Initiate:...
Novice:...
Sargent:.
Comp: 1 Sgt, 4 Scouts (Novices or Initiates)
Type: Infantry
Wargear: Bolt Pistol, CC Weapon, Frag and Krak Grenades
Special Rules: ATSKNF; Combat Squads; Chapter Tactics, Infiltrate, Move through Cover.
Options;
A Scout squad consists of 1 sergeant and 4 of any mix of novices and initiates.
May include up to 5 additional Scouts at ...pts
Any Scout may replace their Bolt Pistol or CC weapon with one of the following: Bolter; Shotgun, Sniper Rifle
2 Scouts may replace their Bolt Pistol or CC weapon with one of the following:
Flamer ..pts; Meltagun ..pts; Plasma Gun ..pts; Heavy Bolter, Heavy Flamer or Missile Launcher ..pts; Autocanon ..pts;
The Sergeant may take the Following: Meltabombs ..pts; Teleport Homer ..pts;
The Sergeant may replace his Bolt pistol or CC Weapon with one of the following:
Combi-weapon ..pts; Stormbolter ..pts; Power Weapon ..pts; Power Fist ..pts;
A squad consisting of a Sergeant and Novices only may take the Stealth USR for ..pts and/or Acute Senses for ..pts.
The entire squad may take Camo Cloaks for ..pts per model;
Special Rules:
Secondment: Some chapters keep their new recruits within the tactical squads to gain experience. Any army may choose not to take Scout Squads and instead assign their scouts to their tactical squads. You may include 1 Scout for every 3 Marines in the Tactical Squad.
Initiates come with Bolter or Shotgun, Bolt Pistol or Close Combat weapon, Frag and Krak Grenades for ..pts. Novices come with Bolter or Shotgun, Bolt Pistol or Close Combat weapon, Frag and Krak Grenades for ..pts. Both lose their Move Through Cover and Infiltrate USRs.
Raw Recruits: If a Squad consisting of Sergeant and Initiates only loses it's Sergeant, the Initiates must take a Leadership Test. If the fail, they go to ground immdiately, if they pass they count as Unbreakable until the start of their next turn.