Most Space Marines begin their service to the Chapter in the Scout Company. Lightly armed in comparison to their elder brothers, Scout Squads wield a range of specialist weapons and equipment to undertake clandestine operations, often deep behind enemy lines.
Books
Book | Kind | Edition | Version | Last update |
Scout Squad |
Scout Squad | Faction | 3 | 1.3 | April 2025 |
Below you will find a list of the operatives that make up a SCOUT SQUAD kill team, including, where relevant, any weapons specified for that operative.
Operatives
- 1 SCOUT SQUAD SERGEANT operative with one of the following options:
- Astartes shotgun; fists
- Boltgun; fists
- Bolt pistol; chainsword
- 8 SCOUT SQUAD operatives selected from the following list:
- HEAVY GUNNER with fists, bolt pistol and heavy bolter
- HEAVY GUNNER with fists, bolt pistol and missile launcher
- HUNTER
- SNIPER
- TRACKER
- WARRIOR with one of the following options:
- Astartes shotgun; fists
- Boltgun; fists
- Bolt pistol; combat blade
Other than
WARRIOR operatives, your kill team can only include each operative on this list once.
Marker/Token Guide
Designate Target token
Track Enemy token
Auspex Scan token
Trip Alarm marker
Optics token
Booby Trap marker
Smoke Grenade token
Stun Grenade token
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 in preparation for the Chapter’s assault force.
At the end of the
Set Up Operatives step, you can select and resolve up to six 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 Reposition (2), Trip Alarm (1), Booby Trap (1) and Diversion (1). If both players have this rule, alternate resolving selection by selection, starting with the player with
initiative.
Redeploy(1)
Change the set up of one third of your operatives (rounding up).
Reposition(2)
Perform a free Reposition action with one friendly operative that’s wholly within your drop zone. It must end that move wholly within 3" of your drop zone.
Trip Alarm(2)
Place one of your Trip Alarm markers more than 6" from your opponent’s drop zone. During the first and second turning point, whenever a friendly
SCOUT SQUAD operative is
shooting an enemy operative that’s within 2" of that marker, that friendly operative’s ranged weapons have the
Seek weapon rule. In the
Ready step of the third
Strategy phase, remove that marker.
Booby Trap(1)
Place one of your Booby Trap markers more than 6" from your opponent’s drop zone and more than 2" from other markers,
access points and
Accessible terrain. The first time your Booby Trap marker is within an enemy operative’s
control range, remove that marker and inflict 2D3 damage on that operative; if it isn’t
incapacitated, end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so.
Tactical Manoeuvre(1)
Once per battle
STRATEGIC GAMBIT. Select one friendly operative. Until the end of that operative’s next
activation, add 1 to its APL stat.
Devise Plan(1)
You gain 1CP.
Designate Target(1)
Select one enemy operative to gain one of your Target tokens. Whenever a friendly
SCOUT SQUAD operative is
shooting against,
fighting against or
retaliating against an enemy operative that has one of your Target tokens, you can re-roll one of your attack dice.
Spy(1)
Approved Ops only. Your opponent must reveal their selected tac op.
Space Marine Scouts learn to use terrain to their advantage, preventing the enemy from getting a bead on them as they move within killing range.
Whenever an enemy operative is
shooting a friendly
SCOUT SQUAD operative, if that friendly operative is in
cover and more than 6" from enemy operatives it’s
visible to, you can re-roll one of your
defence dice.
Scout Squads utilise stealth to close within range of their foes, carefully select their targets and unleash a devastating barrage of bolt rounds and shotgun slugs.
Whenever a friendly
SCOUT SQUAD operative is
shooting during its
activation, if its order was changed from
Conceal to
Engage at the start of that activation, or it wasn’t
visible to enemy operatives at the start of that activation:
- That friendly operative’s ranged weapons have the Balanced weapon rule.
- If the target is expended, that friendly operative’s ranged weapons have the Ceaseless weapon rule instead.
At times when stealth is of the utmost impor tance, the blade is preferable to the bolter, and just as deadly.
Whenever a friendly
SCOUT SQUAD operative is
fighting during its
activation, if its order was changed from
Conceal to
Engage at the start of that activation, or it wasn’t
visible to enemy operatives at the start of that activation:
- That friendly operative’s melee weapons have the Ceaseless weapon rule.
