Daniel, DA Successor, HR (Warhammer 40,000 9th Edition) [94 PL, 6CP, 2,000pts]

  • Outrider Detachment -3CP (Imperium - Adeptus Astartes - Dark Angels) [38 PL, 9CP, 810pts]

    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 [12CP]

      • **Chapter Selector**

        Selections: Custom Chapter, Dark Angels Successor, Inheritors of the Primarch

        Categories: PC: DA, Configuration

        Abilities: Inheritors of the Primarch


        Abilities Description Ref
        Inheritors of the Primarch You cannot select this Successor Tactic if you have selected any other Successor Tactic, and if you select this tactic you cannot select a second. Select one of the following Chapters and use the Chapter Tactic of that Chapter as listed on page 94-95: Dark Angels, White Scars, Space Wolves, Imperial Fists, Blood Angels, Iron Hands, Ultramarines, Salamanders or Raven Guard.

        Designer's Note: If, in the background of our publications, your Chapter is a known successor of a specific First Founding Chapter, then if you select this Successor Tactic you must select the Chapter Tactic of that First Founding Chapter.
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

      • Ravenwing Outrider Detachment [3CP]

        Categories: Configuration, Aggressor Squad

    • Stratagems [-1CP]

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

        Selections: Number of Extra Relics [-1CP]

        Categories: Stratagems

    • HQ [6 PL, -1CP, 110pts]

      • Captain on Bike [6 PL, -1CP, 110pts]

        Selections: Champion of Humanity, Frag & Krak grenades, Master-crafted boltgun [5pts], Power sword [5pts], Stratagem: Paragon of the Chapter [-1CP], The Burning Blade, The Imperium's Sword, Twin boltgun, Warlord

        Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Captain, Biker, HQ, Faction: Dark Angels, Ravenwing, Warlord

        Rules: Angels of Death, Jink

        Abilities: Champion of Humanity, Iron Halo, Rites of Battle, The Burning Blade, The Imperium's Sword, Turbo-boost, Unit: Captain on Bike, Weapon: Frag grenades, Krak grenades, Master-crafted boltgun, Power sword, The Burning Blade, Twin boltgun


        Abilities Description Ref
        Champion of Humanity Each time this WARLORD is within engagement range of any enemy CHARACTER units, then until that fight is resolved, add 1 to this WARLORD's Attacks characteristic
        Each time this WARLORD makes a melee attack against a CHARACTER unit, add 1 to that attacks hit roll and wound roll
        Iron Halo This model has a 4+ invulnerable save.
        Rites of Battle 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 hit roll of 1
        The Burning Blade Model equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile:
        The Imperium's Sword You can re-roll charge rolls made for this WARLORD
        Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight phase is resolved, add 1 to its Strength and Attacks characteristics
        Turbo-boost When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        Unit MWSBSSTWALdSave Ref
        Captain on Bike 14"2+2+456493+
        Weapon RangeTypeSAPDAbilities Ref
        Frag grenades 6"Grenade D6301Blast.
        Krak grenades 6"Grenade 16-1D3-
        Master-crafted boltgun 24"Rapid Fire 14-12-
        Power sword MeleeMelee+1-31-
        The Burning Blade MeleeMelee+3-52-
        Twin boltgun 24"Rapid Fire 2401-
    • Elites [6 PL, -1CP, 135pts]

      • Ravenwing Apothecary [6 PL, -1CP, 135pts]

        Selections: Bolt pistol, Chapter Command: Chief Apothecary [1 PL, 35pts], Frag & Krak grenades, Selfless Healer, Stratagem: Hero of the Chapter [-1CP]

        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], Selfless Healer, Turbo-boost, Unit: Ravenwing Apothecary, Weapon: Bolt pistol, Frag grenades, Krak grenades

        • Black Knight Bike

          Selections: Plasma Talon

          Abilities: Turbo-boost, Weapon: Plasma Talon (standard), Plasma Talon (supercharge)


        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.
        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.
        Selfless Healer Each time this WARLORD uses its Combat Restoratives ability, the model being healed regains up to 3 lost wounds instead of D3
        Each time this WARLORD is selected to return a destroyed model to a unit by using the Combat Revival Stratagem, that Stratagem costs 0 command points
        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 Apothecary 14"3+3+455383+
        Weapon RangeTypeSAPDAbilities Ref
        Bolt pistol 12"Pistol 1401-
        Frag grenades 6"Grenade D6301Blast.
        Krak grenades 6"Grenade 16-1D3-
        Plasma Talon (standard) 18"Assault 27-31-
        Plasma Talon (supercharge) 18"Assault 28-32If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
    • Fast Attack [17 PL, 390pts]

      • Bike Squad [5 PL, 90pts]

