Scout Squad kt24
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
6"
SAVE
4+
WOUND
11
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Astartes Shotgun (Rng 6") | 4 | 2+ | 4/4 |
Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
Boltgun | 4 | 3+ | 3/4 |
Chainsword | 5 | 3+ | 4/5 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Astartes
Forward Scouting
Guidance And Experience
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, SERGEANT
Scout Heavy Gunner
APL
2
MOVE
6"
SAVE
4+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
Heavy Bolter | |||
- Focused (Hvy(DashOnly), PrcCrit1) | 5 | 3+ | 4/5 |
- Sweeping (Hvy(DashOnly), PrcCrit1, Tor 1") | 4 | 3+ | 4/5 |
Missile Launcher | |||
- Frag (Hvy(DashOnly), Blast 2") | 4 | 3+ | 3/5 |
- Krak (Hvy(DashOnly), Prc1) | 4 | 3+ | 5/7 |
Fists | 3 | 3+ | 3/4 |
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, HEAVY GUNNER
Scout Hunter
APL
2
MOVE
6"
SAVE
4+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
Combat Blade | 4 | 3+ | 3/5 |
ABILITIES
Grapnel Assault
Grapnel Launcher
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, HUNTER
Scout Sniper
APL
2
MOVE
6"
SAVE
4+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
Sniper Rifle | |||
- Mobile | 4 | 3+ | 3/4 |
- Stationary (Hvy, Dev 3, Silent) | 4 | 2+ | 3/3 |
Fists | 3 | 3+ | 3/4 |
ACTIONS
Optics (1 AP)
ABILITIES
Camo Cloak
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SNIPER
Scout Tracker
APL
2
MOVE
6"
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)
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, TRACKER
Scout Warrior
APL
2
MOVE
6"
SAVE
4+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Astartes Shotgun (Rng 6") | 4 | 2+ | 4/4 |
Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
Boltgun | 4 | 3+ | 3/4 |
Combat Blade | 4 | 3+ | 3/5 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Adaptive Equipment
SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, WARRIOR
Strategic Ploys
Blade Ambush
- Its melee weapons have the Ceaseless weapon rule.
- If the target is expended, its melee weapons also have the rending rule.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Gunfire Ambush
- Its ranged weapons have the Balanced weapon rule.
- If the target is expended, its ranged 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
Stealth Relocation
Firefight Ploys
Astartes Training
Covert Position
Emboldened Aspirant
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Raw Physiology
Equipment
Camo Cloak
This is not cumulative with improved cover saves from vantage terrain.
Combat Blades and Knives
Name | ATK | HIT | DMG | |
---|---|---|---|---|
Combat Blade | 3 | 3+ | 3/5 |
Combat Blades and Knives - Hunter/Warrior
Name | ATK | HIT | DMG | |
---|---|---|---|---|
Combat Blade | 4 | 3+ | 4/5 |
Heavy Weapon Bipod
Targeting Oculars
Universal Equipment
Ammo Cache
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice. An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire
Obstructing: Whenever an operative would cross this terrain feature within 1" of it, treat the distance as an additional 2".
Comms Device
Mines
Light Barricades
Heavy Barricade
Ladders
- Wholly within your territory.
- Upright against terrain that is at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Portable Barricade
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop or jump.
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag
Name | A | BS | D | |
---|---|---|---|---|
Frag Grenade | 4 | 4+ | 2/4 | |
Special Rules | ||||
Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak
Name | A | BS | D | |
---|---|---|---|---|
Krak Grenade | 4 | 4+ | 4/5 | |
Special Rules | ||||
Rng 6", Piercing 1, Saturate |
Infiltration
Implant
Reveal: When you first score VP from this op.
Additional Rules:
Whenever a friendly operative is fighting, when you would resolve an attack dice, you can implant the enemy operative instead of striking or blocking (then discard that dice).
Whenever a friendly operative is shooting an enemy operative within 6" of it, when you would resolve an attack dice, you can instead implant the enemy operative instead of inflicting damage with that dice.
Each operative can only be implanted once, and cannot be implanted during the first turning point.
Victory Points:
Once per turning point after the first, if you implant an enemy operative, you score 1VP.
At the end of each turning point after the first, if any implanted enemy operatives are in the killzone, you score 1 VP.
Surveillance
Reveal: The first time a friendly operative performs the Surveillance Action.
Mission Action: Surveillance (1 AP)
The active operative has gathered surveillance.
- An operative cannot perform this action while it has an Engage order. It must be wholly within your opponent's territory to perform this action, and there must be an enemy operative that is a valid target for it.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
Once per turning point after the first, if a friendly operative performs the Surveillance action, you score 1 VP.
At the end of each turning point after the first, if a friendly operative has performed the Surveillance action during that turning point is in the killzone and has a conceal order, you score 1 VP
Wiretap
Reveal: The first time a friendly operative performs the Wiretap Action.
Mission Action: Wiretap (1 AP)
Place one of your Wiretap mission markers within the active operative's control range. In the ready step of the next Strategy phase, remove that marker.
An operative cannot perform this action during the first turning point, while within control range of an enemy operative, during an activation in which it was set up, or if a friendly operative has already performed this action during the turning point.
Victory Points:
Once per tuning point after the first, whenever an enemy operative starts or ends an action within 2" of your Wiretap mission marker, you score 1 VP.
At the end of each turning point after the first, if any enemy operatives with an Engage order are within 2" of your Wiretap mission marker, you score 1 VP.
Recon
Confirm Kill
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it is removed from the killzone, place one of your Confirm Kill mission markers within its control range.
Victory Points:
At the end of each turning point after the first, if a friendly operative controls one of your Confirm Kill mission markers, that marker is not contested by enemy operatives and no enemy operatives are that are within that friendly operative's control range, you can remove that marker to score 1VP, or 2VP if it was placed for an enemy operative with a wounds stat of 12 or more.
You can score a maximum of 2 VP from this op per turning point.
Recover Items
Reveal: At the start of the Set Up operatives step, before equipment is set up.
Additional Rules:
When revealed, your opponent places one of your Item mission markers on the centreline and one within 2" of your territory. You then place one more than 6" from your territory. In all cases, your Item mission markers must be 2" from other markers (including other item mission markers). Your operatives can perform the Pick Up Marker action on your Item mission markers after the first turning point.
Victory Points:
At the end of the fourth turning point, for each of your Item mission markers that both the Pick Up Marker action has been performed upon and friendly operatives control, you score 2VP. Note that it is not a requirement to be carrying those markers, but each of them must have been carried by friendly operatives at some point during the battle.
Plant Beacon
Reveal: The first time a friendly operative performs the Plant Beacon action.
Mission Action: Plant Beacon (1 AP)
Place one of your Beacon mission markers:
- Within the active operative's control range
- More than 4" from your drop zone
- More than 6" from your other Beacon mission markers
- With no part of it underneath Vantage terrain.
Victory Points:
Once per turning point after the first, whenever one of your Beacon mission markers is placed wholly within your territory, you score 1VP.
Once per turning point after the first, whenever one of your Beacon mission markers is placed wholly within your opponent's territory, you score 1VP.