Wolf Scouts

Wolf Scout kill teams are their Great Company’s most feared and accomplished hunters, roving far ahead of the Space Wolves’ strike forces on solitary, unsupported missions. They cause death and anarchy behind enemy lines through assassination, sabotage and more besides, often while cloaked in strange mists or furious storms.

Books

BookKindEditionVersionLast update
  Wolf Scouts
  Wolf ScoutsFaction3November ’25November 2025
Archetype: Seek & Destroy / Recon

Wolf Scouts Kill Team

Below you will find a list of the operatives that make up a WOLF SCOUT kill team, including, where relevant, any weapons specified for that operative.

Operatives


Other than HUNTER operatives, your kill team can only include each operative on this list once.

Marker/Token Guide

Runic Charms token

Wolfteeth Necklaces token

Storm marker

Cast the Runes token

Haywire Mine marker

Call the Storm token

Hunter’s Senses token

Pounce token

Lupine Guile token

Guard token

Faction Rules

Elemental Storm

It is said by some battle-brothers that their Chapter’s Wolf Scouts take the storm with them. In many cases, these tempestuous upheavals truly are supernatural, called into being by accompanying Rune Priest Skjalds. At other times, Wolf Scouts skilfully time their hunts to coincide with local atmospheric phenomena or instigate them with arcane technologies. Wolf Scouts can operate for extended periods hidden by such storms; using the cover to mask their movements and confuse the senses of their prey, their enemies feel they are fighting the very elements themselves.

STRATEGIC GAMBIT. Remove your Storm marker from the killzone (if any), then place it in the killzone. Whenever an operative is within 6" horizontally of your Storm marker, it’s within your STORM.

Each friendly WOLF SCOUT operative can perform the Charge action while it has a Conceal order if it starts and/or ends that action within your STORM.

Hunting Astartes

Wolf Scouts are experienced Space Marines who are utterly lethal on the hunt. These genetically modified superhumans are merciless warriors capable of exploiting strange climatic events to conceal their approach.

During each friendly WOLF SCOUT operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions:
  • 1 additional AP must be spent for the second action if both actions are using a plasma gun or plasma pistol.
  • You cannot select two PSYCHIC ranged weapons.
Each friendly WOLF SCOUT operative can counteract regardless of its order. Whenever it does so within your STORM, you can change its order first, or change its order instead of performing an action (for the latter, still treat it as having counteracted this turning point).

Strategy Ploys

CLOAKED BY THE STORM

Wolf Scouts are expert in using the uncanny tempests around them to their advantage, ensuring their desperate prey rarely get a clean shot.

Whenever an operative is shooting a friendly WOLF SCOUT operative that’s within your STORM, you can re-roll one of your defence dice.
STORM’S BITE

Subjected to numbing temperatures, flying debris or the empyric lash of a Rune Priest Skjald, the Wolf Scouts’ enemies struggle to focus their wrath and skill.

Whenever an enemy operative is within your STORM, subtract 1 from the Atk stat of its melee weapons (to a minimum of 3).
TEMPESTUOUS WRATH

When roused, the elemental fury of Wolf Scouts is as ferocious as that of Fenris’ winter storms or the crackling lightning of its Season of Fire.

Whenever a friendly WOLF SCOUT operative is fighting or retaliating, if it’s within your STORM or was within your STORM at the start of the activation, its melee weapons have the Balanced weapon rule.
SAVAGE FIGHTERS

Once their prey have been cornered, the Wolf Scouts savagely sustain the pressure, ensuring no opportunity is missed to weaken their quarry.

Whenever a friendly WOLF SCOUT operative finishes fighting or retaliating, if it wasn’t incapacitated, you can inflict D3+1 damage on the enemy operative in that sequence.

Firefight Ploys

ACUTE SENSES

The heightened acuity of the sons of Russ coupled with the keen hunter’s instincts of an experienced Wolf Scout enable these operatives to pick out their prey no matter where they hide.

Use this firefight ploy when a friendly WOLF SCOUT operative performs the Shoot action and you’re selecting a valid target. Until the end of that action, that friendly operative’s ranged weapons have the Range 6" and Seek Light weapon rules and enemy operatives cannot be obscured.
TOUCHED BY LOKYAR

Independence of spirit is exceptionally strong amongst Wolf Scouts. Enemies who believe them vulnerably isolated soon regret tackling these vicious survivalists.

Use this firefight ploy after rolling your attack dice for a friendly WOLF SCOUT operative (excluding FENRISIAN WOLF), if it’s fighting more than 5" from other friendly operatives. You can re-roll any of your attack dice.
COUNTERATTACK

The greatest hunters know never to waste the chance to make an unexpected lunge, their prey at its most vulnerable just as they strike.

