Re: Scouts Squad
Posted by odinsgrandson on Apr 24, 2018; 3:13pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Scouts-Squad-tp7582326p7582390.html
The trouble you're having is that the concept of Space Marine Scouts has changed in 40k since these rules were written. Basically, the sergeant is NOT a scout.
Back then, Scouts were marines who had not yet earned their power armor- but they were led by a Veteran Sergeant as the last part of their training to become proper space marines (this is why scouts are smaller than marines). The sergeant is not actually a 'scout' and he wore power armor that was sort of a variant of Mark 7.
So the rules that refer to the way that scouts can dive do not apply to the sergeant- he fights more like any other Space Marine Commander, just without weapon options.
He wasn't given any equipment options because the plastic citadel minis at the time did not give him any equipment options (although it is very odd that his bolt pistol is just better than anyone else's).
The big issue that Scout Squads run across is that they are supposed to use the same equipment and order cards as their chapter, but the cards don't really apply to them properly (for example, Bolt Pistols and combat blades are optional upgrades for marines with bolters, but your scouts are supposed to be armed with them straight up, and your sergeant can't have a combiweapon because he can't have a heavy bolter, etc.).
You basically have to do some house ruling in order to make Scouts work. I'd generally try to rule in favor of the scouts a little bit, because they start out at a bit of a disadvantage compared to normal marines.
As for the OP and his original rules- your scouts seem really overpowered. I'm not against making rules for more up-to-date scouts, but your weapons seem better than standard marine weapons, and your armor is just as good as marine armor. I'd much prefer to see scouts have some cool mix of advantages and disadvantages vs. regular marines.