Rank 0 Space Marine, The Scout

By Santiago, in Deathwatch

Hi,

Cross posting this from the DH forum, this is my impression of what the scout could be:

Space Marine Scout (Rank 0 Space Marine):(8.000 – 12.000+ )
Anywhere between 12.000 and 13.000 the Scout can return to his Chapter and become a full brother advancing to his chosen Specialy)

Character Creation:

Roll Profile Stats: 2d10+25 (Add Chapter modifications)
Fate: 1-7 = 2 Fate Points, 8 – 10 = 3 Fate Points
Wounds: 1d5+13

Starting Skills:
Climb
Common Lore (War)
Concealment
Dodge
Drive (Ground Vehicle)
Literacy
Navigation (Surface)
Silent Move
Speak Language (Low Gothic)
Speak Language (High Gothic)
Tracking

Starting Talents:
Ambidextrous
Nerves of Steel
Melee Weapon Training (Primitive)
Basic Weapon Training (Universal)
Pistol Training (Universal)

Traits:
Secondary Heart/Ossmodula/Biscopea/Haemastamen - Gain Unnatural Strength & Toughness x2
Larraman's Organ - Never suffer from Blood Loss.
Catalepsean Node - Do not suffer Perception-based penalties when awake for long periods of time.
Preomnor - +20 Toughness when taking Tests against ingested poisons.
Omophagea - Gain a Skill or Skill Group when devouring a portion of an enemy (how that works should be interesting to figure out).
Multi-Lung - May re-roll any failed Test for drowning or asphyxiation. Also gain +30 to all Tests to resist gasses and may re-roll failed results.
Occulobe/Lyman's Ear - This is what gives you the Heightened Senses (Sight & Hearing).
Sus-an Membrane - May enter suspended animation!
Oolitic Kidney - May re-roll all failed tests to resist toxins and poisons, including weapon attacks that have the Toxic Quality.
Neuroglottis - May detect any toxin or poison by taste with a successful Awareness Test. +10 to Tracking against a target you have tasted.
Mucranoid - Re-roll any failed Toughness Test required within extreme temperatures.
Betcher's Gland - May spit acid as a ranged weapon, R3m, Dam D5, Pen 4, Toxic and if you hit your target with 3 DOS or more, you blind them for 1D5 rounds.
Progenoids - Retrieved with a successful Medicae test, and can be used to generate a new character of a level equal to the rest of the squad when your character dies.


Advances:
The Scout Career is technically Space Marine Rank 0 with one exception, after the Scout becomes a full brother he loses access to the Profile Advances which can be bought during his Scout period and must buy those under his chosen specialization though previous bought advances in said profile do not count towards the number he can buy in his Specialization.
So if Lucius bought a +5 in WS as a scout he can still buy the +5 in WS from Assault Marine

WS 200/500
BS 200/500
S 200/500
T 200/500
Ag 200/500
Per 200/500
Int 200/500
WP 200/500
Fel 200/500

Awareness 200
Awareness +10 500
Ciphers (Chapter Runes) 200
Common Lore (Adeptus Astartes) 200
Common Lore (War) 200
Concealment +10 500
Drive (Ground vehicle) 200
Drive (Skimmer/Hoverer) 500
Medicae 500xp
Navigation (Surface) +10 500
Scholastic Lore (Codex Astartes) 200
Silent Move +10 500
Tactics (Any) 200
Tactics (Recon & Stealth) 100
Tactics (Recon & Stealth) +10 200
Astartes Weapon Training 200 (Mandatory)
Bulging Biceps 200 (Mandatory)
Exotic Weapon Training (Astartes Sniper Rifle) 500
Killing Strike 200
Quick Draw 200
Sound Constitution (x5) 100
True Grit 200
Unarmed Warrior 200
Unarmed Master 200
Black Carapace free (See above)

Finishing Touches:
Finally the Scout player may spend 500xp to customise his character and thus start at 8.000xp (7.500 +500 = 8.000xp)

Starting Gear:
Astartes Combat Knife, Astartes Shotgun and 2 Reloads, Astartes Scout Armour, Stimm x3, Injector, Astartes Bolt Pistol* and 2 Reloads, Compass, Cameleoline Cloak