Use this firefight ploy at the end of an enemy operative’s activation, or after an enemy operative performs the Fight action. One friendly WOLF SCOUT operative can immediately perform a free Fight action, but you cannot select any other enemy operative to fight against during that action.
TRANSHUMAN PHYSIOLOGY

The genetically modified physiology of the Space Wolves is capable of resisting wounds that would kill alesser being.

Use this firefight ploy when an operative is shooting a friendly WOLF SCOUT operative (excluding FENRISIAN WOLF), in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

Faction Equipment

FROST WEAPONS

These blisteringly cold weapons are crafted by a master Iron Priest and boast lethal edges. Some incorporate ice kraken fangs while others are shards of energised diamond, appearing as if forged from purest ice.

Friendly WOLF SCOUT operatives’ combat blades have the Lethal 5+ weapon rule, and one friendly WOLF SCOUT PACK operative’s power weapon has the Lethal 4+ weapon rule (if any).
WOLFTEETH NECKLACES

The right to wear one of these fetishes may be earned in the contests of might held in the Chapter’s fortress monastery: the Fang. They recognise the bearer’s martial skill, and their capacity to draw upon great reserves of genetically augmented strength and perseverance.

Once per turning point, when a friendly WOLF SCOUT operative (excluding FENRISIAN WOLF) is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
RUNIC CHARMS

Many pieces of a warrior’s wargear are artfully inscribed with runes, but only the enigmatic Rune Priests know the secrets of etching these more potent charms, which the Space Wolves believe can ward their very souls.

Once per turning point, when an operative is shooting a friendly WOLF SCOUT operative (excluding FENRISIAN WOLF), at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
TALISMANIC TROPHIES

Thick pelts, skulls and tails adorn these sons of Russ.These trophies – taken from huge lupine beasts they have tracked and killed on Fenris – are seen as potent tokens of luck and protection against malign attacks.

Whenever a friendly WOLF SCOUT operative (excluding FENRISIAN WOLF) is fighting or retaliating, in the Resolve Attack Dice step, you can subtract 1 from the damage inflicted on it from one success.

Datacards


Wolf Scout Pack Leader

Pack Leaders are supreme hunters, capable of stalking the greatest horrors alone and returning with their bloody pelts. These commanders lead through example rather than inspirational rhetoric, their long years of experience and instinctive guile granting them the status of apex predators.

Wolf Scout Pack Leader

Pack Leaders are supreme hunters, capable of stalking the greatest horrors alone and returning with their bloody pelts. These commanders lead through example rather than inspirational rhetoric, their long years of experience and instinctive guile granting them the status of apex predators.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Plasma pistol (standard)
Plasma pistol (standard)
4
3+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
3+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+
Lupine Guile: Once per battle, after rolling off to decide initiative, if this operative is in the killzone, you can re-roll your dice.
Grizzled Veteran: The first time this operative would be incapacitated during the battle, it’s not incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating).
WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, PACK, LEADER
⌀32mm


Wolf Scout Fangbearer

Fangbearers are experts in many of the unique genetics of their Chapter. Before battle, they employ shamanistic rites to strengthen their kill team in body and spirit against the dangers to come. They stand ready to heal injuries with biochemical balms and rough chirurgy, and carry a Fang of Morkai for when a warrior’s saga is over and only death awaits.

Wolf Scout Fangbearer

Fangbearers are experts in many of the unique genetics of their Chapter. Before battle, they employ shamanistic rites to strengthen their kill team in body and spirit against the dangers to come. They stand ready to heal injuries with biochemical balms and rough chirurgy, and carry a Fang of Morkai for when a warrior’s saga is over and only death awaits.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
13
 
NAME
ATK
HIT
DMG
WR
Absolvor bolt pistol
Absolvor bolt pistol
4
3+
4/5
Range 9", Piercing Crits 1Range 9", Piercing Crits 1
Combat blade
Combat blade
5
3+
4/5
-
Spiritual Chirurgy: You can ignore any changes to the stats of friendly WOLF SCOUT operatives (excluding FENRISIAN WOLF) from being injured (including their weapons’ stats). Friendly WOLF SCOUT operatives (excluding FENRISIAN WOLF) are not affected by enemy operatives’ Shock and Stun weapon rules and you can ignore any changes to their APL stat. Note that friendly operatives have these rules if you select this operative for the battle (even if it’s incapacitated later).

HEALING BALMS1AP

Select one friendly WOLF SCOUT operative within this operative’s control range to regain up to D3+3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative.
WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, FANGBEARER
⌀32mm


Wolf Scout Frosteye

The sagas of some Frosteyes have attributed them with the power to see into an enemy’s heart and freeze it with a glance. Supreme marksmen, they use instigator bolt carbines to strike from long range, and are so expert at exploiting ideal firing positions – often from within obscuring miasmas – that few of their victims even realise they are being hunted.

