Scout Squad

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  Kill Team: Salvation (Scout Squad)
  Kill Team: Salvation (Scout Squad)Expansion2December 2023
Archetype: Infiltration / Recon

Scout Squad Kill Team

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.

Operatives

Other than WARRIOR operatives, your kill team can only include each operative above once.

Abilities

Below, you will find common abilities of the SCOUT SQUAD kill team.

Forward Scouting

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.

Redeploy(5)
Change the set up of one of your operatives that is wholly within your drop zone and/or change its order.
Recon(2)
Resolve a Recon option as specified by the Scouting step of the mission sequence.
Infiltrate(2)
Resolve an Infiltrate option as specified by the Scouting step of the mission sequence.
Trip Alarm(2)
Place one of your Trip Alarm tokens anywhere in the killzone that is more than from your opponent’s drop zone. During the Firefight phase, the first time an enemy operative with a Conceal order moves within of one of your Trip Alarm tokens:

  • Remove that token.
  • Until the start of that enemy operative’s next activation, friendly operatives treat it as if it has an Engage order.
Booby Trap(1)
Place one of your Booby Trap tokens more than from your opponent’s drop zone and more than from each objective marker. Each time an enemy operative moves within of one of your Booby Trap tokens, interrupt that action to roll one D6, adding 1 to the result if the enemy operative’s move is from a Charge or Dash action. Only roll once per action for each relevant token.

  • On a 1-3, nothing happens and that enemy operative continues its action (the token is not removed).
  • On a 4+, that enemy operative suffers a number of mortal wounds equal to the result of the D6, its move action ends and the token is removed.
DIVERSION (1)
Select one enemy operative. Subtract 1 from its APL.
DEVISE PLAN(1)
You gain 1CP
DESIGNATE TARGET(1)
Select one enemy operative to gain your Target token. Each time a friendly SCOUT SQUAD operative fights in combat or makes a shooting attack against the enemy operative with your Target token, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice

Strategic Ploys

If your faction is SCOUT SQUAD, you can use the following Strategic Ploys during a game.

GUERRILLA ENGAGEMENT1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly SCOUT SQUAD operative that's in Cover and more than from enemy operatives, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
GUNFIRE AMBUSH1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SCOUT SQUAD operative makes a shooting attack in an activation in which its order was changed from Conceal to Engage, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice; if the target isn’t ready, you can re-roll any or all of your attack dice results of one result (e g. results of 2) instead.
BLADE AMBUSH1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly SCOUT SQUAD operative fights in combat in an activation in which its order was changed from Conceal to Engage, in the Roll Attack Dice step of that combat, you can re-roll any or all of your attack dice results of one result (e.g. results of 2); if the target isn't ready, the friendly operative's melee weapons also gain the Rending critical hit rule for that combat.
STEALTH RELOCATION1CP
Strategic Ploy
Select one friendly SCOUT SQUAD operative more than from enemy operatives. You can immediately perform a free Dash action with that operative and/or change its order. You cannot use this Strategic Ploy in the first Turning Point.

Tactical Ploys

If your faction is SCOUT SQUAD, you can use the following Tactical Ploys during a game.

ASTARTES TRAINING1CP
Tactical Ploy
Use this Tactical Ploy during a friendly SCOUT SQUAD operative’s activation. Until the end of its activation, that operative can either perform two Fight actions, or two Shoot actions if an Astartes shotgun, bolt pistol, boltgun or heavy bolter is selected for at least one of those shooting attacks.
RAW PHYSIOLOGY1CP
Tactical Ploy
Use this Tactical Ploy during a friendly SCOUT SQUAD operative’s activation. Until the start of its next activation, that operative isn’t injured and you can ignore any or all modifiers to its APL
EMBOLDENED ASPIRANT1CP
Tactical Ploy
Use this Tactical Ploy after rolling dice in the Roll Attack Dice step of a Fight or Shoot action made by a friendly SCOUT SQUAD operative, if it’s the first friendly operative to do either during this Turning Point, or if the target had more wounds remaining than that friendly SCOUT SQUAD operative at the start of the step. You can retain one successful normal hit as a critical hit instead.
COVERT POSITION1CP
Tactical Ploy
Use this Tactical Ploy during a friendly SCOUT SQUAD operative’s activation. Until the start of its next activation, while that operative has a Conceal order, it’s always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

Tac Ops

If your faction is SCOUT SQUAD, you can use the Scout Squad Tac Ops listed below, as specified in the mission sequence.

