Friday 21 May 2010

scout command squad
















Heres my converted scout command squad. I used power armoured bodies and by trimming thier belts except the buckle i was able to make them fit onto standard scout legs.

I used space marine sergeant heads to make them more unique.

also note the captain model far right, which was a gift from the B&C's brother tual

Thursday 20 May 2010

Why play scouts?

For those who don’t know me I’m an ardent scout enthusiast and have been for some time, on the back of a few in depth discussions on scouts following the release of the 5th edition codex.
In this article I want to discuss why we use scouts in favour of other options, the ‘fluff’ or back stories behind them and how it affects army composition of an all scout force, and finally what constitutes an all scout force.
Now this is not meant to be a tactica, but I hope it will serve as a guide to army/unit selection as we delve into the reasons why people use scouts.

Scouts as a cheap troops choice

Brother Tual quote
This is, I feel, as to why people fail with scouts or begin to dislike them - Scouts are a valid selection in their own right. They abilities and drawbacks that seperate them from almost all other selections in the codex. Building a list that uses units that work well with each other and then dropping one of those units for scouts to spare points in order to build on one of the stronger units is only going to leave you with an un-balanced and easily identified key units.

It seems to me that most space marine players see scouts as a gap filler, a cheaper option when they want to spare a few points so they can add a unit of sternguard to their lists. This is true to a degree, a unit of ten scouts with no upgrades is 140 points, but under the new 5th edition codex you can get 10 tactical marines for 170 points with a complimentary flamer and heavy weapon. When this reduction in cost for tactical squads was first discussed it was put forward that 5th edition was meant to bring back the importance of the humble troops choice, and I would agree they have succeeded in this endeavour, which is why we shouldn’t underestimate the scouts. Sure if it were a choice between a unit of tactical marines with bolters and a unit of scouts with bolters we would all choose the marines, but scouts offer a different ‘flavour’ to the 40k world in the form of unique weaponry and skills.

Fluff

The biggest reason to take scouts is the fluff, sure we can put effective armies on the field, and I have had some success in this area, but im still unsure as to whether or not they are up to the task in a competitive environment. So why then take them, like most people I chose scouts because they are cool models, because they have access to fancy gear and toys and because I love the story behind them, they are an army within an army, sneaking around behind enemy lines, killing enemy sentries and mining area terrain, its just so cool.Everyone loves the underdog.

Army composition

If your going to collect scouts as an army it would be a shame to ruin the fluff behind them, sure it’s the players choice as to what they take, but all too often I see scouts taken in with mass raider lists just to appease the force organisation requirements.
Personally I find it distasteful and full of cheddar.
If you want to add a land raider to a scout army then just write up some backstory as to why its there, the thing with scout forces is there are no right or wrong answers, my credo is if you can write it and it sounds believable then go with it.
I have received messages asking me if I thought an LRC in a scout army is detriment to the fluff, and the answer is definitely not, I have used them before.
My reasoning is I take the master of recruits model (I use counts as Khan rules), for fluff purposes he needs a command vehicle as despite being a captain of the scout company, he is not a scout himself. And whenever the scouts meet in force he needs to be with them to organise and issue orders, hence the command vehicle.
I have also used dreadnoughts in the past, under the reasoning that scouts mark enemy positions for deepstriking units to destroy, whenever I used them I had them in drop-pods to stay within the fluff, but its not a long stretch to explain they were podded in before the battle and take them on foot.
Also support units like the thunder-fire cannons fit in perfectly with the scouts and its ability to be drop podded adds weight to our fluff explaining its allocation in our lists.
When thinking of your army composition, there are many factors to consider, but usually you will fit into one of four groups:

1: Pure scouts: so nothing else except the required HQ.
2: Mostly scouts: all troops choices are scouts, with other elements added in with decent reasoning why they would be there to fit in with the fluff.
3: Some scouts: mostly used to fill force org spaces and run with expensive elite units
4: Single units: a few snipers for support.

I would consider myself either a number one or a number two, I plan on collecting a pure scout force, but will probably run with a single LRC as a way to utilise my favourite special character (Khan), having him leading scouts from a land raider should make a lot of guys stop and think.

Scouts playstyle

I don’t want to spend a lot of time discussion tactics, but as an overview its worth noting that to be successful with scouts you have to play with the right style, whilst I’ve heard that people play well with an all out aggressive list with Shrike and all ccw units getting first turn charges, it’s a little like a one trick pony, there are too many things that could go wrong, like not getting the first turn for example.
Scouts play best when they take control of a game, with the whole army getting infiltrate and scout moves, you effectively determine when and how you clash with your opponent, in my opinion they are best used a water army.
The new toys available to scouts enables them to use tactics that seem alien to standard space marine players, with armaments and equipment that are unique, scouts are often underestimated and in my experience this is our greatest weapon.
There have been various discussion topics asking whether or not certain units are worth taking, strangely I found myself vehemently defending the scouts against 80% of other posters who claimed they were poor or were a ‘one trick pony’. Eventually it dawned on me that I shouldn’t argue, I should just let these people have their beliefs, that way when I come up against them ill make them wish they had paid more attention to my comments. Scouts use a lot of tricks, a big part of this is psychological warfare, the ability to mine an unknown (to your enemy) piece of terrain can play havoc with your opponents game plans.

Using scouts

The most common usage of scouts is to add a unit or two of scout snipers in with your space marine force as a way to help take out high toughness monstrous creatures. With the addition of Telion under the new codex a lot of players are throwing in this unit equipped with camo cloaks and a heavy weapon.
But thinking about it, this is a 230 point unit, that’s a lot of points for a unit that misses 50% of its shooting attacks.
Of course one school of thought would be to take a 5 man unit if your going to include Telion, firstly this keeps the point cost down and secondly it makes them a smaller threat when your opponent is considering target priority, not to mention they can take a heavy weapon at a five man squad whereas tactical marines cannot, however ten scouts are more effective than 5 so its up to you.
I generally take scouts at the base cost, figuring scout snipers don’t need to be in close combat so I wont bother taking a power weapon, of course this is a basic thought process but you would be surprised what turns up in some peoples army lists.
I generally don’t take camo cloaks either, mainly because you cant always guarantee there will be enough cover, I have seen scout lists where guys have added cloaks to at least four of their units, this sets me back a little, firstly that’s almost enough points for another ten snipers and secondly where do you find 4 decent terrain pieces on the average gaming table. It’s a common misconception that you need cloaks to keep them more survivable, here are some tips that I would like to share:

Snipers have a much longer range than most armies basic weaponry, keep them at the back of your deployment zone and they should stay out of harms way, of course this wont always work if you run a gunline for example as they would be considered a big enough threat to warrant some special attention. I guess the key is to use them in a support role, nibbling at the soft parts of your opponents forces whilst your more savage units do the real damage and attract all the attention.
Never set them up in cover just for the sake of being in cover, I have frequently seen people place a unit of snipers too close to the enemy lines simply to make use of the terrain feature, even if there is an objective there its better to keep them at long range as a single heavy flamer could ruin your day especially if they are sporting camo cloaks. Infiltration doesn’t mean they have to set up closer to the enemy, just that they set up last.
If you do take cloaks only take them on a single unit, when determining target priority your opponent will more likely target an easier to kill unit, and more importantly if your relying on your saving throws to win games your not doing your job properly.
Its easy to forget that no basic weapon has AP4, so your still saving 50% of all saving throws.

Replacing existing units

As I previously mentioned scouts have a vast array of uses and can be compared to units that are frequently used by space marine players.

Assault troops: A ten man unit of assault marines comes in at 190 points with no upgrades, all space marine players have used them at some point and some of us have had great success with them, but for 140 points we could take a ten man scout squad with pistol and ccw to do the same job.
Sure the jump packs have a longer reach, but scouts start closer to the enemy and will often be in combat in turns one or two.
Any upgrades to the assault squad can be taken at the same cost to the scout squad, power weapons and fists etc, flamers can be taken by the assault squad but in my experience only get used the once, in the case of the scouts a combi-flamer does the same job, of course an assault squad can take plasma pistols, but a combi-melta on the sergeant gives them an instant kill ability that the assault squad is without, plus I never advocate plasma on scout squads, to lose the sergeant to a gets hot roll would be to lose the linchpin in your scout unit.
Also the scouts get move through cover rule, whereas the assault squad risks serious injury if they 'fly' through cover.

Tactical squads: Sure in a straight choice we would all choose the space marines, but if like me you want a pure scout army then we have the option of putting a lot of bolters on the board. At 30 points cheaper than their counterparts you will notice the difference when you buy in bulk.

5 man squads: Scouts excel in many ways when compared to regular space marines, when taking a 5 man squad of scouts you have the option of taking a heavy weapon, whereas the tacticals cannot, also they don’t get their ‘freebee’ weapons unless they are taken as a ten man unit.
Often we will see a 5 man or combat squaded space marine unit in a razorback, scouts have their own version in the form of the landspeeder Storm, and armed with shotguns make an excellent drive by unit, which is both effective and very cool.
I mean who doesn’t like the idea of 5 guys hanging out the back of a fast moving vehicle shooting shotguns at anyone stuped enough not to run away, its so Hollywood.

Training marines: the codex way

I have been a scout fan (some would say fanatic) since the release of the 5th edition codex, I play with a whole army of scouts and only scouts, and since they occupy most of my time, I figured I would learn more about their background.
After reading a few black library books and fanfic stories, I came to the conclusion that when a marine dies in a battle company replacements are brought in straight from the scout company, however after looking into it a little further I want to challenge this mindset and explore all facets of a space marines training and promotion from birth to death to find the unequivocal truth.
I will be using Ultramarines as a template for this article, utilising the 5th edition space marine codex as my main source of information.

At heresy's end

Guilliman started to write the codex astartes several years after the death of Horus, his idea was to prevent another schism, most of us know how it affected the majority of marines but how were scouts affected?
In the horus heresy books, some details of the legions were shown, there were no reserve companies as such, and new recruits (scouts) formed up alongside fully fledged marines in the same “company” (note a company was very large, some suggest up to 1000 marines), casualties were replaced straight from the companies own scout squads. Some information can be garnered from the book “Horus rising” where Loken chooses replacements for his squads, and little Horus helps him see different qualities in his scouts.
With the new codex structure Scouts were given their own company with its own structure and heirachy.