*Instead of an Astartes Bolt Pistol the GM may opt to give the Scout a Good Quality Civilian Pattern Bolt Pistol to ensure the Scout can find ample reloads

The Chapter:
Scouts gain the Profile Changes of the Chapter at Character Creation and have acces to any of the Chapter Advances of 400xp or less

Okay,

Space Marine Scout version 1.2

Space Marine Scout (Rank 0 Space Marine):
(6.000 – 12.000+ )
Anywhere between 12.000 and 13.000 the Scout can return to his Chapter and become a full brother advancing to his chosen Specialy)

Character Creation:

Roll Profile Stats: 2d10+25 (Add Chapter modifications)
Fate: 1-5 = 1 Fate Point, 6 – 10 = 2 Fate Points
Wounds: 1d5+13

Starting Skills:
Awareness
Climb
Common Lore (Imperium)
Common Lore (War)
Concealment
Dodge
Drive (Ground Vehicle)
Literacy
Navigation (Surface)
Silent Move
Speak Language (Low Gothic)
Speak Language (High Gothic)

Starting Talents:
Ambidextrous
Nerves of Steel
Melee Weapon Training (Primitive, Chain)
Basic Weapon Training (Las, SP, Bolt)
Pistol Training (Las, SP, Bolt)

Traits:
Secondary Heart/Ossmodula/Biscopea/Haemastamen - Gain Unnatural Strength & Toughness x2
Larraman's Organ - Never suffer from Blood Loss.
Catalepsean Node - Do not suffer Perception-based penalties when awake for long periods of time.
Preomnor - +20 Toughness when taking Tests against ingested poisons.
Omophagea - Gain a Skill or Skill Group when devouring a portion of an enemy (how that works should be interesting to figure out).
Multi-Lung - May re-roll any failed Test for drowning or asphyxiation. Also gain +30 to all Tests to resist gasses and may re-roll failed results.
Occulobe/Lyman's Ear - This is what gives you the Heightened Senses (Sight & Hearing).
Sus-an Membrane - May enter suspended animation!
Oolitic Kidney - May re-roll all failed tests to resist toxins and poisons, including weapon attacks that have the Toxic Quality.
Neuroglottis - May detect any toxin or poison by taste with a successful Awareness Test. +10 to Tracking against a target you have tasted.
Mucranoid - Re-roll any failed Toughness Test required within extreme temperatures.
Betcher's Gland - May spit acid as a ranged weapon, R3m, Dam D5, Pen 4, Toxic and if you hit your target with 3 DOS or more, you blind them for 1D5 rounds.
Progenoids - Retrieved with a successful Medicae test, and can be used to generate a new character of a level equal to the rest of the squad when your character dies.


Advances:
The Scout Career is technically Space Marine Rank 0 with one exception, after the Scout becomes a full brother he loses access to the Profile Advances which can be bought during his Scout period and must buy those under his chosen specialization though previous bought advances in said profile do not count towards the number he can buy in his Specialization.
So if Lucius bought a +5 in WS as a scout he can still buy the +5 in WS from Assault Marine

Profile Advance:*
WS 200/500
BS 200/500
S 200/500
T 200/500
Ag 200/500
Per 200/500
Int 200/500
WP 200/500
Fel 200/500
Note: Before advancing to Rank 1 Marine the basic +5 advance must be bought in all the profiles and may only buy a maximum of 2 +10 Advances

Awareness +10 100
Ciphers (Chapter Runes) 200*
Common Lore (Adeptus Astartes) 200*
Concealment +10 500
Drive (Ground vehicle) 200*
Drive (Skimmer/Hoverer) 500
Navigation (Surface) +10 500
Scholastic Lore (Codex Astartes) 200*
Silent Move +10 500
Tactics (Any) 200*
Tactics (Recon & Stealth) 200
Tactics (Recon& Stealth) +10 200
Tracking 200*
Astartes Weapon Training 1000*
Bulging Biceps 200*
Exotic Weapon Training (Astartes Sniper Rifle) 500
Killing Strike 200*
Quick Draw 200*
Sound Constitution (x5) 200
True Grit 200*
Unarmed Warrior 200*
Unarmed Master 500*
Black Carapace free (See above)
*These advances are mandatory

