Wolf Scouts

ReconSeek & Destroy
KILL GRADE [6]
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12456

What to Know

{ "tweet": "Introducing the Space Wolves Wolf Scouts! A 6-model team (5 Scouts + 1 Fenrisian Wolf) that excels in both melee and shooting, with 3 APL, 7" Move, and 3+ Save. Their 'Elemental Storm' gambit lets them charge from Conceal and fight/shoot twice per activation, making them fast and versatile. Unique rules like 'Hunting Astartes' and ploys such as 'Cloaked By The Storm' boost defense, while 'Savage Fighters' adds extra damage. They're tough, adaptable hunters who dominate within their storm!" }

Core Abilities

Unusual Shooting
Rune Priest Skjald: Thunderclap [Seek Light]Firefight Ploy: Acute Senses: gives Seek Light and ignore obscuringFrosteye: Hunter's Senses: can ignore obscuring with Instigator bolt carbine
Unusual Melee
Super Conceal
Out of Order Movement
Operative: Pounce: free Charge, Fall Back, or Reposition once per battle
Activation Manipulation
Faction Rule: Hunting Astartes: allows WOLF SCOUT operatives to counteract regardless of order, interrupting enemy activations.Firefight Ploy: Counterattack: allows a free FIGHT action after an enemy activation or FIGHT action.
APL Modifiers
Rune Priest Skjald: Thunderclap [Stun] reduces enemy APL.Trapmaster: Proximity Mine subtracts 1 APL from enemy operative.Fenrisian Wolf: Pounce strategic gambit subtracts 1 from own APL.
Bitter Demise
Pack Leader: Grizzled Veteran: First incapacitation prevented, 1 wound remains.
Block Rerolls
Damage Reduction
Operative: Grizzled Veteran: ignore first incapacitation, remain with 1 woundTalismanic Trophies: reduce damage by 1 from one success in combat

Faction Rules

  • Hunting Astartes: Wolf Scouts can perform two Shoot or Fight actions per activation, with plasma restrictions and counteract flexibility.
  • Elemental Storm: Strategic Gambit: Place Storm marker; Wolf Scouts can Charge while Concealed within 6 inches.

Strategic Ploys

  • Cloaked By The Storm: Reroll one defence dice for friendly WOLF SCOUT in STORM
  • Storm's Bite: Subtract 1 from enemy melee Atk stat in STORM
  • Tempestuous Wrath: Friendly WOLF SCOUT in STORM gains Balanced melee rule
  • Savage Fighters: Inflict D3+1 damage after fighting if not incapacitated

Firefight Ploys

  • Acute Senses: Gain Range 6" and SEEK LIGHT, ignore obscurement
  • Touched by Lokyar: Re-roll any attack dice when isolated
  • Counterattack: Perform 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

No rules commentary available for this faction yet.