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