Scout Squad

(Unit)
Type: unit
Category: Troops
Categories: Troops, Salamander
LinkId: 0fe6-ae6f-1f68-6739
Hidden: false
Options (9)
Replace Bolt Pistol and Close Combat Weapon:
Rules (6)
And They Shall Know No Fear
Automatically regroup when falling back even when at less than 50%. Enemy advances are treated as a new Assault (enemy striking +1A the following turn). If the enemy does not advance, the Space Marines can move, shoot, and assault as normal in their following turn.
Infiltrators
Squad may deploy using Infiltrators special rule
Move Through Cover
Roll an extra D6 when moving through difficult terrain. 

Cannot be used by: Bikes, Steeds, Daemonic Stature, Mark of Khorne, or Terminator Armor
Never Give Up
At the end of a game, the Salamanders player can decide to continue fighting for one more turn. Another whole game turn is played as normal (ie, each player gets one more turn) and the result of the battle is decided after that turn is finished.
Self-Reliant
Salamander models never have to take 'All On Your Own' Morale checks.
Sturdy
All Salamanders, with the exception of Dreadnoughts, have their Initiative reduced by 1 point. They must also deduct 1" from any advance or fall back moves they make.
Used By (9)
Dark Angels (1999)(Catalogue)
Iron Hands (2001)(Catalogue)
Salamanders (2000)(Catalogue)
White Scars (2002)(Catalogue)