        Categories: Faction: Adeptus Astartes, Faction: Imperium, Biker, Bike Squad, Core, Fast Attack, Faction: Dark Angels, Ravenwing

        Rules: Angels of Death, Combat Squads, Jink

        Abilities: Turbo-boost, Unit: Biker Sergeant, Space Marine Biker

        • Biker Sergeant [30pts]

          Selections: Bolt pistol, Frag & Krak grenades, Twin boltgun

          Weapon: Bolt pistol, Frag grenades, Krak grenades, Twin boltgun

        • 2x Space Marine Biker w/Bolt Pistol [60pts]

          Selections: 2x Bolt pistol, 2x Frag & Krak grenades, 2x Twin boltgun

          Weapon: Bolt pistol, Frag grenades, Krak grenades, Twin boltgun


        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
        Biker Sergeant 14"3+3+453283+
        Space Marine Biker 14"3+3+453173+
        Weapon RangeTypeSAPDAbilities Ref
        Bolt pistol 12"Pistol 1401-
        Frag grenades 6"Grenade D6301Blast.
        Krak grenades 6"Grenade 16-1D3-
        Twin boltgun 24"Rapid Fire 2401-
      • Outrider Squad [6 PL, 150pts]

        Categories: Faction: Imperium, Faction: Adeptus Astartes, Biker, Primaris, Outrider Squad, Core, Faction: Dark Angels, Fast Attack, Ravenwing

        Rules: Angels of Death, Jink

        Abilities: Devastating Charge, Turbo-boost

        • 2x Outrider [100pts]

          Selections: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle

          Unit: Outrider, Weapon: Astartes Chainsword, Frag grenades, Heavy Bolt Pistol, Krak grenades, Twin Bolt rifle

        • Outrider Sgt [50pts]

          Selections: Astartes Chainsword, Frag & Krak grenades, Heavy Bolt Pistol, Twin Bolt rifle

          Unit: Outrider Sgt, Weapon: Astartes Chainsword, Frag grenades, Heavy Bolt Pistol, Krak grenades, Twin Bolt rifle


        Abilities Description Ref
        Devastating Charge Each time this unit fights, if it made a charge move this turn, then until that fight is resolved, add 2 to the Attacks characteristic of models in this unit
        Turbo-boost When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        Unit MWSBSSTWALdSave Ref
        Outrider 14"3+3+454273+
        Outrider Sgt 14"3+3+454383+
        Weapon RangeTypeSAPDAbilities Ref
        Astartes Chainsword MeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon.
        Frag grenades 6"Grenade D6301Blast.
        Heavy Bolt Pistol 18"Pistol 14-11-
        Krak grenades 6"Grenade 16-1D3-
        Twin Bolt rifle 30"Rapid Fire 24-11
      • Outrider Squad [6 PL, 150pts]

        Categories: Faction: Imperium, Faction: Adeptus Astartes, Biker, Primaris, Outrider Squad, Core, Faction: Dark Angels, Fast Attack, Ravenwing

        Rules: Angels of Death, Jink

        Abilities: Devastating Charge, Turbo-boost

        • 2x Outrider [100pts]

          Selections: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle

          Unit: Outrider, Weapon: Astartes Chainsword, Frag grenades, Heavy Bolt Pistol, Krak grenades, Twin Bolt rifle

        • Outrider Sgt [50pts]

          Selections: Astartes Chainsword, Frag & Krak grenades, Heavy Bolt Pistol, Twin Bolt rifle

          Unit: Outrider Sgt, Weapon: Astartes Chainsword, Frag grenades, Heavy Bolt Pistol, Krak grenades, Twin Bolt rifle


        Abilities Description Ref
        Devastating Charge Each time this unit fights, if it made a charge move this turn, then until that fight is resolved, add 2 to the Attacks characteristic of models in this unit
        Turbo-boost When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        Unit MWSBSSTWALdSave Ref
        Outrider 14"3+3+454273+
        Outrider Sgt 14"3+3+454383+
        Weapon RangeTypeSAPDAbilities Ref
        Astartes Chainsword MeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon.
        Frag grenades 6"Grenade D6301Blast.
        Heavy Bolt Pistol 18"Pistol 14-11-
        Krak grenades 6"Grenade 16-1D3-
        Twin Bolt rifle 30"Rapid Fire 24-11
    • Flyer [9 PL, 175pts]

      • Nephilim Jetfighter [9 PL, 175pts]

        Selections: Avenger mega bolter, 2x Blacksword missile launcher, Twin heavy bolter

        Categories: Faction: Adeptus Astartes, Faction: Dark Angels, Faction: Imperium, Faction: Ravenwing, Vehicle, Fly, Nephilim Jetfighter, Flyer, Aircraft

