Force Recon Commander |
Troop Type |
Points |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Scout Lieutenant |
25 |
4 |
4 |
4 |
4 |
2 |
4 |
2 |
9 |
4+ |
Scout Captain |
40 |
5 |
5 |
4 |
4 |
3 |
5 |
3 |
9 |
4+ |
Scout heroes are the officers of the chapters scout
companies. These Marines have made it their lives work to train and fight alongside the
newest recruits. All of this training has allowed these full marines to develop the skills
of the scout and hone them to exceptional heights.
Options: The Force
Recon Commander may be given any equipment allowed from the Force Recon Armory.
SPECIAL RULES Independent
Character: Unless accompanied by a command squad, a Force Recon Commander is an
independent character and follows the independent character special rules in the Warhammer
40,000 rulebook.
Command Squad: The Commander may be accompanied by a Command
Squad. Note that the Recon Commander and his accompanying squad count as a single HQ
choice.
Infiltrate: In the right circumstances Force Recon Commanders can work their troops into a
forward position on the battlefield. To represent this the Commander and his Command Squad
(if he has one) may set up using the Infiltrators rule. The Commander may be attached to any other infiltrating squad if he is not
accompanied by a Command Squad.
Experienced Infiltrators: If the mission does not allow infiltrators then a Force Recon Commander may
deploy up to two of his Infiltrating units up to 18" onto the board from his
table edge. (remaining no less than 18" from any enemy units) Or may opt to
deploy those same two units last on the board even if the enemy has infiltrators of his
own. Scout Support teams may not be forward deployed except in games that allow infiltrators.
Move Through Cover: Force Recon Commanders 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. |
Force Recon Command Squad |
Troop Type |
Points |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Bodyguard |
15 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
4+ |
Veteran Scout Sergeant |
25 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
9 |
4+ |
You may take a Command Squad to accompany a Force
Recon Commander.
Squad: The Command Scouts 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
pistols at +5 points each.
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.
One model can be upgraded to an Apothecary and one model can be
upgraded to a Standard Bearer. Either of these or 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 Command Squad 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
E-mail
me! |