17 and a half Dark Angels by Sven S (Warhammer 40,000 9th Edition) [47 PL, 4CP, 1,000pts]

  • Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Dark Angels) [47 PL, 4CP, 1,000pts]

    Rules: 1st Company, 2nd Company, And They Shall Know No Fear, Angels of Death, Assault Doctrine, Bolter Discipline, Combat Doctrines, Devastator Doctrine, Fire Discipline, Grim Resolve, Implacable, Shock Assault, Speed of the Raven, Tactical Doctrine

    • Configuration [6CP]

      • **Chapter Selector**

        Selections: Dark Angels

        Categories: PC: DA, Configuration

      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Deathwing Vanguard Detachment [3CP]

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

    • Stratagems [-2CP]

      • Stratagem: Marked for Command [-1CP]

        Categories: Stratagems

      • Stratagem: Relics of the Chapter [-1CP]

        Selections: Number of Extra Relics [-1CP]

        Categories: Stratagems

    • HQ [10 PL, 200pts]

      • Librarian in Phobos Armour [6 PL, 125pts]

        Selections: 3) Righteous Repugnance, 3. Calibanite Knight, 4) Trephination, Bolt pistol, Camo cloak, Chapter Command: Chief Librarian [1 PL, 25pts], Force sword, Frag & Krak grenades, Neural Shroud, Smite, Warlord

        Categories: Faction: Imperium, Faction: Adeptus Astartes, Character, Infantry, Phobos, Primaris, Psyker, Librarian, HQ, Faction: Dark Angels, Deathwing, Chief Librarian, Warlord

        Rules: Angels of Death, Concealed Positions, Inner Circle

        Abilities: 3. Calibanite Knight, Camo cloak, Chief Librarian, Neural Shroud, Psychic Hood, Psychic Power: 3) Righteous Repugnance, 4) Trephination, Smite, Psyker: Psyker, Unit: Librarian in Phobos Armour, Weapon: Bolt pistol, Force sword, Frag grenades, Krak grenades


        Abilities Description Ref
        3. Calibanite Knight Each time this WARLORD makes a melee attack against an INFANTRY or BIKER unit, an unmodified wound roll of 2+ is always successful.
        Camo cloak Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack
        Chief Librarian This model knows one additional psychic power from their chosen discipline and can attempt to Deny one additional psychic power in your opponent’s Psychic phase.
        Neural Shroud Increase the range of the bearer's Psychic Hood ability to 24"
        Psychic Hood Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test
        Psychic Power Warp ChargeRangeDetails Ref
        3) Righteous Repugnance 712"Blessing: Righteous Repugnance has a warp charge value of 7. If manifested, select one friendly DARK ANGELS unit within 12" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll and you can re-roll the wound roll.
        4) Trephination 518"Witchfire: Trephination has a warp charge value of 5. If manifested, the closest enemy unit within 18" and visible to this PSYKER suffers D3 mortal wounds. If the result of the Psychic test was greater than the Leadership characteristic of the enemy unit, that enemy unit suffers 3 mortal wounds instead.
        Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Psyker CastDenyPowers KnownOther Ref
        Psyker 21Smite & 2 Obscuration-
        Unit MWSBSSTWALdSave Ref
        Librarian in Phobos Armour 6"3+3+445493+
        Weapon RangeTypeSAPDAbilities Ref
        Bolt pistol 12"Pistol 1401-
        Force sword MeleeMelee+1-3D3-
        Frag grenades 6"Grenade D6301Blast.
        Krak grenades 6"Grenade 16-1D3-
      • Primaris Lieutenant [4 PL, 75pts]

        Selections: Bolt pistol, Frag & Krak grenades, Heavenfall Blade, Master-crafted power sword

        Categories: Character, Faction: Imperium, Faction: Adeptus Astartes, Primaris, Infantry, Lieutenant, Faction: Dark Angels, HQ

        Rules: Angels of Death

        Abilities: Company Heroes, Tactical Precision, Unit: Primaris Lieutenant, Weapon: Bolt pistol, Frag grenades, Heavenfall Blade, Krak grenades, Master-crafted power sword