- If the target is expended, that friendly operative’s melee weapons also have the Rending weapon rule.
Space Marine Scout Squads are highly mobile units, shifting swiftly from cover to cover in order to outmanoeuvre the foe.
Select one friendly
SCOUT SQUAD operative more than 6" from enemy operatives. That friendly operative can immediately perform a free
Dash action and/or you can change its
order. You cannot use this ploy during the first turning point.
Space Marine Chapters are amongst the galaxy’s most elite fighting forces. Even their Neophytes wield their weapons with peerless skill.
Use this firefight ploy during a friendly
SCOUT SQUAD operative’s
activation. Until the end of that activation, that operative can either perform two
Fight actions, or two
Shoot actions if an Astartes shotgun, bolt pistol or boltgun is selected for at least one of them.
Though their training may not yet be complete, Space Marine Scouts possess the same genetically augmented resilience as their fully fledged battle-brothers.
Use this firefight ploy during a friendly
SCOUT SQUAD operative’s
activation. Until the start of its next activation, you can ignore any changes to that operative’s stats from being
injured (including its weapons’ stats).
Surgical enhancement, indoctrination and brutal training instil within a Space Marine Neophyte the confidence and determination to battle powerful foes.
Use this firefight ploy when a friendly
SCOUT SQUAD operative performs the
Shoot or
Fight action, at the end of the
Roll Attack Dice step. If it’s the first friendly operative to perform either of those actions during this turning point, or if the enemy operative in that action (primary target, if relevant) has a higher Wounds stat than that friendly
SCOUT SQUAD operative, you can change one of your retained normal successes to a critical success instead. Any rules that take effect as a result of retaining a critical success (e.g.
Devastating,
Piercing Crits, etc.) still do.
Space Marine Scouts excel at camouflaging themselves, laying in wait for hours or even days at a time until they identify the perfect moment to strike.
Use this firefight ploy during a friendly
SCOUT SQUAD operative’s
activation. Until the start of its next activation, while that operative has a
Conceal order and is in
cover, it cannot be selected as a
valid target, taking
precedence over all other rules (e.g.
Seek,
Vantage terrain) except being within 2".
CAMO CLOAK
Crafted from light-manipulating materials such as cameleoline, camo cloaks help the bearer blend into surrounding terrain.
Whenever an operative is
shooting a friendly
SCOUT SQUAD operative (excluding
SNIPER), if you can retain any
cover saves, you can retain one additional cover save. This isn’t cumulative with improved cover saves from
Vantage terrain.
TARGETING OCULARS
These highly sensitive multispectral targeting visors serve to aid the bearer’s aim, rendering their weapons even more lethal.
Up to twice per turning point, when a friendly SCOUT SQUAD operative is performing the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of that action, that friendly operative’s ranged weapons have the Lethal 5+ and Saturate weapon rules.
COMBAT BLADE
Space Marine Neophytes wield a variety of short-bladed melee weapons, demonstrating lethal proficiency with them all.
Friendly
SCOUT SQUAD operatives have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance, use the better version.
Combat blade
| NAME | ATK | HIT | DMG |
| Combat blade | 3 | 3+ | 4/5 |
HEAVY WEAPON BIPOD
Deploying a heavy weapon bipod allows the bearer to lay down a hail of suppressing fire.
Whenever a friendly
SCOUT SQUAD HEAVY GUNNER operative is
shooting with a heavy bolter or missile launcher, if it hasn’t moved during the
activation, or if it’s a
counteraction, that weapon has the
Ceaseless weapon rule; if the weapon already has that weapon rule, it has the
Relentless weapon rule. Note that operative isn’t restricted from moving after shooting.
| NAME | ATK | HIT | DMG | WR |
| Astartes shotgun |
| | Astartes shotgun | 4 | 2+ | 4/4 | Range 6" | Range 6" |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Boltgun |
| | Boltgun | 4 | 3+ | 3/4 | - |
| Chainsword |
| | Chainsword | 5 | 3+ | 4/5 | - |
| Fists |
| | Fists | 4 | 3+ | 3/4 | - |
Guidance and Experience: Once during each of this operative’s
activations, you can select one other friendly
SCOUT SQUAD operative
visible to it. Until the end of that operative’s next activation, add 1 to its APL stat.
