Scout Squad

“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.

Unit stats
typeinfantry
squad3
health420
energy100
courage100
Model stats — Scout Marine
typeinfantry
armorinfantry
sizesmall
xp100
global9
health140
melee skill60
speed6.5
rotation1000
sight55 (5)
charge speed-
charge range-
charge duration-
charge cooldown-
leapno
Model stats — Scout Sergeant
typeinfantry
armorinfantry
sizesmall
xp120
global8
health230
melee skill60
speed6.5
rotation1000
sight55 (30)
charge speed-
charge range-
charge duration-
charge cooldown-
leapno
Scout Squad
produce210
produce0
produce9
produce18
produce0
reinforce35
reinforce0
reinforce3
reinforce5
upkeep 7.65
Scout Sergeant
produce75
produce25
produce4
produce15
produce0
reinforce-
reinforce-
reinforce-
reinforce-
upkeep 10.2
Scout Marine
1234
health140161185213
health regen0.50.530.550.58
energy100115130150
energy regen11.051.11.16
melee skill60616263
melee damage11.11.211.33
range damage11.051.11.16
Scout Sergeant
1234
health230259298342
health regen0.50.530.550.58
energy100115130150
energy regen11.051.11.16
melee skill60616263
melee damage11.11.211.33
range damage11.051.11.16

Default


sm_bolter_scout

piercing_pvp damage
13 damage per hit
7.58 damage per second

sm_fist_scout

melee_pvp damage
4 damage per hit
4 damage per second

Shotguns


sm_shotgun

piercing_pvp damage
30 damage per hit
14.67 damage per second

sm_fist_scout

melee_pvp damage
4 damage per hit
4 damage per second

Sniper Rifle


sm_sniper_rifle

sniper_hi damage
90 damage per hit
13.85 damage per second

sm_bolter_scout

piercing_pvp damage
13 damage per hit
7.58 damage per second

sm_fist_scout

melee_pvp damage
4 damage per hit
4 damage per second

Melee Resistance Aura

This unit always takes 40% less damage from melee weapons. Does not affect damage from ranged weapons. Passive ability.

Repair

Repair an allied vehicle or building for 10 health per second. Cooldown 5 seconds.

Infiltrate
10 and then 1.5 per second

Become 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 Shot
60

Fires 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 Grenade
60

Throws 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  | T1
75 15 15

Equip 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  | T1
75 25 15

Add 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  | T1
90 25 15

Equip 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  | T1
50 15 20

Unlocks 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.