Recruiting aspirants

Each space marine chapter has its own method of screening potential new space marines, some chapters use barbaric methods, others more refined and humane in comparison.
In the Horus heresy book flight of the Eisenstein the death guard discuss some of the challenges of the recruits, involving crawling through razor sharp thorn-bushes with venomous spines and surviving in a toxic environment. Modern day blood angels are trapped in sarchophogi for a year whilst the physical changes can be wrought on their mortal frames. It seems these practices echo the spirit at the heart of the relevant chapter!
The following is a small part of the short story of dreadnought Ironclaw published in white dwarf:

Quote (Dreadnought Ironclaw)
[Brother Severus arrived on Macragge as one of sixteen aspirants who had triumphed in competitive games between Quintarn, Tarentus and Masali. These games are held between the triple worlds each seven years to determine which youths should have the honour of attempting to join the Ultramarines Chapter on Macragge. The games that Severus participated in were noted as particularly spirited and hard-fought on this occasion, with over a third of the participants killed or seriously injured.]

The ‘triple worlds’ makes up only a small part of Ultramar and we can draw a few conclusions from this story:
Firstly that these competitions happen at constant intervals ensuring a steady supply of new aspirants, which combined with the rest of Ultramar probably means a lot of new recruits.
And that the Ultramarines aren’t as barbaric as some chapters and many of its failed aspirants are allowed to live.
Most chapters recruit from deadly worlds1, Ultramar seems to be the exception, as its well documented that the worlds of Ultramar are almost utopian and the people enjoy a measure of peace. One can only assume that the high recruitment rate of Ultramarines is due to the large number of high population planets within Ultramar.

Quote
[Aspirants must always be chosen when they are young, before they become to mature to accept the gene-seed that will turn them into space marines]

Chapters choose children and/or young teenagers that are physically and mentally strong to become new space marines, these aspirants will join the tenth company and train as space marine scouts.

Size and structure of the tenth company

There is no set size for a scout company as recruitment is not a fixed amount2. Its probably more appropriate in this case to say that the Ultramarines tenth company size is dictated by the casualty rate amongst the battle companies rather than the rate of recruitment, this is because Ultramar has a high rate of recruitment and i have shown in the example above it is a regular influx. Obviously the numbers would still vary depending on the quality of the aspirants.
Whats not made clear is the decisions regarding recruitment, i.e if no or few casualties have been incurred and the scout company is overly large, will the Ultramarines forgo recruitment for a period or does it continue as a matter of tradition?
We do know from the horus heresy that Guilliman enacted an emergency recruitment drive to bring the legion to full strength after the numerous casualties caused by the word bearers, does the same thing exist 10000 years later?
What the above does tell us is that as soon as the organs and geneseed has been implanted the aspirants train and serve as scouts, there is no/little intermediate period where they are kept isolated so they can be observed. So we can safely assume that all new space marine scouts are teenagers.

Page 17 of the 5th ed codex gives very little information on the exact make up of the 10th company, all that’s stated is:
Captain antilochus: master of recuits.
Scout squads.

However we can include chaplain and apothecary to this list as every company includes both3.
One question that still remains to be answered is does the master of recruits have a command squad?
The tenth has no colours or banners so there would be no need for a banner bearer, and would there be a company champion? Could he be the scout sergeant that best excels at close combat?We know they have an apothecary, but is he a combatant?
Or does he minister to the health and development of the recruits from behind the scenes, a job im sure that keeps him far busier then other apothecaries. Perhaps he is a combatant as im sure the scout company has a far larger casualty rate and will need on the spot medical treatment.
We do know the presence of an apothecary on the battlefield is not absolutely necessary since scouts cannot be used as a source of geneseed. This is due to the maturation necessary for geneseed to be cultivated.4
As all captains are accompained by command squads5, the tenth company would be no different, this command squad could possibly have different titles and duties to regular battle companies. This would go some way to explaining the postition of a banner bearer whilst the tenth has no actual colours, in this case he would be given another duty, perhaps as relic bearer or something equally as poignant and important to the tenth!
It is often an assumption that command squads are drawn from the company itself, skilled veterans who are awaiting promotion to the first company. This isn’t completely accurate, usually command squads are drawn from the finest warriors available6 which to me suggests they are chosen from amongst the chapters veterans. Tenth company command squads may be treated a little differently, i shall attempt to cover this later on in this article.

So to summarise, the tenth company has:
Captain Antilochus
Chaplain
Apothecary/ies
Command squad of some description.
Scouts (whos number is in a constant state of flux)

Monitoring scouts and detecting potential psykers

The tenth company is home to at least one apothecary3 who would be responsible for the monitoring of scouts physical health and the changes that will make them true space marines.7
Physical well being isnt the only concern of the chapter and tenth company, some scouts will show psychic potential and need to be trained by the librarium. We know that no librarians are actually attached to any companies, this indicates that any tests or training are undertaken by the librarium itself7 under the direction of the chief librarian.
A question that often gets asked is whether or not scouts continue to train with the tenth if they are determined to show psychic talent?, we know this to be the case but they will recieve extra training from the librarium aswell.8
There are some sources that describe psyker scouts, one example is the soul drinkers book “Chapter war”.

Training

Quote (5th ed codex page 66: Scout squad)
[When first accepted into a space marine chapter, a new recruit joins the ranks of the tenth company as a space marine scout. He is placed under the tutelage of a sergeant….A space marine scout has much to learn. Not only must he become accustomed to the many biological engineered enhancements which are at work in his body, but he must learn the litany of battle which will fortify and strengthen him. Through a gruelling regime that lasts for many months, the recruit will learn how to use the battlegear on which his life depends, and he will get his first real chance to fight the enemies of mankind.Throughout his entire tenure as a space marine scout, the recruit is watched over and taught by his sergeant, his actions guided and judged as he strikes the foe at the weakest point with bolter, shotgun and blade. As his training progresses, the scout will grow proficient with many other weapons of death, such as the heavy bolter, sniper rifle, missile launcher and melta bomb]

This suggests a sort of scout ‘boot camp’ in which they learn the necessary skills before they can fight for the chapter, this “many months”. During this time it seems they use basic weapons only of “bolter, shotgun and blade” the other weapons being used against real enemies in the heat of battle as time progresses.
Once clear of the 'boot camp' and on active duty with the tenth, scouts will learn and perfect valuable hit and run tactics9 and be trained with many different weapons, towards the latter end of thier tenure as scouts they will master the art of mounted warfare10, this may take several years to accomplish9.

To summarise:
Its safe to assume every scouts training is similar, and they all learn set skills before going on to the next step. I have jokingly in the past likened scout training to hogwarts:
Year one: basic infiltration.
Year two: basic weapons,
Year three: sniper training

Whilst a gross exaggeration is does have a ring of truth, all scouts are required to master set skills in a set order. However due to deaths within scout squads and replacements coming in, i find it more likely that the training doesnt have a rigid structure. i.e, they dont spend a year training with sniper rifles and go on to bikes, instead they commit to standard training with basic weapons before active duty, and once they are on the battlefield they use the weapons necessary for the job, learning by doing.
It is down to the assigned tutor (sergeant) to determine their abilites with each skill/weapon to determine when they can progress. This way its possible to keep squad structure in place and yet have scouts of differing levels of skill/progression within the squad.

Progression of a scout in the tenth company would be:
Basic training (many months) ---> hit and run tactics/advanced weapons (several years) ---> Mounted assault with scout bikes (i also assume LSS)

Promotion of a scout

We do have a definitive promotion scale of a newly promoted scout within the chapter:
Scout to Devastator11
Devastator to Assault12
Assault to Tactical13

This seems to go against some authors who seem to think scouts are promoted straight into battle companies, the white dwarf story of Dreadnought Ironclaw shows some of the promotion of brother severus.14
He was mentioned being a scout then in a reserve tactical company before going into a battle company, it wasn’t shown but its safe to assume using the above logic that he spent time in both the devastator and assault companies too.
The next question is, do scouts go to the reserve devestator company or straight into a battle companies devestator squad?
Since we know that battle companies draw replacements from reserve companies15, probably due to experience, then logic dictates the scouts go to the reserve companies.
This gives us a progression of

scout ---> reserve ---> battle company

this is also supported by the dreadnough ironclaw story, he was promoted from 6th to 3rd
However it is still difficult for us to say with certainty that the progression for all scouts would be:

Scout ---> reserve devastator ---> reserve assault ---> reserve tactical ---> battle company (as tac marine)

This certainly true to a point, any marine in a reserve tactical company has to have followed the line of progression laid out, so the above would be true for alot of marines... Im pretty sure though with some marines making a career from assault or dev duties16 that they would skip certain steps and go straight from a reserve company to a battle company i.e

reserve assault ---> battle company missing the inbetween steps.

Its certainly the case that the battle companies would take the most skilled marines from the reserve companies.
Its important to note that the codex goes into detail about the newly promoted scouts role into devastators, they primarily work as support for more experienced marines, going into battle armed with bolters until they have proven themselves worthy to carry heavy weapons.

Telion and scout sergeants:

Are scout sergeants veterans of battle/first companies or are they scouts themselves who have stayed with the tenth in order to instruct the newer recruits?

Quote (Insignium Astartes pg. 30)
[Scout Sergeants are Marines who have received special training in leadership and in Scout operations. They fight in the same light armour as the other scouts. The Sergeant may have fought enough battles to qualify as a veteran. Such Veterans are often promoted to special command duties or transfered to the 1st Company. In the Ultramarines the Sergeant's badge of rank is a red skull displayed on the left shoulder pad.]

This one paragraph tells us almost everything we need to know about the origins of a scout sergeant, first off that he is definately a fully fledged marine and has been marked for special training, these marines are also of veteran standard.
The latter part of the quote describes how the experienced marine has fought enough battles to become a veteran, and these veterans are either promoted to the first company or given special command duties i.e becoming a scout instructor. So it seems it is a choice for veterans to make, either 1st company or tenth company with special training to become a sergeant.
This gives us a definative line of progression for a scout sergeant

Scout ---> Devastator ---> Assault ---> Tactical ---> Scout sergeant.

