- SCOUT BASICS -
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

- Intro - Basics - Weapons - Squad Composition - Combined Arms -
- Manoeuvres - Vet. Sergeants - Biker Scouts - Conclusion -

Armies of the Warhammer 40,000 Universe
Black Templars
Dark Angels Orks
Catachans
Dark Eldar Space Marines
Chapter Approved
Eldar Tau
Chaos Space Marines Imperial Guard Tyranids
Daemonhunters Necrons Witch Hunters