Heavy Support Units
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HEAVY SUPPORT UNITS
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9th RESERVE (DEVASTATOR) COMPANY
Headquarters Units
Elite Units
Troop Units
Fast Attack Units
Vindicator Squadron
Type: Tank

Weapons: Armed with a demolisher cannon and a stormbolter

Squadron: Consists of 1-2 vindicators. Vehicles must maintain a coherency of 4", and both count as moving even if one moves.

Options: May have an additional crew compliment for 50 points per vehicle.(See additional crew entry!) The following upgrades may be utilised: Dozer blades, pintle mounted stormbolter, extra armour, smoke dischargers.
Type: Tank

Weapons: Armed with a whirlwind missile launcher.

Squadron: Consists of 1-2 whirlwinds. Vehicles must maintain a coherency of 4", and both count as moving even if one moves.

Options: May have an additional crew compliment for 50 points per vehicle.(See additional crew entry!) The following upgrades may be utilised: Dozer blades, pintle mounted stormbolter, extra armour, smoke dischargers.
Design Comments:
The ability to field two ordnance weapons per choice is certainly an advantage in that this list fields double the number of ordnance weapons as befits a devastator company. However they can only target 3 enemy targets. The vehicles work in tandem, so if one moves, then the other in the battery also cannot fire. They are more expensive. The additional crew support may seem to be an over powering feature but also has additional limitations imposed on it. It is expensive, 50 points per vehicle, and enfoced to take it for all vehicles in a battery. There is an increased risk of damage and the extra firepower occurs only every other turn.

The main concept of this list is to lead the player towards a "shooty army from hell" but with enough limitations for play balance, and allowing enough tactical flexibility to enforce the prime aim of annihilating the enemy before they close since this list is severely deficient in mobility and close combat as befitting an artillery type composition.

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Whirlwind Squadron
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Squad: 1 techmarine and 4 servitors attached to each vehicle in a battery. They must remain within 2" of the vehicle. Refer to Codex Space Marines v 4.0 for description of Techmarine and Servitors.

Special Rule: Available only for WW and Vindicator batteries. All vehicles in a squadron must be given one. Allows the vehicle to fire twice, every other turn.(Due to the rapid loading sequence) Use the battery fire rules in the 40K rule book. If even one the vehicle moves the squadron cannot fire twice on the following turn. Any vehicle accompanied by an additional crew compliment can only move 6" in the movement phase.

Damage: This represents the extra ammunition laid out near the tanks being hit by incoming fire. Add +1 to any damage rolls. A roll of 6 on any damage roll(glancing hit, penetrating hit or ordnance hit) will ignite the extra ammunition. Place an ordnance template centered on the rear of the vehicle. All units and vehicles underneath suffer injury with a strength and AP equal to that of the ordnance being fired by the vehicle.

Servitor: Thses are cyborgs and they automatically pass any morale tests as long as they are commanded by a techmarine. If the techmarine is killed, then they must roll a D6 every turn. On a D6 of 1 they do nothing, due to the loss of cyberlinks with the techmarine.
Additional Crew Compliment
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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