Liste Kevin O.
2000 Pkt_Kevin O._GDL4 (Warhammer 40,000 9th Edition) [105 PL, 2CP, 2,000pts]
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Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Dark Angels) [64 PL, 1,180pts, -2CP]
Rules: 1st Company, 2nd Company, And They Shall Know No Fear, Angels of Death, Armour of Contempt, Assault Doctrine, Bolter Discipline, Combat Doctrines, Devastator Doctrine, Fire Discipline, Grim Resolve, Implacable, Shock Assault, Speed of the Raven, Tactical Doctrine
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Configuration []
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**Chapter Selector**
Selections: Dark Angels
Categories: PC: DA, Configuration
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Deathwing Vanguard Detachment [3CP]
Categories: Configuration
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Detachment Command Cost [-3CP]
Categories: Configuration
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HQ [7 PL, 115pts]
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Ezekiel [7 PL, 115pts]
Selections: 1) Mind Worm, 2) Aversion, 3) Righteous Repugnance, Frag & Krak grenades, The Deliverer, Traitor's Bane
Categories: HQ, Ezekiel, Faction: Adeptus Astartes, Faction: Dark Angels, Faction: Deathwing, Faction: Imperium, Librarian, Psyker, Inner Circle, Chief Librarian, Infantry
Rules: Angels of Death, Armour of Contempt, Inner Circle
Abilities: Book of Salvation (Aura), Keeper of the Keys, Master Interromancer, Psychic Hood, Psychic Power: 1) Mind Worm, 2) Aversion, 3) Righteous Repugnance, Psyker: Ezekiel, Unit: Ezekiel, Weapon: Frag grenades, Krak grenades, The Deliverer, Traitor's Bane
Abilities Description Book of Salvation (Aura) While a friendly DARK ANGELS CORE or DARK ANGELS CHARACTER unit is within 6" of this model, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability (see Codex: Space Marines). Keeper of the Keys This model has a 4+ invulnerable save. Master Interromancer Each time this model attempts to manifest a psychic power from the Interromancy discipline, add 1 to the Psychic test. 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 Charge Range Details 1) Mind Worm 6 18" Malediction: Mind Worm has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER.
• That unit suffers 1 mortal wound.
• Until the start of your next Psychic phase, in the Fight phase, that unit is not eligible to fight until all other eligible units from your army have done so.2) Aversion 6 24" Malediction: Aversion has a warp charge value of 6. If manifested, select one enemy unit within 24" of this PSYKER. Until the start of your next Psychic phase:
• While that unit is within 6" of this PSYKER, subtract 1 from the Attacks characteristic of models in that unit.
• Each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.3) Righteous Repugnance 7 12" 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. Psyker Cast Deny Powers Known Other Ezekiel 2 2 Smite, 3 from Interromancy Unit M WS BS S T W A Ld Save Ezekiel 6" 2+ 2+ 4 4 5 3 9 2+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - The Deliverer 12" Pistol 1 4 -1 2 - Traitor's Bane Melee Melee +2 -3 D3 Each time an attack made with this weapon is allocated to a FALLEN or HERETIC ASTARTES unit, that attack has a Damage characteristic of 3.