Astartes: During this operative’s
activation, it can perform either two
Shoot actions or two
Fight actions. If it’s two
Shoot actions, an Astartes shotgun, bolt pistol or boltgun must be selected for at least one of them. This operative can
counteract regardless of its
order.
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, SERGEANT
|
⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Heavy bolter (focused) |
| | Heavy bolter (focused) | 5 | 3+ | 4/5 | Heavy (Dash only), Piercing Crits 1 | Heavy (Dash only), Piercing Crits 1 |
| Heavy bolter (sweeping) |
| | Heavy bolter (sweeping) | 4 | 3+ | 4/5 | Heavy (Dash only), Piercing Crits 1, Torrent 1" | Heavy (Dash only), Piercing Crits 1, Torrent 1" |
| Missile launcher (frag) |
| | Missile launcher (frag) | 4 | 3+ | 3/5 | Blast 2", Heavy (Dash only) | Blast 2", Heavy (Dash only) |
| Missile launcher (krak) |
| | Missile launcher (krak) | 4 | 3+ | 5/7 | Heavy (Dash only), Piercing 1 | Heavy (Dash only), Piercing 1 |
| Fists |
| | Fists | 3 | 3+ | 3/4 | - |
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, HEAVY GUNNER
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⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Combat blade |
| | Combat blade | 4 | 3+ | 4/5 | - |
Grapnel Launcher: Whenever this operative is
climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).
Grapnel Assault: Whenever this operative performs the
Charge action during its
activation, if it
climbs,
drops,
jumps or its base moves underneath
Vantage terrain during that action, its melee weapons have the
Lethal 3+ weapon rule until the end of that activation.
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, HUNTER
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⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Sniper rifle (mobile) |
| | Sniper rifle (mobile) | 4 | 3+ | 3/4 | - |
| Sniper rifle (stationary) |
| | Sniper rifle (stationary) | 4 | 2+ | 3/3 | Devastating 3, Heavy, Silent | Devastating 3, Heavy, Silent |
| Fists |
| | Fists | 3 | 3+ | 3/4 | - |
Camo Cloak: Whenever an operative is
shooting this operative:
- Ignore the Saturate weapon rule.
- If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
OPTICS1AP
This operative cannot perform this action while within control range of an enemy operative.
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SNIPER
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⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Boltgun |
| | Boltgun | 4 | 3+ | 3/4 | - |
| Fists |
| | Fists | 3 | 3+ | 3/4 | - |
TRACK ENEMY1AP
Select one
expended enemy operative within 8" of this operative. Until the end of the turning point, whenever a friendly
SCOUT SQUAD operative is
shooting that enemy operative, that friendly operative’s ranged weapons have the
Seek Light weapon rule.
This operative cannot perform this action while within control range of an enemy operative.
AUSPEX SCAN1AP
Until the start of this operative’s next
activation or until it’s
incapacitated (whichever comes first), whenever a friendly
SCOUT SQUAD operative is
shooting an enemy operative within 8" of this operative, that enemy operative cannot be
obscured; if that friendly operative is a
SNIPER that’s currently benefitting from the effects of its
Optics action, its ranged weapons also have the
Seek Light weapon rule.
This operative cannot perform this action while within control range of an enemy operative.
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, TRACKER
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⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Astartes shotgun |
| | Astartes shotgun | 4 | 2+ | 4/4 | Range 6" | Range 6" |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Boltgun |
| | Boltgun | 4 | 3+ | 3/4 | - |
| Combat blade |
| | Combat blade | 4 | 3+ | 4/5 | - |
| Fists |
| | Fists | 3 | 3+ | 3/4 | - |
Adaptive Equipment: You can do each of the following once per turning point:
- One friendly SCOUT SQUAD WARRIOR operative can perform the Smoke Grenade action.
- One friendly SCOUT SQUAD WARRIOR operative can perform the Stun Grenade action.
The rules for these actions are found in
universal equipment. Performing these actions using this rule doesn’t count towards their action limits (i.e. if you also select those grenades from equipment).
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, WARRIOR
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⌀28mm |