SUDDEN STRIKE
Scout Squad – Faction Tac Op 1
Reveal this Tac Op at the end of the first Turning Point.
  • If more enemy operatives than friendly operatives were incapacitated during the first Turning Point, you score 1VP.
  • If more enemy operatives than friendly operatives were incapacitated during any subsequent Turning Points, you score 1VP.
Operatives with a Wounds characteristic of 12 or more are treated as two operatives for this Tac Op.
FROM ALL ANGLES
Scout Squad – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of any Turning Point. Once you do so, divide the table into four quarters by drawing imaginary straight lines 1 mm wide that run from the centre of each kiIIzone edge to the centre of its opposite edge.
  • If three friendly SCOUT SQUAD operatives inflict damage on enemy operatives during the same Turning Point, and are wholly within three different table quarters when they do so, you score 1VP
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
GATHER RECONNAISSANCE
Scout Squad – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Gather Reconnaissance action, you score 1VP.
  • At the end of the battle, if a friendly operative that performed the Gather Reconnaissance action hasn’t been incapacitated, you score 1 VP. Note that it doesn’t have to be the operative that achieved the first condition.
Friendly SCOUT SQUAD operatives can perform the following mission action during the battle:

GATHER RECONNAISSANCE1AP

An operative can perform this action while within of your opponent’s drop zone and not within Engagement Range of an enemy operative.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected SCOUT SQUAD as your Faction keyword.

Battle Honours

Each time a SCOUT SQUAD operative gams a Battle Honour, instead of determining one from its specialism, you can determine one from the Scout Squad Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn't suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

SCOUT SQUAD SPECIALIST
D6Battle Honour
1Distinguished: Once per battle, during this operative’s activation, you can use the Astartes Training Tactical Ploy without spending any Command points.
2Expedient: Add to this operative's Movement characteristic.
3Well-versed: This operative does not have to be Visible to a SERGEANT operative for the purposes of that operative’s Guidance and Experience ability.
4Assassin: This operative can perform the Charge action while it has a Conceal order.
5Mobile: This operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
6Raider: This operative can perform the Charge action while within Engagement Range of an enemy operative.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is SCOUT SQUAD, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

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:

Polycam Cloak: While this operative has a Conceal order, it’s always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

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]

HEAVY GUNNER operative only. Select a missile launcher the operative is equipped with. The frag profile of that weapon has its Blast special rule changed to Blast for the battle.

5. TRANSPECTRAL LENSES [4EP]

The operative can perform the following action during the battle:

TRANSPECTRAL SCAN1AP

Until 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.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is SCOUT SQUAD, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

SCOUT VEHICLES

This 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 BEACON

Rapidly 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 BANKS

When 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).


Requisitions

In a Spec Ops campaign, if your faction is SCOUT SQUAD, you can use the following Requisitions in addition to those presented in other sources.

IMPART KNOWLEDGE1RP

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.

Purchase this Requisition before or after a game. Remove up to 6XP from a SERGEANT operative on your dataslate, but not enough to decrease its rank. Distribute the experience points removed across the other SCOUT SQUAD operatives (excluding SERGEANT operatives) on your dataslate.
LEARN FROM FAILURE1RP

Failure is a harsh but effective teacher, and Scout Sergeants are highly adept at ensuring that no mistake is ever repeated.

