Iron Warriors Scouts (Wolf Scouts)

Homebrew by Volfie

Wolf Scouts team in a new skin

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Composition

A WOLF SCOUTS KillTeam is composed of:

1 IRON WOLF 5 WOLF SCOUT operatives selected from the following list:

  • SQUAD LEADER
  • FIELD MEDIC
  • MARKSMAN
  • SORCERER
  • GUNNER
Common Abilities and Options

Elemental Storm:
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 IRON WARRIORS 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:
During each friendly IRON WARRIORS 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 IRON WARRIORS 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).

Squad Leader
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Elemental StormGrizzled VeteranHunting AstartesSeize Initiative

Grizzled Veteran: The first time this operative would be incapacitated during the battle, it is 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).

Seize Initiative: Once per battle, after rolling off to decide initiative, if this operative is in the killzone, you can re-roll your dice.

SCOUT, CHAOS, ADEPTUS ASTARTES, IRON WARRIORS, LEADER
Field Medic
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Inferno Bolt Pistol (Rng 9", PrcCrit 1)
4
3+
4/5
Combat Blade
5
3+
4/5
Abilities
Elemental StormHunting Astartes1AP: MedkitSpiritual Chirurgy

Medkit (1AP): Select one friendly IRON WARRIORS 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.

Spiritual Chirurgy: You can ignore any changes to the stats of friendly IRON WARRIORS SCOUTS operatives (excluding WOLF) from being injured (including their weapons’ stats). Friendly IRON WARRIORS SCOUT operatives (excluding 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).

SCOUT, CHAOS, ADEPTUS ASTARTES, IRON WARRIORS, MEDIC
Marksman
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Instigator Bolt Carbine
Heavy (Hvy(Dash), PrcCrit 1, Silent)
4
2+
3/4
Mobile (PrcCrit 1, Silent)
4
3+
3/4
Combat Blade
5
3+
4/5
Abilities
Elemental Storm1AP: Hunter's SensesHunting AstartesStorm-Veiled Execution

Hunter's Senses (1AP): 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.

Storm-Veiled Execution: Whenever this operative is within your STORM:

  • It can perform the Guard action regardless of the killzone (see close quarters rules, Kill Team Core Book).
  • 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).
SCOUT, CHAOS, ADEPTUS ASTARTES, IRON WARRIORS, MARKSMAN
Plasma Gunner
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
4/6
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
5/6
Combat Blade
5
3+
4/5
Abilities
Elemental StormHunting AstartesTempest's Fury

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.
SCOUT, CHAOS, ADEPTUS ASTARTES, IRON WARRIORS, GUNNER
Sorcerer
A 3
M 7"
S 3+
W 13
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Staff of Tzeentch
Warp Fireball (PSYCHIC, Blast 2", Sev)
5
3+
3/5
Warp Firefall (PSYCHIC, Rng 6", Sat, Seek Light, Stun, Tor 2")
5
2+
2/2
Combat Blade
5
3+
4/5
Abilities
1AP: Call the StormElemental StormHunting AstartesWarp Whispers

Call the Storm (1AP): 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.

Warp Whispers: 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 OCP 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

SCOUT, CHAOS, ADEPTUS ASTARTES, IRON WARRIORS, SORCERER
Iron Wolf
A 2
M 8"
S 5+
W 9
Weapons
ATK
HIT
DMG
Fangs (Rending)
5
3+
4/5
Abilities
Instinctive PredatorPounce

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.

SCOUT, CHAOS, ADEPTUS ASTARTES, IRON WARRIORS, WOLF
Equipment

Weakspot:
Friendly IRON WARRIORS SCOUT operatives’ combat blades have the Lethal 5+ weapon rule, and one friendly IRON WARRIORS SQUAD LEADER operative’s power weapon has the Lethal 4+ weapon rule (if any).


Forged Weapons:
Once per turning point, when a friendly IRON WARRIORS SCOUT operative (excluding 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.


Reinforced Armor:
Once per turning point, when an operative is shooting a friendly IRON WARRIORS SCOUT operative (excluding 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.


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


Ploys

Firefight - Acute Senses:
Use this firefight ploy when a friendly IRON WARRIORS 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.


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


Firefight - Intimidate:
Use this firefight ploy after rolling your attack dice for a friendly IRON WARRIORS 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.


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


Strategic - Cloaked By The Storm:
Whenever an operative is shooting a friendly IRON WARRIORS SCOUT operative that’s within your STORM, you can re-roll one of your defence dice.


Strategic - Tempestuous Wrath:
Whenever a friendly IRON WARRIORS 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.


Strategic - Storm's Bite:
Whenever an enemy operative is within your STORM, subtract 1 from the Atk stat of its melee weapons (to a minimum of 3).


Strategic - Savage Fighters:
Whenever a friendly IRON WARRIORS SCOUT operative finishes fighting or retaliating, if it wasn’t incapacitated, you can inflict D3+1 damage on the enemy operative in that sequence.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.