New Roster (1337pts)

Dark Angels: Codex (2015) (Combined Arms Detachment) (767pts)

Officio Assassinorum: Dataslate (2014) (Formation Detachment) (570pts)

Selection Rules

Absorbed Warp Charge: When firing an animus speculum, first add up the combined mastery levels of all Psyker units, friend or foe, that are within 12" of the Culexus Assassin, and pick up that many dice. You can then add up to 3 more dice to this hand by removing them from your own Warp Charge pool. The total number of dice in your hand is the number of shots the animus speculum now fires.

And They Shall Know No Fear: Automatically regroups, can act normally on the turn it regroups. Not killed by Sweeping Advances. Immune to effects of Fear. (BRB 2014 p157)

Bio-meltdown: If an Eversor Assassin is ever reduced to zero Wounds, before removing the model as a casualty, each nearby unit (friend or foe) suffers a Strength 5 AP- hit for each model it has within D6" of the Eversor Assassin. After resolving any additional damage, remove the Eversor Assassin from play as a casualty.

Combat Squads: A 10-man unit with this rule can break down into two 5-man units.
You must decide which units are splitting into combat squads, and which models go into which combat squad BEFORE deployment, for all purposes they are considered to be two separate units.
Note: two combat squads split from the same unit may share transport space in the same transport vehicle.

Ravenwing Bike Squads are at full strength with seven models and may split into three combat squads: two units of three models and a single Attack Bike (Codex: Dark Angels 2015 p148)

Deadshot: All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Precision Shots special rule.

Deathwing: A model with this special rule has the Fearless and Hatred (Chaos Space Marines) special rules. (Codex: Dark Angels 2015 p148)

Drop Pod Assault: At the beginning of your first turn, half (rounding up) of your drop pods come in via Deep Strike. Remaining drop pods Deep Strike as normal. (Codex: Dark Angels 2015 p122)

Exitus Ammo: Each time a Vindicare Assassin fires a weapon with this special rule, choose one of the three following types of ammunition and apply the chosen ammunition’s rules to that shot:

• Shield-breaker: Invulnerable saves cannot be taken against Wounds, glancing hits, or penetrating hits from a shield-breaker round.

• Turbo-penetrator: Against vehicles, shots from a turbo-penetrator round count as Strength 10. Against all other targets, shots from a turbo-penetrator round inflict D3 Wounds, rather than just 1.

• Hellfire: Shots from a hellfire round always wound on a 2+

Fast Shot: Whenever an Eversor Assassin fires his executioner pistol, he does so 4 times. All of these shots must be at the same target, but can be any mixture of bolt pistol and needle pistol shots.

Fear

Fearless: Automatically pass all Pinning-, Fear- and Regroup tests and Morale checks. Cannot go to ground or use the "Our Weapons Are Useless" rule. (BRB 2014 p163)

Feel No Pain: Ignore unsaved wounds on a 5+, treat it as saved wound. Does not work against Destroyer or Instant Death. (BRB 2014 p164)

Fleet

Frenzon: An Eversor Assassin rolls 3D6 when determining his charge range, adding the results together. In addition, an Eversor Assassin receives 3 bonus Attacks in a turn in which he charged, rather than just 1.

Furious Charge

Gets Hot: Each roll of 1 To Hit causes a Wound to the firing model (armor and invulnerable saves may be taken but the Wound cannot be allocated to any other model.) Vehicles instead have a 50% chance to take a glancing hit. Blast weapons instead roll a D6 before firing; upon rolling a 1 they take the hit described above instead of firing. (BRB 2014 p164)

Grim Resolve: A model with this rule has Stubborn and therefore ignores negative Leadership modifiers. In addition they may never choose to fail a morale check. Allows overwatch to be resolved at BS2. (Codex: Dark Angels 2015 p148)

Hammer of Wrath: On the turn this unit charges into combat they get an Initiative 10 automatic hit at their unmodified Strength for each model with this rule. (BRB 2014 p165)

Hatred (Chaos Space Marines): Reroll all misses in the first round of each close combat.

