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 Scout Squad Suggestion 1

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Col. Tartleton
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PostSubject: Scout Squad Suggestion 1   Wed Oct 27, 2010 1:56 pm

In line with my Space Marine ideas:


Space Marine Neophytes: 12 points
Weapon Skill 4Balistic Skill 4Strength 3Toughness 3Wounds 1Initiative 4Attacks 1Leadership 8Armour Save of 4+


Scout Sergeant:
Weapon Skill 5Balistic Skill 5Strength 3Toughness 3Wounds 1Initiative 5Attacks 2Leadership 10Armour Save of 4+


Unit Size: 4 -9 Neophytes, Scout Sergeant
Weapons:
Bolter
Bolt Pistol
Close Combat Weapon

May Replace 0-1 Bolters with:

Heavy Bolter for 10 points.
Missile Launcher for 10 points.

Wargear:
Carapace Armor
Frag Grenades
Krak Grenades

Options:
Scout Snipers: For 40 points the squad replaces Bolters with Sniper Rifles, and have Camo Cloaks and Defensive Grenades.

Raiders: For 40 points squad replaces Bolters with Shotguns, and have Melta Bombs and one Neophyte carries a Demo Charge in addition to his other equipment.

One squad may replace Scout Sergeant with Veteran Sergeant Telion for 120 points.

Transport:
May take a Landspeeder Storm for 50 points.

Special Rules:
And They Shall Know No Fear
Combat Squads
Infiltrate
Move Through Cover
Scout


Veteran Sergeant Telion: 120 points

Weapon Skill 6Balistic Skill 7Strength 3Toughness 3Wounds 2Initiative 5Attacks 2Leadership 10Armour Save of 4+

Weapons:
Stalker Pattern Bolter [R36" SX AP 4 Heavy 2, Poisoned (2+), Rending]
Bolt Pistol
Close Combat Weapon

Wargear:
Carapace Armor
Frag Grenades
Krak Grenades
Defensive Grenades

Special Rules:
And They Shall Know No Fear
Combat Squads
Infiltrate
Move Through Cover
Scout
Master Sergeant
Protege

SPECIAL RULES:

They Shall Be My Finest Warriors [All Marine ranged and close combat attacks re roll failed hits and wounds.]

And They Shall Know No Fear [Marine units automatically pass morale checks.]

Combat Tactics:
[Counter Attack [USR]
Furious Charge [USR]
Scout [USR]
Infiltrate [USR]
Move Through Cover [USR]
Fleet of Foot [USR]
Tank Hunters [USR]
Night Vision/Acute Senses [USR]]

Combat Squads [If 10 men strong may deploy as two 5 man squads.]

Master Sergeant [Confers They Shall Be My Finest Warriors to the entire squad.]

Protege [One model in the squad may use Telion’s Ballistic Skill in the shooting phase.]
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yabba
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PostSubject: Re: Scout Squad Suggestion 1   Wed Nov 03, 2010 4:13 pm

Interersting mate. Might have to nick some of that cheers

I am probably looking at a three tier scout section with the tiers being
Sergeant
Novice
Initiate

Novices represent Scouts almost ready for the carapace - or they could be Wolf Scouts
Initiates represent the fellas who have just passed their basic training and gene therapy. These would be far more restrictive in choices, but cheaper. Also you will be able to attach them to Tactical Squads
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Dwane Diblie
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PostSubject: Re: Scout Squad Suggestion 1   Thu Nov 04, 2010 10:43 pm

I think the Storm is a must as an option. Eather that or a unit whit a compulsery Storm needs to be in the fast attack section.

What I am not too keen with here is that, as far as I recall, the sargent is supose to be a seasoned marine and therefor should have a marine statline.
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Col. Tartleton
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PostSubject: Re: Scout Squad Suggestion 1   Fri Nov 05, 2010 11:14 pm

That is my marine statline. I think the +1 T, +1S and stuff is mostly from the power armor. The toughest most hardcore marine without full armor is not on the same level. I want scouts to be more like veteran versions of guard veterans. These are the best young male fighters in the galaxy. The by the time they're gene-seeded out and rocking PA over their carapace then their stats jump to extra wound, extra strength, toughness, save and such. So the Scout sergeant is a scout even if he's a four hundred year old gunny who eats nails and shits lightning. <Telion
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PostSubject: Re: Scout Squad Suggestion 1   Sat Nov 06, 2010 11:26 am

"Telion is seven feet tall!"

"Yes, I've heard. And if he were here, he's consume the Orks with fireballs from his eyes, and bolts of lightning from his arse."
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