Hard to find a forum dedicated to this game ...
I recently bought this game by nostalgia, with its 2 extensions.
I want to clarify that I do not know anything about the world of WH40K (codices, chapters ...) except video games such as: DoW 1, 2 and 3 but I really appreciate the aesthetics of this world.
I would like to join SC in a new unit following a purchase on EBAY: A squad of scouts.
I wanted to concerve the design of the game, and concerning the rules I confess that I went a little randomly watching the other units.
Here are my questions:
-Is what the abilities of this unit that I created seem to you to be correct?
-What other equipment would you recommend to integrate?
-As for the cape, what kind of rule could I apply to it?
It's difficult to work out the exact rules because they're written in German. Heavy weapon scouts move 3 and the others move 6, they should probably move 8 and I think they should definitely have an armour value of 1 as they're just scouts.
So a sniper rifle shoots with 2R but gets an extra dice instead of a reroll if it's fitted with a targeter? The lance missile looks the same as the missile launcher and I take it so is the frag grenade. Maybe the cape could raise armour by one if you're shot from more than twelve squares away?
Their are scout rules from White Dwarf. Commander: Bolt Pistol (presumably master crafted) (1R+1W) + Chainsword (1R+1W), 3 Bolt Pistol (2W) + Combat Knife (2W), 1 Hellfire Cannon + Combat Knife. The hellfire cannon can fire as a heavy bolter or as a missile launcher but after it fires as a missile launcher you have to give up a complete turn with it before it can fired as a missile launcher again but it can still fire as a heavy bolter. The hellfire cannon moves 6, the others move 8. The commander has an armour value of 2 and the others have AV1.
There's a 'diving prone' rule as well:
"Space Marine Scouts are very agile and can try to dive out of the way of a ranged attack. The only exception is Scout carrying the heavy bolter, who is too weighed down by the weapon to be able to dodge.
You can choose to dive prone after the Alien player has said he will make a ranged attack but before the dice are rolled. Only the Space Marine Scouts that are being attacked are allowed to dive prone.
Move the Space Marine Scout up to one square and place him on his side in the square to show the he is flat on the floor. This may mean the opponent can't attack, as he can't see the Space Marine Scout in his new square. If this is so, the attack is wasted and cannot be used to attack another target.
While on his side the Space Marine Scout can't move and is not allowed to dive prone again. He rolls one less dice in hand-to-hand combat. However his armour value goes up to 2 as he is much more difficult to hit.
You may choose to stand a Space Marine Scout up when you next move him. A Space Marine Scout that has to stand up may only move 6 squares instead of his normal 8 squares."
I hate that rule! It's also not clear (despite being stupidly over wordy) if the commander can do it and if he can what happens with his armour value, it's already 2 so does it go up to 3 and make him tougher than commanders in power armour? With my scouts they can simply attack during their movement, so they can take some of their movement, attack, then take the rest of their movement so they can take cover, sorted.
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.