SCOUT MARINESTYPE: Stealth/Infiltrator, Warrior, Super-Soldier
PL: 7
POWER POINTS:Abilities: 54 pointsPowers: 61 pointsAdvantages: 17 pointsSkills: 60 pointsDefenses: 8 pointsTotal: 200 pointsCHANGES FROM SPACE MARINE TO SCOUT MARINE: -33 points-Fighting -1,
-2 points-Remove Ceramite Power Armour,
-40 points-Add Scout Armour,
+16 points-Remove Boltgun and Chainsword
-Advantages -3,
-3 points--Close Attack -1
--Ranged Attack -2
-Remove Skills -8,
-4 points--Expertise (Philosophy) +4
--Expertise (History) +4
-Reduce Skills -8,
-4 points--Expertise (Military) -2
--Expertise (Chapter of origin) -2
--Insight -2
--Intimidation -2
-Add Skills +16,
+8 points--Acrobatics +5
--Sleight of Hand +5
--Stealth +6
-Reduce Defenses -4,
-4 points--Dodge -1
--Parry -1 (see Fighting -1 above)
--Will -2
--Fortitude -1
--Toughness -1 (see Scout Armour)
-
PL -1OPTIONS:-
Assault Scouts: Use as is.
-
Sniper Scouts:--Add Equipment +4 ranks, +4 points
--Remove Boltgun
--Add Sniper Rifle, +17 equipment points
-
Tactical Scouts: +1 point
--Add Equipment +1 rank, +1 point
--Add Shotgun (+1 equipment points)
ABILITIES: 54 pointsStrength (Str) - 5
Stamina (Sta) - 5
Agility (Agl) - 3
Dexterity (Dex) - 3
Fighting (Fgt) - 5
Intellect (Int) - 2
Awareness (Awe) - 2
Presence (Pre) - 2
POWERS: 61 points*"And They Shall Know No Fear!": Enhanced Advantage 2 (Fearless, Second Chance [Will Checks for failing in duty]), Innate,
3 pointsAstartes Pysiology: 41 points(*See below for Organ Implant Comparison List to see what organs grant the listed abilities below)
-
Enhanced Advantages (Diehard, Great Endurance),
2 points-
Growth 3 (+3 Str/Sta, +3 mass, +1 Intimidation, -1 Dodge/Parry), Permanent,
3 points-
Immunity 10 (Aging; Posion Spit; Disorientation [dizziness/nasea]; Environmental Conditions 5 [Cold, Heat, Vacuum, Radiation Poisoning, Toxic Atmospheres]; Poison; Need for Sleep),
10 points-
Mimic Skills: Variable 1, Limited (only Enhanced Skills), Slow (Must take time to devour target's flesh),
5 points-
Enhanced Senses: Senses 2 (Visual [Extended 1]; Auditory [Extended 1, Selective]; Low-Light Vision),
2 points-
Suspended Animation: Enhanced Advantage (Trance), Extended 10 (for Length of Time), Limited 2 (Unaware; Requires outside stimuli to recover),
3 points-
Enhanced Taste: Senses 2 (Olfactory [Taste; Acute, Analytical],
2 points-
Poison Spit: 2 Alternate Effects of Strength, Immunity (to Poison Spit, listed above),
2 points--[b
]Blinding Poison:[/b] Affliction 10 (Blindness; VS Fortitude; Dazed, Stunned, then Unaware)
--
Corrosive Spit: Weaken 5 (Affects Objects)
-
Gene-Seed Progenoids (2): Feature 2,
2 points-
Black Carapace: Feature 1 (Required to use Ceramite Power Armor),
1 point-
All Innate,
10 pointsNOTE!: Some people prefer the Feature 1 (Longevity) instead of Immunity 1 (Aging). Either way, it's just 1 point, and no one knows how long a Space Marine can really live because almost all have died in battle, and none have been known to die of old age. Chaos Marines have been known to be alive since the Horus Heresy circa 10,000 years ago, but this could be due to many factors, such as corruption/mutation by Chaos, Excessive use of magic (see Thousand Sons), living in the Warp which twists time and space, or 'gifts' from the Chaos Gods.Scout Armour: 19 points, Removable,
16 points-
Carapace Plates: Protection 4,
4 points-
Stealthy and Quiet: Feature 1,
1 point-
Vox System: Communication 3 (Radio),
12 points--
Alternate Effects: Visual (laser) and Auditory (infrasonic beam),
2 points*"And They Shall Know No Fear!" could instead rely on Will Checks against Fear Effects, though Immunity is easier.EQUIPMENT: 30 of 30 pointsGear: Camo Cloak: Concealment 1 (Visual), Check Required (Stealth Skill), Enhanced Skill (Stealth +4),
3 pointsArsenal: 27 equipment points-Boltgun (Ranged Multiattack Damage 6, Penetrating 4), 23 points
-
Bolt Pistol (Ranged Damage 6, Penetrating 4),
1 point-
Combat Knife (Strength based Damage 1),
1 point-
Frag Grenades (Burst Area Damage 5, Indirect),
1 point-
Krak Grenades (Penetrating Damage 5, Indirect),
1 pointOptional: Sniper Rifle,
38 points, +17 points (replaces Boltgun)
-
Sniper: Ranged Damage 6, Penetrating 3, Improved Critical 1 (19-20),
16 points-
Pinning: Ranged Affliction 6, VS Will (Vulnerable, Prone, then Paralyzed; Linked to Sniper Rifle),
12 points-
Rending: Ranged Nullify 6 (against Toughness), Linked to Sniper Rifle, Limited (to critical hits),