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Elites [57 PL, 1,065pts, -2CP]
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Bladeguard Ancient [5 PL, 85pts, -2CP]
Selections: 1-3. Watched, Frag & Krak grenades, Heavy Bolt Pistol, Pennant of Remembrance, Stratagem: Relic [-1CP], Stratagem: Warlord Trait [-1CP], Warlord
Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Character, Primaris, Bladeguard, Bladeguard Ancient, Ancient, Faction: Dark Angels, Elites, Inner Circle, Deathwing, Warlord
Rules: Angels of Death, Inner Circle
Abilities: 1-3. Watched, Astartes Banner [Aura], Deeds of Heroism [Aura], Pennant of Remembrance, Stratagem: Relic, Stratagem: Warlord Trait, Unit: Bladeguard Ancient, Weapon: Frag grenades, Heavy Bolt Pistol, Krak grenades
Abilities Description 1-3. Watched “Once per battle, in your opponent’s Psychic phase, this WARLORD can attempt to resist one additional psychic power, even if it is not a PSYKER and even if it is not within 24" of the enemy model manifesting that psychic power. When taking that Deny the Witch test, do not roll the dice; it is automatically passed Astartes Banner [Aura] While a friendly <CHAPTER> CORE unit is within 6" of this model, add 1 to the leadership characteristic of models in that unit. In addition, each time a model in such unit is destroyed by an attack made by an enemy model, roll one D6. On a 4+, do not remove the destroyed model from play - it can, after the attacking model's unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your shooting phase or make one attack with one of its melee weapons as if it were the fight phase. After resolving these attacks, the destroyed model is then removed. Deeds of Heroism [Aura] Add 1 to hit rolls for attacks made by friendly <CHAPTER> BLADEGUARD models whilst their unit is within 6" of this model. Pennant of Remembrance In your Command phase, select one DEATHWING INFANTRY CORE unit from your army within 6" of the bearer. Until the start of your next Command phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). Stratagem: Relic Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. Select one CHARACTER model from your army that is not a named character; give that model one Relic (this must be a Relic they could have). You can only use this Stratagem once. Stratagem: Warlord Trait Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. If your WARLORD is a CHARACTER model, determine a Warlord Trait for them (this must be a Warlord Trait they could have). You can only use this Stratagem once. Unit M WS BS S T W A Ld Save Bladeguard Ancient 6" 3+ 3+ 4 4 5 4 9 3+ Weapon Range Type S AP D Abilities Frag grenades 6" Grenade D6 3 0 1 Blast. Heavy Bolt Pistol 18" Pistol 1 4 -1 1 - Krak grenades 6" Grenade 1 6 -1 D3 - -
Deathwing Knights [11 PL, 215pts]
Categories: Faction: Adeptus Astartes, Elites, Faction: Dark Angels, Infantry, Deathwing Knights, Faction: Imperium, Terminator, Inner Circle, Deathwing, Core
Rules: Angels of Death, Armour of Contempt, Combat Squads, Inner Circle, Teleport Strike
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4x Deathwing Knight [172pts]
Selections: 4x Mace of Absolution, 4x Storm shield
Abilities: Storm shield, Unit: Deathwing Knight, Weapon: Mace of Absolution
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Knight Master [43pts]
Selections: Flail of the Unforgiven, Storm shield
Abilities: Storm shield, Unit: Knight Master, Weapon: Flail of the Unforgiven
Abilities Description Storm shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. Unit M WS BS S T W A Ld Save Deathwing Knight 5" 2+ 2+ 4 4 3 2 8 2+ Knight Master 5" 2+ 2+ 4 4 3 3 9 2+ Weapon Range Type S AP D Abilities Flail of the Unforgiven Melee Melee +2 -3 2 Excess 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 Melee Melee x2 -2 3 - -
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Deathwing Knights [11 PL, 215pts]
Categories: Faction: Adeptus Astartes, Elites, Faction: Dark Angels, Infantry, Deathwing Knights, Faction: Imperium, Terminator, Inner Circle, Deathwing, Core
Rules: Angels of Death, Armour of Contempt, Combat Squads, Inner Circle, Teleport Strike
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4x Deathwing Knight [172pts]
Selections: 4x Mace of Absolution, 4x Storm shield
Abilities: Storm shield, Unit: Deathwing Knight, Weapon: Mace of Absolution
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Knight Master [43pts]
Selections: Flail of the Unforgiven, Storm shield
