Scout Squad

InfiltrationRecon
KILL GRADE [9]
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What to Know

Introducing the Scout Squad Kill Team! A versatile 9-model team that excels at shooting with boltguns, shotguns, and heavy weapons like missile launchers. They're fast (6" move) and moderately tough (4+ save, 10-11 wounds). Their unique Forward Scouting rule lets you set up traps, reposition operatives, and gain strategic advantages before the battle even begins. Use ploys like Ambush and Covert Position to strike from concealment and control the battlefield. Perfect for players who love tactical flexibility and outmaneuvering opponents!

Core Abilities

Unusual Shooting
Operative: Sniper: Optics: enemy operatives cannot be obscured when shooting.Operative: Tracker: Track Enemy: gives Seek Light to friendly SCOUT SQUAD ranged weapons.Operative: Tracker: Auspice Scan: enemies within 8" not obscured, grants Seek Light to Snipers with Optics.Rule: Trip Alarm: gives Seek to friendly SCOUT SQUAD ranged weapons near marker.
Unusual Melee
Super Conceal
Out of Order Movement
Reposition: free move at set up end before first turn
Activation Manipulation
Strategic Ploy: Adaptable Training: change order of friendly SCOUT SQUAD operatives
APL Modifiers
Sergeant: Guidance and Experience: +1 APL to another Scout Squad operative.Forward Scouting: Tactical Manoeuvre: +1 APL to selected friendly operative.Forward Scouting: Diversion: -1 APL to selected enemy operative.
Bitter Demise
Block Rerolls
Damage Reduction

Faction Rules

  • Forward Scouting: Select and resolve up to six options at set-up end, alternating if both players have it.
  • Redeploy: Change set-up for one third of operatives (rounding up).
  • Reposition: Perform free Reposition action for one operative within drop zone, ending within 3".
  • Trip Alarm: Place marker; SCOUT SQUAD operatives gain Seek rule when shooting enemies near it for first two turning points.
  • Booby Trap: Place marker; inflicts 2D3 damage and ends action on first enemy within control range.
  • Tactical Manoeuvre: Twice per battle STRATEGIC GAMBIT: add 1 APL to friendly operative until next activation end.
  • Diversion: Once per battle STRATEGIC GAMBIT: subtract 1 APL from enemy operative within 6" of edge until next activation end.
  • Devise Plan: Gain 1CP.
  • Designate Target: Place Target token on enemy; SCOUT SQUAD operatives can re-roll one attack dice against it.
  • Spy: Approved Ops only: opponent must reveal selected tac op.

Strategic Ploys

  • Guerrilla Engagement: Reroll one defence dice when shot at in cover
  • Ambush: Gain Balanced or Ceaseless weapon rule on attack
  • 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: increase move and ignore injury effects
  • Emboldened Aspirant: retain normal success as critical success
  • Covert Position: cannot be targeted while concealed in cover

Equipment

  • Camo Cloak: Retain one additional cover save when shooting friendly SCOUT SQUAD operatives
  • Targeting Oculars: Twice per turning point, give SCOUT SQUAD ranged weapons Lethal 5+ and Saturate
  • Combat Blade: Provides a melee weapon for SCOUT SQUAD operatives
  • Heavy Weapon Bipod: Heavy bolter or missile launcher gains Ceaseless or Relentless when stationary

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