Wolf Scouts

ReconSeek & Destroy
KILL GRADE [6]
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What to Know

Introducing the Space Wolves Wolf Scouts! This 6-operative team (5 scouts + 1 Fenrisian Wolf) is a fast, elite force that dominates within their Elemental Storm. With 'Hunting Astartes,' each scout can double-shoot or double-fight, making them versatile threats. They're tough (3+ save, 13-14 wounds) and mobile (7-8" move). The Storm marker enables concealed charges and boosts melee with ploys like Storm's Bite and Tempestuous Wrath. Unique operatives like the Rune Priest Skjald and Trapmaster add psychic power and traps. Master the storm to outmaneuver and crush your foes!

Core Abilities

Unusual Shooting
Operative: Frosteye: Hunter's Senses: ignore obscuring when shooting with instigator bolt carbine.Operative: Rune Priest Skjald: Thunderclap [Seek Light].Firefight Ploy: Acute Senses: give Seek Light and ignore obscuring.
Unusual Melee
Super Conceal
Out of Order Movement
Fenrisian Wolf: Pounce: free Charge, Fall Back or Reposition once per battle
Activation Manipulation
Firefight Ploy: Counterattack: friendly operative performs free FIGHT action after enemy activation or FIGHT action
APL Modifiers
Rune Priest Skjald: Thunderclap [Stun]Trapmaster: Proximity Mine subtracts 1 from enemy APLFenrisian Wolf: Pounce subtracts 1 from own APL
Bitter Demise
Operative: Grizzled Veteran: Prevents first incapacitation, has 1 wound remaining.
Block Rerolls
Damage Reduction
Talismanic Trophies: reduce damage by 1 from one success when fighting or retaliating.

Faction Rules

  • Hunting Astartes: WOLF SCOUT operatives can perform two Shoot or Fight actions per activation with plasma restrictions.
  • Elemental Storm: Place Storm marker; WOLF SCOUT operatives can Charge while Concealed within 6" of it.

Strategic Ploys

  • Cloaked by the Storm: Reroll one defence dice when shot at within STORM.
  • Storm's Bite: Subtract 1 from enemy melee Atk within STORM.
  • Tempestuous Wrath: Melee weapons gain Balanced rule within STORM.
  • Savage Fighters: Inflict D3+1 damage after retaliating.

Firefight Ploys

  • Acute Senses: ranged weapons gain Range 6" and Seek Light
  • Touched By Lokyar: re-roll any attack dice when isolated
  • Counterattack: free FIGHT action after enemy activation
  • Transhuman Physiology: retain normal success as critical success

Equipment

  • Frost Weapons: Lethal 5+ for combat blades, Lethal 4+ for one power weapon
  • Wolfteeth Necklaces: Once per turn, discard one fail to retain a success
  • Runic Charms: Once per turn, worsen enemy Piercing by 1
  • Talismanic Trophies: Subtract 1 damage from one success in fight or retaliation

Rules Commentary

Q:
How should movement for the **FENRISIAN WOLF** (60x35mm base) be measured if that operative rotates during a movement?
A:
No part of its base can move more than the permitted distance, so if it rotates, include the distance it rotates while measuring. For example, if the operative can move 8" and the front of its base has done so, but the back of the base has rotated 90° in the process, this will have caused the back of the base to move more than 8", which is more than the permitted distance.

Operative Selection

OPERATIVES

  • ↘ 1 WOLF SCOUT FENRISIAN WOLF

  • ↘ 5 WOLF SCOUT operatives selected from the following list:

    • PACK LEADER

    • FANGBEARER

    • FROSTEYE

    • GUNNER

    • TRAPMASTER

    • RUNE PRIEST SKJALD

    • HUNTER

Other than HUNTER 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