However it is possible for a marine to bypass some of these steps of progression/promotion. This is due to certain marines making a career from either assault or devastator duties, either because they showed great skill in these areas or because they are unable to cope with the strict nature of tactical duties.16
What we can say though is those who go on to follow this path can find themselves promoted to sergeant within thier chosen fields, this argument is supported by the Iron skull award and tells us that promotion within a squad does happen.
After being promoted to sergeant (example of an assault squad) and performing feats of heroism, a marine gets the opportunity to transfer to the chapters first company as a veteran.17 However it seems there is a choice to be made, instead of joining the first company a marine (of veteran ability) can choose 'special command duties' like becoming a scout sergeant.18 This also suggests they may join command squads.
In this case its possible to be a scout sergeant (or veteran of the first company) without having ever spent time as a tactical marine. the progression (in the example discussed above) would be:

Scout ---> Devestator ---> Assault ---> Assault sergeant ---> Scout sergeant or first company veteran.

This means that even Telion who refuses to leave the tenth company19 was once a fully fledged marine, in Telions case he followed the entire progression from scout to tactical marine learning all the different skills.20

Land speeder storms

Are Land speeder storms attached to the tenth or are they part of the chapters armoury?
It has been argued that because storms are not dedicated transports they are requisitioned from the armoury, but without any facts to back this up its just an opinion. My own opinion is that they are part of the tenth company as they are piloted by scouts, infact I believe they are piloted by scout sergeants (seperate of the embarked squad).

Final thoughts:

Alot of this information is common knowledge, however taken together it does shed a little more light onto a scouts training.
An aspirant successful in mind and body comes to the chapter as a young teen (around 13 as a guess) 13
He spends 'many months' learning the basic skills needed to be a scout (ill assume a year) 14
Scout traning takes several years, learning the use of many different weapons and towards the end of his tenure the use of bikes (assume 7 years) 21
So a scout is about 21 years old when he takes up his power armour for the first time! and is fully trained at mounted assault, which i assume to mean the use of land speeder storms also.
The chapters librarius and Apothecarian although seperate from the tenth play a big part in the development of scouts, psyker scouts will train with the tenth until they are ready to take up power armour and are transferred to the librarius (at about 21)
We know from the codex that tech marines are fully fledged marines when they are sent to mars, so have no special training as scouts, i presume apothecaries to be the same, since they are infact veterans. There is little known about chaplains origins, but since they are spiritual leaders and pervayers of great wisdom its safe to assume they are infact experienced or veteran marines chosen by the master of sanctity.

Command squads: I want to discuss this point again now that we have most of the facts ironed out. According to the quotes shown, it is suggested that all captains have a command squad, and they are made up of 'veterans' who will be in line for promotion within the company i.e if the captain falls in battle one of the command squad will be promoted.
Now that we know the scout sergeants are infact veterans (equivalent) it wouldnt be too much of a stretch to imagine the captain may have a command squad made up from senior instructors, he would have an apothecary and the company champion could be his "number 2", his replacement should he fall.The tenth doesnt have a banner as such, but as noted above thier jobs and titles would be different, so the tenth may have thier own special place set aside... ill let your imaginations fill in the possibilities.
If this is the case and captains are promoted from within the command squad, then all tenth company captains would have been scout sergeants at some point, so they too would have the special training and knowledge of scout tactics and warfare... in short the captain IS a true scout!

A marines path

The most interesting discovery in this article is the definative promotion scale we can use for scouts to fully trained marines, barring any marine that takes up assault or dev duties as a career all marines will follow the following progression:

Scout* ---> Reserve devestator** ---> Reserve assault ---> Reserve tactical ---> battle company ---> ***

*Scouts have a three part training scheme, first is the basic training, then its intermediate training where they learn hit and run tactics and the use of the various advanced weaponry, lastly is mounted assault (scout bikers)
** Newly promoted devastator marines have to serve as spotters/guards for the heavy wepaon operators before being trusted with the heavy weapons themselves
*** Is the choice between first company or becoming a scout sergeant, though it is sometimes the case that marines will spend time in the first company before becoming a veteran sergeant in the tenth company.

Sergeants for assault and devestator squads would usually be promoted from within the squad, whilst the codex mentions that tactical squad sergeants are usually veterans brought in from the first company.

References

1: 5th edition codex page 10: The making of a space marine.
"Every chapter of space marines must induct new warriors into its ranks in order to survive. Most have recruited from their chapter planets and nearby worlds since the foundation of their brotherhood. This explains why many chapters are based on feral or otherwise deadly worlds – the recruiting stock is far stronger on planets where every day is a struggle to survive"

2: 5th edition codex page 16: Chapter organisation.
"The chapters 10th company is its scout company consisting of a number of scout squads. Scouts are youths who have been recruited and partially transformed into space marines. Until their physical transformation and and training is complete they fight as scouts. The codex astartes dictates no formal size for a scout company as the rate of recruitment is not a fixed amount"

3: 5th edition codex page 16: Chapter organisation.
"Each of the ten companies that comprises a chapter is led by a space marine captain and includes supernumeraries such as the companies chaplain and apothecary"

4: 5th edition codex page 17: Progenoids.
"Every space marine has these organs, one implanted in the neck and another in the chest. The organs respond to the presence of other implants in the body by creating germ cells corresponding to those implants. These germ cells grow and are stored in the progenoid organs. Mature progenoid organs can be removed and new implants artificially cultured from them. This is the only new way implants can be created"

5: 5th edition codex page 55: Command squad.
"Command squads accompany high ranking space marine officers on the field of battle. The exact nature and title of a command squads members may vary depending on a chapters organisation and the personality of a companies captain"

6: 5th edition codex page 55: Command squad.
"Service in a command squad undoubtedly speeds promotion within the chapter – most captains fills their retinues with space marines in whom the bloody skills of combat are matched by a tactical and strategic brilliance........a protégé who survives long enough to be nominated as the captains successor"

7: 5th edition codex page 56: Librarian.
"Apothecaries rigorously screen potential recruits for any sign of genetic deviation, but not all mutation is physical. Psychic talent is a mutation too….Detecting and developing nascent psykers is one of the many responsibilities of the chapters librarium"

8: 5th edition codex page 56: Librarian.
"Not only must the recruit endure everything a normal recruit would, but he must be strong enough in spirit to withstand the moulding of his mind"

9: 5th edition codex page 67: Scout bike squad.
"while scout bikers continue to perform the hit and run tactics they perfected in earlier years of service"

10: 5th edition codex page 68: Bike squad.
"The codex astartes dictates that all of a chapters assault marines, scouts and the entire 6th company should master the art of mounted warfare as part of their training regime"

11: 5th edition codex page 61: Devastator squad.
"Most devastator squads are composed of space marines who have recently completed their tours of service in the chapters scout squads"

12: 5th edition codex page 60: Assault squad.
"A space marine is commonly assigned to an assault squad after exemplary service amongst the devestators"

13: 5th edition codex page 59: Tactical squad.
"For a space marine to be assigned to a tactical squad he must have proven himself beyond doubt in all aspects of war. So it is that a space marine must complete several campaigns in both assault and devastator squads before he can earn a permanent position in one of the chapters tactical squads"

14: White dwarf: brother Severus/Dreadnought Ironclaw.
"The young Severus was accepted by the Ultramarines and successfully completed his training in 356.M41. According to records, Brother Severus's early career in the Scout Company was unremarkable, but once he came to full status as a Brother Marine he was frequently commended for his wisdom and far-sightedness. He received his Marksman Honour while a member of the 6th Company in 358.M41 in combat against Eldar pirates, and an Imperial Laurel in the following year after being wounded in the cleansing of Copul IV. In 362.M41 Brother Severus was promoted to Sergeant in the 3rd Company"

15: 5th edition codex page 16: Chapter organisation.
"The 'companies of reserve' are entirely composed of squads of the same designation. they normally act in support of the battle companies and provide a source of replacements for any casualties sufferend in line formations"

16: 5th edition codex page 59: Tactical squad.
"For a space marine to be assigned to a tacical squad he must have proven himself beyond all doubt in all aspects of war. So it is that a space marine must complete several campaigns in both assault and devastator squads before he can earn a permanent position in one of the chapters tactical squads. This progression must be earned in blood and can last for years, or even decades, depednign on the skills of the marine in question. Not all space marines make the transition.some demonstrate a talent or obsession for a particular aspect of battle that, while immensily valuable in its own way, would prove a liability in the adaptive role of a tactical squad. Other battle brothers simply lack the mental flexibility to embrace the fluidity of the tactical squads role"

17: 5th edition codex page 62: Vanguard veteran squad.
"Most such veterans have served as sergeants elsewhere.....a vanguard veteran squad is formed from those members of the 1st company that completely immerse themselves in the art of close quarter combat. Most have completed lengthy service rotations in the chapters assault squads"

18: Insignium Astartes pg. 30.
"Scout Sergeants are Marines who have received special training in leadership and in Scout operations. They fight in the same light armour as the other scouts. The Sergeant may have fought enough battles to qualify as a veteran. Such Veterans are often promoted to special command duties or transfered to the 1st Company"

19: 5th edition codex page 88: Torias Telion.
"Having been awarded fully two score battlefield commendations including the iron skull, the imperial laurel and a dozen marksman’s honour badges, Telion has earned a position in the ultramarines honour guard several times over. Nonetheless, he chooses to remain in the scout company, where by example and experience he can forge the future warriors of the chapter"

20: 5th edition codex page 88: Torias Telion.
"Telion has mastered all the martial disciplines of the space marines over his three centuries in service"

Space marine creation

Those readers who are familiar with me are probably groaning that im writing yet another article about scouts. This time around however its a case of necessity.
Many of us it seems (myself included) seem to struggle with many of the facets and particulars with space marine training and creation, so it can only help to combine everything we know into one place.In this article ill be highlighting the details of space marine creation and try to answer some of the questions that get raised about scouts.

Creation of a space marine
This information was originally printed in white dwarf 98 by Rick Priestly entitled "the origins of the legiones astartes", and it was later published the warhammer 40,000 compendium. A more indepth look can be found in white dwarf 247 and was the basis of the first index astartes article.

It takes a considerable deal of time to transform a normal human into a Space Marine. They receive implants which transform their bodies and give them superhuman abilities - making them capable of spitting acidic venom, absorbing the memories of the dead by eating their flesh, darkening their skin to protect it from radiation, and operating for long periods without sleep by switching off parts of their brains at a time.
Recruits are subjected to psycho-indoctrination and conditioning, strengthening their resolve and honing them into dedicated and merciless warriors. Not all recruits survive the brutal training of course, and not all are accepted.

