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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 weren’t 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...............

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