Renegade Scout - Elite Pack
Renegade Scout - Elite Pack
INTRO
Welcome to a Renegade Scout expansion pack.
This pack offers new additions to the game, focusing on new ways to play.
You will find 10 new entries to use when rolling for Strange Terrain and Strange Worlds.
You will find two new ways to play the game, focusing on faster games and on a more gritty
military experience respectively.
Finally, you will find a conventional points system for more competitive oriented players.
As always, the big focus of Renegade Scout is to play the game the way you want to.
This expansion pack is all about providing you with new, fun ways to play.
We also have a discord server if you like to chat. Simply email me for an invite.
Thank you
Bill ( https://www.velociengineer.net )
Both for letting me use your photos and for being cool people in general.
Thank you to the people over on /tg. Hive of scum and villainy sure, but you guys also rallied to
support me when life was kicking us in the teeth.
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To use the new options you can roll a D20, flip a coin to decide which list to use and then roll a
D10 or simply pick one you haven’t done yet.
As always some interpretation may be required to solve oddball situations as they arise.
GM placement
When using features like these, the optimal result is usually gained from having a GM (or other
neutral player) position the new feature.
A GM may also opt to not reveal the nature of the feature until it would be evident to the troops
on the ground.
11 Crawling Forest
At the end of each turn make a Scatter roll and move the terrain feature the indicated distance
and direction.
Figures within the feature do NOT move with it, they are left where they stand.
The forest can envelop other terrain features as it moves but causes no damage or
displacement.
12 Haze Fields
Mark out three or four roughly spherical areas a few inches in diameter.
At the end of each turn make a single Scatter roll and move every field as indicated.
A field that contacts the table edge disperses and is removed.
The fields block line of sight regardless of technological assistance or alien abilities.
Any figure within 2” of the edge of a field counts as having an Observation score of 1 for all
game purposes.
Figures within a field can move normally but cannot fire, even on targets within the same field.
13 Crashed Probe
Place a suitable model, then scatter wreckage and craters liberally around the area.
For the first two turns of the game, the wreckage is too hot to approach within 1”.
From turn 3 onwards, the first time a non-vehicle figure approaches within 6” of the wreck a D6
is rolled.
If playing for Victory Points, holding it at the end of the game is worth 1 additional Victory Point.
Ignore all prior objectives. Whoever holds the wreck wins the battle.
14 Old Minefield
On a 1 the square is mined. Any figure that moves within the area from now on must roll a D6:
A 1 trips a mine, exploding with the effects of a Frag Grenade (2”, Impact 3, AP 1)
A squad only triggers a single mine per turn, regardless of how many 1’s they roll when moving.
On a 10 the square is definitely free of mines. Do not check it again in the future.
It’s entirely possible for troops to have moved through the minefields without triggering any
mines, only to realize their retreat path is now dangerous.
15 Hypno-Weeds
At the start of the second turn, randomly select a terrain feature that is shrouded in the Hypno-
weeds.
Any character that ends a move within 3” of the weeds must roll 1D6.
Otherwise the character is transfixed and can take no actions next turn.
Otherwise the poor fool will stand there for the rest of the battle.
Characters struck by any attack or damage source will shake off the effect during the following
turn, but must test again if they remain in range at the end of their next move.
A bubbling mass of strange, alien matter that seems impervious to any attempts at inflicting
damage upon it.
Place any suitably gooey looking item on the table, roughly 2” across.
The Glorb rolls on the table below at the end of every game turn.
2 Expand 1” diameter.
4 Remain in place.
5 Place a new Glorb, 2” in diameter in the center of the current, then make a Scatter roll
for both.
Anything that the Glorb moves unto is stuck in the goo and unable to act.
All Wyrd effects are nullified upon contact.
A vehicle that is partially contacted must move away during the next Movement Phase or be
incapacitated as well.
The Glorb can be fired over, but any troops enveloped in it are immune to fire.
17 Unstable Structures
When any building on the table is entered for the first time, roll 1D6.
At the end of each game turn, starting with the current, roll 1D6 for each unstable structure and
track the scores rolled.
Add +1 if any weapon with Impact 5+ was fired at or by figures in, under or on the structure.
Any figure in, under or on the structure must make an unmodified Armor save or be destroyed.
Vehicles are not harmed but ground vehicles will be immobilized in the rubble.