        Abilities Description Ref
        Company Heroes If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
        Tactical Precision While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1
        Unit MWSBSSTWALdSave Ref
        Primaris Lieutenant 6"2+2+445483+
        Weapon RangeTypeSAPDAbilities Ref
        Bolt pistol 12"Pistol 1401-
        Frag grenades 6"Grenade D6301Blast.
        Heavenfall Blade MeleeMelee+2-42Each time the bearer fights, it can make one additional attack with this weapon.
        Krak grenades 6"Grenade 16-1D3-
        Master-crafted power sword MeleeMelee+1-32-
    • Elites [37 PL, 800pts]

      • Deathwing Apothecary [6 PL, 135pts]

        Selections: Chapter Command: Chief Apothecary [1 PL, 35pts], Foe-Smiter, Storm bolter

        Categories: Character, Infantry, Faction: Dark Angels, Faction: Adeptus Astartes, Apothecary, Faction: Imperium, Terminator, Inner Circle, Deathwing Apothecary, Deathwing, Elites, Chief Apothecary

        Rules: Angels of Death, Inner Circle, Teleport Strike

        Abilities: Chief Apothecary, Combat Restoratives, Crux Terminatus, Narthecium [Aura], Unit: Deathwing Apothecary, Weapon: Foe-Smiter, Storm bolter


        Abilities Description Ref
        Chief Apothecary At the end of your Movement phase this model can use its Combat Restoratives ability twice instead of once.
        Combat Restoratives At the end of your Movement phase, this model can heal one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
        Crux Terminatus This model has a 5+ invulnerable save.
        Narthecium [Aura] While a friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6; on a 6, that wound is not lost.
        Unit MWSBSSTWALdSave Ref
        Deathwing Apothecary 5"3+3+445382+
        Weapon RangeTypeSAPDAbilities Ref
        Foe-Smiter 24"Assault 45-12
        Storm bolter 24"Rapid Fire 2401-
      • Deathwing Champion [5 PL, 95pts]

        Selections: Chapter Command: Chapter Champion [1 PL, 15pts], Halberd of Caliban

        Categories: Character, Infantry, Faction: Dark Angels, Faction: Adeptus Astartes, Deathwing Champion, Faction: Imperium, Terminator, Deathwing, Elites, Chapter Champion

        Rules: Angels of Death, Inner Circle, Teleport Strike

        Abilities: Crux Terminatus, Exquisite Swordsman, Honour or Death, Martial Superiority, Skillful Parry, Unit: Deathwing Champion (Chapter Command: Chapter Champion), Weapon: Halberd of Caliban


        Abilities Description Ref
        Crux Terminatus This model has a 5+ invulnerable save.
        Exquisite Swordsman Each time this model makes a melee attack against an enemy CHARACTER unit, you can re-roll the wound roll.
        Honour or Death This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of an enemy unit, instead of 3" horizontally and 5" veritcally. Each time this model makes a Heroic Intervention move, so long as it ends its move either closer to the closest enemy model or within Engagement range of an enemy CHARACTER unit, it can move up to 6". All other rules of Heroic Intervention still apply.
        Martial Superiority At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, it can fight first that phase.
        Skillful Parry Each time a melee attack is made against this model, subtract 1 from the hit roll
        Unit MWSBSSTWALdSave Ref
        Deathwing Champion (Chapter Command: Chapter Champion) 5"2+3+445592+
        Weapon RangeTypeSAPDAbilities Ref
        Halberd of Caliban MeleeMelee+3-32Each time the bearer fights, if it is within Engagement Range of an enemy unit that contains 10 or more models, it can make 3 additional attacks with this weapon that must target a unit that contains 10 or more models.
      • Deathwing Knights [11 PL, 240pts]

        Selections: Watcher in the Dark [5pts]

        Categories: Faction: Adeptus Astartes, Elites, Faction: Dark Angels, Infantry, Deathwing Knights, Faction: Imperium, Terminator, Inner Circle, Deathwing, Core

        Rules: Angels of Death, Combat Squads, Inner Circle, Teleport Strike

        Abilities: Watcher in the Dark

        • 4x Deathwing Knight [188pts]

          Selections: 4x Mace of Absolution, 4x Storm shield

          Abilities: Storm shield, Unit: Deathwing Knight, Weapon: Mace of Absolution

        • Knight Master [47pts]

