track Enemy (1AP): Select one enemy operative with a Conceal order Visible to and within of this operative, then select one friendly SCOUT SQUAD operative. Until the end of the Turning Point, the selected friendly SCOUT SQUAD operative treats that enemy operative as if it has an Engage order. This operative cannot perform this action while within Engagement Range of an enemy operative. Auspex Scan (1AP): Select one enemy operative Visible to or within of this operative. Until the end of the Turning Point:
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SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, TRACKER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 10 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Astartes shotgun | |||||||||
Astartes shotgun | 4 | 2+ | 4/4 | Rng | Rng | - | |||
Bolt pistol | |||||||||
Bolt pistol | 4 | 3+ | 3/4 | Rng | Rng | - | |||
Boltgun | |||||||||
Boltgun | 4 | 3+ | 3/4 | - | - | ||||
Combat blade | |||||||||
Combat blade | 4 | 3+ | 4/6 | - | - | ||||
Fists | |||||||||
Fists | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, WARRIOR
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Central to the role of Space Marine Scouts is ranging ahead of the strike force they are attached to, spending extensive periods laying traps for the foe, harassing enemy patrols, gathering intelligence and reconnoitring the ground. By the time their battle-brothers arrive, all that remains is to win the day
At the end of the Set Up Operatives step, you can select and resolve up to five Forward Scouting options. Each option has a number in brackets, which is the maximum number of times you can select and resolve it for the battle. For example, your five selections could be Recon x2, Trip Alarm, Booby Trap and Diversion. If both players have this ability, alternate resolving, starting with the Defender.Kill teams grow in size in all manner of ways. High command might assign new soldiers. The kill team's boss might bully a lesser warrior into joining its mob. A new creature may daw and bite its way out of an amniotic sac, or a lone survivor might be found on the battlefield.
Scout Sergeants are veterans specially assigned to Scout Squads to watch over and guide the Chapter's Neophytes. They will impart their vast experience, knowing that doing so promotes a strong future for their Chapter.
Failure is a harsh but effective teacher, and Scout Sergeants are highly adept at ensuring that no mistake is ever repeated.
The purpose of the Scout Squad is to test and train Neophytes on their path to becoming fully fledged Space Marines. Those who succeed in demonstrating their battlefield skill and devotion to the Chapter will be elevated to the full ranks of the bottle-brothers.
The SCOUT SQUAD keyword is used in the following Scout Squad datacards:
The IMPERIUM keyword is used in the following Scout Squad datacards:
The ADEPTUS ASTARTES keyword is used in the following Scout Squad datacards:
The SCOUT keyword is used in the following Scout Squad datacards:
CLIMBING EQUIPMENT [1EP]
The operative gains the following ability for the battle:CAMO CLOAK [2EP]
Not available for a SNIPER operative (who already has this ability). The operative gains the following ability for the battle: