Scout Squad

70/140pts
UnitMTSVWLDOC
Scout Squad6"44+26+1
Scout Sergeant6"44+26+1

Ranged Weapons

WeaponRangeABSSAPD
Boltgun
-
24"23+401
Bolt pistol
Pistol
12"13+401
Astartes Shotgun
Assault
18"23+401
Heavy Bolter
HeavySustained Hits 1
36"34+5-12
➤ Missile Launcher - Frag
BlastHeavy
48"D64+401
➤ Missile Launcher - Krak
Heavy
48"14+9-2D6
Scout Sniper Rifle
HeavyPrecision
36"13+4-22

Melee Weapons

WeaponRangeAWSSAPD
Close combat weapon
-
Melee23+401
Combat Knife
-
Melee33+4-11
Astartes Chainsword
-
Melee43+4-11

Abilities

ScoutsInfiltrators
Oath of Moment

If your Army Faction is **^^Adeptus Astartes^^**, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: ■ You can reroll the Hit roll ■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the **^^Blood Angels^^**, **^^Dark Angels^^**, **^^Deathwatch^^** or **^^Space Wolves^^** keywords, add 1 to the Wound roll as well.

Templar Vows

If your Army Faction is **^^Adeptus Astartes^^**, at the start of the first battle round, select one of the following Vows to be active for **^^Adeptus Astartes^^** units from your army. While a Vow is active for your army, that unit has the associated ability below.  **Abhor the Witch, Destroy the Witch** ■ Each time this unit declares a charge, if one or more targets of that charge have the **^^Psyker^^** keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the **[PRECISION]** ability while targeting **^^Psyker^^** units.  **Accept Any Challenge, No Matter the Odds** ■ Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the wound roll **Suffer Not the Unclean to Live** ■ This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the nearest enemy unit.  **Uphold the Honour of the Emperor** If this unit has the **^^Infantry^^** keyword: ■ At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent's level of control over that objective marker is greater than yours at the end of the phase.  ■ If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.

Guerrilla Tactics

At the end of your opponent’s turn, if this unit is more than 6" away from all enemy models, you can remove this unit from the battlefield and place it into Strategic Reserves.

Unit Composition

  • 1 Scout Sergeant
  • 1 Scout w/ Heavy Weapon
  • 1 Scout w/ Scout Sniper Rifle
  • 4-9 Scouts w/ Boltgun
  • 1-9 Scouts w/ Astartes Shotgun
  • 1-9 Scouts w/ Combat Knife
  • Scout Sergeant is equipped with: close combat weapon, bolt pistol, boltgun.
  • Scout w/ Heavy Weapon is equipped with: bolt pistol, close combat weapon.
  • Scout w/ Scout Sniper Rifle is equipped with: close combat weapon, bolt pistol, scout sniper rifle.
  • Scouts w/ Boltgun is equipped with: close combat weapon, boltgun, bolt pistol.
  • Scouts w/ Astartes Shotgun is equipped with: bolt pistol, close combat weapon, astartes shotgun.
  • Scouts w/ Combat Knife is equipped with: bolt pistol, close combat weapon, combat knife.

Wargear Options

  • The Scout Sergeant's boltgun can be replaced with one of the following: 1 combat knife, 1 astartes shotgun, 1 astartes chainsword.
Faction Keywords
Adeptus Astartes
Keywords
InfantryGrenadesImperiumSmokeScout Squad