Selection
Recruits are chosen from the best warriors among humanity. Naturally this makes feral worlds prized recruitment grounds, as such harsh and primal conditions produce the best warriors. However hive worlds are considered the ideal source of potential recruits, the populace of the lower levels composed of some of the most murderous scum in the human Imperium. Whole gangs of hive scum are sometimes hunted down and captured for recruitment. Among the most valued traits in a recruit are aggression and psychotic-level killer instinct. More rarely, certain civilised worlds are also recruited from.

Requirements
Recruits must be fairly young, because implants often do not become fully functional if the recipient has reached a certain level of physical maturity. They must be male because the zygotes are keyed to male hormones and tissue types. Only a small percentage of people are compatible to receive the implants and hypno-suggestion to turn them into Marines. Before the process of implantation begins the potential recruit receives tissue compatibility tests and psychological screening. If the testing proves successful the recruit becomes a neophyte. After the organ implantation process he becomes an initiate.
Even once the organs are implanted they are generally inactive or useless without associated training and hypnotherapy and chemical treatment. Most recruits join the ranks as a brother between the age of 16-18 years.

Implants
The 19 implanted organs are very complicated, and because several of them only work properly or work at all in the presence of another of the implants, the removal, mutation or failure of one organ can affect the exact functioning of the others. Because of this and the fact that each Chapter's gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation. Throughout the implantation process the Marine must undergo various forms of conditioning in order for the implanted organs to develop and become part of his physiology. Listed below is the complete set of implants used: Phases 1-3 can be introduced at the same time, ideally between 10 and 14 years of age. Phases 4 and 5 can be introduced at the same time, ideally between 12 and 14 years of age. Hypnotherapy normally begins at phase 6, ideally sometime between 14 and 17 years of age. Phases 7 to 9 are normally introduced simultaneously, ideally at a point between 14 and 16 years old. The following series of organs are also ideally implanted between the ages of 14 and 16. Phases 14 and 15 may be introduced at the same time, ideally between 15 and 16 years of age. The remaining series of implants are then ideally introduced to the recipient between the ages of 16 and 18.

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Secondary Heart
Phase 1: This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around the Marine's body.

Ossmodula
Phase 2: A small, tubular and complex organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourage the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine's diet. This heavily alters the way the Space Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size (along with most other bones) and the rib cage will have been fused into a solid mass of bulletproof, interlocking plates.

Biscopea
Phase 3: This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later implants.

Haemastamen
Phase 4: Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subjects blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of the phase 2 and phase 3 implants.

Larraman's Organ
Phase 5: A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells' which are released into the blood stream if the recipient is wounded. They attach themselves to leucocytes in the blood and are carried to the site of the wound, where upon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer.

Catalepsean Node
Phase 6: Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marines survivability by allowing perception of the environment while resting. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.

Preomnor
Phase 7: This is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.

Omophagea
Phase 8: This implant allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which has lead to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.

Multi-lung
Phase 9: This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems.

Occulobe
Phase 10: This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.

Lyman's Ear
Phase 11: Not only does this implant make a Space Marine immune from dizziness or motion sickness but also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ear. It is externally indistinguishable from a normal human ear.

Sus-an Membrane
Phase 12: Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years. It should also be noted that Talonmaster Zso Sahaal of the Night Lord's legion spent nearly ten thousand years in suspended animation when his ship was entombed in the warp by the Eldar, however time in his ship may not have passed at the same rate as in normal space.

Melanochrome
Phase 13: This implant controls the amount of melanin in a Marine's skin. Exposure to high levels of sunlight will result in the Marine's skin darkening to compensate. It also protects the Marine from other forms of radiation.

Oolitic Kidney
Phase 14: In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.

Neuroglottis
Phase 15: This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Marine can even track down his target by taste.

Mucranoid
Phase 16: This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.

Betcher's Gland
Phase 17: Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palette. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland's presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away strong metals given sufficient time.

Progenoids
Phase 18: Progenoids are one of the 19 Space Marine organ implants. Their only purpose is to reproduce gene-seeds. Progenoids are a pair of glands implanted into a Marine during the 18th phase of the implantation process. One gland is situated in the neck, the other deep within the chest cavity. These glands are vital to the survival of the Marine's Chapter, as they are a chapter's only source of new implants which create a Marine. The Progenoid creates germ cells, each corresponding to one of the other implanted organs in the Marine. These germ cells develop within the Progenoid. After five years, the neck Progenoid is mature and ready to be removed. After ten years, the chest Progenoid becomes mature and is also ready to be removed. A mature gland can be removed by an Apothecary and new organs artificially cultured from them. This is the only source for new implants, so a Chapter depends on its Marines to create other Marines. In the battle-mysticism of the Astartes, the gene-seed is regarded spiritually - though a fallen Marine's body is dead, he lives on as gene-seed which returns to the Chapter. Apothecaries remove Progenoids after they have matured or if a Marine has died in combat.
A Marine's gene-seed may be rendered useless by exposure to high levels of radiation. Over time the Chapter's gene-seed may also change through genetic mutations, so that specific implants become corrupted, producing new effects in Marines, or becoming useless altogether.
A corruption in the chapter's genetic material can lead to the chapter's extinction. This is why gene-seed must be constantly monitored for mutations. Each Chapter is obliged to send 5% of its genetic material to the Adeptus Mechanicus. The first purpose for this is that it enables the Adeptus Mechanicus to monitor the health of each Marine Chapter. Secondly, it enables the Adeptus Mechanicus to store gene-seed with a view to founding new Chapters.

Black Carapace
Phase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface. This allows a Space Marine to interface directly with his Power Armour.

Conditioning

Chemical Treatment - Until his initiation, a Marine must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully, imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the initiation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. Marine power armour suits contain monitoring equipment and drug dispensers to aid in this.

Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new abilities. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a Hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural stimuli in order to awaken their minds to their unconscious metabolic processes.

Training - Physical training stimulates the implants and allows them to be tested for effectiveness. Indoctrination - Just as their bodies receive 19 separate implants, so their minds are altered to release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers described above. For example, a Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill an ordinary man. A Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too. Some Marines develop photographic memories. Obviously, Marines vary in intelligence as do other men, and their individual mental abilities vary in degree. After all of these implantations and alterations to the human body, there is a serious debate whether or not Space Marines are human. While they indubitably serve humanity, they are at least two meters tall, can breathe poison and eat through metal.

The importance of gene-seed

Each organ serves a specific function as outlined above. Although a Chapter's Apothecaries and surgeons are able to perform the necessary implant operations, they do not necessarily understand the exact functioning of each organ. The processes involved are incredibly ancient. Procedures are handed down from generation to generation, becoming increasingly ritualised and misinterpreted. For these reasons, the efficiency of each organ differs from Chapter to Chapter, depending on the condition of that Chapter's gene-seeds and the degree of debasement of its surgical procedures. In some Chapters, mutation of gene-seed, poor surgical procedure, or inadequate post-operative conditioning, has twisted the functioning of implants. For example, the omophagea gene-seed of the Blood Drinkers has mutated so that all Blood Drinkers have an unnatural craving for blood. In other Chapters individual organs are either useless or absent altogether.

Reproducing Zygotes
Gene-seed can only be obtained by removing one or both progenoid organs from a living (or very recently deceased) Marine. For this purpose, Space Marine Apothecaries carry a special device known as a reductor, which they can use in battlefield conditions to remove the progenoid glands of a fallen Marine. The whole purpose of the progenoid organ is to provide gene-seed to enable the Chapter to continue. It is not possible to create a zygote in any other way. Each Chapter's stock of gene-seed is therefore unique to itself. Gene-seed has a great deal of religious significance to a Chapter, representing its identity and future. Without gene-seed, a Chapter has no future. The extinction of a type of gene-seed means that a zygote has been lost forever. The extinction of a Phase 18 or 19 gene-seed would effectively mean an end to a Chapter.
As each Marine has only two progenoid glands, the rate at which a Chapter can create new Marines is restricted. It may take many years for a Chapter to rebuild itself after heavy losses. Gene-seed is often rendered useless if a Marine is exposed to high radiation levels or other forms of genetic disturbance. The efficiency of different Chapters' progenoid gene-seed also varies, so some Chapters are able to make up their numbers faster than others.

Founding new chapters
According to their charter, each Chapter is obliged to send 5% of its genetic material to the Adeptus Mechanicus on Mars. This 'tithe' has two purposes. Firstly, it enables the Adeptus Mechanicus to monitor the health of each Marine Chapter. Secondly, it enables the Adeptus Mechanicus to store gene-seed with a view to founding new Chapters.
A new Chapter cannot be founded overnight. A single suitable gene-seed must be selected for each zygote. Zygotes are then grown in cultures and implanted into human test-slaves. These test-slaves must be biologically compatible and free from mutation. Test-slaves spend their entire lives bound in static experimental capsules. Although conscious, they are completely immobile, serving as little more than mediums within which the various zygotes can develop. From the original slave come two progenoids, which are implanted within two more slaves, from which come four progenoids and so on. It takes about 55 years of constant reproduction to produce 1,000 healthy sets of organs. These must be officially sanctioned by the Master of Adeptus Mechanicus and then by the High Lords of Terra speaking for the Emperor. Only the Emperor can give permission for the creation of a new Chapter.

Gene-seed flaws
Several chapters are known to have flaws in thier gene-seed or may even have entire defunct implants, the following are known to have these problems:
Blood Angels: Black Rage and the Red Thirst
Imperial Fists: Missing Betcher's Gland and Sus-an Membrane
Space Wolves: Enlarged canine teeth and Mark of the Wulfen.
Raven Guard: Missing Mucranoid and Betcher's Gland. Pale skin and dark eyes.
Blood Ravens: Can't experience R.E.M. sleep and have perfect recall.
Salamanders: Onyx black skin and bright red eyes. (Malfunctioning Malenochrome gland)
The renegade Legions and Chapters maintain the process of gene-seed implantation and harvesting, allowing new recruits to be turned into Marines, there is little known about the mutations of these chapters gene-seed.