Starting Gear:
Astartes Combat Knife, Astartes Shotgun and 2 Reloads, Astartes Scout Armour, Stimm x3, Injector, Astartes Bolt Pistol* and 2 Reloads, Compass, Cameleoline Cloak

*Instead of an Astartes Bolt Pistol the GM may opt to give the Scout a Good Quality Civilian Pattern Bolt Pistol to ensure the Scout can find ample reloads

Finishing Touches:
Now spend 500xp to bring the total to 6.000xp

Okay, version 3 after more feedback on the DH Forum

Space Marine Scouts:

Recruit:

Character Creation:
A Starting Character is 3000xp and has 500xp to customise

Roll Profile Stats: 2d10+25
Fate: 1-4 = 1 Fate Point, 5-8 = 2 Fate Points. 9-10 = 3 Fate Points
Wounds: 1d5+8

Starting Skills:
Awareness
Common Lore (Imperium)
Dodge
Literacy
Speak Language (Low Gothic)

Starting Talents:
Melee Weapon Training (Primitive)
Basic Weapon Training (Las, SP)
Pistol Training (Las, SP)

Traits:
None

Advances:
The Scout Career is technically a Space Marine with one exception, after the Scout becomes a full brother he loses access to the Profile Advances which can be bought during his Scout period and must buy those under his chosen specialization though previous bought advances in said profile do not count towards the number he can buy in his Specialization.
So if Lucius bought a +5 in WS as a scout he can still buy the +5 in WS from Assault Marine

Profile Advance:*
WS 200/500
BS 200/500
S 200/500
T 200/500
Ag 200/500
Per 200/500
Int 200/500
WP 200/500
Fel 200/500
*Note: Before advancing to Rank 1 Marine the basic +5 advance must be bought in all the profiles and may only buy a maximum of 2 +10 Advances


Recruit (Rank -1 Space Marine) (3.500 – 8.000xp)
Climb 100xp*
Common Lore (War) 100xp*
Literacy 100xp*
Navigation (Surface) 100xp*
Speak Language (Low Gothic) 100xp*
Ambidextrous 100xp*
Melee Weapon Training (Chain) 100xp*
Nerves of Steel 100xp*
Sound Constitution (x5) 100xp *
Marine Implants 500xp*
Unnatural Strength 1000xp*
Unnatural Toughness 1000xp*
Basic Weapon Training (Bolt)**
Pistol Training (Bolt)**
*Must be bought before advancing to Neophyte/Scout
** Gained when advancing to Neophyte/Scout for no cost

Starting Gear:
Primitive Armour (2 AP), Knife, Sword, Stub Revolver or Las Pistol

Neophyte/Scout (Rank 0 Marine) (8.000 – 13.000xp)
Gain Chapter Profile Advances

Ciphers (Chapter Runes) 200*
Common Lore (Adeptus Astartes) 200*
Concealment 200*
Concealment +10 500
Drive (Ground vehicle) 200*
Drive (Skimmer/Hoverer) 500
Navigation (Surface) +10 500
Scholastic Lore (Codex Astartes) 200*
Silent Move 200*
Silent Move +10 500
Tactics (Any) 200*
Tactics (Recon & Stealth) 200
Tactics (Recon & Stealth) +10 200
Astartes Weapon Training 1000*
Bulging Biceps 200*
Exotic Weapon Training (Astartes Sniper Rifle) 500
Heavy Weapon Training (Bolt) 200**
Heavy Weapon Training (Launcher) 200**
Killing Strike 200*
Quick Draw 200*
Sound Constitution (x5) 200
True Grit 200*
Unarmed Warrior 200*
Unarmed Master 500*
Black Carapace free (See above)
*These advances are mandatory
** Cost subtracted from Astartes Weapon Training Cost

A Neophyte/Scout can also buy advance from his chapter of 400xp or lower.

Starting Gear:
Astartes Combat Knife, Astartes Shotgun and 2 Reloads, Astartes Scout Armour, Stimm x3, Injector, Astartes Bolt Pistol* and 2 Reloads, Compass, Cameleoline Cloak

*Instead of an Astartes Bolt Pistol the GM may opt to give the Scout a Good Quality Civilian Pattern Bolt Pistol to ensure the Scout can find ample reloads