Description[]
Assault marines are basic melee units with jump packs produced in Chapel-Barracks and are deployed through deep striking.
In Game[]
Assault Marines are melee oriented, armed with a chainsword and bolt pistol. Assault Marines can also be upgraded with flamers which makes them good at breaking morale and weakening enemy troops. Assault Marines have jump packs which makes them fast and allows them to jump to different areas. This can make them good for scouting and ambushing as well as giving them a good escape should they be overwhelmed.
A good idea is to have them jump to, for example, an enemy tank. Jump them to the tank and have them throw a melta bomb or a krak grenade and then jump them out. Assault Marines can jump twice before the ability needs to recharge.
Gallery[]
Abilities[]
-Order the squad to run.
-Increases movement speed by 45% in exchange for weapon accuracy.
-Lasts for 10 seconds, 2 second cooldown after use.
-Left-click on this button and then on a location in the world to have this unit jump or fly to this location, passing over normally impassible terrain and units.
-Knocks back units nearby on landing.
- Tactical grenade.
- Area effect ability/support weapon that deals good damage to all infantry types except Elite Heavy Infantry.
- 30m throwing range, knocks back enemies in about a 7m area effect radius
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an enemy or target location to activate.
- Tactical grenade.
- Area effect ability/support weapon that deals good damage to all infantry and structures types, mostly based on damaging morale.
- 30m throwing range and causes temporary flame damage to all hit targets with bonus morale loss, 10m impact radius.
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an enemy or target location to activate.
- Strategic/Support Grenade.
- Area effect ability/support weapon that blinds and defs all infantry targets within the area of effect with a bonus of morale loss
- 30m throwing range, 13m impact radius.
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an enemy or target location to activate.
- Strategic/Support Grenade.
- Area of effect ability/support weapon that protects all allied units against ranged attacks
- 30m throwing range, 15m protection radius.
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an ally or target location to activate.
- Tactical grenade.
- Anti vehicle support ability/weapon that deals good damage to lightly armored vehicles and buildings; not used against infantry.
- 30m throwing range.
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an enemy or target location to activate.
- Tactical grenade.
- Heavy and potent anti vehicle support ability/weapon that deals good damage to all armored vehicles and buildings; not used against infantry.
- 15m throwing range.
- Upon use, it will disable any strategic or support grenade for a duration.
- Left-click and target an enemy or target location to activate.
-The Sergeant rallies his squad.
-Left-click to activate.
-Restores the squad to full morale.
-Counteracts the effects of being broken.
Upgrades[]
Leaders[]
- Heavy infantry
- Leader unit effective at close combat and boosting squad morale.
- Can be upgraded with powerful close combat weapons (Armory building).
- Can use rally ability to restore lost morale.
- Effective against infantry.
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