Are scouts space marines?
Some have suggested that scouts arent true space marines, ultimately we cannot answer this question until we properly define what a space marine is.
Most people build thier own definitions which leads to differing opinions and with little evidence to go on it may always come down to personal opinions.The 2nd edition codex Ultramarines seems to take the stance that they are Space marines:

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[As a Space Marine initiate completes his training he prepares for battle alongside his brother Space Marines. His first combat experience will be in the Space Marine Scouts]
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[Space Marine Scouts wear lighter armour than full Space Marines and are less heavily armed.]
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[Note that as Scouts are not yet fully fledged Space Marines the usual Break test and Rapid Fire rules do not apply.]

they use the definition space marine scouts, as does the most recent codex, but goes further to seperate them from 'fully fledged marines'.
This would indicate they are considered space marines just not 'full' space marines but again there is no actual definition stating scouts ARE space marines.

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[The Adeptus Astartes (commonly known as Space Marines, and colloquially as Angels of Death) are the most elite and feared fighting forces of the Imperium. The primary unit of organization is the Chapter, a self-contained army fully equipped with its own transport, non-combatant support staff, etc. There are around a thousand Chapters, each comprising a thousand Space Marines. There are far too few Space Marines to form the Imperium's main military forces; instead they operate as highly mobile strike forces. They are entrusted with the most dangerous missions, such as lightning raids behind enemy lines, infiltration and tunnel fighting. Through selection, training and conditioning, Marines are physically, mentally and spiritually superior to any other Imperial soldier.
A chapter's fighting force numbers a nominal 1,000 Marines, divided into ten companies, each of which is commanded by a Captain. Companies are further divided into squads of ten battle-brothers]

This quote from the warhammer 40k compendium does describe a space marine, it does fall short of a full definition but using the above we can suggest a scout is a space marine. They are after all physically, mentally and spiritually superior to any imperial soldier after mere months in the tenth company.
My own personal opinion is that scouts are space marines, people often treat them the same as IG recruits but its just not the case. These neophytes fight and die for thier chapters often against unimaginable odds and unthinkable enemies and they deserve the title regardless of thier physical development or experience.
There is however a set of descriptions within later codex editions that can help answer this question:

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[Recruits must be fairly young, because implants often do not become fully functional if the recipient has reached a certain level of physical maturity. They must be male because the zygotes are keyed to male hormones and tissue types. Only a small percentage of people are compatible to receive the implants and hypno-suggestion to turn them into Marines. Before the process of implantation begins the potential recruit receives tissue compatibility tests and psychological screening. If the testing proves successful the recruit becomes a neophyte. After the organ implantation process he becomes an initiate.]

This clearly defines neophytes as scouts without the full set of gene-seed (implants), and initiates after they have recieved the black carapace.
In the 5th edition codex space marines they describe how the black carapace (and the using of power armour) turns a scout into a 'full battle brother'
Neophytes are described in C:SM 4th edition as:

Quote
[humans that are undergoing the processes to become a space marine]

If they are humans until the black carapace has been added, at which point they become a 'full battle brother' then all scouts are infact NOT space marines (excluding sergeants of course)
It is also the case that intitiates are referred to as battle brothers for a period, and although this is suppostion i believe they keep the title initiate until they have reached tactical level. It is certainly true for the black templars that initiaties are full space marines!
The only grey area in this assessment is the time between implantation of black carapace and promotion to the reserve devestator company, we know it takes time for the black carapace to harden and form neural bundles inside the marines body, but how much time?
What does the scout do in the mean time, does he stay with the tenth?
Im not sure we will answer ever these questions, but my theory is that scouts who have received the black carapace will leave the scout company and enter into a period of training prior to entry into the reserve companies. During which time he will learn to use the new power armour whilst observing all the rituals, when his black carapace has matured and he has grasped the fundamentals he will join the 9th company.

Rituals and spirtuality

Most of the latter time as a scout will emerse the neophyte/initiate into the many rituals necessary in becoming a space marine. So far i have touched upon the physiological and training standards by which we judge a scouts worthiness, but not the symbolic standards!
As we can see from the diagram and information above the final two implants are given at between 16-18, the same ages we are given as an estimate for entry into the scout company, this is of course assuming the recruit is taken at age 10, in my marine training article i assume 13 and hence have the age 21 as age of advancement.
It is with the 18th implant that the scout starts his transition into a space marine, he will soon start to become accepted by fully fledged marines as a battle brother and worthy of wearing the precious power armour that guards them from the emperors enemies.

Progenoids: It is the progenoids that provide the sole source of gene-seed for creating new space marines, much like human puberty, the implantation of progenoids prvoides the scouts with the abiltity to create more of his kind. Almost a symbol of adulthood and full maturity.

Black carapace: Shortly after receiving progenoids, the neophyte will finish his training and be judged worthy of his black carapace (and therefore power armour), it is this implant that stands out as the defining point in a scout becoming a space marine:

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[As well as mutant implants, many Chapters have lost one or more types of gene-seeds due to accident, genetic failure, or some other cause. Very few Chapters therefore possess all ninteen implants. All possess the carapace implant (phase 19). It is this implant which marks a space-marine for what he is, irrespective of other implants, training or psycho-surgery.]

Final thoughts

The processes of turning a human into a space marine are undoubtedly complex, and although scouts may not be considered actual space marines they are superhuman in comparison to the average imperial guard trooper.
From the above we know thats scouts receive the first three implants almost straight away and we also know from the article on space marine traning that scouts must undergo 'many months' of intense training before they can join the scout squads in active duty.
During this time the initial implants will cause a rapid growth in muscle and bone structure and whilst it may take two years for the full changes to occur, there will be a marked difference in those 'many months', more than enough to set them aprt from humans in terms of size and strength.
It is true however that these 'green' neopyhte scouts are vastly more delicate than full space marines, they are not as strong, not as large and miss many of the implants that help them heal.. even thier fused ribcage hasnt developed which makes them more vulnerable to chest injuries.
The next few years will see them grow and develop almost hand in hand with thier actual training.. as each year passes and the scout proves his abilty to survive he will get stronger and more 'superhuman'.
By the final year or two when the scout makes the transition to scout biker he will have most of his implants bar the 18th and 19th (the most important), arguably since neither of these provide a physiological advancement he could be physically identical to full space marines.

Scout army HQ choices

In this article I hope to delve into the new 5th edition codex and come up with some inventive combinations of IC’s and scout units. Im going to discuss the individual character, the tactics they can utilise to benefit scout units, and the reasoning behind their inclusion in an all scout force (the fluff).
An important fact to remember when choosing your HQ is that we can use counts as rules, so instead of thinking why would Marneus Calgar be running around with scouts, think of your own character with his own history to try and make him fit in, your only using his rules not the character himself.Remember my credo, if you can write it and it sounds believeable, go with it.

Marneus Calgar
Although its hard to imagine a big brute like Calgar running around with scouts, you do get to write your own history with counts as characters.
I personally wouldnt include him, nor would i include any terminator armour in a scout force, i will however discuss all aspects of Calgar and how he can benefit a scout force. Fluffwise, he is a chapter master and could be run as the master of recruits, (after all he does wear the armour of Antilochus), he has access to the orbital bombardment ability which sits quite well with the scouts fluff of marking targets for destruction from orbit.

Tactics: Calgar has the god of war special rule, which allows any unit with chapter tactics to automatically pass or fail a morale test, perhaps its the optomist in me but i fail to see a good use of wanting to fail a morale test, bar falling back through cover to escape destruction.
Passing morale tests could come in very handy as it potentially allows you to 'tarpit' enemy units without taking extra wounds for ATSKNF when you lose combat, as long as you can get a 10 man squad into combat and at least a couple survive they can hold a troublesome unit for a turn or two until they can be dealt with.Of course im not one to advocate wasting troops, but scouts are both cheap and expendable if its necessary.Calgar is one of the few independant characters who is a powerhouse in his own rights, he does little to boost the unit he is in, but can destroy whole units single handedly. This works well for scouts who often lack the hard hitting 'uber' units.
A good use would be to accompany Calgar with a cheap ten man ccw squad, this has two main bonuses, the first allows for ablative wounds to your big bruiser from shooting attacks, the second is that a big unit of orks would be vulnerable to the massed attacks of the accompanying squad and wouldnt be able to weight Calgar down with numbers.The cheap ccw squad would more than outweigh the expensive Calgar, but for a scout army 250 points is a big amount, also the best delivery system for Marneus (most IC's infact) is a land raider, but this again will soak up valuable points.
If used in conjunction with a land speeder storm team, you can effectively have joint attacks where Calgar can take advantage of the -2 leadership of the cerberus launchers.If used this way chances are the LSS will be kept safer from incoming fire as the enemy would see Calgar as a bigger threat, also it allows Calgars unit to destroy a flank and can leave objective sitting to the Storm team.
Overall Calgar is an immense character second only to Abbaddon in killing power, but can become very expensive after transport and accompanying unit has been taken into account.

Cato Sicarius
I am not overly familiar with Captain Sicarius having never used him before, he is however a captain and can be used to represent a 10th company captain or even the master or recruits.
Im a little dubious about using him in with scouts as his special rules specifically states he comes to battle accompanied by 2nd company, if it was just his character fluff it could be re-written using counts as, but it is ingrained in the rules. Also the Battle forged Heroes rule could not be taken advantage of since you wont be fielding any tactical squads.
The good points to taking Sicarius is that all models on the table get to use his leadership, and at the beginning of the battle he can re-roll for seizing initiative, getting the first turn can be extremely beneficial to scouts, more so than most other armies.

Pedro Kantor
Pedro Kantor is of far better use to Sternguard than scouts, but he is not without his good points, firstly as chapter master he can be used to represent the master of recruits and has access to orbital bombardment, secondly he grants a +1 attack bonus to all units within 12”, attached to a unit of ccw scouts, they have the potential for 4 attacks each on the charge. This in turn allows you to use more shotgunners in your force to counter high intiative armies, as these extra attacks will more than cover the shortfall.

Darnath Lysander
Captain Lysander is another of those powerhouse characters that require little support from an attached unit, much like Calgar he is expensive and hard-hitting, meaning you can fill the ‘uber’ unit gap missing in most scout armies.
To make best use of his close combat abilities I would use him in much the same way as Calgar mentioned above, a cheap unit of ccw scouts will add ablative wounds as well as prevent him from being bogged down and surrounded by a more numerous opponent. Again the best delivery for him would be a land raider, but much like Calgar this can get very costly in points.
Another use for him would be to attach him to a unit of bolter scouts as his bolter drill rule allows for re-rolls to any type of bolter weapons, these re-rolls will compensate for the lower BS of the scouts and turn them into an effective firing unit, the problem with this is your not making use of the best ability which is his hard hitting CC power, the re-rolls can however be applied to bolt pistols bolstering pre-assault shooting.
Lysander grants stubborn to any unit with chapter tactics, which like Marneus’ god of war can come in very handy with lost combats, ignoring Ld modifiers means you can avoid taking extra wounds as a result of losing combat and can ‘tarpit’ or hold enemy units until help arrives.
By far ther best ability granted by Lysander is his bolster defences rule, which allows you to potentially get a 2+ cover save on cloak wearing snipers.

