ELITES

 

Veteran Scouts

Troop Type Points WS BS S T W I A

Ld

Sv

Veteran Scout 15 4 4 4 4 1 4 1

9

4+

Veteran Scout Sergeant 25 4 4 4 4 1 4 2

9

4+

Veteran Scouts were Marine candidates that have declined promotion to full Marine status due to a natural affinity for the lighter and more dangerous life of a scout or to some self-imposed penance or exceptional skills as a sniper. These scouts have spent many years in the fields of battle and have become just as deadly as any other Marine.

Squad: The Veteran Scout Squad consists of between four and nine Veteran Scouts and a Veteran Scout Sergeant.

Weapons: Bolt pistol, close combat weapon, and frag grenades.

Options: Any model in the squad may replace their bolt pistol and close combat weapon with a sniper rifle at +5 points, or a bolter or shotgun at no additional points cost.

One of the Veteran Scouts may can have one of the following: heavy bolter at +15 pts, autocannon at +20 pts, missile launcher at +20 pts.

Up to two of the Marines in the Squad may be armed with: plasma pistol at +5 points, plasma gun at +6 pts, flamer at 4 pts, or meltagun at +10 pts.

The entire Squad may have krak grenades at an additional cost of +2 pts per model, blind grenades at an additional cost of +2 pts per model, and/ or melta bombs at an additional cost of +5 per model.

The squad may be given terminator Honors at +10 pts. per model.

The Veteran Sergeant can any take equipment from the Force Recon armory.

SPECIAL RULES

Infiltrators: In the right circumstances Scouts can work their way into a forward position on the battlefield. To represent this they may set up using the Infiltrators rule, but only if the mission allows Infiltrators. If it does not then Veteran Scouts may take one free movement at the beginning of the game before the first turn.

Move Through Cover: Scouts roll an extra D6 when rolling to move through difficult terrain. In most cases this will mean that they roll 3D6 and pick the dice with the highest score.


Back to Codex: Force Recon

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