Purchase this Requisition after a game in which a friendly SCOUT SQUAD operative was incapacitated, but a friendly SCOUT SQUAD SERGEANT operative was not. That first friendly operative gains 1XP. If it didn’t inflict damage on any enemy operatives, it gains 1 additional XP If you lost the game, it gains 1 additional XP.
WORTHY OF THE CHAPTER1RP

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.

Purchase this Requisition before or after a game. Remove one SCOUT SQUAD operative from your dataslate (excluding a SERGEANT operative), then use the Operative Assigned Requisition to add an ADEPTUS ASTARTES operative (excluding a LEADER operative) to a different dataslate of another faction that has the ADEPTUS ASTARTES keyword. That new operative has a number of experience points equal to the lowest experience points of the removed operative’s rank (select its Battle Honours accordingly). For example, if you removed a SCOUT SQUAD WARRIOR operative from your dataslate that had 20XP you could add a SABOTEUR operative to a PHOBOS STRIKE TEAM dataslate with 16XP. Note that the added operative doesn’t have any Battle Scars.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is SCOUT SQUAD, you can select one from those found below instead of selecting one from another source.

Covert Engagement

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.

OPERATION 1: PREPARING THE GROUND

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.

OPERATION 2: THE KILLING STRIKE

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.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission's Spec Ops bonus, this Spec Op is considered an 'Elimination' Spec Op.

In The Wake Of Heroes

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.

OPERATION 1: MANY FACETS OF WAR

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.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ’Honour-Bound’ Spec Op.

Equipment

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:

Climbing Equipment:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3 it travels are counted as for that climb.
  • This operative does not need to be within of a physical and climbable part of a terrain feature in order to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.

CAMO CLOAK [2EP]

Not available for a SNIPER operative (who already has this ability). The operative gains the following ability for the battle:

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’s in Cover, one additional dice can be retained as a successful normal save as a result of Cover.

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:

Heavy Weapon Bipod: Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if the operative has not moved during this activation, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).

TARGETING OCULAR+ [2EP]

The operative gains the following ability for the battle:

Targeting Ocular: Ranged weapons on this operative’s datacard that it’s equipped with gain the No Cover special rule. Note that ranged weapons it’s equipped with by other means (e g. grenades from Equipment) are unaffected.

SMOKE GRENADE [3EP]

The operative can perform the following action for the battle:

SMOKE GRENADE1AP

Place the centre of one Smoke token on a point within of this operative. That token creates an area of smoke with a radius and unlimited upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action if it is within Engagement Range of an enemy operative.

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
-


Datacards


Scout Sergeant

Veterans of their Chapter, these highly experienced warriors choose to train the next generation of battle-brothers. They lead by example, commanding the respect of their charges with their courage and tactical acumen.

Scout Sergeant

Veterans of their Chapter, these highly experienced warriors choose to train the next generation of battle-brothers. They lead by example, commanding the respect of their charges with their courage and tactical acumen.

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 , BalancedRng , 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
-
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
UNIQUE ACTIONS
-
DATACARD-RELATED
IMPART KNOWLEDGE , LEARN FROM FAILURE , WORTHY OF THE CHAPTER
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, SCOUT, SERGEANT
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, SCOUT, SERGEANT


Scout Heavy Gunner

These operatives are highly able warriors who use heavy weapons - from missile launchers to heavy bolters - to engage and destroy powerful enemy targets.

Scout Heavy Gunner

These operatives are highly able warriors who use heavy weapons - from missile launchers to heavy bolters - to engage and destroy powerful enemy targets.

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. !P1Heavy, FusilladeP1
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, AP1Heavy, AP1-
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
HIGH EXPLOSIVE WARHEAD
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, HEAVY GUNNER
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, HEAVY GUNNER


Scout Hunter

Armed with grapnel launchers, Hunters can swiftly traverse dangerous terrain and negotiate challenging ground to circumnavigate enemy strongpoints, set up ambushes or evade pursuers.

