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SPACE MARINE SCOUTS

Space Marine Scouts are sent into the Underhive of Hive Primus on the planet Necromunda as part of their basic training in urban warfare and covert operations. Scouts from many chapters take this training. It is considered the best in the Empire and for many it provides sufficient experience for them to become full fledged Marines. Indeed, for many sergeants, who accompany the scouts in their training, this experience is often enough to allow them to enter the hallowed ranks of the Veteran units.

 
  A training mission "downhive" involves dropping a squad of scouts, led by their training sergeant, below "The Wall." They are fully equipped with field rations to survive until they have completed their mission. There may be occasions when they require resupplying, in which case they go to their Teleport Zone (TZ) and set up their teleport homer as a target for their chapter supply section. As a result, Scouts never go hungry, nor do they have to forage for food.

SPECIAL RULES

MISSION.

A Scout Squad must commit itself to achieving a specific Training Mission during its time in the Underhive. The Mission must be written down on the Gang Roster when the Squad is first dropped below "The Wall" and may be chosen from the following:

A]To kill a total of five Outlander gang fighters (one for each starting member of the Squad) before they return above the Wall.

B]To earn a total of 1000 Experience Points (200 for each starting member of the Squad) before they return above the Wall.

C]To survive a total of 10 games (two for each starting member of the Squad) before they return above the Wall.

If the Training Sergeant is killed then the Mission is over and the Squad returns above the wall.

If Apothecary or Terminators sent in to aid the squad in difficult situations are killed then the Mission is over and the Squad returns above the wall.

Once a Scout Squad returns above the Wall it continues in its training elsewhere. Occasionally, a member of the Squad will return as a Training Sergeant. To represent this, you are allowed to select a Scout from the returning Squad to be promoted to Training Sergeant for the next Squad to undergo urban warfare and covert operations training. Experience points and skills that the scout has accumulated will remain with him as a Training Sergeant. A Training Sergeant only makes one tour of duty on Necromunda, so can not be selected again.

TERRITORY.  Scouts start with one piece of territory generated on the Outlaw Territory Chart (Outlanders page 10.) This forms their Base Camp (BC). They may move their camp to a better piece of territory if they capture it, but they cannot hold more than a single piece of territory at one time as their mission is more important than accumulating and defending territory. If the Scouts lose their base camp then they immediately generate another on the Outlaw Territory Chart.

INCOME.  Scouts never collect income, never trade, and can never buy extra gang members after their initial deployment. They are committed into being "downhive" until they have completed their Mission or until the Training sergeant or every Scout has been killed.

STARVATION.   As Space Marines in training, the Scouts have a number of their genetic manipulations in place. In addition to their combat rations, they are capable of surviving on foods even Ratskins and Scavvies would find difficult to digest. The Squad is immune to the effects of starvation.

WEAPONS.  Scout weapons have been specially prepared and blessed by their Chapter Techpriests. They are well maintained and will never fail an ammo test.

CAPTURE.  Captured Scouts will be immediately liberated by the Marines of their chapter.

INJURIES  When a Scout is taken Out of Action, an apothecary will teleport in on the next Scout turn and attempt to heal him [Insert Teleport and Medic rules]. If the Scout dies, the apothecary can instantly harvest his immature geneseed to prevent loss or damage. The Apothecary may have to fight his way to the injured Scout as this was an emergency teleport. The apothecary may remain with the Scout until he is back on his feet (i.e. not pinned) and will then either teleport out or will move (walk or run, not teleport) to the next injured scout.

If the Scout dies, the Apothecary must spend one turn in full base contact with the body in order to harvest his geneseed. He will then immediately teleport out.

If the Sergeant dies, a terminator will teleport in at a point declared by the player [insert Teleport rules.] He will then provide support while all surviving Scouts gather within 2" of him to teleport out (Terminators carry their own Teleport Homers.) This ends the Mission for the Scouts

Any death of Apothecary or Terminator will result in the remaining terminator squad members (4) teleporting in to cover withdrawal. This ends the Mission for the Scouts

IMPERIAL TROOPS.  Scouts are extremely loyal to the Emperor and will never attack Imperial Guard, Adeptes Arbites or other Imperial troops or agents. As law enforcers, they will never indulge in aggressive activities against the Guild.

SCOUT SQUAD

A Space Marine Scout Squad consists of one Space Marine Training Sergeant and four Space Marine Scouts. One Scout may be equiped with a Special or Heavy Weapon.

TRAINING SERGEANT

Space Marine Sergeants accompany the Scouts on their Mission.

M WS BS S T W I A Ld
4 4 4 4 4 1 4 1 8

Weapons.  All Scouts carry Bolt Pistols and Frag Grenades

Equipment.

Special Rules
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