Wolf Scouts [Legends]
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Boltgun | 24" | 2 | 3+ | 4 | 0 | 1 |
| Combi-weapon | 24" | 1 | 3+ | 4 | 0 | 1 |
| Storm Bolter | 24" | 2 | 3+ | 4 | 0 | 1 |
| Bolt pistol | 12" | 1 | 3+ | 4 | 0 | 1 |
| Plasma pistol - supercharge | 12" | 1 | 3+ | 8 | -3 | 2 |
| Plasma pistol - standard | 12" | 1 | 3+ | 7 | -2 | 1 |
| Hand flamer | 12" | D6 | N/A | 3 | 0 | 1 |
| Grav-pistol | 12" | 1 | 3+ | 4 | -1 | 2 |
| Inferno Pistol | 6" | 1 | 3+ | 8 | -4 | D3 |
| Astartes shotgun | 18" | 2 | 3+ | 4 | 0 | 1 |
| Flamer | 12" | D6 | N/A | 4 | 0 | 1 |
| Plasma gun - standard | 24" | 1 | 3+ | 7 | -2 | 1 |
| Plasma gun - supercharge | 24" | 1 | 3+ | 8 | -3 | 2 |
| Grav-gun | 18" | 2 | 3+ | 5 | -1 | 2 |
| Heavy Bolter | 36" | 3 | 4+ | 5 | -1 | 2 |
| Meltagun | 12" | 1 | 3+ | 9 | -4 | D6 |
| Missile Launcher - Frag | 48" | D6 | 4+ | 4 | 0 | 1 |
| Missile Launcher - Krak | 48" | 1 | 4+ | 9 | -2 | D6 |
| Vortex bolt | 24" | 1 | 2+ | 4 | 0 | D3+3 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Astartes Chainsword | Melee | 4 | 3+ | 4 | -1 | 1 |
| Power fist | Melee | 2 | 3+ | 8 | -2 | 2 |
| Power weapon | Melee | 3 | 3+ | 5 | -2 | 1 |
| Thunder Hammer | Melee | 2 | 4+ | 8 | -2 | 2 |
| Twin lightning claws | Melee | 4 | 3+ | 5 | -2 | 1 |
| Close combat weapon | Melee | 2 | 3+ | 4 | 0 | 1 |
| Combat knife | Melee | 3 | 3+ | 5 | -1 | 1 |
| Paragon Blade | Melee | 6 | 2+ | 6 | -3 | 3 |
| Monster Slayer of Caliban | Melee | 7 | 2+ | 6 | -2 | 2 |
| Encarmine Warblade | Melee | 6 | 2+ | 6 | -3 | 3 |
Abilities
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.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a scout move (see below). - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
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.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).