Kayvaan Shrike
Captain Shrike is an amazing character to add to a scout army, he has the infiltrate special ability and grants Fleet to any unit with chapter tactics.
I have seen lists in the past containing Shrike and 6 ten man squads of ccw scouts all getting first turn charges due to infiltrate, scout move and fleet all being used. Personally I find this kind of aggressive build a little too risky as you tend to lose both the element of surprise and overall control after the first turn or two, against a weak close combat army like Tau this tactic would be extremely effective, but in games terms would be one sided and not a good idea if you want to make friends.
Also this kind of build can often be dependant on getting the first turn which again highlights how risky it is.
For more regular use, he can be combined with a single ten man ccw squad, his ability to infiltrate means he can deploy 18” from the enemy, the scout squad can either deploy with him and try to fleet to the enemy or use its scout move separately and Shrike can catch up in the movement phase with his jump pack and join the unit in turn one ready for an early assault.
For those of you who are interested in adding some power armour to a scout force, then Shrike can be taken with a unit of assault troops or vanguard vets, and as he gives them Infiltrate it allows you to take them as a scout veteran option. As they can infiltrate it is relatively easy to create some viable fluff to explain thier inclusion, plus it allows you to run an 'uber' unit that can manage first turn charges. With the problems inherent with not getting first turn the vanguard vets could opt for heroic intervention or deepstriking as another option if you lose first turn, much like how scouts can choose to outflank.

Vulkan He'stan
As a counts as character I see no reason why you cant take Vulkan in a scout force, his knowledge with technology fits in well with the unique weapons and wargear used by the scouts, the same could be said of adding a master of the forge. His main ability is that he makes all flamer and melta weapons twin-linked, for a scout army who often suffer with lack of high strength anti tank weapons this is extremely useful, the combi-meltas wielded by scout sergeants now become more reliable at hitting enemy tanks and if used at close range can become deadly with re-rolling misses and rolling 2 dice for penetration.
With LSS also able to take multi-meltas it potentially allows scouts the ability to form a mech killing force.Vulkan is also a capable close combat monster and could be accompanied by a scout ‘assault’ squad to deliver him into the enemy.

Kor'sarro Khan
Khan is by far my favourite special character in the 5th edition space marine codex, he gives an attached unit both hit and run and furious charge, he is best used to accompany a unit of ccw scouts (scout assault squad) as the strength and initiative bonuses more than outweighs the need for shotguns.
Getting the charge means they will all hit first against space marines, if at the end of your opponents turn they are still locked in combat, then the hit and run can be used to ensure you can get a fresh charge off in your following turn, hit and run could be used at the end of your own assault phase but it then leaves you open to shooting attacks.
Taken with a bike, Khan can be used to bolster a unit of scout bikers whose toughness bonus makes them more durable in combat with troublesome units, combined with the furious charge bonuses it makes this unit very deadly.
Khan on bike also gains fleet USR, so can ‘catch up’ with infiltrating bike units in order to co-ordinate a hard hitting charge in the following turn.Once in comb
at Khans own intiative bonus means he can strike before most IC’s, his coup de grace ability granted by his sword ‘moonfang’ means he can quite easily kill enemy characters before they can strike back, his unit then fighting at I5 can then cause wounds on the enemy unit before they can strike back, effectively neutering a hard hitting close combat squad, and taking fewer wounds in return.

Varro Tigurius
Librarians fit into a scout force quite well, during their development scouts are closely monitored for signs of psychic potential.
Tigurius is by far the greatest psyker available to a space marine army, knowing all abilites and capable of using three a turn is immense, although he is very expensive in points and relatively delicate.His ability to re-roll reserve rolls is very handy, making it more likely your outflanking bikes and scouts and deepstriking Land speeders will turn up when they are most needed.
In terms of in game tactics, he is best put in a large unit of scouts for protection from shooting, and although with his might of ancients and master crafted force weapon he is capable of being a close combat monster, he is far better utilising force shield and gate of infinity abilities to bolster a shooting unit and preventing them from being assaulted, with bolters or shotgunners this means you will be able to get duel shots off and be able to escape if assaulted.
With vortex and machine curse he is also able to fill the role of anti-tank.
Generic librarians can be mounted on bikes to perform similar roles with the bike squads, using the higher toughness and force shield to get rapid fire grenade launchers shots and be more survivable when assaulted and gating away in the next turn.

Chaplain Cassius
Cassius fits in very well with a scout force, as with all chaplains he holds the place of mentor and spiritual teacher to all space marines, something that is much needed amongst new recruits, his weapon is armed with hellfire rounds which fits into a scout army very well (a nod to previous tyranid hunters)
His liturgies of battle ability is best combined with a large scout assault squad to make best use of the re-rolls, chaplains are hardly the assault monsters they use to be, but with his toughness of 6 and feel no pain a counts as Cassius would make a fine addition to a scout force.
The downside to the scout assault squads is unlike their marine counter-parts they don’t have access to jump packs or dedicated transports, again the only real choice of transport is a land raider, failing that equipping your generic chaplain with a jump pack or bike and have him play catch up to slower moving, infiltrating scout squads is quite an effective tactic.

Mounted tactics:
Anyone whos familiar with scout bikers knows they can pull off first turn charges with ease, the secret to getting IC’s bonuses in first turn charges is to leave 3 or 4 scout bikers as stragglers forming a life line to within 12” of your deployment zone, this will leave the remaining seven members able to charge but also means the IC’s who have to deploy normally can reach within 2” of a bike and join the squad before the end of the movement phase, when it comes to assault the IC wont get to attack but the unit will still get the bonuses.This tactic would work very well with Khan and or a chaplain, hitting on S5 I5 and with rerolls should hurt most opponents even if your IC’s don’t get to attack.
Scout armies can include a land raider, I have used one as a command vehicle in the past, it is the best delivery system for a powerful close combat character and although scouts don’t have specific ‘uber’ units, 10 assault scouts and a counts as Khan and or a chappy will still cause a lot of damage.

Generic HQ options
Ive covered the special characters, showing how they can of benefit to a scout force, but its important to note that not all players want to use special characters.Generic characters are superior in two ways to special characters, firstly they are usually cheaper and secondly they can be outfitted with a wider range of wargear which for a scout force can be extremely useful.

Chapter masters and Captains
The only real difference between the two choices is the orbital bombardment, this as described already is very fluffy in a scout force, but by choosing not to take it you can save yourself 25 points and take a captain instead, by choosing a captain instead of a chapter master, you can also include a command squad which will be discussed in more detail later on in this article.
The captain/master being a generic character allows for more freedom when writing the fluff or back story, the tenth company does have a master of recruits who is also a captain so either rules can be used.

Options and tactics: A captain has a wide range of wargear options available, but I am only going to discuss those options which can benefit a scout force.
On foot the captain/master can be run one of two ways, the first is as a shooting character to bolster a unit of bolter or sniper scouts, his higher BS will balance out the lower BS of standard scouts and armed with a combi-weapon can be used effectively against a variety of opponents, his save and multiple wounds means you could arm him with a combi-plasma for a one time rapid fire shot without fear of killing him, or with a combi-melta for anti-tank duties.The stormbolter is a great option at allowing you 2 shots per turn at 24” range, but a boltgun with hellfire shells is both effective and extremely fluffy in a scout force.
As he is an IC, if necessary you can separate him from the shooting unit oin a turn when you have more than one priority target, with a combi-melta he can perform anti-tank duties whilst his accompanying unit can take care of infantry.
If run as a shooting option its probably better to take him as a master and gain the benefit of the orbital bombardment, this makes use of the fact he is stationary which is a pre-requisite of the OB. His 3+ armour save and invulnerable iron halo save can be used to soak up some of the higher AP shots that come your way, allowing you to save the odd scout from shooting attacks, he also has the option to upgrade to artificer armour again increasing its usefulness against reasonably high strength AP3 or 4 weapons.
Although this is one way to use him it is not the most effective way, as a 100+ point character it is far better to utilise his close combat abilities as oppose to the one or two shooting attacks he can get.
If run as a close combat character he can be made extremely versatile to fit with the unit you want to run him with.
With options of a fist, hammer or relic blade he is able to instant kill many enemy IC’s and can also be armed with a combi-weapon to help with pre-assault shooting, an element which is very important in an all scout force, a combi-melta can be used to instakill with his higher BS or is good at tank busting, whilst a combi-flamer is a proven horde repellent. If taking a combi-weapon you will lose the extra attack bonus for not having 2 ccw’s, its probably best to couple this with a fist, hammer or relic blade as these items also remove the 2 ccw bonus.
He can also be given artificer armour and or a storm shield to increase his staying potential in close combat.
Like most IC’s he wont be able to deploy with the infiltrating scout units, if you wanted to load him in a LR with a scout assault squad it would be very effective, but another option is to take a jump pack or bike and play catch up, using the straggler method as previously mentioned with Khans tactics.
If taken on bike to accompany the scout bikers then all previous bike tactics apply including the straggler tactic if you require first turn charges, another option is to give him an auxiliary grenade launcher to fit in with the scout bikers both in game terms and in fluff. This way you can run the unit with very powerful pre-assault shooting, with 3 grenade launchers on the scout squad and his own launching a potential eight templates they should make extremely light work of poorly armoured low toughness horde armies like Imperial guard or to a degree Orks, plus the high strength single shots at rapid fire range can be effective vs monstrous creatures or high toughness opponents or even rear vehicle armour, the downside is they don’t have the AP to deny power armour.

