“Today we join our brothers!”
Scouts are the newest recruits of a Chapter, used for reconnaissance or fighting as lightly armed and armored skirmishers. Scouts can infiltrate to avoid enemy defenses, and function in an anti-melee role or as snipers.
type | infantry |
squad | 3 |
health | 420 |
energy | 100 |
courage | 100 |
type | infantry |
armor | infantry |
size | small |
xp | 100 |
global | 9 |
health | 140 |
melee skill | 60 |
speed | 6.5 |
rotation | 1000 |
sight | 55 (5) |
charge speed | - |
charge range | - |
charge duration | - |
charge cooldown | - |
leap | no |
type | infantry |
armor | infantry |
size | small |
xp | 120 |
global | 8 |
health | 230 |
melee skill | 60 |
speed | 6.5 |
rotation | 1000 |
sight | 55 (30) |
charge speed | - |
charge range | - |
charge duration | - |
charge cooldown | - |
leap | no |
produce | 210 |
produce | 0 |
produce | 9 |
produce | 18 |
produce | 0 |
reinforce | 35 |
reinforce | 0 |
reinforce | 3 |
reinforce | 5 |
upkeep | 7.65 |
produce | 75 |
produce | 25 |
produce | 4 |
produce | 15 |
produce | 0 |
reinforce | - |
reinforce | - |
reinforce | - |
reinforce | - |
upkeep | 10.2 |
1 | 2 | 3 | 4 | |
health | 140 | 161 | 185 | 213 |
health regen | 0.5 | 0.53 | 0.55 | 0.58 |
energy | 100 | 115 | 130 | 150 |
energy regen | 1 | 1.05 | 1.1 | 1.16 |
melee skill | 60 | 61 | 62 | 63 |
melee damage | 1 | 1.1 | 1.21 | 1.33 |
range damage | 1 | 1.05 | 1.1 | 1.16 |
1 | 2 | 3 | 4 | |
health | 230 | 259 | 298 | 342 |
health regen | 0.5 | 0.53 | 0.55 | 0.58 |
energy | 100 | 115 | 130 | 150 |
energy regen | 1 | 1.05 | 1.1 | 1.16 |
melee skill | 60 | 61 | 62 | 63 |
melee damage | 1 | 1.1 | 1.21 | 1.33 |
range damage | 1 | 1.05 | 1.1 | 1.16 |
sm_bolter_scoutpiercing_pvp damage |
sm_fist_scoutmelee_pvp damage |
sm_shotgunpiercing_pvp damage |
sm_fist_scoutmelee_pvp damage |
sm_sniper_riflesniper_hi damage |
sm_bolter_scoutpiercing_pvp damage |
sm_fist_scoutmelee_pvp damage |
Melee Resistance AuraThis unit always takes 40% less damage from melee weapons. Does not affect damage from ranged weapons. Passive ability. |
RepairRepair an allied vehicle or building for 10 health per second. Cooldown 5 seconds. |
Infiltrate10 and then 1.5 per secondBecome invisible. Attacking or using abilities will partially reveal the squad. Partially revealed units receive -20% damage. Can be fully revealed by detector units, capturing points or getting too close to enemy units. |
Explosive Shot60Fires a concussive shotgun shell, doing 200 courage damage, 8 rending damage and weapon knockback in a 90 degree, 20 radius cone. Range 20, Cooldown 50 seconds. |
Frag Grenade60Throws a grenade which does up to 260 grenade damage and weapon knockback in radius 4.5. Effective against units in cover or garrison. Range 25, Cooldown 75 seconds. |
Shotguns | T175 15 15Equip all squad members with Combat Shotguns (14.67 piercing DPS), which are excellent counters to melee units but have short range. Grants the Explosive Shot ability, allowing you to knock enemy units back in a wide cone. Increases Melee skill by 11. Shotguns do more damage the closer the scouts are to the enemy. |
Scout Sergeant | T175 25 15Add a Scout Sergeant to lead the squad. The Sergeant can detect infiltrated units and grants the Frag Grenade ability. The Sergeant is die last, has 230 health and the same weapons as the other models. |
Sniper Rifle | T190 25 15Equip one squad member with a Sniper Rifle effective against infantry. Sniper Rifles require a brief setup time, but are highly effective at killing infantry from a distance, even units in cover or buildings. This upgrade increases Scout reinforcement cost to 35 req. and 3 power. 13.85 sniper HI DPS. |
Elite Training | T150 15 20Unlocks the Infiltration ability and increases the health and energy regeneration of the squad by 0.5 (hp/s and E/s) while the unit stays out of combat and range 25 from enemies. Health regen bonus does not apply in retreat. |