Scout Hunter

Armed with grapnel launchers, Hunters can swiftly traverse dangerous terrain and negotiate challenging ground to circumnavigate enemy strongpoints, set up ambushes or evade pursuers.

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+
3/5
--
ABILITIES UNIQUE ACTIONS
Grapnel Launcher: This operative is equipped with climbing equipment and it does not cost any equipment points for this operative
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.
ABILITIES
Grapnel Launcher: This operative is equipped with climbing equipment and it does not cost any equipment points for this operative
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.
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, HUNTER
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, HUNTER


Scout Sniper

Snipers excel in fulfilling the fundamental elements of assassination and reconnaissance in Scout Squad missions. They carefully observe enemy movements from hidden positions they hold for days, waiting for the precise moment to take a killing shot.

Scout Sniper

Snipers excel in fulfilling the fundamental elements of assassination and reconnaissance in Scout Squad missions. They carefully observe enemy movements from hidden positions they hold for days, waiting for the precise moment to take a killing shot.

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. !MW3Heavy, SilentMW3
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.
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.
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.
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.
DATACARD-RELATED
Camo Cloak
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, SNIPER
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, SNIPER


Scout Tracker

Trackers carry highly powerful auspexes - scanners capable of analysing the battlefield. Thanks to the information such devices provide, Scout Squads can identify targets or rapidly plan deadly ambushes.

Scout Tracker

Trackers carry highly powerful auspexes - scanners capable of analysing the battlefield. Thanks to the information such devices provide, Scout Squads can identify targets or rapidly plan deadly ambushes.

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
-
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:
  • That enemy operative is not Obscured.
  • Defence dice cannot be automatically retained as a result of Cover for that enemy operative.
This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
-
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:
  • That enemy operative is not Obscured.
  • Defence dice cannot be automatically retained as a result of Cover for that enemy operative.
This operative cannot perform this action while within Engagement Range of an enemy operative.
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, TRACKER
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, TRACKER


Scout Warrior

These operatives are skilled fighters, committed to their squad and determined to ascend to full battle-brother status. No matter what the mission demands of them, they will fight furiously to defeat the enemy and prove themselves.

Scout Warrior

These operatives are skilled fighters, committed to their squad and determined to ascend to full battle-brother status. No matter what the mission demands of them, they will fight furiously to defeat the enemy and prove themselves.

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+
3/5
--
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
WORTHY OF THE CHAPTER
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, WARRIOR
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, WARRIOR
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
ASTARTES TRAINING1CP
Tactical Ploy
Use this Tactical Ploy during a friendly SCOUT SQUAD operative’s activation. Until the end of its activation, that operative can either perform two Fight actions, or two Shoot actions if an Astartes shotgun, bolt pistol, boltgun or heavy bolter is selected for at least one of those shooting attacks.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
Forward Scouting

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.

Redeploy(5)
Change the set up of one of your operatives that is wholly within your drop zone and/or change its order.
Recon(2)
Resolve a Recon option as specified by the Scouting step of the mission sequence.
Infiltrate(2)
Resolve an Infiltrate option as specified by the Scouting step of the mission sequence.
Trip Alarm(2)
Place one of your Trip Alarm tokens anywhere in the killzone that is more than from your opponent’s drop zone. During the Firefight phase, the first time an enemy operative with a Conceal order moves within of one of your Trip Alarm tokens:

  • Remove that token.
  • Until the start of that enemy operative’s next activation, friendly operatives treat it as if it has an Engage order.
Booby Trap(1)
Place one of your Booby Trap tokens more than from your opponent’s drop zone and more than from each objective marker. Each time an enemy operative moves within of one of your Booby Trap tokens, interrupt that action to roll one D6, adding 1 to the result if the enemy operative’s move is from a Charge or Dash action. Only roll once per action for each relevant token.

