Scout Squad

InfiltrationRecon
KILL GRADE [9]
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24579

What to Know

Meet the Scout Squad - 9 elite Space Marine operatives who dominate the battlefield through tactical superiority! Their unique Forward Scouting rule lets you deploy traps, reposition units, and gain strategic advantages before the first turn. These versatile warriors excel at mid-range shooting with boltguns and shotguns, while remaining surprisingly tough with 4+ saves and 10-11 wounds. With ploys that enable devastating ambushes, flexible order changes, and ignoring injury penalties, they control the flow of battle through positioning and clever tricks rather than brute force!

Core Abilities

Unusual Shooting
Sniper: Optics: ignore obscuring terrain when shooting.Tracker: Track Enemy: grants Seek Light to SCOUT SQUAD operatives shooting target.Tracker: Auspex Scan: ignore obscuring and grant Seek Light to Sniper with Optics.Trip Alarm: grants Seek to SCOUT SQUAD operatives shooting near marker.
Unusual Melee
Super Conceal
Out of Order Movement
Forward Scouting: Reposition: free move at end of setup before first turnStrategic Ploy: Stealth Relocation: free Dash for concealed operatives after first turn
Activation Manipulation
APL Modifiers
Sergeant: +1 APL to another friendly SCOUT SQUAD operative.Tactical Manoeuvre: +1 APL to friendly operative.Diversion: -1 APL to enemy operative.
Bitter Demise
Block Rerolls
Damage Reduction

Faction Rules

  • Forward Scouting: Select and resolve up to six options at end of set up, alternating if both players have it.
  • Redeploy: Change set up of one third of your operatives.
  • Reposition: Perform free Reposition action with one operative within drop zone.
  • Trip Alarm: Place marker; SCOUT SQUAD gains Seek when shooting enemies near it in first two turning points.
  • Booby Trap: Place marker; inflicts 2D3 damage and ends action on first enemy in control range.
  • Tactical Manoeuvre: Once per battle, add 1 to friendly operative's APL until end of next activation.
  • Diversion: Once per battle, subtract 1 from enemy operative's APL until end of next activation.
  • Devise Plan: Gain 1 Command Point.
  • Designate Target: Place Target token on enemy; SCOUT SQUAD can reroll one attack dice against it.
  • Spy: Reveal opponent's selected tactical objective in Approved Ops.

Strategic Ploys

  • Guerrilla Engagement: Reroll one defence dice when in cover
  • Ambush: Gain Balanced or Ceaseless weapon rules
  • Adaptable Training: Change order of up to D3 friendly operatives
  • Stealth Relocation: Up to D3 operatives perform free Dash action

Firefight Ploys

  • Astartes Training: perform two fight or shoot actions
  • Raw Physiology: ignore stat changes from injury
  • Emboldened Aspirant: retain normal success as critical
  • Covert Position: cannot be targeted in cover with conceal

Equipment

  • Camo Cloak: Retain one additional cover save when shooting friendly SCOUT SQUAD operatives
  • Targeting Oculars: Twice per turning point, give SCOUT SQUAD operative's ranged weapons Lethal 5+ and Saturate
  • Combat Blades: Provides SCOUT SQUAD operatives with a melee weapon (3 attacks, 3+ hit, 4/5 damage)
  • Heavy Weapon Bipod: Gives heavy bolter/missile launcher Ceaseless or Relentless when SCOUT SQUAD HEAVY GUNNER hasn't moved

Operative Selection

  • 1 Scout Squad 💀 SERGEANT operative with one of the following options:

    • Astartes shotgun; fists
    • Boltgun; fists
    • Bolt pistol; chainsword
  • 8 Scout Squad 💀 operatives selected from the following list:

    • TRACKER
    • WARRIOR
    • HEAVY GUNNER with fists, bolt pistol and heavy bolter
    • HEAVY GUNNER with fists, bolt pistol and missile launcher
    • WARRIOR with one of the following options:
      • Astartes shotgun; fists
      • Boltgun; fists
      • Bolt pistol; combat blade
    • HUNTER
    • SNIPER

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment