Ranger Scout

Rim pathfinder who works OFF the Kadiss grid.

The Ranger Scout is not a wilderness guide. Wilderness guides work for the corps, leading survey teams through catalogued biomes with Kadiss-linked nav units and a contract that specifies their extraction coordinates. The Ranger Scout works where the grid does not reach -- uncharted worlds, dead systems, Rim territories where Kadiss satellites were never deployed or were shot down. The Ranger Scout does not need the grid. The grid would only get them killed.

Asset Realisation has no clean entry for the Ranger Scout. The corps cannot book what they cannot track. A Ranger Scout who appears on a Kadiss manifest is a Ranger Scout working under duress -- press-ganged as a colonial pathfinder, indentured as a "terrain asset" on a frontier world the corp is strip-mining. Free Ranger Scouts move through the Rim like ghosts, hiring out to crews that need to go where the maps end, paid in rek with no contract, no record, no grid entry. The corps call them "unregistered navigational assets" and consider them a loss-prevention problem.

The Ranger Scout reads dead worlds. A planet that has been abandoned for centuries -- colony failed, atmosphere bleeding, structures collapsed -- is the Ranger Scout's natural habitat. They read the terrain and see what happened: where the water went, why the crops died, what the colonists were running from. They read tracks and know what made them, how many, how long ago, and whether they are still here. The Ranger Scout moves ahead of the party and ensures the party never walks into what the Ranger Scout already found.

Operating on the Combat/Edge chassis (d10 HD, full BAB, Fort/Ref good, Will poor, 4 SP). Light and medium armour -- mobility over protection. Rifles and melee weapons -- reach and blade, the tools of the advance element. Prime requisites: STR, DEX, WIS -- the body must survive, the hands must shoot, the eyes must read what the grid cannot see.

Rules Reference

FieldValue
Armor AllowanceLight, Medium
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Multiclass NotesRanger Scouts can multiclass with Scout and Survivalist archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesSTR, DEX, WIS
Prime RequisitesSTR, DEX, WIS
Save Tiers / Fortitudegood
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowanceAll rifles, All melee weapons, Pistol

Notes

Archetype Niche: The Ranger Scout is the party's off-grid pathfinder. Frontier Instinct provides passive exploration bonuses that prevent ambushes, bypass hazards, and navigate uncharted space without Kadiss dependency. Ambush Predator turns the first round of combat into a devastating alpha-strike, rewarding the Scout for doing what they do best: finding the enemy before the enemy finds the party. Xeno-Adaptation turns hostile environments from threats into home ground -- the Scout has survived worse. The Ranger Scout's niche is making the journey possible when the grid says it is not.

Level Table

Wanderer

FieldValue
bab1
fortitude2
level1
reflex2
skillPoints16
titleWanderer
will0
xp0

Outrider

FieldValue
bab2
fortitude3
level2
reflex3
skillPoints4
titleOutrider
will0
xp2250

Ranger

FieldValue
bab3
fortitude3
level3
reflex3
skillPoints4
titleRanger
will1
xp4500

Deep Ranger

FieldValue
bab4
fortitude4
level4
reflex4
skillPoints4
titleDeep Ranger
will1
xp9000

Void Ranger

FieldValue
bab5
fortitude4
level5
reflex4
skillPoints4
titleVoid Ranger
will1
xp18000

Master Ranger

FieldValue
bab6
fortitude5
level6
reflex5
skillPoints4
titleMaster Ranger
will2
xp36000

Frontier Lord

FieldValue
bab7
fortitude5
level7
reflex5
skillPoints4
titleFrontier Lord
will2
xp75000

High Frontier Lord

FieldValue
bab8
fortitude6
level8
reflex6
skillPoints4
titleHigh Frontier Lord
will2
xp150000

World Walker

FieldValue
bab9
fortitude6
level9
reflex6
skillPoints4
titleWorld Walker
will3
xp300000

High World Walker

FieldValue
bab10
fortitude7
level10
reflex7
skillPoints4
titleHigh World Walker
will3
xp600000

Star Walker

FieldValue
bab11
fortitude7
level11
reflex7
skillPoints4
titleStar Walker
will3
xp900000

High Star Walker

FieldValue
bab12
fortitude8
level12
reflex8
skillPoints4
titleHigh Star Walker
will4
xp1200000

Void Walker

FieldValue
bab13
fortitude8
level13
reflex8
skillPoints4
titleVoid Walker
will4
xp1500000

High Void Walker

FieldValue
bab14
fortitude9
level14
reflex9
skillPoints4
titleHigh Void Walker
will4
xp1800000

World Lord

FieldValue
bab15
fortitude9
level15
reflex9
skillPoints4
titleWorld Lord
will5
xp2100000

High World Lord

FieldValue
bab16
fortitude10
level16
reflex10
skillPoints4
titleHigh World Lord
will5
xp2400000

Star-Spanning Ranger

FieldValue
bab17
fortitude10
level17
reflex10
skillPoints4
titleStar-Spanning Ranger
will5
xp2700000

High Star Ranger

FieldValue
bab18
fortitude11
level18
reflex11
skillPoints4
titleHigh Star Ranger
will6
xp3000000

The Uncharted

FieldValue
bab19
fortitude11
level19
reflex11
skillPoints4
titleThe Uncharted
will6
xp3300000

Supreme Ranger Scout

FieldValue
bab20
fortitude12
level20
reflex12
skillPoints4
titleSupreme Ranger Scout
will6
xp3600000

Special Abilities

Frontier Instinct

FieldValue
level1
nameFrontier Instinct

description: The Ranger Scout's senses are tuned to worlds the grid does not map. Tracking, Survival, Perception, and Stealth as class skills with +2 competence bonus. The Ranger Scout identifies natural hazards (quicksand, toxic atmosphere pockets, unstable terrain, xeno-flora danger zones) with a Survival check (DC 15) and guides the party to avoid them -- no check for known hazards; the body remembers. At level 5, the Ranger Scout cannot be surprised in natural terrain -- the land warns them. At level 10, the party moves at full speed through difficult natural terrain -- the Ranger Scout finds the path the instruments miss. At level 15, the Ranger Scout always knows true north, depth, and approximate distance to any mapped landmark within 100 miles -- they carry a mental compass that no EMP, no jammer, and no Kadiss blackout can touch.

Ambush Predator

FieldValue
level3
nameAmbush Predator

description: The Ranger Scout finds the enemy before the enemy knows they are being hunted. During a surprise round, gain an additional standard action (attack, movement, or Stealth only). When attacking a target that has not yet acted in the encounter, +2d6 precision damage -- the shot placed before the target's nervous system registers the threat. At level 7, +3d6. At level 11, +4d6. At level 15, +5d6. At level 19, the Ranger Scout automatically wins initiative against enemies with a lower Survival skill rank -- the Ranger Scout has been tracking them for hours. The fight started before the enemy knew it.

Xeno-Adaptation

FieldValue
level5
nameXeno-Adaptation

description: The Ranger Scout's body has survived planets that killed the last crew that landed. Develop resistance to one environmental hazard per 5 levels (choose from: extreme cold, extreme heat, radiation, toxic atmosphere, vacuum exposure, high gravity, low gravity, or Fold-tainted environments). The chosen hazard is treated as one severity level lower with +4 to saves. At level 10, resistance becomes near-immunity (hazard severity reduced by two levels, +6 saves). At level 15, the Ranger Scout guides allies to share half the resistance bonus (+2 to saves against the chosen hazard) -- the Ranger Scout has learned to teach the body what the body learned by surviving.