18 Inferno
The inferno is impassable, provides Light Cover when fired through and troops that are
enveloped in it suffer an Impact 3 AP 1 hit at the start of each Movement Phase.
19 Tactical Location
At the end of turns 2, 3 and 4 of the battle select one random terrain feature on the table, using
any appropriate die.
If playing for Victory Points, these three features become worth 1 Victory Point if held at the
end of the battle.
20 Hidden Cache
The first time a non-vehicle figure reaches each spot roll 1D6:
Roll once on the Personal Enhancement table in the equipment chapter of the rulebook.
The finder can use the item immediately.
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You might roll a D20 to select, randomly pick whether to use the rulebook table or the new one
or just pick one you haven’t played yet.
At the start of turns 2, 4 and 6 roll up a random feature from the Strange Terrain tables and
place it on the table.
If no instructions are given for placement, put a marker in the center of the table then make 3
consecutive Scatter rolls and move it accordingly.
When a feature is placed, shift any figures out of the way as the new feature is revealed/bursts
out of the ground/de-cloaks etc.
12 Unstable World
At the beginning of turn 3 roll a new Strange Worlds factor and apply it from that point
onwards.
13 Desolate Fields
14 Abyssal Cracks
At the end of the first game turn make a Scatter roll and extend the crack in the direction and
distance roll.
At the end of each subsequent turn make a new Scatter roll and continue extending the crack
from its last end point.
The crack is 2” wide and can be represented with string or any other suitable object.
Any figure caught under the crack must roll an Armor save and FAIL to jump aside. Move such
figures to the closest safe point.
Vehicles escape if less than half the vehicle are over the crack and they move away in the
following turn.
The crack can be fired across and flying, hover or jump capable units can move across
normally but it cannot be crossed by any conventional ground units.
15 Chaotic Weather
Roll a D6 at the beginning of each game turn. On a 1-2 the weather is calm.
16 Dense Gloom
* No ranged attacks are possible over 12” (infantry and cavalry target) or 15” (vehicle target).
17 Heavy Interference
This prevents all attempts at radio, calling off-map support and even telepathic or Wyrd
communication methods.
Command Radius for leaders is cut in half.
18 Meteor Bombardment
At the end of each game turn, a chunk of rubble falls from the sky.
Put a marker in the center of the table and make a Scatter roll, but double the distance rolled.
The chunk lands there striking everything within 2” with Impact 6, 1D3 Damage AP 2.
Vehicles are struck on their top armor, ignoring any Armor Save completely.
Place a rock or boulder at the impact point, moving any survivors out of the way.
19 Inexorable Tide
At the start of each turn, roll 1D3 and move the marker that many inches towards the opposite
table edge.
Infantry and cavalry in the liquid but within 6” of the marker can move at half pace.
Any figure in the liquid but more than 6” from the tide marker sinks or swamps and is lost for
the rest of the battle.
20 Thick Sludge
The entire battle area is covered in a thick, reeking sludge that inhibits movement, jams up
equipment and generally makes life awful.
All moves are reduced by 1” for infantry, 2” for cavalry or 4” for ground vehicles.
This penalty is applied to the final move after any potential doubling has taken place.
Any figure that moves and fires will Jam their weapon if any hit die scores a natural 6.
Any figure in or on a terrain feature is safe from both the movement and jamming effects.
Figures in contact with a low wall can fire over it without suffering the jamming effects.
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BLITZ MODE
What is Blitz?
Blitz is a set of rules tweaks to make the game flow quicker and easier.
It’s particularly intended for large battles with a lot of figures on the board, but it can also be
used to simply slim down the core experience for quick, intense games.
While the mechanics presented are intended to be used as a package, there’s nothing stopping
you from just grabbing one or two ideas you like
Anything that is not explicitly changed below is assumed to remain the same.
Monsters and vehicles with 10 or more Wound Points increase the number by +3.
* The roll to establish Priority is simply a 1D6 roll with the lower score acting first.
* Note that in some Phases you may act with multiple Units at the same time.
In such a case declare all Units that will act first, then carry out all actions from one Unit that
Phase before moving on to the next Unit.
Example:
I nominate two Units in the Movement Phase.
Once I have selected the two Units, I then carry out all movement with one Unit before carrying
out all movement with the second Unit.
Movement changes
* When it is your turn to act you may select up to 3 Units provided they are within 6” of each
other.
