Core Class – Scout


Scouts are the brave few who dare travel the bizarre post-apocalyptic landscape, blazing trails between ruins, discovering new resources and sources of technology, and uncovering dangers. Adept at wilderness survival, scouts are essential to steering a safe path through the strange new world. Because of their need of stealth and free movement, scouts seldom wear heavy armour or use shields. They are skilled trackers and foragers, and experienced scouts can detect Creep contamination, evade harm, and make deadly sneak attacks.


Scout Progression

Rank XP Hit
Attack Bonus
Other Weapons
1 0 8 hp +1 +0
2 1,000 12 hp +2 +1
3 3,000 16 hp +3 +1
4 6,000 20 hp +4 +2
5 10,000 24 hp +5 +2
6 15,000 28 hp +6 +3
7 21,000 32 hp +7 +3
8 28,000 36 hp +8 +4
9 36,000 40 hp +9 +4


Scout Rank
  1     2     3     4     5     6     7     8     9  
Might +0 +1 +1 +2 +2 +3 +3 +4 +4
Skill +4 +5 +5 +6 +6 +7 +7 +8 +8
Lore +0 +1 +1 +2 +2 +3 +3 +4 +4
Saving Throw +6 +7 +8 +9 +10 +11 +12 +13 +14

Game Rule Information

Hit Points: Scouts start with 8 hit points and gain +4 hp for each additional rank above 1st. (Humans gain +2 bonus hit points, while Near-Humans get +1 hp.)

Combat Ability: Scouts add their full rank to attack rolls with light or ranged weapons, otherwise they add ½ their rank (rounded down).

Adventuring Feats: Scouts add ½ their level (rounded down) to all adventuring feats, with +4 to Skill checks.

Saving Throws: Scouts have a +5 bonus to saving throws, plus their rank. (Humans and Near-Humans gain an additional +1 bonus.)

Special Abilities

Increased Movement: Starting at 1st rank, scouts add +3″ MV if wearing light or no armour.

Scouting Ahead: If a scout has a movement rate higher than the rest of the party, he may ‘scout ahead’ of the others.

When scouting ahead the character rolls his own feat checks to detect hazards (such as Creep contamination). If successful, both the scout and the party may bypass the hazard entirely (earning ½ XP for the scout). However, if the check fails, the scout suffers the consequences of the hazard.

When an encounter occurs, the scout can roll two Skill checks for surprise and take the best result (he is considered advantaged). If the creatures are unaware of the scout, the party may bypass the encounter entirely (earning ½ XP for the scout). However, if the scout himself is taken by surprise, he must face the encounter alone.

Tracking: It is possible for scouts to track both outdoors and in subterranean ruins – even under conditions that would prevent most characters from following a trail. A Skill check is required.

Foraging: Scouts gain an improved chance to forage. Foraging reduces movement to ⅔ normal, and the scout provides a 3-in-6 chance of finding sustenance (instead of the regular 2-in-6 chance).

Creep Detector: Over time, scouts develop a sixth sense about harmful Creep-inducing agents. Starting at 3rd rank, a scout can make two hazard checks to notice signs of Creep contamination and take the best result.

Elusive: A scout of 3rd rank and higher is so evasive that opponents rarely gain the upper hand against him. No attack roll against the character has advantage, and no saving throw by him has disadvantage, unless the scout is incapacitated.

Sneak Attack: If a scout of 5th rank or higher surprises an opponent (during the surprise round, for example), he can attempt a Sneak Attack. The attack roll is advantaged, and if successful inflicts double damage.

The Sneak Attack must be with a light or ranged weapon appropriate to the scout’s Tech Level. If a ranged weapon is used, the scout must be within 3″ of the target.

A scout can gain further benefits at higher ranks (in the unlikely event that he survives long enough). These must be discovered through gameplay.

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