12 points-
All Linked to Sniper RifleADVANTAGES***: 16 pointsAssessment, Benefit 4 (Cipher*; Diplomatic Immunity**; Security Clearance [base/vehicles/ships/wargear of home Chapter]; Status [Adeptus Astartes]), Close Attack 1, Equipment 6, Improved Initiative, Ranged Attack 3, Teamwork
*Once inducted into a Space Marine Chapter, the battle brother's previous life is most nearly forgotten after training.**No one in the Imperium, save the Inquisition, would dare charge or challenge a Space Marine!***The Advantages listed here are for basic "Battle Brothers" of Space Marines. Further Advantages could be listed to reflect other types of Astartes (Assault Marines, Veterans, etc.), higher ranks in a Chapter, or the unique traits of other Chapters.SKILLS*: 60 pointsAcrobatics +5(+8
**), Athletics +6(+11), Expertise (Law Enforcement) +4(+6), Expertise (Military) +6(+8), Expertise (Chapter of origin) +4(+6), Insight +4(+6), Intimidation +6(+8), Investigation +4(+6), Perception +6(+8), Sleight of Hand +5(+8
**), Stealth +6(+9
**/+13
***), Vehicles +4(+7)
*Again, these skills represent basic Marines. Some Marine Chapters may have these skills as standard training, but are notorious for not using them out of arrogance. Also, different characters and Chapters will have different skill sets. For example, the Ravenguard would have a high Stealth skill, and the Iron Hands would have a high Technology skill.**These skills are listed for the Scout Marines, but not for the Space Marines. Simply put, Space Marines rarely, if ever, display these skills. This could simply be that once they rise from Scout to full Battle Brother, they use these skills less and less, perhaps forgeting them all together in time, since their tactics often change from stealth and infiltration to more hard-core assaults. If GMs/players wish, these skills can be retained at +8 points to the Space Marine. In some chapters this would be very fitting, even enhancing these skills further after rising above Scout status (see Ravenguard).*** From Camo Cloak *see Gear and Equipment).OFFENSE:Initiative +7
Ranged +3/+6
-
Boltgun 6 (Multiattack, Penetrating 4)
-
Bolt Pistol 6 (Penetrating 4)
-
Frag Grenades 5 (Burst Area, Indirect)
-
Krak Grenades 5 (Penetrating, Indirect)
Optional: Sniper Rifle +3/+6
-
Sniper Rifle 6 (Penetrating 3, Improved Crit 1, Pinning, Rending [see Gear/Equipment])
Close +5/+6
-
Close Damage 5
-
Combat Knife 6
Poison Spit +5
-
Blinding Poison: Affliction 10
-
Corrosive Spit: Weaken 5 (Affects Objects)
DEFENSE: 9 pointsDodge +5
Parry +5
Will +8
Fortitude +5
Toughness +9
COMPLICATIONS:(Depends largely on what Chapter the Marine is from)

- - - - - - - - - -
Organ Implant Comparison List:-[b
]Secondary Heart: [/b]see Diehard and Great Endurance
-
Ossmodula: see Growth
-
Biscopea: see Growth
-
Haemastamen: N/A (maybe Great Endurance)
-
Larraman's Organ: see Diehard
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Catalepsean Node: see Immunity (Need for Sleep)
-
Preomnor: see Immunity (Poison)
-
Omophagea: see Mimic Skills
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Multi-Lung: see Immunity (Toxic Atmospheres)
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Occulobe: see Enhanced Senses
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Lyman's Ear: see Immunity (Disorientation) and Enhanced Senses
-
Sus-an Membrane: see Suspended Animation
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Melanochrome/Melanochromic Organ: see Immunity (Radiation Poisoning)
-
Oolitic Kidney: see Immunity (Poisons)
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Neuroglottis: see Enhanced Taste
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Mucranoid: see Immunity (Cold, Heat, Vacuum [or Enhanced Advantages {Great Endurance}])
-
Betcher's Gland: see Poison Spit
-
Progenoids: see Gene-Seed Progenoids
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Black Carapace: see Black Carapace
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VARIANTS: Scouts, in general, come in three types: Assault Scouts (with bolt pistol and combat blade), Tactical Scouts (with boltguns or shotguns) and Sniper Scouts (with sniper filfes, obviously), depending on which chapter company they receive their training from, and the formation of the chapter they hail from. There are also Biker Scouts who count as a Fast Attack recon option who have Marine bikes and Cluster Mines.