Abilities: Storm shield, Unit: Knight Master, Weapon: Flail of the Unforgiven
Abilities Description Storm shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. Unit M WS BS S T W A Ld Save Deathwing Knight 5" 2+ 2+ 4 4 3 2 8 2+ Knight Master 5" 2+ 2+ 4 4 3 3 9 2+ Weapon Range Type S AP D Abilities Flail of the Unforgiven Melee Melee +2 -3 2 Excess 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 Melee Melee x2 -2 3 - -
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Deathwing Terminator Squad [9 PL, 190pts]
Selections: Watcher in the Dark [5pts]
Categories: Faction: Adeptus Astartes, Elites, Faction: Dark Angels, Infantry, Terminator, Faction: Imperium, Inner Circle, Deathwing, Core
Rules: Angels of Death, Armour of Contempt, Combat Squads, Inner Circle, Teleport Strike
Abilities: Crux Terminatus, Watcher in the Dark
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Deathwing Sergeant [33pts]
Unit: Deathwing Sergeant
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Storm Bolter & Power Sword
Selections: Power sword, Storm bolter
Weapon: Power sword, Storm bolter
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Deathwing Terminator [38pts]
Unit: Deathwing Terminator
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Storm Bolter & Chainfist [5pts]
Selections: Chainfist [5pts], Storm bolter
Weapon: Chainfist, Storm bolter
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Deathwing Terminator [38pts]
Unit: Deathwing Terminator
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Storm Bolter & Chainfist [5pts]
Selections: Chainfist [5pts], Storm bolter
Weapon: Chainfist, Storm bolter
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Deathwing Terminator [38pts]
Unit: Deathwing Terminator
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Storm Bolter & Chainfist [5pts]
Selections: Chainfist [5pts], Storm bolter
Weapon: Chainfist, Storm bolter
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Deathwing Terminator [38pts]
Unit: Deathwing Terminator
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Storm Bolter & Chainfist [5pts]
Selections: Chainfist [5pts], Storm bolter
Weapon: Chainfist, Storm bolter
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Abilities Description Crux Terminatus This model has a 5+ invulnerable save. 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 M WS BS S T W A Ld Save Deathwing Sergeant 5" 3+ 3+ 4 4 3 3 9 2+ Deathwing Terminator 5" 3+ 3+ 4 4 3 2 8 2+ Weapon Range Type S AP D Abilities Chainfist Melee Melee x2 -4 D3 Each 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. Power sword Melee Melee +1 -3 1 - Storm bolter 24" Rapid Fire 2 4 0 1 - -
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Deathwing Terminator Squad [9 PL, 185pts]
Categories: Faction: Adeptus Astartes, Elites, Faction: Dark Angels, Infantry, Terminator, Faction: Imperium, Inner Circle, Deathwing, Core
Rules: Angels of Death, Armour of Contempt, Combat Squads, Inner Circle, Teleport Strike
Abilities: Crux Terminatus
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Deathwing Sergeant [33pts]
Unit: Deathwing Sergeant
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Storm Bolter & Power Sword
Selections: Power sword, Storm bolter
Weapon: Power sword, Storm bolter
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Deathwing Terminator [38pts]
Unit: Deathwing Terminator
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Storm Bolter & Chainfist [5pts]
Selections: Chainfist [5pts], Storm bolter
Weapon: Chainfist, Storm bolter
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Deathwing Terminator [38pts]
Unit: Deathwing Terminator
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Storm Bolter & Chainfist [5pts]
Selections: Chainfist [5pts], Storm bolter
Weapon: Chainfist, Storm bolter
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Deathwing Terminator [38pts]
Unit: Deathwing Terminator
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Storm Bolter & Chainfist [5pts]
Selections: Chainfist [5pts], Storm bolter
Weapon: Chainfist, Storm bolter
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Deathwing Terminator [38pts]
Unit: Deathwing Terminator
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Storm Bolter & Chainfist [5pts]
Selections: Chainfist [5pts], Storm bolter
Weapon: Chainfist, Storm bolter