Chaplains
Chaplains are the ultimate support character for a strong assault unit, fluffwise they are the mentors and spiritual teachers of the chapter, and the scouts need these more than regular space marines, to help nurture their development within the chapter.
Because they are best used with an strong assault squad, then nothing short of a 10 man ccw unit will suffice, again a chaplain cannot infiltrate and barring the use of LR’s he can be used with a jump pack or bike much in the same way as described above.
A chaplain could be used with a bike squad, but unlike the captain he doesn’t have the option of grenade launcher, also with their limited number of attacks his re-rolls wouldn’t be of as much use. The upside is due to the high toughness the bike squad, they will take less wounds back, so it’s a matter of weighing which option is the best for you as with re-rolls they may still cause more wounds and win combat.
Ultimately the best way to use a chaplain is to accompany another IC in with a strong assault unit, the Khan or generic captain and chappy combo with a 10 man ccw squad is extremely effective as an ‘uber’ unit, but would be best suited in a land raider transport.

Librarians
Librarians were mostly covered in the Tigurius section above, the main difference is the cost, as generic libbys can be relatively cheap, the downside is you will only get the choice of two powers and only get to use a single one per turn, unless you pay the extra points for an epistolary.

Non-scout units to boost IC's
So far in this article I have discussed IC’s and how they can benefit scout units, and which scout units can best support those IC’s.
In reality most of the characters are far better suited with a non-scout unit in tow.
Most of the hard hitting combat monsters like Marneus or Lysander would cope far better with a unit of assault terminators than accompanied by a scout assault squad, but if your running a scout army you need to decide for yourself where you draw the line.
If you want to run ‘uber’ units then you must have good reasoning for their inclusion into the list, much like Shrike taking a unit of vanguard as infiltrators, it fits into the general theme of a scout force, if you can come up with something like this then by all means, experiment and let me know how you got on.
Another option is to be adventurous with conversion work, for example talking a captain allow you to take a command squad, an option is to convert these models to show scout heraldry or scout armour, and use counts as rules for the game dynamics.
This shows you have thought about the idea and theme to your army and is both fluffy and allows for an effective assault unit to be taken.
If you do go down this road it allows for all manner of 'uber' untis to be thrown in, with combinations of powerful charcters, chaplains and strong CC units, for more information see Captain Idahos article on uber combat units http://www.bolterandchainsword.com/index.php?autocom=ineo&showarticle=416

GC08

10th company tactica

The idea of this article is to provide players with a rough idea of how to use tactics in an all scout force. Some will consider a scout force to mean different things, the only units i am going to discuss are scouts, scout bikes, land speeder storms and Special characters

Why do you take a scout army?
Scout forces are an entirely different prospect to play with/against than normal space marine forces. I can imagine most scout army players do so for the novelty and conversion prospects. On the battlefield you cannot expect them to have the staying power of fully fledged battle brothers and are forced to play smarter and sneakier, taking advantage of special rules and abilities to win games instead of brute force and lots of high powered weapons. Scout forces are by no means an easy army to play or win with, you are required to work hard, but the challenge itself is a worthwhile endeavour.

Core units
The 5th edition space marine codex only lists one troop choice, the basic scout squad, but unlike their tactical opposites for a space marine force, the scouts can be made more flexible by the range of basic weaponry available to them:

Snipers: Unfortunately these bad boys took a big hit in the change from 4th to 5th edition, in that they now need to roll for BS to hit, which for scouts is now 3. This aside snipers have some interesting uses, first and foremost is their ability to wound on 4+ regardless of toughness, which makes them a must take against monstrous creatures and high toughness units like death guard.

There seems to be some debate on whether each unsaved wound causes a pinning test, or if it is one test per unit as a whole. Its always worth discussing this with your oponnent before or during the game to clarify this point.

Whilst the rending is a good bonus, its not something that should factor into your game plan too much, dont fire at a unit of terminators and then expect to roll a 6 with 3 dice, it may not happen and basic mathhammer tells us as much. Lastly is pinning, used cleverly it can be a determining factor in turning the tide of battle, used against certain units can cause them to go to ground, essentially rendering them useless for a turn whilst the rest of your units can 'gang up' on other elements of your enemies forces.One of the important things to remember is, if your using the snipers in conjunction with other units to destroy an enemy force, always fire the snipers last, the last thing you need is for your opponents to be pinned and go to ground, gaining a better cover save and causes all your remaining firepower to be wasted.

Shotguns: I expect to see more shotguns in scout armies now than in previous editions, although they have a shorter range compared to a bolter, they are Assault 2, which means they can be very useful in the hands of a CC unit, its quite possible to have a mix of shotguns in with a unit armed with combat blades and pistols in order to bolster pre-assault shooting, it has been suggested that a 50/50 mix is preferable to maximise both shoooting and CC attacks.

Combat blades: These essentially turn a unit of scouts into the equivalent of an assault squad, overwhelming enemy units with mass attacks, a unit of 10 scouts armed this way can put out an immense 31 attacks on the charge, and whilst they may not be veterans, they are still marines and are capable of going toe to toe with a variety of different opponents.

The humble boltgun: Scout armies are capable of putting down more bolters than standard marine forces in an equal points battle, against close combat or horde armies, this could be quite an advantage. With the heavy weapon and sergeant upgrades available its possible to run scout 'tactical squads' to form the backbone of your armies, the downside is scouts dont have dedicated transports, so maneuverability of core units during the game could pose a problem.
When choosing the core units of your army its important to know what kind of army you could be facing so you can tailor a list to suit, of course this is not always possible, so to help i have come up with some generic pointers that should help regardless of your opponents.

a: Dont spend too many points on upgrading your units, camo cloaks may be beneficial but when theres only a few pieces of terrain they will benefit only a small number of your units, save the cloaks for long range sniper units, or for the units you specifically want to hold objectives, if you go to grouynd in cover its a 2+ save!
b: Always take as many heavy weapons as you are permitted, scouts dont have devestator squads and seriously lack in anti-tank heavy support, the heavy bolters also come with hellfire shells, which is a template hit that wounds on 2+.
c: Go for the cheaper options, why spend 10 points on a combi-melta when meltabombs only cost 5 points and are multi-use, Do you need a power fist in every squad, when a power sword will do.

A 10 man space marine tactical squad is 170 points with flamer and ML, a 10 man scout squad with ML is 150 points, if you spend too much on upgrades you run the risk of being out-numbered by a superior foe.

Fast attack units
Scout forces can have two fast attack choices:

Scout Bikes: Used properly this unit can be devestating to your opponents game plan, they come standard with locator beacon, and can be upgraded to have up to 3 grenade launchers per unit aswell as cluster mines.

Space marine captains on bike can allow 5+ man bike squads to be counted as troops choices, it is still unclear however whether or not this covers scout bikes, and is still a matter of hot debate. At the moment for the purpose of this article i am assuming they do not have this bonus, but feel free to ask permission from your opponent to use this rule in a friendly game.

Cluster mines: These can make your opponent very paranoid about moving into terrain. This is especially true of horde armies who would try to make as much use of terrain as possible to shield the troops as they closed in for assault. They can also be used to cover objectives from being taken by the enemy.
Grenade Launchers: These weapons are very versatile in that they can potentially fire two shots each at S3 AP6 blast to decimate large units of enemy troops, or they can fire two S6 AP4 shots each to counter high toughness and armoured enemies, also the greater mobility of the bikes enables them to move around and target side or rear armour of enemy vehicles giving them a fair chance of destroying enemy vehicles.
Locator Beacon: This will help bring down your Land speeder storms (and embarked scout squads) right where you want them, very helpful if you take a command squad in a drop pod too!
Sergeant: You can outfit the sergeant to fit most roles, but he probably best works to bolster the anti armour capabilities of the unit with Melta-bombs, and either a power fist and/or a combi-melta.

A good point to remember is that scout bikes are T5, a large unit with a power fist is very capable in CC, but should only be used in situations where you have favourable odds, they are far more valuable when mobile and not locked in CC. A mobile scout unit can appear more dangerous than it is, with the constant worry of the grenade launchers and locator beacon, the more you can harass the weaker parts of your enemies lines with your greater movement the more you should be able to upset his game plans whilst he tries to deal with them.

Land Speeder Storm: Aside from being a land speeder with the tactics that opens up, the storm has many advantages over its standard equivalent, its ability to transport scouts can be used in many ways:

Objectives: A LSS has the potential to move great distances and can potentially deliver its compliment of scouts anywhere on the board in two turns, if towards the end of the game you need to take, bolster or contest an objective, the LSS is what you need to do it.
Mobile firebase: Models transported within an open topped vehicle can all fire, albeit they count as having moved. Load a unit of five scouts inside armed with rapid fire weapons and harass the enemy, if used against low strength units like gaunts or imperial guard and orks, this tactic can have devestating effects. Being inside the vehicle keeps the scouts immune to low strength weaponry and they are equally safe against CC, a Storm being used in this manner would be best upgraded to a heavy flamer.
Jamming beacon: Any unit deep striking within six inches of the Storm scatters 4D6 inches, irrespective of teleporter homers, locator beacons, or similar toys. No-one short of Drop Pods are going to risk that, as the risk of forcing a deep strike mishap is just too great. Used correctly it could seriously hamper the opponents plans for his deep striking terminator squad, two or three storms used in conjunction could render half the battlefield off limits to deepstriking units.
Assault vehicles: If used as such and carrying a 5 man CC scout squad the Storm can help turn a CC against a superior foe, aswell as bringing its guns to bear against the enemy unit, its Cerberus lauchers confer a -2 Ld to the enemy unit, which means if you win combat the enemy is more likely to turn and flee. If used in conjunction with other Storms, this leadership modifier stacks, giving you a potential -6 to the enemies leadership. Against tougher opponents its probably wise to combine an assault with a large unit of T5 bikers to ensure you win the combat and can run down the surviving enemy.

