At the end of the Set Up Operatives step, you can select and resolve up to six Forward Scouting options. Each option has a number in brackets, which is the maximum number of times you can select and resolve it for the battle. For example, your six selections could be Reposition (2), Trip Alarm (1), Booby Trap (1) and Diversion (1). If both players have this rule, alternate resolving selection, starting with the player with initiative.
APL 3 · Move 6" · Save 4+ · Wounds 11
Keywords: SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, LEADER, SERGEANT
Guidance and Experience. Once during each of this operative's activations, you can select one other friendly **SCOUT SQUAD** operative in the killzone. Until the end of that operative's next activation, add 1 to its APL stat.
Astartes. During this operative's activation, it can perform either two **Shoot** actions or two **Fight** actions. If it's two **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.
APL 2 · Move 6" · Save 4+ · Wounds 10
Keywords: SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, HEAVY GUNNER
Heavy Weapon Bipod. Whenever this operative is shooting with a weapon from its datacard, if it hasn't moved during the activation, or if it's a counteraction, that weapon has the Ceaseless weapon rule; if the weapon already has that weapon rule (i.e. from the Ambush strategy ploy), it has the Relentless weapon rule instead. Note that this operative isn't restricted from moving after shooting.
APL 2 · Move 6" · Save 4+ · Wounds 10
Keywords: SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, HUNTER
Grapnel Launcher. Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).
Grapnel Assault. Whenever this operative performs the **Charge** action during its activation, if it climbs, drops, jumps or its base moves underneath Vantage terrain during that action, its melee weapons have the Lethal 3+ weapon rule until the end of that activation.
APL 2 · Move 6" · Save 4+ · Wounds 10
Keywords: SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, SNIPER
Camo Cloak. Whenever an operative is shooting this operative: - Ignore the Saturate weapon rule. - If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn't cumulative with improved cover saves from Vantage terrain.
Optics. Until the start of this operative's next activation, whenever it's shooting, enemy operatives cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.
APL 2 · Move 6" · Save 4+ · Wounds 10
Keywords: SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, TRACKER
Track Enemy. Select one enemy operative within 8" of this operative. Until the end of the turning point, whenever a friendly **SCOUT SQUAD** operative is shooting that enemy operative, that friendly operative's ranged weapons have the Seek Light weapon rule. This operative cannot perform this action while within control range of an enemy operative.
Auspex Scan. Until the start of this operative's next activation or until it's incapacitated (whichever comes first), whenever a friendly **SCOUT SQUAD** operative is shooting an enemy operative within 8" of this operative, that enemy operative cannot be obscured; if that friendly operative is a **SNIPER** that's currently benefitting from the effects of its Optics action, its ranged weapons also have the Seek Light weapon rule. This operative cannot perform this action while within control range of an enemy operative.
APL 2 · Move 6" · Save 4+ · Wounds 10
Keywords: SCOUT SQUAD, IMPERIUM, ADEPTUS ASTARTES, WARRIOR
Adaptive Equipment. You can do each of the following once per turning point: - One friendly **SCOUT SQUAD** **WARRIOR** operative can perform the **Smoke Grenade** action. - One friendly **SCOUT SQUAD** **WARRIOR** operative can perform the **Stun Grenade** action. The rules for these actions are found in universal equipment. Performing these actions using this rule doesn't count towards their action limits (i.e. if you also select those grenades from equipment).
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's visible to, you can re-roll one of your defence dice.
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 wasn't visible to enemy operatives at the start of that activation: - That friendly operative's weapons have the Balanced weapon rule. - If the target is expended, that friendly operative's weapons have the Ceaseless weapon rule instead.
You can change the order of up to D3 friendly **SCOUT SQUAD** operatives that are more than 4" from enemy operatives.
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.
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.
Use this firefight ploy during a friendly **SCOUT SQUAD** operative's activation, before or after it performs an action. 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).
Use this firefight ploy when a friendly **SCOUT SQUAD** operative performs the **Shoot** or **Fight** action, after any re-rolls. If it's 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.
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".
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 isn't cumulative with improved cover saves from Vantage terrain.
Up to twice per turning point, when a friendly **SCOUT SQUAD** operative is performing the **Shoot** action and you're selecting a valid target, you can use this rule. If you do, until the end of that action, that friendly operative's ranged weapons have the Lethal 5+ and Saturate weapon rules.
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.
Once per turning point, you can use the Astartes Training or Emboldened Aspirant firefight ploy for 0CP if a friendly **SERGEANT** operative is in the killzone.