Iron Warriors Scouts (Wolf Scouts)
Common Abilities and Options
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).
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.
Operatives
1. 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
Grizzled VeteranSeize InitiativeHunting AstartesElemental Storm2. 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
Spiritual ChirurgyHunting AstartesElemental Storm1AP: Medkit3. 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
Storm-Veiled ExecutionElemental StormHunting Astartes1AP: Hunter's Senses4. 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 |
Abilities
Tempest's FuryHunting AstartesElemental Storm5. 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
Elemental Storm1AP: Call the StormWarp WhispersHunting Astartes6. Iron Wolf
A 2
M 8"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fangs (Rending) | 5 | 3+ | 4/5 |
Abilities
Instinctive PredatorPounceEquipment
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
Acute Senses
Firefight PloyUse 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.
Counterattack
Firefight PloyUse 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.
Intimidate
Firefight PloyUse 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.
Iron Will
Firefight PloyUse 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.
Cloaked By The Storm
Strategy PloyWhenever an operative is shooting a friendly IRON WARRIORS SCOUT operative that’s within your STORM, you can re-roll one of your defence dice.
Tempestuous Wrath
Strategy PloyWhenever 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.
Storm's Bite
Strategy PloyWhenever an enemy operative is within your STORM, subtract 1 from the Atk stat of its melee weapons (to a minimum of 3).
Savage Fighters
Strategy PloyWhenever 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.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Flank
ReconReveal: 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.
Retrieval
ReconReveal: 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.
Scout Enemy Movement
ReconReveal: 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.