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10th Company HQ - Scout Commander and Command Squad
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Old 24 Feb 2010, 21:48   #1 (permalink)
Shas'O
 
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Default 10th Company HQ - Scout Commander and Command Squad

Well, I know Anubis will be interested in this.

Made on Saturday whilst waiting for food at Bugmans.

Scout Captain 95Points

[table][tr][td] [/td][td]Points[/td][td]WS[/td][td]BS[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Scout Captain[/td][td]95[/td][td]5[/td][td]5[/td][td]4[/td][td]4[/td][td]3[/td][td]4[/td][td]3[/td][td]10[/td][td]4+[/td][/tr][/table]

[table][tr]
[td]Unit Composition:
  • 1 Scout Captain

Unit Type:
  • Infantry
[/td]

[td]Wargear:
  • Bolt Pistol
  • Chainsword
  • Carapace Armour
  • Frag & Krak Grenades
  • Teleport Homer
  • Iron Halo

Special Rules:
  • ATSKNF
  • Independent Character
  • Combat Tactics
  • Scout
  • Infiltrate
[/td]

[td]Options:
May replace his Bolt Pistol with:
  • Sniper Rifle, Shotgun, Boltgun for 2pts
  • a Combi-Flamer, -Melta, -Plasma for 10pts
  • Plasma Pistol for 15pts
  • Scout Captain Boltgun for 25pts
May replace chainsword with:
  • A Power Sword, Lightning Claw for 2pts
  • A Powerfist for 10pts
Take Meltabombs for 5pts
Take a Camo Cloak for 5pts
Take Hellfire Rounds for 10pts
Take digital Weapons for 10pts
Take a Bike* for 30pts[/td][/tr][/table]

This next squad was made as a complement to the captain. Whats a Captain without his command squad?

Made around midnight sunday night, whilst talking to FT about the possible April Fools day special :shifty:

Scout Command Squad 90Points

[table][tr][td] [/td][td]WS[/td][td]BS[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Scout Apothecary[/td][td]4[/td][td]4[/td][td]4[/td][td]4[/td][td]1[/td][td]4[/td][td]2[/td][td]9[/td][td]4+[/td][/tr]
[tr][td]Scout Sergeant[/td][td]4[/td][td]4[/td][td]4[/td][td]4[/td][td]1[/td][td]4[/td][td]2[/td][td]9[/td][td]4+[/td][/tr]
[tr][td]Scout Champion[/td][td]5[/td][td]4[/td][td]4[/td][td]4[/td][td]1[/td][td]4[/td][td]2[/td][td]9[/td][td]4+[/td][/tr][/table]

[table][tr]
[td]Unit Composition:
  • 1 Scout Apothecary
  • 4 Scout Sergeants

Unit Type:
  • Infantry
[/td]

[td]Wargear:
  • Bolt Pistol
  • Chainsword
  • Carapace Armour
  • Frag & Krak Grenades
  • Apothecary has a Narthecium
  • Champion has Two-handed Power Weapon

Special Rules:
  • ATSKNF
  • Combat Tactics
  • Scout
  • Infiltrate
[/td]

[td]Options:
A single Scout Sergeant may be upgraded to a Champion for 35pts
A single Scout Sergeant may carry the Scout Company banner for 20pts
Any Sergeant may replace his Bolt Pistol with:
  • Sniper Rifle, Shotgun, Boltgun for free
  • Plasma Pistol for 15pts
One Sergeant may replace his Bolt Pistol with:
  • A Flamer for 5pts
  • A Meltagun, Heavy Bolter (with Hellfire Shells), Missile Launcher for 10pts
  • A Plasmagun for 15pts
Take Meltabombs for 5pts
The whole squad can take Camo Cloaks for 5pts per model
The whole squad can take Bikes* for 40pts[/td][/tr][/table]

Designers Notes
*if this option is taken, the Captain, and Command Squad, loses the Infiltrator Special Rule, and can't be taken if a Heavy Bolter, Missile Launcher, or Sniper Rifle has been taken.

[hr]

Scout Captain Boltgun
The Scout captain has made several modifications to his Boltgun, allowing him a variety of rounds. It has several profiles that must be declared before any shots are fired (similar to frag and Krak missiles). He can of course fire it as a standard boltgun.