        Rules: Airborne, Angels of Death, Crash and Burn, Hard to Hit, Jink, Supersonic

        Abilities: Air Superiority, Explodes (D6"), Unit: Nephilim Jetfighter 1 (6+ wounds), Nephilim Jetfighter 2 (3-5 wounds), Nephilim Jetfighter 3 (1-2 wounds), Weapon: Avenger mega bolter, Blacksword missile launcher, Twin heavy bolter


        Abilities Description Ref
        Air Superiority Each time this model makes a ranged attack against an AIRCRAFT unit, add 1 to that attack’s hit roll
        Explodes (D6") When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within D6" suffers D3 mortal wounds.
        Unit MWSBSSTWALdSave Ref
        Nephilim Jetfighter 1 (6+ wounds) 20"-50"6+3+6611383+
        Nephilim Jetfighter 2 (3-5 wounds) 20"-40"6+4+66N/AD383+
        Nephilim Jetfighter 3 (1-2 wounds) 20"-30"6+5+66N/A183+
        Weapon RangeTypeSAPDAbilities Ref
        Avenger mega bolter 36"Heavy 105-12-
        Blacksword missile launcher 36"Heavy 17-32Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
        Twin heavy bolter 36"Heavy 65-12-
  • Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Dark Angels) [56 PL, -3CP, 1,190pts]

    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 [-3CP]

      • **Chapter Selector**

        Selections: Dark Angels

        Categories: PC: DA, Configuration

      • Deathwing Vanguard Detachment

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

    • HQ [12 PL, 200pts]

      • Deathwing Strikemaster [6 PL, 95pts]

        Selections: Eye of the Unseen, Power fist, Storm bolter

        Categories: Faction: Imperium, Faction: Adeptus Astartes, Faction: Dark Angels, Character, Infantry, Terminator, Deathwing, Inner Circle, Lieutenant, Deathwing Strikemaster, HQ

        Rules: Angels of Death, Inner Circle, Teleport Strike

        Abilities: Company Heroes, Crux Terminatus, Eye of the Unseen, Tactical Precision (Aura), Unit: Deathwing Strikemaster, Weapon: Power fist, Storm bolter


        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.
        Crux Terminatus This model has a 5+ invulnerable save.
        Eye of the Unseen • The bearer gains the following ability 'Fear (Aura): While an enemy unit is within 6" of the bearer, subtract 1 from the Leadership characteristic of models in that unit.'
        • At the start of the Fight phase, if an enemy CHARACTER unit is within Engagement Range of the bearer, that unit is not eligible to fight until all other eligible units from your army have done so.
        Tactical Precision (Aura) While a friendly DARK ANGELS 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
        Deathwing Strikemaster 5"2+2+445382+
        Weapon RangeTypeSAPDAbilities Ref
        Power fist MeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
        Storm bolter 24"Rapid Fire 2401-
      • Librarian in Terminator Armour [6 PL, 105pts]

        Selections: 1) Mind Worm, 3) Righteous Repugnance, Force stave, Smite

        Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Psyker, Librarian, Terminator, HQ, Faction: Dark Angels, Deathwing

        Rules: Angels of Death, Inner Circle, Teleport Strike

        Abilities: Crux Terminatus, Psychic Hood, Psychic Power: 1) Mind Worm, 3) Righteous Repugnance, Smite, Psyker: Psyker, Unit: Librarian in Terminator Armour, Weapon: Force stave


        Abilities Description Ref
        Crux Terminatus This model has a 5+ invulnerable save.
        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
        1) Mind Worm 618"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.
        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.
        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 Librarius-
        Unit MWSBSSTWALdSave Ref
        Librarian in Terminator Armour 5"3+3+445392+
        Weapon RangeTypeSAPDAbilities Ref
        Force stave MeleeMelee+3-1D3-
    • Elites [44 PL, 990pts]

      • Bladeguard Veteran Squad [5 PL, 110pts]

        Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Bladeguard, Primaris, Bladeguard Veteran Squad, Core, Faction: Dark Angels, Elites, Inner Circle, Deathwing

        Rules: Angels of Death, Combat Squads, Inner Circle

        • 2x Bladeguard Veteran [70pts]

          Selections: 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Master-crafted power sword, 2x Storm Shield

          Abilities: Storm shield, Unit: Bladeguard Veteran, Weapon: Frag grenades, Heavy Bolt Pistol, Krak grenades, Master-crafted power sword

        • Bladeguard Veteran Sergeant [40pts]

          Selections: Frag & Krak grenades, Master-crafted power sword, Neo-volkite pistol [5pts], Storm Shield

          Abilities: Storm shield, Unit: Bladeguard Veteran Sergeant, Weapon: Frag grenades, Krak grenades, Master-crafted power sword, Neo-volkite pistol