Wolf Scout Frosteye

The sagas of some Frosteyes have attributed them with the power to see into an enemy’s heart and freeze it with a glance. Supreme marksmen, they use instigator bolt carbines to strike from long range, and are so expert at exploiting ideal firing positions – often from within obscuring miasmas – that few of their victims even realise they are being hunted.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
13
 
NAME
ATK
HIT
DMG
WR
Instigator bolt carbine (heavy)
Instigator bolt carbine (heavy)
4
2+
3/4
Heavy (Dash only), Piercing Crits 1, SilentHeavy (Dash only), Piercing Crits 1, Silent
Instigator bolt carbine (mobile)
Instigator bolt carbine (mobile)
4
3+
3/4
Piercing Crits 1, SilentPiercing Crits 1, Silent
Combat blade
Combat blade
4
3+
4/5
-
Storm-veiled Execution: Whenever this operative is within your STORM:
  • It can perform the Guard action regardless of the killzone (see close quarters rules).
  • It can perform the Guard action while it has a Conceal order, but if it does, it cannot perform more than one Shoot action for the rest of the turning point (i.e. it cannot Shoot both during the interruption and during counteract).

HUNTER’S SENSES1AP

Select one of the following rules for all profiles of this operative’s instigator bolt carbine to have until the start of its next activation:
  • Severe.
  • Saturate, and whenever this operative is shooting with that weapon, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.
WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, FROSTEYE
⌀32mm


Wolf Scout Gunner

Gunners are weapons specialists who use powerful plasma guns. These dangerous weapons enable a hunting pack of Wolf Scouts to eradicate the most resilient of enemies at greater range. They may also burn through the foe’s defences with a single burst of the weapon’s fiery star-matter bolts.

Wolf Scout Gunner

Gunners are weapons specialists who use powerful plasma guns. These dangerous weapons enable a hunting pack of Wolf Scouts to eradicate the most resilient of enemies at greater range. They may also burn through the foe’s defences with a single burst of the weapon’s fiery star-matter bolts.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
13
 
NAME
ATK
HIT
DMG
WR
Plasma gun (standard)
Plasma gun (standard)
4
3+
4/6
Piercing 1Piercing 1
Plasma gun (supercharge)
Plasma gun (supercharge)
4
3+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Combat blade
Combat blade
4
3+
4/5
-
Tempest’s Fury: Whenever this operative is within your STORM:
  • All profiles of its plasma gun have the Punishing weapon rule.
  • Its plasma gun (supercharge) doesn’t have the Hot weapon rule.
WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, GUNNER
⌀32mm


Wolf Scout Hunter

The Hunters of Wolf Scout packs are hard-bitten and experienced warriors, rarely content unless stalking their quarry. Few enemies who are hunted by them see anything more than vague, storm-wreathed shapes that doggedly trail them no matter how far they flee. When the Hunters strike, it is as if the elements themselves have borne them.

Wolf Scout Hunter

The Hunters of Wolf Scout packs are hard-bitten and experienced warriors, rarely content unless stalking their quarry. Few enemies who are hunted by them see anything more than vague, storm-wreathed shapes that doggedly trail them no matter how far they flee. When the Hunters strike, it is as if the elements themselves have borne them.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
13
 
NAME
ATK
HIT
DMG
WR
Plasma pistol (standard)
Plasma pistol (standard)
4
3+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
3+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Combat blade
Combat blade
5
3+
4/5
-
Fierce Temperament: Whenever this operative is within your STORM, its weapons have the Severe weapon rule.
WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, HUNTER
⌀32mm


Wolf Scout Rune Priest Skjald

Like the Librarians of other Chapters, Rune Priest Skjalds are battle psykers who can draw upon the power of the Warp to destroy their enemies. Elemental seers who prophesise using empowered rune stones, they can rouse psychic blizzards and ear-bursting thunders, or even implore cold rock to yawn open in a chasm to swallow the foe.

Wolf Scout Rune Priest Skjald

Like the Librarians of other Chapters, Rune Priest Skjalds are battle psykers who can draw upon the power of the Warp to destroy their enemies. Elemental seers who prophesise using empowered rune stones, they can rouse psychic blizzards and ear-bursting thunders, or even implore cold rock to yawn open in a chasm to swallow the foe.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
13
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Jaws of the World Wolf
Jaws of the World Wolf
5
3+
3/5
PSYCHIC, Blast 2", SeverePSYCHIC, Blast 2", Severe
Thunderclap
Thunderclap
5
2+
2/2
PSYCHIC, Range 6", Saturate, Seek Light, Stun, Torrent 2"PSYCHIC, Range 6", Saturate, Seek Light, Stun, Torrent 2"
Runic stave
Runic stave
5
3+
4/6
PSYCHIC, ShockPSYCHIC, Shock
Cast the Runes: After selecting this operative, before the battle, roll three D6 and put them to one side. For each result of 1-4, you can use the Command Re-roll firefight ploy for 0CP once during the turning point that matches the result. For each result of 5-6, you gain 1CP. For example, if you roll 2, 2 and 5, you gain 1CP and twice during the second turning point you can use Command Re-roll for 0CP.