Sniper Setting
The Captain uses the scout, and extends the telescopic barrel. The gun has the following profile.
[table][tr]
[td]Strength[/td][td]Range[/td][td]AP[/td][td]Type[/td][/tr]
[tr][td]4[/td][td]36"[/td][td]5[/td][td]Heavy 1, Rending, Pinning[/td][/tr][/table]

Full-Auto Setting
The guns firing mechanism is tightened slightly, allowing a higher rate of fire. Unfortunately, it has a higher risk of jamming. The gun has the following profile.
[table][tr]
[td]Strength[/td][td]Range[/td][td]AP[/td][td]Type[/td][/tr]
[tr][td]4[/td][td]18"[/td][td]5[/td][td]Assault 4, Jams[/td][/tr][/table]
Jams – if a roll to hit of 1 is rolled, the captain my not shoot next turn, all over hits are continued as normal.
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Old 24 Feb 2010, 21:52   #2 (permalink)
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Default Re: 10th Company HQ - Scout Commander and Command Squad

Shame that we already know the 10th Company Captain (and thus, his command squad) go to war in Power Armour. :P
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Old 24 Feb 2010, 21:53   #3 (permalink)
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Default Re: 10th Company HQ - Scout Commander and Command Squad

Really? I must have missed that part of the dex.

Now I feel illiterate
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Old 01 Mar 2010, 18:42   #4 (permalink)
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Default Re: 10th Company HQ - Scout Commander and Command Squad

That's only for Ultramarines. There could easily be a Chapter that's not as strict on the codex astartes that lets their 10th company captain be a scout.

Cheers!
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Old 01 Mar 2010, 21:28   #5 (permalink)
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Default Re: 10th Company HQ - Scout Commander and Command Squad

Quote:
Originally Posted by shasocastris
That's only for Ultramarines. There could easily be a Chapter that's not as strict on the codex astartes that lets their 10th company captain be a scout.

Cheers!
No Chapter can be that retarded.

A Scout is an untrained soldier. Frankly, there's no reason for Scout Sergeants not to wear Power Armour save the fact it simplifies things in game terms to leave them in Carapace.

What reason is there for the Captain not to have Power Armour? He shouldn't even be on the front half the time! Even if he were, you're telling me the Captain of the Scout Company isn't skilled enough to infiltrate enemy lines in Power Armour?
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Old 01 Mar 2010, 21:35   #6 (permalink)
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Default Re: 10th Company HQ - Scout Commander and Command Squad

I thought this would be a good idea Wargamer.

From my POV, I thought these rules would represent a Scout Captain pretty well. Can you honestly say, that just because fluff doesn't back up this idea, that it wouldn't make an All-Scouts army, that little bit more fun to do.

ON a different note, can I get some critism for the Squads please. I've been shot down in the Fluff department, but I'd like to know what people think of the Squads.
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Old 02 Mar 2010, 03:10   #7 (permalink)
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Default Re: 10th Company HQ - Scout Commander and Command Squad

I'm in the same camp as Wargamer. 10th Company Captains are more like the head coaches/drill sergeants than anything else.
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Old 03 Mar 2010, 23:51   #8 (permalink)
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Default Re: 10th Company HQ - Scout Commander and Command Squad

Quote:
Originally Posted by Wargamer
Quote:
Originally Posted by shasocastris
That's only for Ultramarines. There could easily be a Chapter that's not as strict on the codex astartes that lets their 10th company captain be a scout.

Cheers!
No Chapter can be that retarded.

A Scout is an untrained soldier. Frankly, there's no reason for Scout Sergeants not to wear Power Armour save the fact it simplifies things in game terms to leave them in Carapace.

What reason is there for the Captain not to have Power Armour? He shouldn't even be on the front half the time! Even if he were, you're telling me the Captain of the Scout Company isn't skilled enough to infiltrate enemy lines in Power Armour?
<Looks at the Space Wolves> Hmm, no idea who would be crazy enough to run around with LESS protection than they are qualified for. You're right, there is no basis in any fluff for a fully mature Astartes to not wear power armor or Terminator armor. </sarcasm>

All that being said, the Codex Astartes has them go from 10th Co (Scouts) to 9th (Devastators) to 8th (Assault) then to a Reserve or Battle Co depending on their successes previously. I could see a situation where the 10th Co Capt was "caught with his armor down" when he was out on training ops with his students. But, in any other regular combat situations, they would be suited up fully on the field.

Cool Ideas, though.
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Old 04 Mar 2010, 00:09   #9 (permalink)
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Default Re: 10th Company HQ - Scout Commander and Command Squad

For Ultramarines and the majority of Codex chapters, the 10th Company Captain is known as the Master of Recruits and he is a power armored Capain with a Command Squad and support. Personally, if I were running a 10th Company-themed list I'd simply run him and/or a Chaplain, as both have an important part in the training of the chapter's neophytes.
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Old 04 Mar 2010, 19:14   #10 (permalink)
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Default Re: 10th Company HQ - Scout Commander and Command Squad

On the topic of scouts, why is it that they receive training in ifiltration behind enemy lines and sniping when regular marines actually can't?
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