Scout After both sides have deployed (including
Infiltrators), but before the first player begins his first
turn, a unit containing at least one model with this special
rule can choose to redeploy. If the unit is Infantry,
Artillery, a Walker or a Monstrous Creature, each model can
redeploy anywhere entirely within 6" of its current
position. If it is any other unit type, each model can
instead redeploy anywhere entirely within 12" of its current
position. During this redeployment, Scouts can move outside
the owning player's deployment zone, but must remain more
than 12" away from any enemy unit. A unit that makes a Scout
redeployment cannot charge in the first game turn. A unit
cannot embark or disembark as part of a Scout redeployment.
If both sides have Scouts, roll-off; the winner decides who
redeploys first. Then alternate redeploying Scout units.
If a unit with this special rule is deployed inside a
Dedicated Transport, it confers the Scout special rule to
the Transport (though a disembarkation cannot be performed
as part of the redeployment). Note that a Transport with
this special rule does not lose it if a unit without this
special rule is embarked upon it. Having Scout also confers
the Outflank special rule to units of Scouts that are kept
as Reserves.