KTKTDojo
← All Kill Teams

Imperium

Wolf Scouts

Seek And Destroy/Recon

Wolf Scout kill teams are their Great Company's most feared and accomplished hunters, roving far ahead of the Space Wolves' strike forces on solitary, unsupported missions. They cause death and anarchy behind enemy lines through assassination, sabotage and more besides, often while cloaked in strange mists or furious storms.

Faction Rules

Elemental Storm

STRATEGIC GAMBIT. Remove your Storm marker from the killzone (if any), then place it in the killzone.

Whenever an operative is within 6" horizontally of your Storm marker, it’s within your STORM.

Each friendly WOLF SCOUT operative can perform the Charge action while it has a Conceal order if it starts and/or ends that action within your STORM.

Hunting Astartes

During each friendly WOLF SCOUT operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions:

  • 1 additional AP must be spent for the second action if both actions are using a plasma gun or plasma pistol.
  • You cannot select two PSYCHIC ranged weapons.

Each friendly WOLF SCOUT operative can counteract regardless of its order. Whenever it does so within your STORM, you can change its order first, or change its order instead of performing an action (for the latter, still treat it as having counteracted this turning point).

Operatives

Strategic Ploys

Cloaked By The Storm

Whenever an operative is shooting a friendly WOLF SCOUT operative that’s within your STORM, you can re-roll one of your defence dice.

Tempestuous Wrath

Whenever a friendly WOLF SCOUT operative is fighting or retaliating, if it’s within your STORM or was within your STORM at the start of the activation, its melee weapons have the Balanced weapon rule.

Storm's Bite

Whenever a friendly WOLF SCOUT operative is fighting against an enemy operative that is within your STORM, subtract 1 from the Atk stat of that enemy operative's melee weapons (to a minimum of 3).

Savage Fighters

Whenever a friendly WOLF SCOUT operative finishes retaliating, if it wasn’t incapacitated, you can inflict D3+1 damage on the enemy operative in that sequence.

Firefight Ploys

Acute Senses

Use this firefight ploy when a friendly WOLF SCOUT operative performs the Shoot action and you’re selecting a valid target. Until the end of that action, that friendly operative’s ranged weapons have the Range 6" and Seek Light weapon rules and enemy operatives cannot be obscured.

Counterattack

Use this firefight ploy at the end of an enemy operative’s activation, or after an enemy operative performs the Fight action. One friendly WOLF SCOUT operative can immediately perform a free Fight action, but you cannot select any other enemy operative to fight against during that action.

Touched By Lokyar

Use this firefight ploy after rolling your attack dice for a friendly WOLF SCOUT operative (excluding FENRISIAN WOLF), if it’s fighting more than 5" from other friendly operatives. You can re-roll any of your attack dice.

Transhuman Physiology

Use this firefight ploy when an operative is shooting a friendly WOLF SCOUT operative (excluding FENRISIAN WOLF), in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

Equipment

Frost Weapons

Friendly WOLF SCOUT operatives’ combat blades have the Lethal 5+ weapon rule, and one friendly WOLF SCOUT PACK LEADER operative’s power weapon has the Lethal 4+ weapon rule (if any).

Runic Charms

Once per turning point, when an operative is shooting a friendly WOLF SCOUT operative (excluding FENRISIAN WOLF), at the start of the Roll Defence Dice step, you can use this rule.

If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence.

Note that Piercing 1 would therefore be ignored.

Wolfteeth Necklaces

Once per turning point, when a friendly WOLF SCOUT operative (excluding FENRISIAN WOLF) is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

Talismanic Trophies

Whenever a friendly WOLF SCOUT operative (excluding FENRISIAN WOLF) is fighting or retaliating, in the Resolve Attack Dice step, you can subtract 1 from the damage inflicted on it from one success.

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 WOLF SCOUTS KillTeam is composed of:
 - 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.