Wolf Scouts

Source: Codex: Space Wolves, p. 9; Chapter Approved – Codex: Space Wolves clarifications (v1.0), p. 2

Points/Model WS BS S T W I A Ld Sv
Scouts 14 4 4 4 4 1 4 1 8 4+

Squad: The Scout squad consists of between 4 and 6 Wolf Scouts.

Weapons: Bolt pistol and close combat weapon.

Options: Up to one Wolf Scout squad may choose weapons from the options included in the Space Marine Scout entry in Codex: Space Marines. All other Wolf Scout squads may only choose the following options:

Any model in the pack may replace their bolt pistol and close combat weapon with a bolter or a combat shotgun at no additional points cost.

Up to two models may replace their bolt pistol with a sniper rifle at +5 pts or a plasma pistol at +10 pts.

Up to two models in the pack may replace their close combat weapon with a power weapon at +10 pts.

One model may replace his bolt pistol and close combat weapon with one of the following weapons: flamer at +6 pts; meltagun at +10 pts; plasma gun at +12 pts.

The entire squad may be equipped with frag grenades at an additional cost of +1 pt per model and meltabombs at an additional cost of +4 pts.

Special Rules

Infiltrators: In the right circumstances, Scouts have the ability to work their way into a forward position on the battlefield. To represent this, they (and their attached Wolf Guard leader if they have one) may set up using the Infiltrators rule but only if the mission allows for Infiltrators to be used. If the mission does not allow troops to use the Infiltrators rule then the Scouts must set up normally with the rest of the army.

Move Through Cover: Scouts (and any characters or Wolf Guard leaders with the unit) roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll 3D6 and pick the dice with the highest score.

Operate Behind Enemy Lines: Instead of being set up normally, one unit of Space Wolf Scouts (and their Wolf Guard leader if they have one) can be sent out ahead of the army to operate behind enemy lines. They will use their natural skills to work their way round behind the enemy position and then attack the enemy from the rear. If you decide to use this option then the Scout unit must be kept in reserve, even in scenarios that don't normally allow reserves to be used. When the Scouts turn up, they must enter play from the table edge that the opposing side's reserves enter from or retreat towards, rather than from their own side's table edge. If the opponent doesn't have a table edge then roll randomly to see which edge they enter from.

Errata — Chapter Approved: Codex: Space Wolves clarifications (v1.0): Wolf Scouts may not choose weapons from the options included in the Space Marine Scout entry in Codex: Space Marines and from the Codex: Space Wolves list as well — it's one or the other.

Errata — Chapter Approved: Codex: Space Wolves clarifications (v1.0): When operating behind enemy lines in a mission where the enemy is not allowed any reserves, Wolf Scouts arrive on the table edge the enemy would retreat towards. If they fall back, they retreat towards this same edge too.