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Abilities Description Crux Terminatus This model has a 5+ invulnerable save. Unit M WS BS S T W A Ld Save Deathwing Sergeant 5" 3+ 3+ 4 4 3 3 9 2+ Deathwing Terminator 5" 3+ 3+ 4 4 3 2 8 2+ Weapon Range Type S AP D Abilities Chainfist Melee Melee x2 -4 D3 Each 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. Power sword Melee Melee +1 -3 1 - Storm bolter 24" Rapid Fire 2 4 0 1 - -
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Ravenwing Black Knights [12 PL, 175pts]
Categories: Faction: Dark Angels, Faction: Imperium, Faction: Adeptus Astartes, Biker, Ravenwing Black Knights, Inner Circle, Core, Melta Bombs, Ravenwing, Elites
Rules: Angels of Death, Armour of Contempt, Inner Circle, Jink
Abilities: Turbo-boost
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Ravenwing Black Knight [35pts]
Selections: Bolt pistol, Corvus Hammer, Frag & Krak grenades, Plasma Talon
Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenades, Krak grenades, Plasma Talon (overcharge), Plasma Talon (standard)
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Ravenwing Black Knight [35pts]
Selections: Bolt pistol, Corvus Hammer, Frag & Krak grenades, Plasma Talon
Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenades, Krak grenades, Plasma Talon (overcharge), Plasma Talon (standard)
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Ravenwing Black Knight [35pts]
Selections: Bolt pistol, Corvus Hammer, Frag & Krak grenades, Plasma Talon
Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenades, Krak grenades, Plasma Talon (overcharge), Plasma Talon (standard)
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Ravenwing Black Knight [35pts]
Selections: Bolt pistol, Corvus Hammer, Frag & Krak grenades, Plasma Talon
Unit: Ravenwing Black Knight, Weapon: Bolt pistol, Corvus Hammer, Frag grenades, Krak grenades, Plasma Talon (overcharge), Plasma Talon (standard)
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Ravenwing Huntmaster [35pts]
Selections: Bolt pistol, Corvus Hammer, Frag & Krak grenades, Plasma Talon
Unit: Ravenwing Huntmaster, Weapon: Bolt pistol, Corvus Hammer, Frag grenades, Krak grenades, Plasma Talon (overcharge), Plasma Talon (standard)
Abilities Description Turbo-boost When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. Unit M WS BS S T W A Ld Save Ravenwing Black Knight 14" 3+ 3+ 4 5 3 2 8 3+ Ravenwing Huntmaster 14" 3+ 3+ 4 5 3 3 8 3+ Weapon Range Type S AP D Abilities Bolt pistol 12" Pistol 1 4 0 1 - Corvus Hammer Melee Melee +1 -1 2 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Plasma Talon (overcharge) 18" Assault 2 8 -3 2 On a hit roll of 1, the bearer is slain after all shots from this weapon have been resolved. Plasma Talon (standard) 18" Assault 2 7 -3 1 - -
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Patrol Detachment -2CP (Imperium - Adeptus Astartes - Dark Angels) [41 PL, 820pts, 4CP]
Rules: 1st Company, 2nd Company, And They Shall Know No Fear, Angels of Death, Armour of Contempt, Assault Doctrine, Bolter Discipline, Combat Doctrines, Devastator Doctrine, Fire Discipline, Grim Resolve, Implacable, Shock Assault, Speed of the Raven, Tactical Doctrine
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Configuration [4CP]
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**Chapter Selector**
Selections: Dark Angels
Categories: PC: DA, Configuration
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Battle Size [6CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]
Categories: Configuration
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Detachment Command Cost [-2CP]
Categories: Configuration
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Game Type
Selections: 4. Chapter Approved: War Zone Nephilim
Categories: Configuration
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HQ [6 PL, 95pts]
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Chaplain in Terminator Armour [6 PL, 95pts]
Selections: 6. Canticle of Hate (Aura), Crozius arcanum, Litany of Hate, Storm bolter
Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Chaplain, Terminator, HQ, Faction: Dark Angels, Deathwing
Rules: Angels of Death, Inner Circle, Teleport Strike
Abilities: 6. Canticle of Hate (Aura), Litany of Hate, Rosarius, Spiritual Leaders, Unit: Chaplain in Terminator Armour, Weapon: Crozius arcanum, Storm bolter
Abilities Description 6. Canticle of Hate (Aura) If this litany is inspiring, then while a friendly CORE or CHARACTER unit within 6" of this PRIEST:
- Add 2 to charge rolls made for that unit. This is not cumulative with any other rule that adds to a unit's charge roll.
