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From Warhammer 40k - Lexicanum
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'''Scout Armour''' is worn by [[Space Marine]] [[Scout]]s before they have been given a suit of [[power armour]]. It is made of overlapping plates of [[carapace armour]] which can easily stop a bullet while the fatigues are made of ballistic nylon which gives further protection without reducing the Scouts movement. It is a lot quieter and less cumbersome than power armour which makes Scouts ideal for infiltration and sniper duties where silence is paramount.<sup>1-p29</sup>
{{WIP}}
==Deathwatch Scout Armour==
Based on the scout armour fielded by all Space Marine Chapters, Deathwatch Scout armour is a lightweight, nonpowered suit of armour modifi ed by Erioch Deathwatch armourers specifi cally to suit the needs of their unique mission. Similar to the armour worn by sniper Scouts of chapters like the Raven Guard, Deathwatch Scout armour is composed of a hardened ceramite chestplate that covers the Space Marine’s torso, shoulders and groin area worn over a reinforced body glove. Armoured, elbow-length gauntlets protect the wearer’s hands, while heavily reinforced, ceramite-toed grox-hide boots keep his feet safe and dry. Since Deathwatch Scout armour is essentially a half-suit over a form-fi tted body glove, and is made of light materials, it doesn’t hinder the wearer’s movement and allows him to retain his natural agility and stealthiness while still providing excellent protection. This armour is often worn in conjunction with cameleoline cloaks.
Although it’s not environmentally sealed like Astartes power armour, the composition of the body glove and numerous built-in systems keep the wearer relatively safe from hazardous conditions. The body glove is impregnated with special fibres coated with powerful unguents that provide limited protection from atomic, chemical, and biological threats. It is also woven with small, gel-fi lled passages that allow the Space Marine wearing it to better withstand heat and cold as it regulates his temperature. Mounted on the armour’s back is a heavy, hardened unit that contains, among other things, both drinking water and an oxygen supply. Water and air are delivered to the wearer through a dual-purpose rebreather/hydrator that acts as a gas mask and fi lters air from the surrounding atmosphere. He also wears an auto-injector glove beneath one of his gauntlets that functions much like the auto-injector system found in Astartes power armour.
Along with the protective elements, there are a number of built-in systems designed to assist the Space Marine in his mission as the eyes and ears of his Deathwatch Battle-Brothers. In his back unit, the wearer carries an encrypted, long-range vox system that allows him to maintain contact with command, as well as communicate with airborne, armoured, and artillery units to act as a forward observer or fire-controller. The hard plates of the armour are painted with a special coating that makes it diffi cult to detect with autosense, auspex, and augur arrays. The combination of builtin systems and the inherent qualities of the armoured body glove and carapace make a Space Marine wearing this armour, while not as deadly as his power armoured Battle-Brothers, still an extremely formidable combatant. The different builtin systems and abilities of Infiltrator armour are as follows:
Ceramite Plates: The chestplate and gauntlets provide AP 7 to the body and arms.
Body Glove: The body glove worn under the Infi ltrator’s ceramite plates provides respectable armour protection and does a decent job of protecting the wearer from hostile environs. It provides AP 5 to the legs, and grants +10 to any toughness tests to resist contact poisons, radiation, acids, or chemicals.
Anointment of Obfuscation: The sacred unguents and special coatings worked into the armour’s hard plates and body glove make it incredibly hard to detect via technological means. Anyone trying to detect a Space Marine wearing infiltrator armour using auto-senses, auspex, or augur arrays suffers a –10 to any Tech-use or Scrutiny tests.
Scout’s Vox: Each suit of Infi ltrator armour carries a long-range, encrypted, multi-band vox system that allows the wearer to stay in constant contact with his unit. The transmitter is housed in the armour’s back mounted storage unit, and is heavily insulated from shock and damage. The unit is voice activated, and is operated via a headpiece featuring a headphone/microphone combo. It also allows the wearer to communicate with other units as well as any Deathwatch armour or aerospace units. The Scout’s Vox has a range of 35
kilometres, which can be stretched indefi nitely with signal relays like other Scouts or vehicle and power armour mounted vox systems, and can transmit both voice and data.
Interlocutor Beacon: An Infiltrator suit’s interlocutor beacon helps identify the wearer as an ally to all friendly forces he fi ghts with. Broadcasting on a narrow-band, highly-encrypted frequency with a range of ten kilometres, the interlocutor beacon not only identifi es the wearer as a Space Marine, but also acts as an emergency distress beacon if he becomes trapped or incapacitated. Each chapter has a unique frequency that all of their beacons broadcast on, and this frequency is constantly changed by the chapter’s Tech-Priests in the interests of security.
Auto-injector Cuff: Worn beneath one of the infiltrator armour’s armoured gauntlets, the auto-injector cuff is a scaled-down version of the same item found on standard Astartes power armour. It consists of a number of small vials and an auto-injector system run by a small cogitator array with built-in bio-monitor. Like the power armour unit, when the bio-monitor detects a problem with the wearer’s life signs, the cogitator immediately administers the proper drug to counteract whatever ails the Space Marine wearing it. This unit provides the following benefits:
• +5 to all Tests resisting the Toxic Quality and similar poison effects.
• Two doses of pain suppressing drugs that allow a Space Marine wearing the armour to ignore the effects of critical damage for 1d10 rounds. These doses can be used in succession or staggered.
• If the wearer gets stunned, the cogitator will inject him with a cocktail of stimulants within 1d5 rounds, which will negate the stun effects.
==Sources==