Infantry that Moves Cautiously do not suffer any movement reductions due to Obstacles or
Difficult Terrain.
Infantry that Charges can move only at the Cautious rate if they cross any such terrain
features but do not apply any modifiers or reductions.
* Units cannot voluntarily adopt an Open Formation during game play but may be deployed in
one at the start of the scenario.
Shelter changes
* When it is your turn to fire, you may fire with one Unit as normal.
If the Unit selected is an Infantry Unit, you may also fire with one Personality within 6” of a
squad member. This allows the Personality to fire ahead of time in the Phase.
It does not ever permit a Personality to fire more than once per Phase.
Instead on a successful attack roll, a target Infantry Unit takes 1 hit plus 1 hit per 1” of blast
effect. Any 0.5” blast effect allows a D6 roll with a 1-3 inflicting an additional hit.
No more than one hit per squad member can be inflicted on the target.
If the target squad is within 2” of another squad, they are treated as a single squad for
targeting purposes.
Example:
A 1.5” blast would inflict 2 hits with a D6 roll to determine if a third happened.
A 3” blast would inflict 4 hits.
* Persistent effects should have a small token next to them when they are placed.
* At the start of each Movement Phase remove the token from any Persistent effect.
Any Persistent effect with its token already removed is removed from the board.
* You may not fire into Close Combat, except if the target is a Size 3 target which is purely in
combat with Size 1 figures.
* Characters receive a reduced number of attacks in Melee combat according to the table
below:
3+ 2
Instead when a character attacks and is entitled to multiple attack dice, they resolve both at
the same time.
Damage changes
* Instead of rolling for Injury followed by an Armor roll, only a single Armor roll is made.
If the weapon Impact does not exceed the targets Defense, the target player may re-roll any
Armor roll of a 6 once.
Example:
I inflict 3 hits on a squad with Armor 2 (after factoring in the +1 bonus), Defense 3.
My attacks have Impact 3 and AP 0.
Damaging targets with 4+ Defense in excess of the Impact value is still not possible.
Morale changes
* Morale tests do not cause Pinning, though other rule effects can impose the Pinned status
effect as normal.
A Morale test over Leader Skill is a failure, causing the Unit to become Broken.
* If a Unit has been reduced to a third of its original strength or less, the remaining figures are
removed from play immediately if they ever become Broken.
Example:
My squad began the game with 10 figures.
10 divided by 3 is 3.33, so if the squad is ever Broken while 3 or fewer figures are left, the Unit
will be removed from play.
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Wyrd changes
A 2D6 roll is made with an 11 or 12 causing the character to roll on the Corruption table.
* To Interfere, each Caster rolls 1D6 and subtracts it from their Wyrd Power.
The higher score prevails. On a draw, the active Caster is successful and the power works.
Vehicle changes
Remember that if Defense is 4+ points above Impact, the attack will have no effect.
Instead any strike that inflicts 1 or 2 Wound Points will never inflict a Critical Hit.
Any strike that inflicts 3+ Wound Points always inflicts a Critical Hit.
Vehicles can only sustain one Critical Hit per Phase however.
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WAR MODE
What is War Mode?
Renegade Scout is not a dreadfully realistic game, aiming instead at a somewhat open-ended
space opera feel with space wizards, robots and big monsters.
War Mode aims to change that by providing you with adjustments and new rules to produce a
more tense, military game.
Whenever realism is discussed in regards to toy soldiers (and toy space soldiers especially),
some wise guy always opines that “games with laser guns can’t be realistic”.
That’s probably true, but we all have a reasonable idea of what “realism” means in a game.
It tends to mirror what I call “television realism”: The atmosphere of a good war movie or show
like Band of Brothers.
Our games share a lot of things in common with the big screen after all:
They, and we, often try to portray grand, sweeping battles with 17 soldiers and one tank and
the lack of the special effects budget often has to be compensated for by enthusiasm.
Of course bloody-minded realism must still exist alongside the aforementioned space wizards
and monsters.
These rules changes are intended to work together, but are constructed to be modular.
If you end up loving one option and hating another, just use the ones you like.
Movement changes
* If an infantry or cavalry Unit moves and is not in cover, it should be marked with a Moving
token.
* If the Unit has any Suppression tokens on it and attempts to move closer to visible enemies,
subtract 1” per token from the final Movement score (after any modifications due to Running
or Charging).