- Each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.Litany of Hate If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, you can re-roll the hit roll. Rosarius This model has a 4+ invulnerable save. Spiritual Leaders While a friendly <CHAPTER> CORE unit is within 6" of this model, models in that unit can use this model's Leadership characteristic instead of their own Unit M WS BS S T W A Ld Save Chaplain in Terminator Armour 5" 2+ 3+ 4 4 5 3 9 2+ Weapon Range Type S AP D Abilities Crozius arcanum Melee Melee +2 -1 2 - Storm bolter 24" Rapid Fire 2 4 0 1 -
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Troops [5 PL, 90pts]
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Tactical Squad [5 PL, 90pts]
Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Tactical Squad, Core, Melta Bombs, Troops, Faction: Dark Angels
Rules: Angels of Death, Combat Squads
Unit: Space Marine, Space Marine Sergeant
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4x Space Marine [72pts]
Selections: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades
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Space Marine Sergeant [18pts]
Selections: Bolt pistol, Boltgun, Frag & Krak grenades
Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades
Unit M WS BS S T W A Ld Save Space Marine 6" 3+ 3+ 4 4 2 1 7 3+ Space Marine Sergeant 6" 3+ 3+ 4 4 2 2 8 3+ Weapon Range Type S AP D Abilities Bolt pistol 12" Pistol 1 4 0 1 - Boltgun 24" Rapid Fire 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - -
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Elites [16 PL, 320pts]
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Ravenwing Apothecary [6 PL, 135pts]
Selections: Bolt pistol, Chapter Command: Chief Apothecary [1 PL, 35pts], Frag & Krak grenades
Categories: Character, Faction: Dark Angels, Faction: Adeptus Astartes, Biker, Faction: Imperium, Apothecary, Inner Circle, Ravenwing, Elites, Chief Apothecary
Rules: Angels of Death, Inner Circle, Jink
Abilities: Chief Apothecary, Combat Restoratives, Narthecium [Aura], Turbo-boost, Unit: Ravenwing Apothecary, Weapon: Bolt pistol, Frag grenades, Krak grenades
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Black Knight Bike
Selections: Astartes grenade launcher
Rules: Armour of Contempt
Abilities: Turbo-boost, Weapon: Frag shell, Krak shell
Abilities Description 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. 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. Turbo-boost When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. Unit M WS BS S T W A Ld Save Ravenwing Apothecary 14" 3+ 3+ 4 5 5 3 8 3+ Weapon Range Type S AP D Abilities Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Frag shell 30" Assault D6 3 0 1 Blast Krak grenades 6" Grenade 1 6 -1 D3 - Krak shell 30" Assault 1 6 -1 D3 - -
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Redemptor Dreadnought [10 PL, 185pts]
Selections: 2x Storm Bolters, Heavy flamer, Macro Plasma Incinerator, Redemptor Fist
Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites, Faction: Dark Angels
Rules: Angels of Death, Explodes (6"/D3)
Abilities: Duty Eternal, Unit: Redemptor Dreadnought [1] (7+ wounds remaining), Redemptor Dreadnought [2] (4-6 wounds remaining), Redemptor Dreadnought [3] (1-3 wounds remaining), Weapon: Heavy flamer, Macro Plasma Incinerator, Standard, Macro Plasma Incinerator, Supercharged, Redemptor Fist, Storm bolter
Abilities Description Duty Eternal Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1) Unit M WS BS S T W A Ld Save Redemptor Dreadnought [1] (7+ wounds remaining) 8" 3+ 3+ 7 7 13 4 8 3+ Redemptor Dreadnought [2] (4-6 wounds remaining) 6" 4+ 4+ 7 7 N/A 4 8 3+ Redemptor Dreadnought [3] (1-3 wounds remaining) 4" 5+ 5+ 7 7 N/A 4 8 3+ Weapon Range Type S AP D Abilities Heavy flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target. Macro Plasma Incinerator, Standard 36" Heavy D6 8 -4 2 Blast Macro Plasma Incinerator, Supercharged 36" Heavy D6 9 -4 3 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon. Redemptor Fist Melee Melee x2 -3 D3+3 - Storm bolter 24" Rapid Fire 2 4 0 1 -
