Wolf Scouts

InfiltrationRecon
KILL GRADE [5-6]
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What to Know

Unleash the storm with Wolf Scouts! This 5-6 operative Space Marine kill team dominates the battlefield with their Elemental Storm faction rule. They're tough (3+ save, 13-14 wounds) and mobile (7" move), excelling in melee with powerful charges from conceal within their storm. Unique ploys like Savage Fighters and Counterattack make them brutal close-quarters fighters, while the Rune Priest Skjald manipulates the storm to weaken enemies. They're elite hunters who control the flow of battle!

Core Abilities

Unusual Shooting
Rune Priest Skjald: Thunderclap [Seek Light]Frosteye: Hunter's Senses: ignore obscuring with instigator bolt carbineFirefight Ploy: Acute Senses: ignore obscuring and gain Seek Light
Unusual Melee
Super Conceal
Out of Order Movement
Firefight Ploy: Counterattack: free Fight action after enemy activation/Fight
Activation Manipulation
Operative: Lupine Guile: re-roll initiative dice once per battle.Firefight Ploy: Counterattack: free Fight action after enemy activation.
APL Modifiers
Rune Priest Skjald: Thunderclap [Stun]
Bitter Demise
Operative: Grizzled Veteran: Prevents first incapacitation, retains 1 wound.
Block Rerolls
Damage Reduction
Operative: Grizzled Veteran: ignore first incapacitation, has 1 wound.Equipment: Talismanic Trophies: subtract 1 damage from one success.

Faction Rules

  • Elemental Storm: Place a storm marker that buffs Wolf Scouts and debuffs enemies within its area.

Strategic Ploys

  • Savage Fighters: Inflict damage after friendly Wolf Scout fights or retaliates
  • Storm's Bite: Subtract 1 from enemy melee Atk within your Storm
  • Tempestuous Wrath: Charge while Concealed, melee weapons gain Balanced

Firefight Ploys

  • Acute Senses: Grants Range 6" and Seek Light, removes obscurement.
  • Counterattack: Free Fight action after enemy activation.
  • Touched By Lokyar: Re-roll attack dice when isolated.
  • Transhuman Physiology: Convert normal success to critical success.

Equipment

  • Frost Weapons: Grants Lethal 5+ to combat blades and Lethal 4+ to one power weapon
  • Runic Charms: Once per turn, worsen enemy Piercing by 1 when targeted
  • Wolfteeth Necklaces: Once per turn, discard one fail to convert another to success
  • Talismanic Trophies: Subtract 1 damage from one success in melee

Rules Commentary

Q:
Can my STORM be measured through Wall Terrain in Close Quarters?
A:
No.
Q:
If the free Fight action from the Counterattack firefight ploy causes a FELLGOR RAVAGER operative to Frenzy at the end of its activation, are they incapacitated immediately, or at the end of their next activation?
A:
At the end of their next activation.
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.