Scouts

* Don't know if I like this rule at all but here it is... *

A Scout functions as a normal infantry PC in all ways except that he can belong to a one man
group at the start of the game (he can also be used to create a one man group using the
normal individual transfer rules). When alone in a group whose range chit is greater than or
equal to all other groups belonging to that player, a Scout can perform the Scout action by
drawing a card from the deck. If the RPC under column 4 is red he has successfully scouted
and the player can inspect the contents of his opponent's hand for the remainder of that
turn. The RPC column checked is shifted by the following:

Scout is in Stream or Marsh: +2
Scout is in Open Ground: +1
Scout is in Woods/Brush: -1
Scout is in Hill: -2
Scout is Wounded: +3
Night: +2 (observation is not required to perform the scout action)

A Conceal card can also be played to provide a leftward shift equal to its negative
modifier.

Scouts begin the game unarmed (and suffer *all* consequences of this) though they may later
acquire a weapon normally; however, they cannot perform the scout action if armed with a
primary or secondary weapon.

--- Scout PCs (points might need some adjustments)
U.S.: PFC 4/6 32pts
Germany: PFC 4/5 30pts
U.S.S.R: PVT 4/4 22pts
Britain: PFC 4/5 30pts
Japan: PFC 4/4 23pts
France: PVT 4/5 25pts
Italy: PFC 4/4 22pts