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Fast Attack [7 PL, 180pts]
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Inceptor Squad [7 PL, 180pts]
Selections: 2x Inceptor [80pts], Inceptor Sergeant [40pts], Plasma Exterminator x2 [60pts]
Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Inceptor Squad, Infantry, Jump Pack, Mk X Gravis, Primaris, Core, Fast Attack, Faction: Dark Angels
Rules: Angels of Death, Combat Squads, Death from Above
Unit: Inceptor, Inceptor Sergeant, Weapon: Plasma Exterminator, Standard, Plasma Exterminator, Supercharged
Unit M WS BS S T W A Ld Save Inceptor 10" 3+ 3+ 4 5 3 2 7 3+ Inceptor Sergeant 10" 3+ 3+ 4 5 3 3 8 3+ Weapon Range Type S AP D Abilities Plasma Exterminator, Standard 18" Assault D3 7 -3 1 Blast Plasma Exterminator, Supercharged 18" Assault D3 8 -3 2 Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
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Heavy Support [7 PL, 135pts]
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Eradicator Squad [7 PL, 135pts]
Selections: Melta rifle
Categories: Primaris, Mk X Gravis, Infantry, Faction: Imperium, Faction: Adeptus Astartes, Eradicator Squad, Core, Faction: Dark Angels, Heavy Support
Rules: Angels of Death, Combat Squads
Abilities: Total Obliteration, Weapon: Melta rifle
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2x Eradicator [90pts]
Selections: 2x Bolt pistol
Unit: Eradicator, Weapon: Bolt pistol
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Eradicator Sgt [45pts]
Selections: Bolt pistol
Unit: Eradicator Sgt, Weapon: Bolt pistol
Abilities Description Total Obliteration In your shooting phase, each time this unit is selected to shoot, if it has not Advanced this turn, it can unleash total obliteration, If it does, select one enemy unit; models in this unit can shoot twice this phase, but they can only make attacks that target that enemy unit(and only if that enemy unit is an eliglbe target for those attacks) Unit M WS BS S T W A Ld Save Eradicator 5" 3+ 3+ 4 5 3 2 7 3+ Eradicator Sgt 5" 3+ 3+ 4 5 3 3 8 3+ Weapon Range Type S AP D Abilities Bolt pistol 12" Pistol 1 4 0 1 - Melta rifle 24" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2 -
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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.
Armour of Contempt:
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
• Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
• Models with either the Sacresant Shield or Force Shielding ability (Celestian Sacresant and Nemesis Dreadknight units).
• Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.
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.
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.
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.
Selection Rules
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.
Armour of Contempt:
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
• Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
• Models with either the Sacresant Shield or Force Shielding ability (Celestian Sacresant and Nemesis Dreadknight units).
• Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.
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.
Death from Above: During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from enemy models.
Explodes (6"/D3): When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 6" suffers D3 mortal wounds.
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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