Scout: Difference between revisions
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Well, he has always gotten slightly less good armour, due to not power armouring. | Well, he has always gotten slightly less good armour, due to not power armouring. | ||
In codex Imperialis and Codex Ultramarines, Scouts had M4 WS4 BS3 S4 T3 W1 I4 A1 Ld7, which made then as good | In codex Imperialis and Codex Ultramarines, Scouts had M4 WS4 BS3 S4 T3 W1 I4 A1 Ld7, which made then as good at punching as Space Marines (assuming 4 all besides W and A was the space marine), but not as good at taking punches or shooting shit. | ||
In 5th edition, Scouts traded their Weapon Skill for their Toughness, and probably got a buff to leadership. Making them guardsmen when it comes to hitting things but space marines in the wounding. | In 5th edition, Scouts traded their Weapon Skill for their Toughness, and probably got a buff to leadership. Making them guardsmen when it comes to hitting things but space marines in the wounding. |
Revision as of 13:49, 14 December 2016
In D&D
While most would consider a Scout type class to be rather pointless, given that its basic themes can already be handled reasonably well by the Ranger and the Rogue, Dungeons & Dragons has never been shy about putting the spurs to a horse no matter how tired it is, and so there's been a few encounters with in over the editions.
In 2nd edition, Advanced Dungeons & Dragons, the Scout appeared as one of the Kits in the Complete Thieves' Handbook, and was literally nothing more than a "wilderness rogue"; a rogue who gained a boost to mobility related thieving skills in wilderness environments, and had a better chance of launching ambushes, but who suffered a penalty to all their thieving skills in urban environments.
In 3rd edition, the Scout was a complete class in its own right released in the Complete Adventurer, alongside the Ninja and the Spellthief. It was a highly mobile and lightly armored class that specialised in using traps and deadly strikes; it had the Trapfinding (as per a Rogue), a Barbarian's Uncanny Dodge, a Monk's Fast Movement and Evasion class features, Trackless Step as per a Druid, Camouflage & Hide in Plain Sight as per a Ranger, a Skirmish feature (bonus damage in rounds when it moved 10+ feet before attacking), a level-based bonus to Fortitude and Initiative, a Flawless Stride feature (ignore difficult terrain that just slows movement), Blindsense that eventually upgrades into Blindsight, a permanent Freedom of Movement effect, and a bundle of bonus feats based around mobility, endurance, perception and ranged combat.
In 5e, the Scout resurfaced as a new Fighter subclass, in the Unearthed Arcana article "Classics Revisted/Kits of Old", in which it was essentially a beefier, non-magic-using take on the Ranger. This incensed many Ranger fans since even with its comparative limitations, it was still a lot better at being a ranger than the actual ranger class.
In Warhammer 40K
In Space Marine Chapters that follow the Codex Astartes, Scouts are Space Marines in training. They have not yet gained the Black Carapace, the gene-seed organ that allows a Marine to interface with his power armour. They are usually organized into squads in the Tenth Company, and are the only Marines that regularly wield sniper rifles or use camouflage (although, in some Chapters and the Deathwatch, full Marines do use both). Fittingly, the Raven Guard use a lot of Scouts, since their combat doctrine centers around infiltration and sabotage. Once he serves about ten years as a Scout, the Space Marine receives his Black Carapace and power armour, and is sent off to the Devastator Squads.
They are led by a Sergeant, who is usually a member of a Tactical Squad that chooses to impart his wisdom to a younger generation, but may also be a Veteran Scout who refused the opportunity to become a full-fledged Space Marine. In the case of the Blood Ravens, they are led by Steve Blum voicing an angsty, ineffectual dork, who he hopes one day to teach all the Blood Ravens to be angsty, ineffectual dorks. His most important lesson is to go out of the way to point out problems and question every solution as if it was the most inexperienced idea you've ever heard.
Also, if you even say the word "bonk" within a hundred feet of an Angry Marine Scout with a Power Bat, he will beat you so hard you won't know which end of your sternum you're looking through.
Back in the times of the Great Crusade however, the Space Marine Legions didn't have Scouts at all. Instead they had the even better Legion Reconnaissance Squads. Instead of being made out of simple Neophytes that were to experience their tour of actual combat, Legion Reconnaissance Squads were made out of experts at reconnaissance, intel gathering, guerilla warfare, assassinations and sabotage. If they were fighting along their brethren on the battlefield, then they'd become flankers and wreck havoc and confusion among the enemy's ranks.
A history of stat lines
So how mighty is the Scout, as Junior Marine, on a stat line basis?
Well, he has always gotten slightly less good armour, due to not power armouring.
In codex Imperialis and Codex Ultramarines, Scouts had M4 WS4 BS3 S4 T3 W1 I4 A1 Ld7, which made then as good at punching as Space Marines (assuming 4 all besides W and A was the space marine), but not as good at taking punches or shooting shit.
In 5th edition, Scouts traded their Weapon Skill for their Toughness, and probably got a buff to leadership. Making them guardsmen when it comes to hitting things but space marines in the wounding.
By 6th edition, all scouts/claws had space marine muscles, but had the finesse of a guardsman. When the Space Wolf and Blood Angel codices continued the tread, everyone expected this to hold through the edition. Then the Space Marine Codex dropped.
At no point increase on anything, scouts and anything scout related got WS/BS 4. The Dark Angel codex droped as well with the same stat line boost as the Space Marine codex, and free access to Grim Resolve (i.e. Chapter Tactics for Dark Angels)
As of current with all 7th edition codex released, half of the Adeptus Astartes books have junior Marines with WS/BS 4. This may be fair for Space Wolves, because blood and sky claws get Rage, but it makes Blood Angel Scouts weaker at gun play compared to DA/SM scouts FAQ'd.
I Can't Believe It's Not A Scout™
Though using Neophytes as Scouts was established when the Emperor formed the Legiones Astartes, not all Chapters utilize them as Scouts:
- Space Wolves Wolf Scout: Scouts in the Space Wolves are bitter, experienced veterans taken from the Grey Hunters (the Space Wolves equivalent of the Tactical Marines); most of them are introverts that find it hard to fit in with the rest of the (incredibly gregarious) Space Wolves and prefer to operate more-or-less alone. New recruits are put in Blood Claw squads instead.
- Black Templars Neophytes: The Black Templars are too cool to use Scouts. Instead, when an Initiate (the Black Templar equivalent of a Tactical Marine) decides he has learned enough, he takes on a Marine-in-training, referred to as Neophytes, which are then mixed into Crusader squads. This is nominally to pass the experience of an Initiate to a Neophyte, but in reality, the Neophytes just make amazing meatshields.