The Scout is not a soldier who took a navigation course. The Scout is the person who walks into terrain the corps declared unsurvivable and walks out three weeks later with a route mapped, a water source located, and a dead enemy column the Scout led into a sinkhole. The Scout reads the land -- any land -- and finds the path that is not on any map, because maps are made by people who survived to draw them, and the Scout survives where mapmakers do not.
Asset Realisation has one entry for the Scout: "terrain asset -- unregistered." The corps would love to own a Scout. The Scout's knowledge of uncharted routes, dead-world navigation, and off-grid survival is worth more than any piece of hardware. But Scouts do not sign contracts. The Kadiss grid cannot track them because they know where the grid's blind spots are -- the canyons, the interference zones, the dead satellites. A Scout who appears on Kadiss is a Scout who wants to be found. The ones who do not want to be found simply disappear into terrain the grid does not cover.
The Scout operates on the Combat/Edge chassis (d10 HD, full BAB, Fort/Ref good, Will poor, 4 SP). Light and medium armour -- mobility is survival. Rifles, long-arms, melee weapons -- the Scout fights at range and up close, depending on terrain. Prime requisites: STR, DEX, WIS -- the body, the hands, the eyes that read what the instruments miss.
Rules Reference
Field
Value
Armor Allowance
Light, Medium
Bab Tier
full
Base Skill Points
4
Hd
d10
Hd Sides
10
Max Level
20
Multiclass Notes
Scouts can multiclass with Soldier and Operative archetypes. Non-human scouts use simultaneous multiclassing rules.
Primary Abilities
STR, DEX, WIS
Prime Requisites
STR, DEX, WIS
Save Tiers / Fortitude
good
Save Tiers / Reflex
good
Save Tiers / Will
poor
Weapon Allowance
All rifles and long-arms, All pistols, All melee weapons, Grenades and thrown weapons
Notes
Archetype Niche: The Scout is the party's advance element. Master Tracker provides information dominance: the Scout knows what lies ahead before the party commits. Terrain Adaptation turns hostile environments into home ground, granting the entire party stealth and navigation advantages. Sniper's Patience gives the Scout a devastating alpha-strike capability -- one perfect shot from concealment that can end an encounter before it begins. The Scout's niche is control of the battlespace through superior information and positioning.
Level Table
Pathfinder
Field
Value
bab
1
fortitude
2
level
1
reflex
2
skillPoints
16
title
Pathfinder
will
0
xp
0
Tracker
Field
Value
bab
2
fortitude
3
level
2
reflex
3
skillPoints
4
title
Tracker
will
0
xp
2250
Wanderer
Field
Value
bab
3
fortitude
3
level
3
reflex
3
skillPoints
4
title
Wanderer
will
1
xp
4500
Guide
Field
Value
bab
4
fortitude
4
level
4
reflex
4
skillPoints
4
title
Guide
will
1
xp
9000
Explorer
Field
Value
bab
5
fortitude
4
level
5
reflex
4
skillPoints
4
title
Explorer
will
1
xp
18000
Ranger
Field
Value
bab
6
fortitude
5
level
6
reflex
5
skillPoints
4
title
Ranger
will
2
xp
36000
Warden
Field
Value
bab
7
fortitude
5
level
7
reflex
5
skillPoints
4
title
Warden
will
2
xp
75000
Scout Commander
Field
Value
bab
8
fortitude
6
level
8
reflex
6
skillPoints
4
title
Scout Commander
will
2
xp
150000
Master Scout
Field
Value
bab
9
fortitude
6
level
9
reflex
6
skillPoints
4
title
Master Scout
will
3
xp
300000
Legendary Pathfinder
Field
Value
bab
10
fortitude
7
level
10
reflex
7
skillPoints
4
title
Legendary Pathfinder
will
3
xp
600000
Void Walker
Field
Value
bab
11
fortitude
7
level
11
reflex
7
skillPoints
4
title
Void Walker
will
3
xp
900000
Deep Scout
Field
Value
bab
12
fortitude
8
level
12
reflex
8
skillPoints
4
title
Deep Scout
will
4
xp
1200000
Frontier Lord
Field
Value
bab
13
fortitude
8
level
13
reflex
8
skillPoints
4
title
Frontier Lord
will
4
xp
1500000
Frontier Master
Field
Value
bab
14
fortitude
9
level
14
reflex
9
skillPoints
4
title
Frontier Master
will
4
xp
1800000
World Walker
Field
Value
bab
15
fortitude
9
level
15
reflex
9
skillPoints
4
title
World Walker
will
5
xp
2100000
World Lord
Field
Value
bab
16
fortitude
10
level
16
reflex
10
skillPoints
4
title
World Lord
will
5
xp
2400000
Star Walker
Field
Value
bab
17
fortitude
10
level
17
reflex
10
skillPoints
4
title
Star Walker
will
5
xp
2700000
Star Lord
Field
Value
bab
18
fortitude
11
level
18
reflex
11
skillPoints
4
title
Star Lord
will
6
xp
3000000
Void Seer
Field
Value
bab
19
fortitude
11
level
19
reflex
11
skillPoints
4
title
Void Seer
will
6
xp
3300000
Supreme Pathfinder
Field
Value
bab
20
fortitude
12
level
20
reflex
12
skillPoints
4
title
Supreme Pathfinder
will
6
xp
3600000
Special Abilities
Master Tracker
Field
Value
level
1
name
Master Tracker
description: The Scout reads tracks the way a banker reads a balance sheet. Tracking as a class skill with +2 competence bonus. The Scout identifies species, number, direction, and approximate time since passage from tracks and spoor. At level 5, the Scout tracks across hard surfaces (metal decking, rock) at no penalty -- micro-abrasions, heat residue, displaced dust. At level 10, the Scout tracks targets that passed up to 7 days ago -- old trails, weathered sign, the faint traces others miss. At level 15, the Scout tracks across vacuum (trace atmosphere residue, micro-abrasions on hull plating, thermal ghosts on cold metal). The Scout also gains Survival as a class skill with +2 bonus -- tracking is only useful if you can live long enough to follow.
Terrain Adaptation
Field
Value
level
3
name
Terrain Adaptation
description: The Scout's body learns terrain the way others learn languages -- immersion, repetition, survival. Select one favoured terrain: vacuum/void, jungle/xeno-forest, desert/wastes, arctic/tundra, urban/hive, or swamp/mire. In that terrain, the Scout and up to 4 allies within 30 feet gain +2 to Stealth, Perception, and Survival checks, and cannot be tracked except by another Scout of equal or higher level. Movement is never impeded by difficult terrain -- the Scout finds the path the instruments cannot see. Select additional favoured terrains at levels 7, 11, 15, and 19. By level 19, the Scout has survived five environments that would kill anyone else.
Sniper's Patience
Field
Value
level
5
name
Sniper's Patience
description: The Scout has learned that one shot from the right position ends a fight before it starts. Full-round action to study a target: +2 to the next attack roll, double the weapon's range increment. If the Scout remains stationary and hidden for 2 consecutive rounds before firing: bonus increases to +4 and the attack automatically threatens a critical hit -- the Scout has found the gap in the armour, the unguarded moment, the angle no one checks. Usable once per encounter. At level 12, twice per encounter. The Scout does not need a second shot. The first one counted.