* If the Unit is Shaken, it cannot move closer to any visible enemy, but it may move away or
remain in place.
Combat changes
* When firing at a Unit with a Moving token and no cover, a +1 Hit bonus applies to each shot.
* If a figure is in physical contact with (or within half an inch of) another figure and is hit by a
ranged shot, the firer may immediately fire an additional shot at the adjacent figure.
* For each casualty a Unit suffers due to combat (but not Morale-related causes), place a
Casualty token by the Unit.
* If a firing Unit has Suppression tokens, a -1 Hit penalty applies for each token.
* Suppression tokens don’t have any effect in Melee combat and no tokens are placed for
Melee attacks.
We assume a wacko hacking away at you with his space sword is a pretty good motivator.
Morale changes
* Squads test Morale once in any Firing Phase where they lost a figure.
Apply a Leader Skill penalty equal to the number of Casualty markers on the Unit currently.
Units within 8” of a friendly vehicle with at least one functioning weapon can add +1 to their
Leader Skill.
* If the roll is equal or below the unmodified Leader Skill, the Unit remains in good order.
If the roll is 1-3 points over the Unit is Shaken if in cover, Broken if in the open.
They may fire but any shots will hit only on a natural roll of a 1.
If they begin the turn within a terrain feature, they become Shaken automatically.
It cannot Rally this turn, even if another rule or ability would permit it.
At the beginning of the next turn, the Unit becomes Broken (if in the open) or Shaken (if within
terrain).
Suppression
* Any squad subject to any of the following conditions during a Firing Phase has a
Suppression token placed next to it for each such factor that applies.
Only one token is applied even if a specific factor applies repeatedly in one Phase.
Rallying changes
* Each Rallying phase remove 1 Casualty token from each Unit before attempting to Rally.
* Units that are Shaken or Broken roll to Rally normally as per the rulebook.
* Units with Suppression tokens roll 2D6 against their Cool Under Fire score.
If the roll is equal or lower, they may remove one Suppression token.
Units can attempt to remove Suppression tokens even if they are not in cover.
Vehicle changes
* Vehicles take no damage from weapons with Impact 3 points below the Defense score.
If the roll is equal or below the amount of Damage inflicted, a Critical Hit is suffered.
* Vehicles do not take Casualty tokens, but do suffer 1 Suppression token during any Phase
where they lose Wound Points.
To remove them, roll against the Cool Under Fire score of the vehicle commander if present,
the main gunner otherwise.
Warning
Using these rules will make the game move at a much slower pace:
Troops trying to rush open spaces better make sure they reach cover or they are likely to be
gunned down.
Meanwhile, squads sitting behind cover and trading shots are likely to not hit much of anything
as the suppression tokens mount.
Hit the bad guys with Sustained Fire or Blast weapons, then bring up the assault troops to
cross the open space as quickly as possible.
If one of your squads is disappearing under all the Casualty and Suppression tokens then pull
them back or bring up a tank to take off some of the heat.
Renegade Scout Page 18 of 25 Elite Pack
Points System
The Points System discussion
Points systems always seem to attract a certain amount of controversy among gamers.
Some players won’t play games without them. Some won’t play games with them.
While Points systems are often associated with competitive games and power gaming, it can
have many other purposes as well, the most notable of which is that it allows more flexibility in
setting up a force for a game.
While completely “blind” games are not really where Renegade Scout excels, being able to tell
your friends “hey, I have a scenario in mind. Bring X points of mostly infantry on Saturday” can
save a lot of work.
Of course, some players do enjoy the mini-game of building an army, then surprising your
opponent with what you brought and I see no harm in allowing for that.
Given the inspiration for Renegade Scout, it may seem like an odd choice to not include a
formula to calculate the cost for any given figure.
Such systems have a thousand pitfalls and will tend to be either very surface level or filled with
special cases and conditions.
Plus it tends to create a cascade effect: If something is adjusted in the formula, you then have
to go back and adjust every single unit. Not exactly a lot of fun.
The second problem is that it tends to encourage fiddling about with individual stats, instead of
looking at a character as a whole.
In the end, the current system is based on eye-balling where things fall relative to each other.
To build your own things, find the existing character or creature that’s closest and then tweak it
up or down a bit as appropriate.
Compatibility
To the extent that any sort of coherent logic was even involved in the RT army list values, it
would simply be unmanageable.
That does not even begin to factor the differences in power level between the two systems.
