Space Wolf Scouts

By muzzyman1981, in Deathwatch Gamemasters

I am an oddball and I am looking to make a Space Wolf Scout character (for multiple reasons) however none of the specialties in the book seem to work for regular Scouts let alone a Space Wolf Scout.

Does anyone have ideas on how to create such a character? Build from scratch?

Would a tactical marine not suffice? All space marines get bonuses to silent move, concealment, and shadowing through the general space marine advances. Tactical marines also get most talents revolving around ranged combat.

It also focus' very much on Command abilities...plus the Characteristics are set up in that way as well. Space Wolf Scouts are not commanders. They are recon specialists and skilled in both hand to hand combat, ranged combat, and the ability to destroy, without the enemy knowing there was a Wolf Scout in the area, vital equipment and stores (i.e. Demolitions).

Although it could be used as a very good basis for a Space Wolf Scout advance scheme.

It does make for a very good foundation. Talk to your GM and move some of the stat buys around- toss in a couple elite advances and I'm sure you'll get what you want.

If you want to use an Astrates Sniper you need to play a devastator (you get the exotic weapon training from that), follow that with tracking and something else and you have a scout, then you just choose the skills, talents and stats that makes you a better scout. Remember that the specialisation isn't the only role you can fill, just the role you excel in, you can reasonably fill most roles.

I'm currently playing a Wolf Scout in our Deathwatch campaign and I've gone down the Tactical route. So far it seems to be working, but as no-one else went tactical and i've got sky-hight fel I keep getting used as the group leader. The biggest bost to your scouting ability is ditching your power armour, it makes your marine so much more stealthy and once you get a Stalker patttern bolter silent kills are also a possability.

I will warn you though, without power armour you become very fragile compared to the rest of your kill-team. To counter this a little my GM allowed me to have my armour history on my scout armour as long as I agreed to not use power armour (as the Wolf Scouts never use power armour this made sense to us)

Surak

I'm running a Wolf Scout in our current game and the best advice I can give you is to ignore the astartes sniper rifle and go with the stalker pattern boltgun.

Stalker Boltgun + Stalker Ammo = undetectable firing. Bolter Mastery combined with hip shooting and mighty shot (both from 2nd rank tactical advance tier) allow you to do great damage and move from cover to cover or away from advancing enemies. Slap a fire selector on there and you're able to switch over to say Kraken rounds for heavily armored targets, or Hellfire rounds for those targets with natural armor like nids.

I've also got to mention that Strongpoint is an amazing squad mode ability. Just got to check this one out this last weekend.

Assaulting an ork base, our dev calls strongpoint. As he's marking the hard targets each round (mega armored orks of which we had several and warbosses of which there were 2) I'm getting to pick off a nob leading a squad with my standard action and then burn my reaction to snipe at the marked target. The real benefit lying in being able to reroll damage against the marked target. Aww, shot him in the body with huge armor and toughness blocking your incoming damage, well you've got a reroll if you need it! I haven't been real excited about squad mode until we started playing with some of the abilities like this one. Must admit, I dig it.

Surak said:

I'm currently playing a Wolf Scout in our Deathwatch campaign and I've gone down the Tactical route. So far it seems to be working, but as no-one else went tactical and i've got sky-hight fel I keep getting used as the group leader. The biggest bost to your scouting ability is ditching your power armour, it makes your marine so much more stealthy and once you get a Stalker patttern bolter silent kills are also a possability.

I will warn you though, without power armour you become very fragile compared to the rest of your kill-team. To counter this a little my GM allowed me to have my armour history on my scout armour as long as I agreed to not use power armour (as the Wolf Scouts never use power armour this made sense to us)

Surak

What I imagine would be fair, is to allow the starting armour, or sig wargear armour, to have histories, but anything else, does not (besides terminator armour).

In other words, if you choose to start with scout armour, it has a history. if for one mission, you decide to use power armour, you get a generic set, with no history..

Fluff wise there might be some issues, but I imagine the DW maintains some suits of PA for various reasons.

Back on the long fangs issue, I have to agree that tac marine is far more fitting than devastator. Take that, with bolter mastery, and houserule that sig wargear can buy things of renown one step higher, and get a stalker pattern. Then you're set. Sadly, you do crap against hordes with the thing (ref. my sniper thread)

Well I've adjusted the Tactical Marine advance to fit my thoughts of what a Wolf Scout should be like and hopefully its ok....I will post it up here for comment (good or bad) in a little bit. Needless to say I took out most of the "Command" stuff as Wolf Scouts are loners by nature and wouldnt have much in the way of command abilities.

Muzzyman something for you to consider is that unlike other chapters the Space wolf scouts are often veteran troopers as in they used to be grey hunter. So a tactical core should be the way to go and as a veteran you might have some of the command abilities. Just a thought.

Yes, I know they are mostly veterans. However being the anti-social type of Space Wolf (basically Lone Wolves) I feel that they never really developed their ability to lead nearly as much as other Space Wolves or other Space Marines. I can see some very basic command ability or maybe a more innate ability to lead, but by and large they tended to stay away from others in their pack which lead to their reassignment as Wolf Scouts.

The Space Wolf Scouts in my opinion epitomize the role of a true Scout in the Space Marines. Recon and stealth, with a bit of special mission experience thrown in. When I think Space Marine Scouts I think OJT on the battlefield, when I think Space Wolf Scouts I think Marine Recon.

Howdy!

I am running a Space Wolf Scout in my brothers game, and I am GMing for Brother Maynards Space Wolf Scout. All we did was swap the Agility and Fellowship advances and Shazam.....Lone Wolf Scout. Just use a bolter with stalker ammo until "Respected" Reknown, and always get stummers and a camo cloak. Tada Scout!

Howdy!

BTW Semper Fi....Swift Silent Deadly