          Selections: Flail of the Unforgiven, Storm shield

          Abilities: Storm shield, Unit: Knight Master, Weapon: Flail of the Unforgiven


        Abilities Description Ref
        Storm shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Watcher in the Dark Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.
        Unit MWSBSSTWALdSave Ref
        Deathwing Knight 5"2+2+443282+
        Knight Master 5"2+2+443392+
        Weapon RangeTypeSAPDAbilities Ref
        Flail of the Unforgiven MeleeMelee+2-32Excess damage from this weapon is not lost; instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
        Mace of Absolution MeleeMeleex2-23-
      • Deathwing Terminator Squad [9 PL, 210pts]

        Categories: Faction: Adeptus Astartes, Elites, Faction: Dark Angels, Infantry, Terminator, Faction: Imperium, Inner Circle, Deathwing, Core

        Rules: Angels of Death, Combat Squads, Inner Circle, Teleport Strike

        Abilities: Crux Terminatus

        • Deathwing Sergeant [33pts]

          Unit: Deathwing Sergeant

          • Storm Bolter & Power Sword

            Selections: Power sword, Storm bolter

            Weapon: Power sword, Storm bolter

        • Deathwing Terminator [38pts]

          Unit: Deathwing Terminator

          • Storm Bolter & Power Fist [5pts]

            Selections: Power fist [5pts], Storm bolter

            Weapon: Power fist, Storm bolter

        • Deathwing Terminator [38pts]

          Unit: Deathwing Terminator

          • Storm Bolter & Power Fist [5pts]

            Selections: Power fist [5pts], Storm bolter

            Weapon: Power fist, Storm bolter

        • Deathwing Terminator [38pts]

          Unit: Deathwing Terminator

          • Storm Bolter & Chainfist [5pts]

            Selections: Chainfist [5pts], Storm bolter

            Weapon: Chainfist, Storm bolter

        • Deathwing Terminator [63pts]

          Unit: Deathwing Terminator

          • Cyclone Missile Launcher, Storm Bolter, Power Fist [30pts]

            Selections: Cyclone missile launcher [25pts], Power fist [5pts], Storm bolter

            Weapon: Cyclone missile launcher, Frag missile, Cyclone missile launcher, Krak missile, Power fist, Storm bolter


        Abilities Description Ref
        Crux Terminatus This model has a 5+ invulnerable save.
        Unit MWSBSSTWALdSave Ref
        Deathwing Sergeant 5"3+3+443392+
        Deathwing Terminator 5"3+3+443282+
        Weapon RangeTypeSAPDAbilities Ref
        Chainfist MeleeMeleex2-4D3Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
        Cyclone missile launcher, Frag missile 36"Heavy 2D6401Blast.
        Cyclone missile launcher, Krak missile 36"Heavy 28-2D6-
        Power fist MeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
        Power sword MeleeMelee+1-31-
        Storm bolter 24"Rapid Fire 2401-
      • Ravenwing Black Knights [6 PL, 120pts]

        Categories: Faction: Dark Angels, Faction: Imperium, Faction: Adeptus Astartes, Biker, Ravenwing Black Knights, Inner Circle, Core, Melta Bombs, Ravenwing, Elites

        Rules: Angels of Death, Inner Circle, Jink

        Abilities: Turbo-boost

        • Ravenwing Black Knight [40pts]

          Selections: Bolt pistol, Corvus Hammer [5pts], Frag & Krak grenades, Plasma Talon

          Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenades, Krak grenades, Plasma Talon (overcharge), Plasma Talon (standard)

        • Ravenwing Black Knight [40pts]

          Selections: Bolt pistol, Corvus Hammer [5pts], Frag & Krak grenades, Plasma Talon

          Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenades, Krak grenades, Plasma Talon (overcharge), Plasma Talon (standard)

        • Ravenwing Huntmaster [40pts]

          Selections: Bolt pistol, Frag & Krak grenades, Plasma Talon, Power maul [5pts]

          Unit: Ravenwing Huntmaster, Weapon: Bolt pistol, Frag grenades, Krak grenades, Plasma Talon (overcharge), Plasma Talon (standard), Power maul


