-
SCOUT WEAPONS -
Scouts have different weapons in their arsenal than a regular Space Marine. Their lack of power armour keeps Scouts from carrying some heavy weapons into battle, such as the multi-melta or lascannon. In addition, Scouts normally do not carry special weapons, a fact that prevents them from carrying the meltagun, plasma gun, and flamer onto the battlefield. Scouts can be equipped with bolters and can carry the missile launcher or heavy bolter if they choose, since it is possible to move these support weapons through dense foliage without any trouble. However, Scouts also have access to weapons that normal Space Marines do not, such as sniper rifles and autocannons. If needed, Scouts can be optimised for close combat with a bolt pistol and a close-combat weapon. Scouts may also carry shotguns instead of bolters (this option is one I have little experience with, as I generally prefer the other choices available). The variety of weapon options all within one squad makes Space Marine Scouts extremely versatile and effective. A Space Marine Tactical Squad is intended to be the most adaptable force on the battlefield, but in my opinion, Space Marine Scouts give them a run for their money!

Sniper Rifles

Space Marine Scouts are some of the finest snipers in the Warhammer 40,000 universe. Not only are they excellent shots, but unlike Eldar or Tau snipers, Scouts are formidable foes in hand-to-hand combat as well as at range. Sniper rifles are an excellent firearm, hitting on a 2+ and wounding any target, regardless of Toughness, on a 4+. In addition, Sniper rifles can force a unit to be Pinned, hunkering down to avoid the hideously accurate fire. Both of these capabilities are significant advantages and should not be overlooked.

Heavy Weapons

Space Marine Scouts have a choice of three heavy weapons: the heavy bolter, the missile launcher, and the autocannon. Scouts armed with a missile launcher are suited for antitank duty, although the option to launch a frag missile also makes it a good antipersonnel weapon. The autocannon has an excellent range – it can shoot 48” just like the missile launcher, and the autocannon is rarely available elsewhere in a Space Marine army except for the Predator tank and the Dreadnought. Scouts with an autocannon are well suited for shooting at light vehicles and taking down most infantry. For antipersonnel, however, the heavy bolter is perhaps the best choice, as it gives Scouts a chance to inflict up to three casualties per turn. Ultimately, the choice of the heavy weapon should suit the battlefield role that the Scouts are intended to play. Some Scouts, such as those who are meant to fight in close combat, should probably leave the heavy weapon behind.

The versatility of Space Marine Scouts does not come without a price. There are some things that Space Marine Scouts simply do not do well. For example, Scouts normally do not excel at dealing with enemy tanks. Krak grenades, melta-bombs, and a missile launcher can go a long way towards making Scouts useful at tank-hunting. However, in general, there are many other choices in the Space Marine army that do this job better. Also, Scouts may not take a Transport (however, they can ride in a Land Raider selected as a Heavy Support choice), which means they are not as mobile as other Space Marine squads. The ability to Infiltrate gives Scouts a chance to mitigate this shortcoming by deploying out ahead of the main force. Thus, it is important to consider where the Scouts are deployed as they cannot traverse the battlefield like a mechanized unit can.

Next: Squad Composition

- 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