Scout Squad

(Unit)
Type: unit
Category: Elites
Categories: Elites
EntryId: f616-bbe1-e45a-37d9
Hidden: false
Costs: 80 Points
Options (4)
Rules (4)
And They Shall Know No Fear
Space Marines automatically pass Morale tests to regroup, and can take such tests even if the squad has been reduced to less than 50% by casualties, though all other criteria apply. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens, then the unit is subject to the No Retreat! rule in this round of close combat and may therefore lose additional casualties if outnumbered. Usually troops that regroup may not move normally and always count as moving whether they do or not, but these restrictions do not apply to models with this special rule.
Units that include Servitors and Familiars are still subject to this rule as long as the unit contains at least one Space Marine.
Space Marines are still subject to Last Man Standing tests. They will always regroup after each Fall Back move to 'reassess' the situation however.
Combat Squads
A number of ten-man  units in the Dark Angels army have the option of breaking down into two five-man units.
The units that can be split into Combat squads are:
+ Company Veteran Squads
+ Scout Squads
+ Tactical Squads
+ Assault Squads
+ Ravenwing Attack Squadrons
+ Devastator Squads

The decision to split the unit into Combat squads, as well as which models go into each squad, must be made when the unit is deployed. Both Combat squads must be deployed at the same time, but may be deployed in separate locations. If you decide to break the unit down then each Combat squad is treated as a separate unit for all game purposes from that point, and counts as a scoring unit if it still has half or more of its starting models, etc. Units held in reserve cannot be split into combat squads and vice versa.

For victory point purposes, each Combat squad is worth a number of victory points equal to half of the points value of the unit.
Move Through Cover
Some units of infantry are especially adept  at moving through difficult terrain. Accordingly, 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.
Infiltrate
This special rule is automatically lost by an independent character joining a unit that does not have this special rule, and vice versa.

In the right circumstances, stealthy troops have the ability to work their way into a forward position on the battlefield. To represent this, units with the Infiltrate ability may set up in accordance with the Infiltrate special rule in any mission that uses this special rule. If the mission does not allow troops to use the Infiltrate rule then the troops in question must set up normally with the rest of the army. The Infiltrate ability does not allow units that would normally be in reserve to deploy on the table. If a unit with this ability is equipped with a transport vehicle, it loses the Infiltrate ability.

Any infiltrators deployed on the table at the start of the game are deployed after all other units. If both sides have infiltrators, toss a coin to determine who goes first and alternate deploying these units. Infiltrators may be set up anywhere on the table that is more than 12" away from an enemy unit, if no deployed enemy unit can draw a line of sight to them. Alternatively, they may be set up anywhere on the table that is more than 18" from an enemy unit, even if they can be seen.