Wolf Scouts - Kill Team Rules

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 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

Wolf Scout Pack Leader

APL 3 · Move 7" · Save 3+ · Wounds 13

Keywords: WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, PACK, LEADER

Lupine Guile. Once per battle, after rolling off to decide initiative, if this operative is in the killzone, you can re-roll your dice.

Grizzled Veteran. The first time this operative would be incapacitated during the battle, it's not incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. All remaining attack dice are discarded (including yours if this operative is fighting or retaliating). You cannot use the Counterattack firefight ploy or inflict damage as a result of the Savage Fighters strategy ploy at the end of that action.

Wolf Scout Fangbearer

APL 3 · Move 7" · Save 3+ · Wounds 13

Keywords: WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, FANGBEARER

Spiritual Chirurgy. You can ignore any changes to the stats of friendly **WOLF SCOUT** operatives (excluding **FENRISIAN WOLF**) from being injured (including their weapons' stats). Note that friendly operatives have this rule if you select this operative for the battle (even if it's incapacitated later).

Healing Balms. Select one friendly **WOLF SCOUT** operative within this operative's control range to regain up to D3+3 lost wounds. This operative cannot perform this action while within control range of an enemy operative.

Wolf Scout Frosteye

APL 3 · Move 7" · Save 3+ · Wounds 13

Keywords: WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, FROSTEYE

Storm-veiled Execution. Whenever this operative is within your **STORM**: - It can perform the **Guard** action regardless of the killzone (see close quarters rules, *Kill Team Core Book*). - It can perform the **Guard** action while it has a Conceal order.

Hunter's Senses. Select one of the following rules for this operative's instigator bolt carbine to have until the start of its next activation: - Severe. - Saturate, and whenever this operative is shooting with that weapon, enemy operatives cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.

Wolf Scout Gunner

APL 3 · Move 7" · Save 3+ · Wounds 13

Keywords: WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, GUNNER

Tempest's Fury. Whenever this operative is within your **STORM**: - All profiles of its plasma gun have the Punishing weapon rule. - Its plasma gun (supercharge) doesn't have the Hot weapon rule.

Wolf Scout Hunter

APL 3 · Move 7" · Save 3+ · Wounds 13

Keywords: WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, HUNTER

Fierce Temperament. Whenever this operative is within your **STORM**, its weapons have the Severe weapon rule.

Wolf Scout Rune Priest Skjald

APL 3 · Move 7" · Save 3+ · Wounds 13

Keywords: WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, PSYKER, RUNE PRIEST SKJALD

Cast the Runes. After selecting this operative, before the battle, roll three D6 and put them to one side. For each result of 1-4, you can use the Command Re-roll firefight ploy for 0CP once during the turning point that matches the result. For each result of 5-6, you gain 1CP and twice during the second turning point you can use Command Re-roll for 0CP. For example, if you roll 2, 2 and 5, you gain 1CP and twice during the second turning point you can use Command Re-roll for 0CP.

Call the Storm. **PSYCHIC.** Remove your Storm marker from the killzone (if any), then place it in the killzone. **PSYCHIC.** Alternatively, instead of resolving the above effect, select one friendly **WOLF SCOUT** operative. Until the start of this operative's next activation, until it's incapacitated or until it performs this action again (whichever comes first), whenever that friendly operative is within your **STORM** and more than 3" from the active operative, it's obscured. This operative cannot perform this action while within control range of an enemy operative.

Wolf Scout Trapmaster

APL 3 · Move 7" · Save 3+ · Wounds 13

Keywords: WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, TRAPMASTER

Haywire Mine. This operative is carrying your Haywire Mine marker. It can perform the **Pick Up Marker** action on that marker, but that marker cannot be placed within another operative's control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it's removed with this operative).

Proximity Mine. The first time your Haywire Mine marker is within another operative's control range, remove that marker, subtract 1 from that operative's APL stat until the end of its next activation, and inflict 2D3+3 damage on it (or D3+6 if that marker is within 6" horizontally of your Storm marker); if it isn't incapacitated, end its action (if any), even if that action's effects aren't fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).

Wolf Scout Fenrisian Wolf

APL 2 · Move 8" · Save 5+ · Wounds 9

Keywords: WOLF SCOUT, IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, FENRISIAN WOLF

Instinctive Predator. This operative cannot perform any actions other than **Charge**, **Dash**, **Fall Back**, **Fight**, **Guard** and **Reposition**. It cannot use any weapons that aren't on its datacard. This operative can perform the **Charge** action while it has a Conceal order.

Pounce. Once per battle **Strategic Gambit**. If this operative's APL stat is 2 or more, this operative can perform a free **Charge**, **Fall Back** or **Reposition** action. If it does, until the end of its next activation, subtract 1 from its APL stat and it cannot perform any of the aforementioned actions.

Strategy 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's 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

Whenever a friendly **WOLF SCOUT** operative is wholly within your **STORM**, its combat blade (if any) has the Lethal 5+ weapon rule.

Runic Charms

Once per turning point, when an operative is shooting a friendly **WOLF SCOUT** operative (excluding **FENRISIAN WOLF**) that's wholly within your **STORM**, 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**) that's wholly within your **STORM** is fighting or retaliating, you can subtract 1 from the damage inflicted on it from one normal success.

Official Commentary

Can my STORM be measured through Wall Terrain in Close Quarters?

No.

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?

At the end of their next activation.

How should movement for the FENRISIAN WOLF (60x35mm base) be measured if that operative rotates during a movement?

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.