by LordMalekTheRedKnight » Tue Jan 08, 2008 4:28 pm
Scout Master (120 pts)Statline: SM Captain (with 4+ Armour Save)Weapons: Storm Bolter/Mastercrafted Sniper Rifle/Power Weapon (Choose one) OR Power Weapon & Space Marine Bike. Bolt Pistol, Frag Grenades, Melta Bombs.Wargear: Scout Armour (4+ Save), Auspex, Purity Seals.Special Rules: ATSKNF, Rites of Battle, Infiltrate (on foot) OR Scouts (on Bike), Independant Character, Scout Master & Scout Force. Scout Master: the Scout Master has the Move Through Cover, Skilled Rider, Acute Senses & Stealth USRs - all these rules are also conferred to any unit of Scouts (inc. Scout Bikers) that he has joined while he remains part of the unit.Scout Force: only the following units may be taken in an army that includes the Scout Master (all normal options are allowed unless noted otherwise):HQ: 1 Scout Master (as above)Elites: 0-1 Tactical Squad (may have a Dedicated Transport, but not a Drop Pod)Troops: Scout SquadsFast Attack: Scout Bikers, 0-1 Landspeeder SquadronHeavy Support: Scout Squads (must swap standard weapons for Sniper Rifles - all other options unchanged)Allies: NoneTraits: None
by Spack » Tue Jan 08, 2008 4:35 pm
by LordMalekTheRedKnight » Tue Jan 08, 2008 4:53 pm
Spack wrote:Might make for an interesting lightweight army
by ruffian4 » Tue Jan 08, 2008 7:31 pm
killmaimburn wrote:If this is a masked ball, then the other bits of him are off spiking the teachers punch.
by LordMalekTheRedKnight » Tue Jan 08, 2008 8:13 pm
by Culven » Tue Jan 08, 2008 8:32 pm
by LordMalekTheRedKnight » Tue Jan 08, 2008 8:42 pm
Culven wrote:I like the rules, some playtesting will determine whether it is balanced.
Culven wrote:One thing I would like to see is the Tactical Marines being stuck in the Scout Squads as mentors, teaching the Scouts, rather than as a separate unit. Some option would be needed to have the Tactical Battle Brother fit with the role of their Scout Squad.
Culven wrote:I imagine that if the Chapter fielded several of their Scout squads together, they would want someone to look after them. After all, they are the future of the Chapter.
by ruffian4 » Tue Jan 08, 2008 9:37 pm
LordMalekTheRedKnight wrote:p.s. any thoughts on Scout Speeders?
by mattjgilbert » Tue Jan 08, 2008 11:04 pm
by LordMalekTheRedKnight » Tue Jan 08, 2008 11:18 pm
mattjgilbert wrote:How about altering the heavy choices a little? Something to give a little more punch/support but not go over the top.Heavy Support: 0-2 Scout Squads (must swap standard weapons for Sniper Rifles - up to 2 models may take either a heavy bolter or a missile launcher*)0-1 Whirlwind with Incendiary missiles**
by Kyrolon » Wed Jan 09, 2008 12:27 am
by Ben » Wed Jan 09, 2008 2:10 am
by Spack » Wed Jan 09, 2008 2:37 am
mattjgilbert wrote:edit...not sure why this post is formatted badly...?
by mattjgilbert » Wed Jan 09, 2008 11:33 am
LordMalekTheRedKnight wrote:i wanted to avoid too many clanking vehicles slowing them down/giving their position away
LordMalekTheRedKnight wrote:- they are meant to be a Scouting force afterall
LordMalekTheRedKnight wrote: (theres also the issue of Escalation - a Whirlwind wouldnt get to fire until at least the 3rd turn)
LordMalekTheRedKnight wrote:as to "Dev Scouts", i wanted to stick to units that were already possible in the standard list (with restrictions and limits rather than extra options)
LordMalekTheRedKnight wrote: - otherwise it could be argued that such units should also be appearing in standard SM forces.
LordMalekTheRedKnight wrote:cheers for the replies guys
by killmaimburn » Fri Jan 11, 2008 6:02 pm
Ben wrote:I would like to have super snipers. Instead of his idea of a triple barreled sniper rifle how about can take vindicares as Elites?
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
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