Daniel, DA Successor, HR (Warhammer 40,000 9th Edition) [94 PL, 6CP, 2,000pts]
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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
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Configuration [12CP]
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**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
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Detachment Command Cost [-3CP]
Categories: Configuration
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Ravenwing Outrider Detachment [3CP]
Categories: Configuration, Aggressor Squad
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Stratagems [-1CP]
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Stratagem: Relics of the Chapter [-1CP]
Selections: Number of Extra Relics [-1CP]
Categories: Stratagems
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HQ [6 PL, -1CP, 110pts]
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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 rollIron 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 characteristicsTurbo-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 Ref Captain on Bike 14" 2+ 2+ 4 5 6 4 9 3+ Weapon Range Type S AP D Abilities Ref Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Master-crafted boltgun 24" Rapid Fire 1 4 -1 2 - Power sword Melee Melee +1 -3 1 - The Burning Blade Melee Melee +3 -5 2 - Twin boltgun 24" Rapid Fire 2 4 0 1 -
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Elites [6 PL, -1CP, 135pts]
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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
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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 pointsTurbo-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 Ref Ravenwing Apothecary 14" 3+ 3+ 4 5 5 3 8 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Plasma Talon (standard) 18" Assault 2 7 -3 1 - Plasma Talon (supercharge) 18" Assault 2 8 -3 2 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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Fast Attack [17 PL, 390pts]
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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
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Biker Sergeant [30pts]
Selections: Bolt pistol, Frag & Krak grenades, Twin boltgun
Weapon: Bolt pistol, Frag grenades, Krak grenades, Twin boltgun
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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 M WS BS S T W A Ld Save Ref Biker Sergeant 14" 3+ 3+ 4 5 3 2 8 3+ Space Marine Biker 14" 3+ 3+ 4 5 3 1 7 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Frag grenades 6" Grenade D6 3 0 1 Blast. Krak grenades 6" Grenade 1 6 -1 D3 - Twin boltgun 24" Rapid Fire 2 4 0 1 - -
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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
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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
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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 M WS BS S T W A Ld Save Ref Outrider 14" 3+ 3+ 4 5 4 2 7 3+ Outrider Sgt 14" 3+ 3+ 4 5 4 3 8 3+ Weapon Range Type S AP D Abilities Ref Astartes Chainsword Melee Melee User -1 1 When the bearer fights, it makes 1 additional attack with this weapon. 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 - Twin Bolt rifle 30" Rapid Fire 2 4 -1 1 -
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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
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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
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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 M WS BS S T W A Ld Save Ref Outrider 14" 3+ 3+ 4 5 4 2 7 3+ Outrider Sgt 14" 3+ 3+ 4 5 4 3 8 3+ Weapon Range Type S AP D Abilities Ref Astartes Chainsword Melee Melee User -1 1 When the bearer fights, it makes 1 additional attack with this weapon. 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 - Twin Bolt rifle 30" Rapid Fire 2 4 -1 1 -
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Flyer [9 PL, 175pts]
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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 M WS BS S T W A Ld Save Ref Nephilim Jetfighter 1 (6+ wounds) 20"-50" 6+ 3+ 6 6 11 3 8 3+ Nephilim Jetfighter 2 (3-5 wounds) 20"-40" 6+ 4+ 6 6 N/A D3 8 3+ Nephilim Jetfighter 3 (1-2 wounds) 20"-30" 6+ 5+ 6 6 N/A 1 8 3+ Weapon Range Type S AP D Abilities Ref Avenger mega bolter 36" Heavy 10 5 -1 2 - Blacksword missile launcher 36" Heavy 1 7 -3 2 Each 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 6 5 -1 2 -
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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
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Configuration [-3CP]
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**Chapter Selector**
Selections: Dark Angels
Categories: PC: DA, Configuration
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Deathwing Vanguard Detachment
Categories: Configuration
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Detachment Command Cost [-3CP]
Categories: Configuration
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HQ [12 PL, 200pts]
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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 M WS BS S T W A Ld Save Ref Deathwing Strikemaster 5" 2+ 2+ 4 4 5 3 8 2+ Weapon Range Type S AP D Abilities Ref Power fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Storm bolter 24" Rapid Fire 2 4 0 1 - -
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 Charge Range Details Ref 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.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. Smite 5 18" 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 Cast Deny Powers Known Other Ref Psyker 2 1 Smite & 2 Librarius - Unit M WS BS S T W A Ld Save Ref Librarian in Terminator Armour 5" 3+ 3+ 4 4 5 3 9 2+ Weapon Range Type S AP D Abilities Ref Force stave Melee Melee +3 -1 D3 -
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Elites [44 PL, 990pts]
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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
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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
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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 M WS BS S T W A Ld Save Ref Bladeguard Veteran 6" 3+ 3+ 4 4 3 3 8 3+ Bladeguard Veteran Sergeant 6" 3+ 3+ 4 4 3 4 9 3+ Weapon Range Type S AP D Abilities Ref 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 - Master-crafted power sword Melee Melee +1 -3 2 - Neo-volkite pistol 15" Pistol 2 5 0 2 Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage -
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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
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4x Deathwing Knight [188pts]
Selections: 4x Mace of Absolution, 4x Storm shield
Abilities: Storm shield, Unit: Deathwing Knight, Weapon: Mace of Absolution
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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 M WS BS S T W A Ld Save Ref 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 Ref 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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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 M WS BS S T W A Ld Save Ref 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 Ref Heavy Onslaught Gatling Cannon 30" Heavy 12 6 -1 1 - Onslaught Gatling Cannon 24" Heavy 8 5 -1 1 - Redemptor Fist Melee Melee x2 -3 D3+3 - Storm bolter 24" Rapid Fire 2 4 0 1 - -
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
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Assault Terminator Sergeant [43pts]
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Thunder Hammer & Storm Shield [10pts]
Selections: Storm shield, Thunder hammer [10pts]
Abilities: Storm shield, Weapon: Thunder hammer
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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 M WS BS S T W A Ld Save Ref Assault Terminator 5" 3+ 3+ 4 4 3 2 8 2+ Assault Terminator Sergeant 5" 3+ 3+ 4 4 3 3 9 2+ Weapon Range Type S AP D Abilities Ref Thunder hammer Melee Melee x2 -2 3 Each time an attack roll is made with this weapon, subtract 1 from the attack's hit roll -
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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
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Assault Terminator Sergeant [43pts]
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Thunder Hammer & Storm Shield [10pts]
Selections: Storm shield, Thunder hammer [10pts]
Abilities: Storm shield, Weapon: Thunder hammer
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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 M WS BS S T W A Ld Save Ref Assault Terminator 5" 3+ 3+ 4 4 3 2 8 2+ Assault Terminator Sergeant 5" 3+ 3+ 4 4 3 3 9 2+ Weapon Range Type S AP D Abilities Ref Thunder hammer Melee Melee x2 -2 3 Each time an attack roll is made with this weapon, subtract 1 from the attack's hit roll -
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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. ()
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.
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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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