        Abilities Description Ref
        Storm shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Unit MWSBSSTWALdSave Ref
        Bladeguard Veteran 6"3+3+443383+
        Bladeguard Veteran Sergeant 6"3+3+443493+
        Weapon RangeTypeSAPDAbilities Ref
        Frag grenades 6"Grenade D6301Blast.
        Heavy Bolt Pistol 18"Pistol 14-11-
        Krak grenades 6"Grenade 16-1D3-
        Master-crafted power sword MeleeMelee+1-32-
        Neo-volkite pistol 15"Pistol 2502Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage
      • Deathwing Knights [11 PL, 235pts]

        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

        • 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.
        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-
      • Redemptor Dreadnought [10 PL, 205pts]

        Selections: 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon [5pts], Redemptor Fist, Rites of Initiation [1 PL, 15pts]

        Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites, Faction: Dark Angels, Deathwing

        Rules: Angels of Death, Explodes (6"/D3), Inner Circle

        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 Onslaught Gatling Cannon, Onslaught Gatling Cannon, Redemptor Fist, Storm bolter


        Abilities Description Ref
        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 MWSBSSTWALdSave Ref
        Redemptor Dreadnought [1] (7+ wounds remaining) 8"3+3+7713483+
        Redemptor Dreadnought [2] (4-6 wounds remaining) 6"4+4+77N/A483+
        Redemptor Dreadnought [3] (1-3 wounds remaining) 4"5+5+77N/A483+
        Weapon RangeTypeSAPDAbilities Ref
        Heavy Onslaught Gatling Cannon 30"Heavy 126-11-
        Onslaught Gatling Cannon 24"Heavy 85-11-
        Redemptor Fist MeleeMeleex2-3D3+3-
        Storm bolter 24"Rapid Fire 2401-
      • Terminator Assault Squad [9 PL, 220pts]

        Selections: Teleport Homer [5pts]

        Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Terminator Assault Squad, Terminator, Core, Elites, Faction: Dark Angels, Deathwing

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

        Abilities: Crux Terminatus, Teleport Homer, Unit: Assault Terminator, Assault Terminator Sergeant

        • Assault Terminator Sergeant [43pts]

          • Thunder Hammer & Storm Shield [10pts]

            Selections: Storm shield, Thunder hammer [10pts]

            Abilities: Storm shield, Weapon: Thunder hammer

        • 4x Assault Terminator w/THSS [172pts]

          Selections: 4x Storm shield, 4x Thunder hammer [40pts]

          Abilities: Storm shield, Weapon: Thunder hammer


        Abilities Description Ref
        Crux Terminatus This model has a 5+ invulnerable save.
        Storm shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Teleport Homer Once per battle at the start of your Movement phase, you can remove this unit from the battlefield and the, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly <CHAPTER> model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability
        Unit MWSBSSTWALdSave Ref
        Assault Terminator 5"3+3+443282+
        Assault Terminator Sergeant 5"3+3+443392+
        Weapon RangeTypeSAPDAbilities Ref
        Thunder hammer MeleeMeleex2-23Each time an attack roll is made with this weapon, subtract 1 from the attack's hit roll
      • Terminator Assault Squad [9 PL, 220pts]

        Selections: Teleport Homer [5pts]

        Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Terminator Assault Squad, Terminator, Core, Elites, Faction: Dark Angels, Deathwing

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

        Abilities: Crux Terminatus, Teleport Homer, Unit: Assault Terminator, Assault Terminator Sergeant

        • Assault Terminator Sergeant [43pts]

          • Thunder Hammer & Storm Shield [10pts]

            Selections: Storm shield, Thunder hammer [10pts]

            Abilities: Storm shield, Weapon: Thunder hammer

        • 4x Assault Terminator w/THSS [172pts]

          Selections: 4x Storm shield, 4x Thunder hammer [40pts]

          Abilities: Storm shield, Weapon: Thunder hammer


        Abilities Description Ref
        Crux Terminatus This model has a 5+ invulnerable save.
        Storm shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Teleport Homer Once per battle at the start of your Movement phase, you can remove this unit from the battlefield and the, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly <CHAPTER> model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability
        Unit MWSBSSTWALdSave Ref
        Assault Terminator 5"3+3+443282+
        Assault Terminator Sergeant 5"3+3+443392+
        Weapon RangeTypeSAPDAbilities Ref
        Thunder hammer MeleeMeleex2-23Each time an attack roll is made with this weapon, subtract 1 from the attack's hit roll

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 withing Engagement Range of enemy units, but must target an enemy unit that is within Engagement Range of its own unit when they do so. ()

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

Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. ()

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. ()

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds. ()

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. ()

Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. ()

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. ()

Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90 (this does not contribute to how far the model moves) then move the model straight forwards. It cannot pivot again after the initial pivot ()

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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