Scout Squad kt21
Scouts are the new recruits of a Space Marine chapter who have advanced far enough in the early stages of their training and biological transformation to take part in battle with the rest of the Chapter.
More lightly armed and armoured than full Battle brothers, their role is to range ahead of the main Space Marine force, preparing the way for the main advance by infiltrating enemy lines, sabotaging and gathering intelligence — causing as much chaos and disruption as possible.
Scout Sergeant
APL
3
MOVE
3⬤
SAVE
4+
WOUND
11
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Astartes Shotgun (Rng ⬟, Bal) | 4 | 2+ | 4/4 |
Bolt Pistol (Rng ⬟) | 4 | 2+ | 3/4 |
Boltgun | 4 | 2+ | 3/4 |
Chainsword | 5 | 2+ | 4/5 |
Fists | 4 | 2+ | 3/4 |
ABILITIES
Forward Scouting
Guidance And Experience
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, SCOUT, SERGEANT
Scout Heavy Gunner
APL
2
MOVE
3⬤
SAVE
4+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng ⬟) | 4 | 3+ | 3/4 |
Heavy Bolter (Fus, Heavy, P1) | 5 | 3+ | 4/5 |
Missile Launcher | |||
- Frag (Blast ⬤, Heavy) | 4 | 3+ | 3/5 |
- Krak (AP1, Heavy) | 4 | 3+ | 5/7 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Forward Scouting
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, HEAVY GUNNER
Scout Hunter
APL
2
MOVE
3⬤
SAVE
4+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng ⬟) | 4 | 3+ | 3/4 |
Combat Blade | 4 | 3+ | 4/6 |
ACTIONS
Grapnel Assault (1 AP)
ABILITIES
Forward Scouting
Grapnel Launcher
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, HUNTER
Scout Sniper
APL
2
MOVE
3⬤
SAVE
4+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rang ⬟) | 4 | 3+ | 3/4 |
Sniper Rifle (Hvy, Silent, MW3) | 4 | 2+ | 3/3 |
Fists | 3 | 3+ | 3/4 |
ACTIONS
Advanced Scope (1 AP)
ABILITIES
Camo Cloak
Forward Scouting
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, SNIPER
Scout Tracker
APL
2
MOVE
3⬤
SAVE
4+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Boltgun | 4 | 3+ | 3/4 |
Fists | 3 | 3+ | 3/4 |
ACTIONS
Auspex Scan (1 AP)
Track Enemy (1 AP)
ABILITIES
Forward Scouting
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, TRACKER
Scout Warrior
APL
2
MOVE
3⬤
SAVE
4+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Astartes Shotgun (Rng ⬟) | 4 | 2+ | 4/4 |
Bolt Pistol (Rng ⬟) | 4 | 3+ | 3/4 |
Boltgun | 4 | 3+ | 3/4 |
Combat Blade | 4 | 3+ | 4/6 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Forward Scouting
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SCOUT, WARRIOR
Strategic Ploys
Blade Ambush
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Gunfire Ambush
Guerrilla Engagement
Stealth Relocation
Firefight Ploys
Astartes Training
Covert Position
Emboldened Aspirant
Raw Physiology
Equipment
Climbing Equipment
Climbing Equipment:
- Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 3⬤ it travels are counted as ⬤ for that climb.
- This operative only needs to be within ▲ horizontally of a terrain feature in order to climb it.
- Each time this operative drops, the intended location can be any vertical distance from the level it occupies.
- Each time this operative drops, it counts any vertical distance it travels as half for that drop.
Camo Cloak
The operative gains the following ability for the battle:
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your Defence Dice, if it is in Cover, one additional die can be retained as a successful normal save as a result of Cover.
Extra Blade
Heavy Weapon Bipod
Heavy Weapon Bipod: Each time this operative makes a shooting attack with this weapon in the Roll Attack Dice step of that shooting attack, if the operative has not moved during this activation, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
Targeting Ocular*
Targeting Ocular: Ranged weapons on this operative's datacard that it is equipped with gain the No Cover special rule. Note that ranged weapons it is equipped with by other means (e.g. grenades from Equipment) are unaffected.
Smoke Grenade
Smoke Grenade (1 AP)
Place the centre of one Smoke token on a point within ⬟ of this operative. That token creates an area of smoke with a ⬤ radius and unlimited vertical upward height (but not below) measured from the centre of that token. Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
Frag Grenade
Name | A | WS | D |
---|---|---|---|
Frag Grenade | 4 | 3+ | 2/3 |
Special Rules | |||
Rng ⬟, Blast ⬤, Indirect, Lim |
Krak Grenade
Name | A | WS | D |
---|---|---|---|
Krak Grenade | 4 | 3+ | 4/5 |
Special Rules | |||
Rng ⬟, AP1, Indirect, Lim, No Overwatch |
Battle Honour
Incendiary Shotgun Shells
Polycam Cloak
Ploycam Cloak: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
Tactical Scope - Boltgun
Tactical Scope - Sniper
High Explosive Warhead
Transpectral Lenses
Suppressor - Bolt Pistol
Suppressor - Boltgun
Rare Equipment
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Scout Squad
Sudden Strike
- If more enemy operatives than friendly operatives were incapacitated during the first Turning Point, you score 1 VP.
- If more enemy operatives than friendly operatives were incapacitated during any subsequent Turning Point, you score 1 VP.
From All Angles
- If three friendly SCOUT SQUAD operatives inflict damage on enemy operatives during the same Turning Point, and are wholly within three different table quarters when they do so, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP.
Gather Reconnaissance
- If a friendly operative performs the Gather Reconnaissance action, you score 1 VP.
- At the end of the battle, if a friendly operative that performed the Gather Reconnaissance action hasn't been incapacitated, you score 1 VP. Note that it doesn't have to be the operative that achieved the first condition.
Gather Reconnaissance (1 AP): An operative can perform this action while within ⬟ of your opponent's drop zone and not within Engagement Range of an enemy operative.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.