Scouts

Common Abilities and Options

Adaptive Equipment:
You can do one of each of the following once per turning point.

  • One friendly SCOUT SQUAD WARRIOR can perform the Smoke Grenade action.
  • One friendly SCOUT SQUAD WARRIOR can perform the Stun Grenade action.

The rules for these actions are found in universal equipment. Performing these actions using this rule does not count towards their action limits (i.e, if you select those grenades from equipment).

Operatives

1. Nectonid Moristus
Sergeant
A 3
M 6"
S 4+
W 11/11
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Chainsword
5
3+
4/5
Abilities
AstartesForward ScoutingGuidance And Experience

Astartes: During this operative's activation, it can perform either 2 shoot actions or 2 fight actions. If it is 2 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.

Forward Scouting: 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 that has initiative.

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 is not incapacitated, end its action (if any), even if that action's effects are not fulfilled. If it cannot be placed, move it the minimum amount to do so.

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 once of your attack dice.

DEVISE PLAN (1):

You gain 1CP.

DIVERSION (1):

Once per battle STRATEGIC GAMBIT. Select one enemy operative within 6" of a killzone edge. Until the end of that operative's next activation, subtract 1 from its APL stat.

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 is wholly within your drop zone. It must end that move wholly within 3" of your drop zone.

SPY (1):

APPROVED OPS ONLY. Your opponent must reveal their selected tac op.

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 that is within 2" of that marker, its range weapons have the Seek Weapon rule. In the ready step of the third Strategy phase, remove that marker.

TACTICAL MANOEUVRE (1):

Twice per battle STRATEGIC GAMBIT. Select one friendly operative. Until the end of that operative’s next activation, add 1 to its APL stat.

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.

SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, SERGEANT
2. Barchiel Fennialus
Heavy Gunner
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Heavy Bolter
Focused (Hvy(Dash), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Dash), PrcCrit1, Tor 1")
4
3+
4/5
Fists
3
3+
3/4
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, HEAVY GUNNER
3. Arkeon Ghostsworn
Sniper
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Sniper Rifle
Mobile
4
3+
3/4
Stationary (Hvy(Dash), Dev 3, Silent)
4
2+
3/3
Fists
3
3+
3/4
Abilities
Camo Cloak1AP: Optics

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 is not cumulative with improved cover saves from vantage terrain.

Optics (1AP): Until the start of this operative's next activation, whenever it is shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SNIPER
4. Param Morvar
Hunter
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Combat Blade
4
3+
4/5
Abilities
Grapnel AssaultGrapnel Launcher

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.

Grapnel Launcher: Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative moves vertically).

SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, HUNTER
5. Caried Starktooth
Tracker
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
3
3+
3/4
Abilities
1AP: Auspex Scan1AP: Track Enemy

Auspex Scan (1AP): Until the start of this operative's next activation or until it is 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 is 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.

Track Enemy (1AP): Select one 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, its ranged weapons have the Seek Light rule.

This operative cannot perform this action while within control range of an enemy operative.

SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, TRACKER
6. Andrik Wolfgaze
Warrior
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Astartes Shotgun (Rng 6")
4
2+
4/4
Bolt Pistol (Rng 8")
4
3+
3/4
Fists
3
3+
3/4
Abilities
Adaptive Equipment
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, WARRIOR
7. Sevrann Howlhanded
Warrior
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Fists
3
3+
3/4
Abilities
Adaptive Equipment
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, WARRIOR
8. Arariel Corvumion
Warrior
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Combat Blade
4
3+
4/5
Abilities
Adaptive Equipment
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, WARRIOR
9. Kaldel Grimteeth
Heavy Gunner
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Missile Launcher
Frag (Hvy(Dash), Blast 2")
4
3+
3/5
Krak (Hvy(Dash), Prc1)
4
3+
5/7
Fists
3
3+
3/4
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, HEAVY GUNNER

Equipment

Camo Cloak

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 is not cumulative with improved cover saves from vantage terrain.

Combat Blades

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.

|Name|ATK|HIT|DMG| |Combat Blade|3|3+|4/5|

Heavy Weapon Bipod

Whenever a friendly SCOUT SQUAD HEAVY GUNNER operative is shooting with a heavy bolter or missile launcher, if it has not moved during the activation, or if it is a counteraction, that weapon has the Ceaseless rule; if the weapon already has that weapon rule it has the Relentless weapon rule. Note that operative is not restricted from moving after shooting.<hr/> Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)

Relentless: Can re-roll any or all Attack dice

Targeting Oculars

Up to twice per turning point, when a friendly SCOUT SQUAD operative is performing the Shoot action and you are selecting a valid target, you can use this rule. If you do, until the end of that action, its ranged weapons have the Lethal 5+ and Saturate weapon rules.<hr/> Saturate: The defender cannot retain Cover saves.

Ploys

Adaptable Training
Strategy Ploy

You can change the order of up to D3 friendly SCOUT SQUAD operatives that are more than 4" from enemy operatives.

Ambush
Strategy Ploy

Whenever a friendly SCOUT SQUAD operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it was not visible to enemy operatives at the start of that activation:

  • Its weapons have the Balanced weapon rule.
  • If the target is expended, its weapons have the Ceaseless weapon rule instead.

Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Balanced: Can re-roll one Attack die.

Guerilla Engagement
Strategy Ploy

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 is visible to, you can re- roll one of your defence dice.

Stealth Relocation
Strategy Ploy

Up to D3 friendly SCOUT SQUAD operatives that have a Conceal order and are more than 4" from enemy operatives can immediately perform a free Dash action. You cannot use this ploy during the first turning point.

Astartes Training
Firefight Ploy

Use this firefight ploy during a friendly SCOUT SQUAD operative’s activation. Until the end of that activation, that operative can do one of the following:

  • Perform two Fight actions.
  • Perform two Shoot actions if an Astartes shotgun, bolt pistol or boltgun is selected for at least one of them.
  • Perform two Shoot actions with a heavy bolter, missile launcher or sniper rifle, but 1 additional AP must be spent for the second action.
Covert Position
Firefight Ploy

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".

Emboldened Aspirant
Firefight Ploy

Use this firefight ploy when a friendly SCOUT SQUAD operative performs the Fight or Shoot action. If it is 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 retain one of your normal successes as a critical success instead.

Raw Physiology
Firefight Ploy

Use this firefight ploy during a friendly SCOUT SQUAD operative's activation. Until the start of its next activation, add 1" to its Move stat and you can ignore any changes to that operative's stats from being injured (including its weapons' stats).

Tac Ops

Track Enemy
Infiltration

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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

Plant Devices
Infiltration

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

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.