Elite Units
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ELITE UNITS
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Troop Units
Fast Attack Units
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8th RESERVE (ASSAULT)  COMPANY
Headquarters Units
Assault Dreadnought
Veteran warriors who have distinguished themselves on the field of battle, particularly in the close support rle, have the honour of continuing to fight for the chapter within the adamantium enclosure of the dreadnought.

Additional Rules:

Weapons: Left arm is always equipped a DCCW and stormbolter. The assault Cannon on the right arm may be replaced by a multi melta for the points cost shown in Codex Space marines. 

Options: The dreadnought may be equipped with the following vehicle upgrades for the cost listed in the Assault Company Armoury:  Extra armour; Smoke Launchers; Searchlight. The stormbolter may be upgraded to a Heavy flamer at an additional cost of +10 pts. Frag Assault Launchers may be attached for +5 points.

Frag Assault Launcher:
Fires frag rounds. Once per game when the dreadnought is assaulting these can be used with the same effect as frag grenades.

Design Comments: The composition of the dread, with short range weaponry,  is aimed at leading players to deploy the dreadnought in a direct assault role.
Assaul Engineer Squad (0-1)
Small, highly trained assault marines who lead the attack against fixed highvalue fortfications.
Assault Engineer                35           4       4        4      4       1        4       2       9      3
Squad: Consists of 5 men including a veteran sergeant.(free) with boosted jump packs.
Weapons: Bolt pistol & CCW; Frag and Blind Grenades.

Options: Up to two marines may be equipped with demolition charges for +10 points each. The whole squad maybe armed with krak grenades for +2 points and melta bombs for +4 points per model.

Characters: Sergeant may have additional weapons and wargear from the Assault Company Armoury.

Demolition Experts with Boosted Jump Packs: Extensive training in the use of boosted jump packs and demolition charges allow these assault troops to rapidly strike at pinpoint targets and destroy them. An assault engineer squad armed with demolition charges may elect to make a demolition assault during any of the player's turns, but must declare the assault at the beginning of the turn. The squad may move a maximum of 18" in its turn, split in anyway between the  movement and assault phase. 

During the turn of the demolition assault the squad may move to come in to base contact with their target. If in base contact, they automatically attach one demolition charge and then move away in the assault phase. Only one demolition charge may be attached in any given turn. The total distance moved must be equal or less than 18". They may not shoot nor assault during that turn.

Design Comments: Expense of the unit at 35 points and small squad size make up for their special ability of demolishing strongpoints. In addition, during their demolition assault phase, although they may only move a maximum of 18", they cannot assault or shoot (they are too busy strapping on the charges) which makes therm vulnerable.
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Small, highly trained assault marines who lead the attack against fixed, high value fortfications.
Assault Pathfinders             40            4       4       4       4        1       4       2       9      3
Squad: Consists of 5 men including a veteran sergeant.(free) with boosted jump packs.
Weapons: Bolt pistol & CCW; Frag and Blind Grenades; Astral Positioning System

Options: The whole squad maybe armed with krak grenades for +2 points and meltabombs for +4 points per model.

Characters: Sergeant may have additional weapons and wargear from the Assault Company Armoury.

Expert Pathfinders:
These marines are experts at landing at the right spot at the right time. They always deploy by deep striking with jump-packs. Roll for deep striking deployment as normal. If a deviation occurs roll 2D6 for deviation as normal. The following results occur:
          2D6 = 3-6                     = Deviate 1"
          2D6 = 7-9                     = Deviate 2"
          2D6 = 10-12              = Deviate 3"
          2D6 = 2 (double 1) = Reroll 2D6 and accept result. If double 1 again then squad is lost.

Stealth Assault:
These are experts at landing stealthily and spearheading any aerial assault. At the beginning of any game, after both sides have deployed and before the SM deepstrike, the assault pathfinders may deepstrike.  On the first turn (and only on the first turn) the enemy must use night-fighting rules in order to target the pathfinders.

Restriction: This unit may only used in aerial assaults.
Design Comments: These pathfinders have some major advantages. They always deepstrike, they do so with significantly less risk of deviation or loss. They are protected on the first turn by night fighting rules for targeting. They enable two other deepstrikers to assault on the same turn.

To compensate for this, they are expensive (almost the cost of terminators) small squads, limited weapon choices and only deployed in aerial assaults. While they confer the advantage of assaulting after deep striking on the same turn to 2 other units, they themselves cannot shoot or assault or move that turn.
Assault Pathfinder Squad (0-1)
Armoury of the Unforgiven
Deathwing Company
Ravenwing Company
Battle Company
8th Reserve Assault Company
Ninth Reserve Devastator Company
Scout Company
Dark Angel Special Units
Unforgiven Special Characters
Ironwing Battle Group
Dark Angels Special Rules