Headquarters Units
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HEADQUARTERS UNITS
Refer Codex Space Marines

Refer to Codex Space Marines v 4.0, Codex Dark Angels v 2.0 and DA FAQ v 4.1. for points costs and description of Techmarines, Servitors and Space marine Devastators..
Design Comments:
The HQ choices are pretty standard. The master fabricator is really a techmarine with a leaders' stats and access to techmarine wargear. The command squad is designed as an all powerful shooty unit as benefits such a role in battle. It is flexible with the possibility of targeting up to three separate targets, and access to atleast 2 tarantula batteries. However the balance comes from being only available to the master, additional cost for every ability (tarantulas, signums, fire-directors) and restrictions posed on other units in the list. 
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IRONWING BATTLE GROUP
Troop Units
Fast Attack Units
Heavy Support Units
There are no Elite Choices available.
Master of the Forge
The Ironwing Battle Group is always led by a Master of the Forge. (Grandmaster level seniority)
Weapons & Wargear: The commander may take any item from the Ironwing Armoury within the restrictions specified there. The Master of the Forge may take techmarine only wargear.

Options: The Ironwing will always be led by the Master of the Forge, who is on equal ranking to a Grandmaster. No specific chaplains or Librarians are assigned to the ironwing as it has no formal or permanent complement.  It cannot be led by a master of the Deathwing or Ravenwing.

Independent Character: Master of the forge must be mounted on a command vehicle. He may deploy outside the vehicle but must always remain within 2" of the vehicle unless the vehicle is destroyed. When deployed outside or if the vehicle is destroyed the Master of the Forge counts as an independent character and follows the independent character special rules in the WH40,000 rulebook unless accompanied by a command squad.

Command Squads: Master of the Forge may be accompanied by an ironwing Command command squad.

Deathwing: All Dark Angel independant characters are members of the inner circle (Deathwing) and are therefore stubborn.

Command vehicle: The Master of the Forge may use one of the following as a command vehicle: Land Raider Prometheus, Razorwing Scout Vehicle.
Ironwing Command Squad (0-1)
This is the only permanently assigned formation within the ironwing.

Squad: Must consist of 4-9 men including a veteran sergeant. The squad must be mountable in the command vehicle. The squad must remain with the Master of the Forge when dismounted as per squad rules in the Warhammer 40,000 rule book.

Weapons & Wargear: Boltgun.

Options: One marine may be armed with a heavy weapon at the following cost. Lascannon +25; Plasmacannon; +25; Missile Launcher + 15; Heavybolter +10. One marine may be armed with a special weapons at the following cost: Flamer at +3 points; Plasmagun at +6 points; Meltagun at +10 points;

Characters: The sergeant is always a veteran sergeant. One marine may be upgraded to an apothecary and another to a standard bearer. Up to four marines may be upgraded to techmarines. The apothecary and all four techmarines may be assigned to individual squadrons, in which case they will be assumed to be mounted in the lead vehicle of each squadron.

Transport: The entire squad may be mounted in a Landraider Prometheus for an additional +270 points. Any vehicle attempting repair within 12" of the LRP can re-roll repair roll.

Targeting Matrix: Only for the LRP. If target and own vehicle both in LOS, allows vehicle to re-roll to hit dice once per turn. 30 points
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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