        Abilities Description Ref
        Turbo-boost When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        Unit MWSBSSTWALdSave Ref
        Ravenwing Black Knight 14"3+3+453283+
        Ravenwing Huntmaster 14"3+3+453383+
        Weapon RangeTypeSAPDAbilities Ref
        Bolt pistol 12"Pistol 1401-
        Corvus Hammer MeleeMelee+1-12-
        Frag grenades 6"Grenade D6301Blast.
        Krak grenades 6"Grenade 16-1D3-
        Plasma Talon (overcharge) 18"Assault 28-32On a hit roll of 1, the bearer is slain after all shots from this weapon have been resolved.
        Plasma Talon (standard) 18"Assault 27-31-
        Power maul MeleeMelee+3-11-

Force Rules

1st Company: If every unit in your army (except UNALIGNED units) has the DARK ANGELS keyword, then DARK ANGELS Vanguard Detachments that only contain models with the DEATHWING and/or INNER CIRCLE keywords gain the 1st Company ability.
• Deathwing Terminator Squad, Terminator Squad, Terminator Assault Squad and Relic Terminator Squad units in this Detachment gain the Objective Secured ability.
• If your WARLORD is part of this Detachment, this Detachment's Command Benefits are changed to '+3 Command points'. ()

2nd Company: If every unit in your army (except UNALIGNED units) has the DARK ANGELS Keyword, then DARK ANGELS Outrider Detachments that only contain models with the RAVENWING keyword gain the 2nd Company ability.
• Bike Squad and Outrider Squad units in this Detachment gain the Objective Secured ability.
• If your WARLORD is part of this Detachment, this Detachment's Command Benefits are changed to '+3 Command points'. ()

And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers ()

Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()

Assault Doctrine: The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. (Psychic Awakening IV: Ritual of the Damned p35)

Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply

- The shooting model's target is within half the weapon's range
- The shooting model is Infantry (excluding Centurion models) and it's unit Remained Stationary in your previous Movement Phase.
- The shooting model is a Terminator or Biker

For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type. ()

Combat Doctrines: (See page 125 of Codex Space Marines) ()

Devastator Doctrine: The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. (Psychic Awakening IV: Ritual of the Damned p35)

Fire Discipline: While the Tactical Doctrine is active for your army, INFANTRY models from your army (excluding DEATHWING models) can make attacks with Rapid Fire and Assault Weapons (excluding Blast weapons) while within Engagement Range of enemy units, but must target an enemy unit that is within Engagement Range of its own unit when they do so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit, and while it is making such an attack, it has a Ballistic Skill characteristic of 5+. ()

Grim Resolve: Each time a model with this tactic makes an attack, unless that model's unit has moved this turn (excluding pile-in and consolidation moves), add 1 to that attack's hit roll. Each time a Combat Attrition test is taken for this unit, it is automatically passed. ()

Implacable: While the Assault Doctrine is active for your army, each time a DEATHWING INFANTRY or DEATHWING DREADNOUGHT model from your army makes a melee attack against a CHARACTER unit or unit that contains any models with a wounds characteristic if 8 or more, you can re-roll the wound roll. ()

Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. ()

Speed of the Raven: While the Devastator Doctrine is active for your army:
• Add 3" to the Move characteristic of RAVENWING models from your army.
• RAVENWING units from your army are eligible to shoot with in a turn in which they Advanced. Each time a model in that unit makes a ranged attack in a turn in which it Advanced, that attack suffers the penalty incurred to the hit roll as if firing an assault weapon. ()

Tactical Doctrine: The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. (Psychic Awakening IV: Ritual of the Damned p35)

Selection Rules

Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()

Combat Squads: Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. ()

Concealed Positions: During Deployment when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models ()

Inner Circle: If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:
• Each time a Morale test is taken for this unit, it is automatically passed.
• While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
• Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
• Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have. ()

Jink: If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor Tactic, and it is using the Chapter Tactic of the Dark Angels, then:
• Models in this unit have a 5+ invulnerable save against ranged attacks. In your Movement phase, if this unit Remains Stationary, it loses this invulnerable save until the start of your next Movement phase.
• Each time this unit Advances, until the start of your next turn, models in this unit have a 4+ invulnerable save against ranged attacks. ()

Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models. ()


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