Of course These speeders can be used in the conventional sense, armed with Multi-meltas they can be used as tank hunters, but be wary of the lower BS3 and the fact that one storm takes up a whole force-org place on its own, each loss will be keenly felt.Land speeder storms can also be used in conjunction with snipers, a storm with a heavy flamer can be used to target 'pinned' units, and as flamers ignore cover saves, the enemy quite literally becomes a sitting duck...a roasted duck!
Also note that if you intend to use the Storms with a 5 man scout squad, then its best to arm the scout sergeant with a combi-weapon to act as a redundancy to the hull mounted weapon of the Storm. A good example would be a combi-melta in a multi-melta Storm, the lower BS of the LSS only gives a 50/50 chance of hitting, so the back-up is useful. this tactic also works for Heavy flamer/combi-flamer pairing to tackle hordes.
As the combi-weapon is single use, your best to have a game plan or specific job in mind, in the case of flamers this is less important, as the weapon would be used on the charge. But for melta combos, your best to have a specific target in mind for the 'double shot' tactic to gain a better chance of success. Even with a game plan in mind, you are still able to use the LSS as a mobile firebase without compromising your ability to complete its given task. Just be sure to keep it in one piece as any level headed opponent will know the potential danger of the scout speeder and would probably take steps to ensure its demise. Its probably wise to combine this 'double shot' tactic with the locator beacon on bikes, so you can deepstrike and shoot on the same turn (Though it should be noted that passengers cannot fire after deepstrike as vehicle counts as moving cruising speed, but can disembark and fire). You should be able to complete your mission without taking any fire first. I imagine this tactic to work well against high armour vehicles like land raiders.
When building lists that utilise scout speeders, an important factor is how are you going to use the unit inside, there are lots of options available and many have already been discussed, to keep the unit as flexible as possible then shotgunners are always going to be top of the list, but if used as a stationary 'pillbox' then they can be filled with snipers to keep them safe from low strength weapons, although as i have said flexibility is the key so i wouldnt normally recommend this.also as strange as it sounds by taking camo cloaks on LSS teams it allows to to take oibjectives in cover and have very good cover saves from incoming fire ensuring you keep the objective, also as destroyed vehicles do act as cover, if the LSS is brought down the scouts can use the LSS itself to gain advantage from the cloaks.

Telion:
Telion is one of the best additions to 5th edition in my opinion, aswell as a unique and powerful boltgun he has two special rules that you need to consider.

Eye of Vengeance: This rule allows Telion's controller to allocate the wounds to the enemies units, this can be very useful, especially against certain armies or retinue units whos IC's normally cannot be singled out. A large unit of orks for example wouldnt be unable to bring down a Storm acting as a mobile firebase in CC if the power claw toting nob was taken out by Telion, this would allow the storm to get in close with its heavy flamer and the scouts onboard would be within rapid fire range. This rule would also help to reduce leadership of certain units like Tau vespid (Ld6 IIRC) who rely on the strain leader (Ld9) for Ld tests.
Voice of experience: This enables Telion to sacrifice his shooting to 'loan' his BS of 6 to another squad member, its always best to put him in a unit with a heavy bolter, as the high BS means the hellfire template will land roughly where you want it to and wounds on 2+.
The ML is also good company for Telion as a BS6 missile hit may be just what you need to bring down that troublesome dreadnought.

Telion and Orks: A popular strategy amongst marine players is to use Telion to kill nobs armed with klaws so that dreads can hold them in CC, using a scout army a similar tactic can be used by first killing the nob and using bike to charge the orks. In this case the higher mobility of the bikes almost guarantees they will get the charge negating the Furious charge USR of the orks, they will be hitting with lower initiave at S3 against T5 scouts and at base attacks.The two options would be to:
a: Use a large 10 man bike squad with captain to destroy the orks, or
b: Use a small disposable 80 point 3 man squad with combi-flamer to whittle their numbers a little and hold them for a turn or two until your are in a better position to deal with them.

Basic tactics:
Ive already listed alot of ways in which individual units can use thier abilities to help win games, but the big task is using multiple units to compliment each other, as an example i mentioned above about using bikes and Land speeder storms to beat a superior opponent in CC. Like with most armies, a scout force has to fight the battles you know it can win and try to deny the ones it cant, use maneuverability to deny your opponent clear chances of charging with his uber units.

Scout movement: After the infiltration and before the first turn, all scouts with the scout USR get a free movement, for infantry this is 6", bikes and LSS use basic movement, so 12" for bikes and up to 24" for LSS, note that you must remain 12" from the enemy. Used correctly this can be used to counter enemy armour or dangerous shooting before they get to move, these tactics are explained below.

Movement: All scouts have the 'move through cover' special rule, this can be used to draw the enemy into assaults against your units near cover, and then when they get too close move into the cover and escape, leaving the enemy 'stranded' in the area terrain. This tactic is great against CC units, allowing you to move away and shoot at this unit until they are clear of the terrain, the will of course get a cover save, but at least your unit is safe from being caught by the charge.

Shooting: As simple as it sounds try and concentrate fire on one threat at a time, use your snipers to pin trouble units until your in a better position to deal with them. Anti armour is a problem for scout forces, so use combi-weapons or meltabombs on the sergeants, sacrificing a 100 point 5 man unit to destroy a LR with meltabombs is more than worth it.Use your Storms and bikes to attack the flanks and rear of the enemy, most rear armour is AV10 and is vulnerable to grenade launchers, if you provide enough of an annoyance with the Firebase storms and bikes, your opponent may change his game plan to try and deal with them directly, but never be afraid to run away from a fight, especially if you have the greater movement. It may take you a turn to get back into the game but his units will have the same problem, leaving you more time to whittle down the forces already coming against you.

Assault: Play the bully, scouts may be marines but there are plenty of units that can hurt them, so pick on weaker targets until shooting can reduce the numbers of the bigger boys. Then when its safer, gang up on them, swarm them with scout laden Storms and scout bikes, make them flee and run them down.

Casulties: Expect to take casulties, especially in the open with only 4+ scout armour. Most of the units in scout armies will have plenty of ablative wounds, the bikers for example, as long as the three grenade launchers can keep firing the unit is still combat effective. Stick to the game plan and play smart and you should do well.

Advanced Tactics: Anti-tank:

Anit-tank suicide squads: Seeing as Scouts have little specialised anti-tank options and have no real dedicated units to this end, defeating mech armies or destroying key vehicles may prove difficult. ML's are pretty much anti-tank weapons, they can be used against troops, but the hellfire heavy bolter does this better so there is little point. That being said there wont be many in the army and they are only strength 8 wielded by BS3 scouts, also if used against armour it renders the rest of the squad unable to fire with thier bolters/shotguns etc (the decision that annoys most tactical squads the world over). Still there are options:
A five man unit with a combi-weapon (melta) and meltabombs comes in at 90 points, again their usage depends on who wins the first turn:
You: Infiltrate as close as possible, if you can set-up out of LOS using cover or setting up to the side of the vehicle then you can be in CC on the first turn and automatically hit with meltabombs as it is stationary (plus you get a melta shot on the way in). If not then taking a counts as shrike for Fleet USR is the only way you can achieve this. Alternatively a 3 man bike squad with meltabombs and combi-weapon is 85 points and can move further thus removing the need for fleet.Of course this would take up a valuable fast attack slot, so it depends on your army list if this is going to be viable.
Opponent: As your not going to get first turn, you have to consider your opponents possible game plan, we set up last so we can 'guestimate' their approximate travel path with the vehicle and lay in cover waiting for the chance to strike. The beauty of a 5 man suicide squad is the sergeant is the only important model, so you have potentially 4 ablative wounds. The potential problem is that as the vehicle has moved you wont get an auto hit, but combine the melta shot with the CC meltabombs (both used by BS4 seargent) and you should be able to do some damage even to a high armoured vehicle like a LR.
The good thing about scouts is that different models of the same unit can be armed differently, so by taking a full ten man squad we can split it into a suicide squad with shotguns/ccw's and a long range unit of snipers and a heavy.

Bike squads: Other methods for anti-tank, include bikers with grenade launchers, targetting rear or side armour of vehicles, it gives the potential for 6 S6 shots, even at a scouts lower BS you should get a penetrating hit. Given the 24" range of the grenade launchers and the bikes movement potential, its possible to take down shorter range tanks like vindicators without reply. Again it should be mentioned that a small number of bikes with meltabombs and combi-melta would make an effective fast moving anti-tank suicide unit, and with the higher toughness would last longer against small arms fire.

Land speeder storms: as the LSS gets a 24" scout move they can effectively assault/fire at enemy armour on the first turn, a 5 man squad with a combi-melta and meltabombs combined with a multi-melta on the LSS (double-shot tactic), will have a good chance of penetrating an enemy vehicle in the shooting phase. Due to the scout move and its mobility an LSS should be able to target rear and side armour of vehicles on the first turn, if the vehicle is not destroyed by shooting the 5 man squad can assault the vehicle and get auto hits with melta-bombs and krak grenades if the vehicle didnt move. This tactic is great against high armour vehicles like land raiders, and although it is potentially a suicide run, a destroyed LR on turn one can completely destroy your opponents game plan, automatically putting them on the back foot.

Advanced tactics: Problematic units:

Shooting units: Much in the same way as you would deal with Armour, the suicide tactics can be used to destroy troublesome shooty units like tau battlesuits or Eldar dark reapers.

LSS: Against these units it would be best to load and LSS with a squad armed with a combi-flamer and power weapon/fist (a 5 man squad armed this way is about 100 points), assaulting in the first turn to do as much damage as possible and causing your opponent to deal with the nuisance. against high leadership/toughness opponents, your best option is to combine 2 or more LSS as thier cerberus launchers can confer their leadership modifiers and you can run the unit down.

Close combat units: The best way to deal with 'uber' units is to deny them the use of transports early in the game, causing them to footslog and thus being vulnerable to your shooting. If there is no other choice but to engage these units i.e shooting has been unsucsessful and pinning has proved ineffective, then a combined assault from 2 or more LSS units with flamers and power weapons combined with a hard hitting bike unit should be enough to make most units fall back. The Cerberus launchers will increase the chances of them failing Ld test if they lose combat and you should be able to run them down.

Final thoughts:
As a scout commander, you shouldnt rely on static marine tactics to win battles, with the infiltration and scout moves, you should determine where and when firefights and CC happens. For the first couple of turns you will have the upper hand in maneuverability and battlefield position, its important not to give away your advantage too soon, keep your mobile elements mobile when possible and 'gang' up on certain units whilst denying other units chance to engage until you are ready. Whilst this may sound difficult all you have to do is stay clear of uber units at least until you have reduced thier numbers a little. Deny them use of transports and try to pin them if possible, a scout army cannot deal with a whole army in one go, so divide and conquer and overwhelm the enemy when you do strike.
A scout force should always control area terrain and use it to their adavantage for cover saves LOS etc, cluster mines on bikes can be used to cover enemy objectives in terrain, or used in terrain that you think the enemy may use as cover for thier shooting units.If you are confronted by a superior enemy dont think twice about falling back, try to use cover to mask your escape as you have the greater movement. There is little point in holding an objective and lose troops when you can fall back and deal with them in greater numbers. Another option is to deny the battle all together and launch an assault on the enemies objectives with an LSS team.

Good luck
Greatcrusade08