As such if you use original army lists, you will have to determine a reasonable points value for
any “new” troops brought into that setting and vice versa.
Troop costs
Enforcer 15
Engineer 10
Field Agent 20
Feral 11
Merc 12
K’Erin 13
Mutant 7
Hakshan 11
Nomad 8
Horde 12
Psycho 6
Hulker 16
Stalker 12
Manipulator 10
Starport Scum 5
Many 11
Unity Grunts 10
Precursor 12
Zealot 7
Skulker 11
Slaver 11
Soulless 14
Swarm 15
Swift 10
Personality costs
This allows them to operate independently and follow all rules applicable to Personality
figures.
Each Level allows the player to increase any one Ability Score by +1.
5-8 3 points
9-12 4 points
Example:
A Unity Grunt is 10 points.
A Grunt Personality would be 15 points.
If I wanted them to be level 4, I’d have to add another 8 points for a total of 23 points.
Platoon Leader +5
Skills
A squad may have a single member with a Skill (Rulebook page 110).
The first cost is for rolling randomly on the Skill table, the second value listed is for selecting a
desired Skill from the table.
Wyrd Powers
Select a Mastery Level and apply the cost, then apply any Species specific adjustment.
Check the Species rules to make sure you are following any restrictions on Wyrd Powers.
2 +20
Horde +5
3 +35
Swift +2
4 +50
Many +5
Engineer -2
Weapon crew:
Pay the cost of the individual figures and weapons.
Gear costs
Slug rifle 2
Heavy mortar 25
Auto slugger 5
Flame projector 8
Slug cannon 15
Under barrel flamer 3
Laser pistol 1
Heavy fusion gun 20
Laser rifle 2
Fusion cannon 35
Auto laser 8
Heavy laser 8
Main gun Cost
Laser cannon 20
Blaster pistol 2
Base 10
Blaster rifle 3
Add AP Shells +10
Auto blaster 8
Add AT Shells +20
Heavy blaster 10
Add Plasma Shells +20
Blaster cannon 25
Shard pistol 1
Grenades Cost
Shard rifle 2
Frag 2
Shard repeater 8
Penetrator 4
Scrap rifle 1
Shard 2
Rattle gun 4
Cling-Fire 3
Shotgun 1
Gauss pistol 3
Melee Cost
Gauss rifle 4
Gauss repeater 12
Blade 1
Primitive pistol 0
Power blade 3
Primitive rifle 0
Ripper fist 5
Bow 0
Armor Cost
Launcher Cost
Primitive 1
Grenade launcher 6
Light 2
Rocket launcher 15
Combat 3
Attached launcher 4
Heavy 5
Assault 10
Special Cost
Per roll on Personal Equipment table +10
Vehicle costs
To determine the cost of a vehicle simply add up the cost of the hull, weapons, crew and any
upgrades.
Hull Cost
Civ Car 30
Civ Utility 40
Utility Walker 40
Armored Car 50
APC 60
Light Walker 50
Heavy Walker 75
Weaponry
If a crew position has two (or more) weapons but can fire only one per turn, pay the full cost for
the most expensive weapon and pay half (rounded up) cost for any additional weapons.
Tally up the normal cost of the crew, applying a -2 point discount to each crew member.
If any vehicle mounted weapon can be used by the crew dismounted, a +5 point premium is
added to the cost of the weapon.
Sub-types Cost
Targeting computer +20
Army composition
The following guidelines are suggested when using the points system:
The number of Personality models should not exceed the number of squads in the army.
The army may not contain more than 4 Wyrd Mastery Levels across all Personalities.
Weapon Teams are counted as squads but no more than half (rounded down) the squads may
be Weapon Teams.
The number of vehicles should not exceed the number of squads in the army.
Additionally, no more than 35% of the total points value should consist of vehicles.
Campaign notes
Any improvements obtained through campaign play, such as Ability improvements or Skills,
do NOT add to the points cost of a unit.
Of course if any rewards are used, the casualty rules in the core rulebook should also be
followed precisely.
Renegade Scout Page 24 of 25 Elite Pack
K’Erin 78 points
Precursors 72 points
Soulless 84 points
Personalities
Level 4 +13
Level 8 +29
Vehicles
APC 76+crew
3 crew,
Auto-Laser.
Laser Cannon
Auto Laser
Auto-Laser
2x Auto Blaster
Heavy Blaster