  • On a 1-3, nothing happens and that enemy operative continues its action (the token is not removed).
  • On a 4+, that enemy operative suffers a number of mortal wounds equal to the result of the D6, its move action ends and the token is removed.
DIVERSION (1)
Select one enemy operative. Subtract 1 from its APL.
DEVISE PLAN(1)
You gain 1CP
DESIGNATE TARGET(1)
Select one enemy operative to gain your Target token. Each time a friendly SCOUT SQUAD operative fights in combat or makes a shooting attack against the enemy operative with your Target token, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice
OPERATIVE ASSIGNED1RP

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.

Purchase this Requisition before or after a game. Add one operative to your dataslate. This must be an operative from your faction.
SUDDEN STRIKE
Scout Squad – Faction Tac Op 1
Reveal this Tac Op at the end of the first Turning Point.
  • If more enemy operatives than friendly operatives were incapacitated during the first Turning Point, you score 1VP.
  • If more enemy operatives than friendly operatives were incapacitated during any subsequent Turning Points, you score 1VP.
Operatives with a Wounds characteristic of 12 or more are treated as two operatives for this Tac Op.

GATHER RECONNAISSANCE1AP

An operative can perform this action while within of your opponent’s drop zone and not within Engagement Range of an enemy operative.
FROM ALL ANGLES
Scout Squad – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of any Turning Point. Once you do so, divide the table into four quarters by drawing imaginary straight lines 1 mm wide that run from the centre of each kiIIzone edge to the centre of its opposite edge.
  • If three friendly SCOUT SQUAD operatives inflict damage on enemy operatives during the same Turning Point, and are wholly within three different table quarters when they do so, you score 1VP
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Equipment
You can only select each equipment with the Indirect special rule (e.g. dynamite, krak grenade, fusion grenade) once per battle. If a friendly operative already equipped with such equipment is selected for deployment (e.g. ASSAULT GRENADIER PATHFINDER operative), this counts as your selection.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
IMPART KNOWLEDGE1RP

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.

Purchase this Requisition before or after a game. Remove up to 6XP from a SERGEANT operative on your dataslate, but not enough to decrease its rank. Distribute the experience points removed across the other SCOUT SQUAD operatives (excluding SERGEANT operatives) on your dataslate.
LEARN FROM FAILURE1RP

Failure is a harsh but effective teacher, and Scout Sergeants are highly adept at ensuring that no mistake is ever repeated.

Purchase this Requisition after a game in which a friendly SCOUT SQUAD operative was incapacitated, but a friendly SCOUT SQUAD SERGEANT operative was not. That first friendly operative gains 1XP. If it didn’t inflict damage on any enemy operatives, it gains 1 additional XP If you lost the game, it gains 1 additional XP.
WORTHY OF THE CHAPTER1RP

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.

Purchase this Requisition before or after a game. Remove one SCOUT SQUAD operative from your dataslate (excluding a SERGEANT operative), then use the Operative Assigned Requisition to add an ADEPTUS ASTARTES operative (excluding a LEADER operative) to a different dataslate of another faction that has the ADEPTUS ASTARTES keyword. That new operative has a number of experience points equal to the lowest experience points of the removed operative’s rank (select its Battle Honours accordingly). For example, if you removed a SCOUT SQUAD WARRIOR operative from your dataslate that had 20XP you could add a SABOTEUR operative to a PHOBOS STRIKE TEAM dataslate with 16XP. Note that the added operative doesn’t have any Battle Scars.

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:

Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
Px
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.

4. HIGH EXPLOSIVE WARHEAD [2EP]

HEAVY GUNNER operative only. Select a missile launcher the operative is equipped with. The frag profile of that weapon has its Blast special rule changed to Blast for the battle.

CLIMBING EQUIPMENT [1EP]

The operative gains the following ability for the battle:

Climbing Equipment:
  • Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3 it travels are counted as for that climb.
  • This operative does not need to be within of a physical and climbable part of a terrain feature in order to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.

CAMO CLOAK [2EP]

Not available for a SNIPER operative (who already has this ability). The operative gains the following ability for the battle:

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’s in Cover, one additional dice can be retained as a successful normal save as a result of Cover.

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