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Imperium

Scout Squad

Infiltration/Recon

Scouts are the new recruits of a Space Marine chapter who have advanced far enough in the early stages of their training and biological transformation to take part in battle with the rest of the Chapter.

Faction Rules

Astartes

During this operative's activation, it can perform either 2 shoot actions or 2 fight actions.

If it is 2 shoot actions, an Astartes Shotgun, Bolt Pistol, or Boltgun must be selected for at least one of them.

This operative can counteract regardless of its order.

Operatives

Strategic Ploys

Adaptable Training

You can change the order of up to D3 friendly SCOUT SQUAD operatives that are more than 4" from enemy operatives.

Ambush

Whenever a friendly SCOUT SQUAD operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it was not visible to enemy operatives at the start of that activation:

Its weapons have the Balanced weapon rule.

If the target is expended, its weapons have the Ceaseless weapon rule instead.

Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)

Balanced: Can re-roll one Attack die.

Guerilla Engagement

Whenever an enemy operative is shooting a friendly SCOUT SQUAD operative, if that friendly operative is in cover and more than 6" from enemy operatives it is visible to, you can re- roll one of your defence dice.

Stealth Relocation

Up to D3 friendly SCOUT SQUAD operatives that have a Conceal order and are more than 4" from enemy operatives can immediately perform a free Dash action. You cannot use this ploy during the first turning point.

Firefight Ploys

Astartes Training

Use this firefight ploy during a friendly SCOUT SQUAD operative’s activation. Until the end of that activation, that operative can do one of the following:

Perform two Fight actions.

Perform two Shoot actions if an Astartes shotgun, bolt pistol or boltgun is selected for at least one of them.

Perform two Shoot actions with a heavy bolter, missile launcher or sniper rifle, but 1 additional AP must be spent for the second action.

Covert Position

Use this firefight ploy during a friendly SCOUT SQUAD operative's activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Emboldened Aspirant

Use this firefight ploy when a friendly SCOUT SQUAD operative performs the Fight or Shoot action. If it is the first friendly operative to perform either of those actions during this turning point, or if the enemy operative in that action (Primary target, if relevant) has a higher Wounds stat than that friendly Scout Squad operative, you can retain one of your normal successes as a critical success instead.

Raw Physiology

Use this firefight ploy during a friendly SCOUT SQUAD operative's activation. Until the start of its next activation, add 1" to its Move stat and you can ignore any changes to that operative's stats from being injured (including its weapons' stats).

Equipment

Camo Cloak

Whenever an operative is shooting a friendly SCOUT SQUAD operative (excluding SNIPER), if you can retain any cover saves, you can retain one additional cover save.

This is not cumulative with improved cover saves from vantage terrain.

Combat Blades

Friendly SCOUT SQUAD operatives have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance, use the better version.

WeaponATKHITDMGSpecial
Combat Blade33+4/5

Heavy Weapon Bipod

Whenever a friendly SCOUT SQUAD HEAVY GUNNER operative is shooting with a heavy bolter or missile launcher, if it has not moved during the activation, or if it is a counteraction, that weapon has the Ceaseless rule; if the weapon already has that weapon rule it has the Relentless weapon rule. Note that operative is not restricted from moving after shooting.<hr/>

Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)

Relentless: Can re-roll any or all Attack dice

Targeting Oculars

Up to twice per turning point, when a friendly SCOUT SQUAD operative is performing the Shoot action and you are selecting a valid target, you can use this rule. If you do, until the end of that action, its ranged weapons have the Lethal 5+ and Saturate weapon rules.<hr/>

Saturate: The defender cannot retain Cover saves.

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A SCOUT SQUAD killteam is composed of:

- 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:
  - Heavy Gunner with Fists, Bolt Pistol and Heavy Bolter
  - Heavy Gunner with Fists, Bolt Pistol and Missile Launcher
  - Hunter
  - Sniper
  - Tracker
  - Warrior with one of the following options:
    - Astartes Shotgun, fists
    - Boltgun, Fists
    - Bolt Pistol, Combat Blade

Other than Warrior operatives, your Killteam can only include each operative once.