The Space Marine scouts are trained by
sending them behind enemy
lines, or by other gruelsome schemes. One such scheme is sending
them to the Underhive of Necromunda. Scouts here are rigourosly
tested in the dead zones, thrown in with outlaws, and other
gun-toting madmen. If they survive, it is they who will become
fully fledged Space Marines, if not, well, they werent good
enough anyway............
Starting : You
start with 1000 creds to buy a Scout squad with. The squad MUST
contain 1 sergeant and 4 scouts to start. This number of models must be
maintained at all times - if there is less than this, the squad must save all money
until it can afford to replenish the models. If a sergeant is killed, then the
leading scout takes over, and a new scout must be bought ASAP.
M | Ws | Bs | S | T | W | I | A | Ld | Effective Value | |
Sergeant | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 348 |
Scout | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 | 223 |
Maximum | 5 | 6 | 7 | 3 | 3 | 2 | 6 | 3 | 10 | ---- |
Cost :
Sergeant : 250 credits
Scout : 125 credits
Equipment : All models start with scout armour (+75
credits, prepaid for), and frag grenades (prepaid for - see Rare Trade section for
cost). At the creation of the squad, the Sergeant may buy a needle rifle for
himself, for the cost of 100 credits (+100 credits to value, not 240). This is a
one-time deal. Scouts may use any weapons that are on the model (but keep it
reasonable!)
Scout armour : Gives a 4+ save, but a -1 initiative modifer when
in close combat.
Experience :
Sergeant : 60 + d6
Scout : 40 + d6
Income : The squad gets sent money down from the
authorities after every game - this comes as (d6+3)x10 credits. The squad may
not forage, nor go to territories for more money. They can also not extort money out
of other people (as in some scenarios), although they may still come by it by loot
counters and giant killers bonuses
Rare Trade : One model may go trading after each game
(scout or the sergeant). This model goes undercover, and so may choose whether
to roll on the Outlaw, or the Normal trading list. He will find the normal d3 items.
However, he will know what he is looking for, and to reflect this, he may modify the
dice roll by plus or minus 2. The cost of items bought on the rare trade tables are
only 75% of the normal. This also includes the cost of the frag grenades
given to the squad at the creation. Only add 75% of the weapons costs to the Scouts
value, as this is all he has paid. Round all numbers to the nearest credit.
Captured Scouts : If a scout is captured, then he must
try to be rescued, they are too valuable to the squad to throw away, let alone
the fact that he will be part of the close-knit group! If a scout squad knows that
it will be doing a Rescue mission
next, then when rare trading, stummers and silencers count as common for that time
only, as they will specially search for equipment relevant to what they are doing.
If the scout is not rescued, then the gangers will have great pleasure killing the
scouts, having carefully stripped him of equipment first! The scout dies, but
the gang may keep all the equipment that he
had (use full cost value, not what the scouts paid, eg.needle rifle - 240pts instead
of 100). This, above all else, is a good
reason to keep the scouts well looked after!
Arrests : The scouts are also part of the law. If the
scout finds a fixer at rare trading, then he will arrest him on the spot (not
allowing the scouts to buy the spur, kalma etc). This will cause other such shifty
people to hide in cowardice. If any opponent
gangs had such a fixer, they will lose it on a d6 roll of a 1, as their fixer has
been carted off. ALL other fixers may not be used
for d3 games, while they are hiding out. If any fixers are rolled on the rare trade
in this time, just roll again. Gangers caught by the scouts are not beyond all hope of
recovery. If the gang decides to try and rescue the captive, do a normal
rescue mission, but place the captive in a secure place, with d4 jailors (gangers
with laspistols) around, as well as the scouts. This is the local jail he has
been thrown in. If a rescue attempt is failed, then the person is convicted,
and beyond all hope of ever being seen again, the character is gone and his equipment
seized by the authorities. If the gang decides not to do a rescue, then the
ganger (minus his seized equipment of course) may be released on bail, for a charge
of Experience x 2 credits, and a warning will be put on his record. If the same
ganger is again captured by such authorities, he will receive no such warning,
and if not rescued is carted off, never to be seen again. Outlaw characters and
gangers will not be released on bail.
Territory : The squad has one normal territory to start
off with, which it uses as its base of operations. If this is destroyed or lost
for any reason, they will move on to another. The territory may not be used
to generate income.
Imperial forces : If a gang fights against the scouts,
add a -2 modifier to outlaw that gang after the game (if the scouts judge they are
worthy of being outlawed). The scouts should NOT try to outlaw every gang they
encounter - they are after experience in combat primarily, not hunting down every
single criminal person. The scouts can never be outlawed, nor do any
illegal missions.
Ammo Rolls : Due to the more advanced skills of the scouts, and
extra supplies at base, all weapons used by them have a +2 modifer on their ammo
rolls. In addition, they will never blow up in their hands.
Pinning : The scouts are fairly green, and so are not up
to fully fledged Scout status yet, this is reflected by the advantage that
when they are shot, they are not pinned on a d6 roll of a 1 (pinned on a 2+).
The Sergeant is however, more advanced, and so doesn't get pinned on the roll of a
2+ (only gets pinned on a 1)
Advances : Use the normal table to see when advances take
place, and what the advances are. However, if a double 1 is rolled, then a +1
M bonus may be taken instead.
Hired Guns : Scout squads may only hire Bounty Hunters
and scummers to do the dirty work for them.
Closing down enemy gangs : If any gang opposing the
scouts gains a gang rating of over 4000pts then the scouts will attempt to close
them down before they become to powerful, and consider moving uphive. This is an
open-ended matter, it could involve calling in the Arbites, or even hiring an
assassin to take them out, it could even resort to calling in their
Brother Marines...............