Elite Units
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ELITE UNITS
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Troop Units
Fast Attack Units
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10th SCOUT COMPANY
Headquarters Units
Forward Observation Group (0-1)
The Scout Company forces may contain a single forward observation group.
Veteran Scout                      20            4       4        4        4      1        4       1       9       4
Veteran Sergeant                 20            4       4        4        4      1        4       2       9        4
Squad: Consist of five veteran scouts including a veteran scout sergeant. The latter may be given wargear & upgraded to stubborn.

Weapons & Wargear: Bolt pistol & CCW and frag defender mines.

Options: Any model may replace the BP/CCW with a Boltgun for free. One scout may be equipped with the a Target Designator Pod for +15 points, and one scout may be equipped with Command Link Mines for 10 points. The whole squad maybe armed with frag grenades for +1 points, krak grenades for +2 points per model

Special Rules:          

Stealthy infiltrators: If the unit does not move, they blend expertly with the shadows and are able to dig in to make the most of the environment for protection. Therefore, on any turn that the unit remains stationary, it will count as being in cover, thus getting a +5 invulnerable cover save against shooting attacks.

Frag Defender Mines: Small AP mines easily scattered around their position. On any turn, where the squad did not move they will scatter these rounds around their position. If assaulted the squad will count as being in cover and thus strike first. If the enemy has frag grenades then both will strike simultaneously.
The Scout Company forces may contain a single Scout Ranger Squad.
Veteran Scout                       30           4       4        4        4      1        4       1       9       4
Veteran Sergeant                  30           4       4        4        4      1        4       2       9        4
Squad: The squad consists of 1-3 two-man teams. Each team may be deployed separately and act as individual units.

Weapons & Wargear: Silenced Bolt pistols.

Options: One member of each team (Gunner) may be armed with the one of following at the point costs listed.
Silenced Sniper Long Rifle at +15 points;(similar to scout sniper rifle but an AP 2) Heavy flamer at +10 points;           Missile launcher with plasma warheads +20 points Heavy 1/blast S7 AP2.
          
The other member (team leader/spotter) may be armed with one of the following: Targeting scope at +5 points. (allows re-roll of ranged shots by the gunner) Command link mine at +10 points

Special Rules:          

Marksmen: These men are veteran marksmen and if armed with a sniper long rifle, may target individual members of a squad, eg sergeants, HW troopers, special characters.

Hidden Deployment: May be deployed as described above.

Disappear: These teams may never be moved. Player may elect to remove them (disappear) from play on his movement phase, and will not count as being killed, but cannot return to the battlefield.

Stealth Cloaks: Special stealth cloaks are worn by this squad, which enable them to move even more stealthily than normal scouts. They are nearly impossible to be seen by normal vision. Any enemy model wanting to make a ranged attack on this squad must do so according to "night fighting" rules as in the rulebook. Any model armed with an Auspex, scanner or equivalent may make a normal shooting attack.

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Scout Ranger Squad (0-1)
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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