While retaining some of the strengths of the
normal Space Marine, Scouts combine stealth and manoeuvrability
into
a more lightly armoured package. To increase their chances
of sneaking around undetected, Scouts wear carapace armour for
its
reduced weight, a choice that reduces their armour save to 4+.
Carapace armour grants decent protection from most incoming
fire,
but heavy bolters, autocannons, and especially heavy flamers
are weapons that Scouts should fear. These three weapons punch
right through carapace armour, and in the case of the heavy
flamer, not even a cover save will help.
Carapace armour is light on protection when compared to power
armour, but Scouts prefer it for its relative silence so they
can sneak up on the enemy. Their stealth allows Space Marine
Scouts to Infiltrate, thereby deploying ahead of the
main force to get good fields of fire and occupy strategic
positions on the battlefield. In the Fourth Edition of Warhammer
40,000, the ability to Infiltrate has changed slightly
and will be seen more on the battlefield.
Scouts can also move through Difficult Terrain much easier
than other Space Marines. Scouts roll 3D6" and select
the highest two of the three results rather than the normal
2D6". This ability allows Scouts to scurry through rubble,
ruins, woods, and other terrain features at full speed where
normal infantrymen are likely to get bogged down.
Next:
Scout Weapons
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