CALL THE STORM1AP

PSYCHIC. Remove your Storm marker from the killzone (if any), then place it in the killzone.

PSYCHIC. Alternatively, instead of resolving the above effect, select one friendly WOLF SCOUT operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), whenever that friendly operative is within your STORM and more than 3" from the active operative, it’s obscured.

This operative cannot perform this action while within control range of an enemy operative.
WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, PSYKER, RUNE PRIEST SKJALD
⌀32mm


Wolf Scout Trapmaster

Saboteurs and ordnance specialists, Trapmasters excel in the placement of their esoteric haywire mines, which can burn out sensitive mechanisms as easily as a target’s nervous systems. They lay these heavy-duty devices in prime positions to disrupt incursions or ambush likely escape routes.

Wolf Scout Trapmaster

Saboteurs and ordnance specialists, Trapmasters excel in the placement of their esoteric haywire mines, which can burn out sensitive mechanisms as easily as a target’s nervous systems. They lay these heavy-duty devices in prime positions to disrupt incursions or ambush likely escape routes.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
13
 
NAME
ATK
HIT
DMG
WR
Plasma pistol (standard)
Plasma pistol (standard)
4
3+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
3+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Combat blade
Combat blade
5
3+
4/5
-
Haywire Mine: This operative is carrying your Haywire Mine marker. It can perform the Pick Up Marker action on that marker, but that marker cannot be placed within another operative’s control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative).
Proximity Mine: The first time your Haywire Mine marker is within another operative’s control range, remove that marker, subtract 1 from that operative’s APL stat until the end of its next activation, and inflict 2D3+3 damage on it (or D3+6 if that marker is within 6" horizontally of your Storm marker); 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. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).
WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, TRAPMASTER
⌀32mm


Wolf Scout Fenrisian Wolf

Many lupine beasts hail from the Space Wolves home world. Those bonded to Wolf Scout packs are keen hunters and vicious killers. They are swift predators, loping effortlessly amongst dense terrain before pouncing and sinking iron-hard fangs into the flesh of their prey.

Wolf Scout Fenrisian Wolf

Many lupine beasts hail from the Space Wolves home world. Those bonded to Wolf Scout packs are keen hunters and vicious killers. They are swift predators, loping effortlessly amongst dense terrain before pouncing and sinking iron-hard fangs into the flesh of their prey.

APL
2
MOVE
8"
SAVE
5+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Fangs
Fangs
5
3+
4/5
RendingRending
Instinctive Predator: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight and Reposition. It cannot use any weapons that aren’t on its datacard. This operative can perform the Charge action while it has a Conceal order.
Pounce: Once per battle STRATEGIC GAMBIT. If this operative’s APL stat is 2 or more, this operative can perform a free Charge, Fall Back or Reposition action. If it does, until the end of its next activation, subtract 1 from its APL stat and it cannot perform any of the aforementioned actions.
WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, FENRISIAN WOLF
⌀60x35mm

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Elemental Storm

It is said by some battle-brothers that their Chapter’s Wolf Scouts take the storm with them. In many cases, these tempestuous upheavals truly are supernatural, called into being by accompanying Rune Priest Skjalds. At other times, Wolf Scouts skilfully time their hunts to coincide with local atmospheric phenomena or instigate them with arcane technologies. Wolf Scouts can operate for extended periods hidden by such storms; using the cover to mask their movements and confuse the senses of their prey, their enemies feel they are fighting the very elements themselves.

STRATEGIC GAMBIT. Remove your Storm marker from the killzone (if any), then place it in the killzone. Whenever an operative is within 6" horizontally of your Storm marker, it’s within your STORM.

Each friendly WOLF SCOUT operative can perform the Charge action while it has a Conceal order if it starts and/or ends that action within your STORM.
Balanced
You can re-roll one of your attack dice.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Engage: The operative can perform actions as normal and can counteract.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.

The ADEPTUS ASTARTES keyword is used in the following Wolf Scouts datacards:

Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.

Guard1AP

The operative goes on guard until any of the following are true:
  • It performs any action, moves or is set up.
  • An enemy operative ends an action within its control range and you don’t interrupt that activation (see On Guard).
  • Its order is changed.
  • It’s the start of the next turning point.

This action is treated as a Shoot action. An operative cannot perform this action while it has a Conceal order, or while it’s within control range of an enemy operative.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t..
Saturate
The defender cannot retain cover saves.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target, but not within control range of friendly operatives, as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
COMMAND RE-ROLL1CP
Tactical Ploy
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.

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