Hit & Run: May take an Initiative test at the end of the assault phase, if successful choose a direction and roll 3D6, move that far ignoring all models in base contact. If this would take you within 1" of another unit, stop 1" away. Ignore Difficult Terrain, but make Dangerous Terrain tests normally. Enemy units left makes an immediate D6" consolidation. (BRB 2014 p165)

Honour or Death: Must issue or accept challenges.

Immobile: After arriving, Drop Pods can never move. (Codex: Dark Angels 2015 p122)

Independent Character: Independent Characters can join and leave other units that do not contain vehicles or Monstrous Creatures. Independent Characters may join with other Independent Characters to form a powerful multi-character unit.
An Independent Character counts as having joined a unit if he ends his move within 2" of them, if he is within 2" of more than one unit you must declare which unit he is joining.
An Independent Character may leave his unit and join another one in the same movement phase, but he may not join a unit in any other phase.
An Independent Character cannot join or leave a unit that is locked in combat or falling back, he also may not leave a unit that has gone to ground.

Look out Sir is taken on a 2+.

If a unit with an Independent Character in it has fallen to below 25% strength they test as if they had 25% remaining.

When an Independent Character joins a unit he looses all special rules that the unit does not have unless the rule says it applies to the unit (e.g. Stubborn) and vice versa.

If the unit is suffering from ongoing effects (eg blind, soul blaze) and the Independent Character leaves the unit, he is still suffering from those effects as well, but they to not transfer to a new unit he joins. (BRB 2014 p166)

Independent Operative: A model with this special rule can never be joined by another character. If a model with this special rule is your army’s Warlord, it never has a Warlord Trait.

Inertial Guidance System: Reduce the amount of scatter by the minimum required to prevent landing on terrain or another model. If the Drop Pod scatters off the table, roll on the Deep Strike Mishap table. (Codex: Dark Angels 2015 p122)

Infiltrate

Jink: When a unit with any models with the Jink special rule is selected as a target for a shooting attack, you may declare that it will Jink. The decision must be made before any To Hit rolls have been made. If the unit Jinks, all models in the unit with this special rule gain a 4 + cover save until the start of their next Movement phase, but they can only fire Snap Shots until the end of their next turn. (BRB 2014)

Life Drain: Armour saves cannot be taken against Wounds inflicted by a Culexus Assassin’s close combat attacks. Any close combat attack inflicted by a Culexus Assassin that rolls a 6 To Wound has the Instant Death special rule. Any close combat attack inflicted by a Culexus Assassin that is allocated to a Psyker has the Instant Death special rule.

Lightning Reflexes: A model with this special rule has a 4+ invulnerable save. In addition, they do not suffer the penalty to their Initiative for charging enemies through difficult terrain.

Master-crafted: May re-roll one hit per subphase (BRB 2014)

Mastery Level 3: Generate 3 Warp Charges per turn, choose 3 powers from: Interromancy (Dark Angels p 156), Divination, Pyromancy, Telepathy, Telekinesis or and/or Demonology (BRB)

Melta: Within half range, add D6 to armor penetration against vehicles. (BRB 2014 p168)

Move Through Cover

Neural Shock: Hits caused by this weapon always wound on a 4+. This special rule has no effects on vehicles or buildings.

No Escape: Enemy characters suffer a -2 penalty to their Look Out, Sir tests against any Wounds inflicted by a model with this special rule.

Operation Assassinate: If the mission you are playing uses Victory Points, you receive one bonus Victory Point at the end of the game if the enemy’s Warlord was removed as a casualty as a result of a Wound inflicted by a model with this special rule.

Outflank: When this unit arrives from reserves roll a die. On a 1 or 2 it comes in on your left, on a 3 or 4 it comes in on your right and on a 5 or 6 you choose right or left. (BRB 2014 p168)

Phasing Hits: Each successful To Wound roll of a 6 made by a Phase sword results in a Phasing Wound. Invulnerable saves cannot be taken against Phasing Wounds.

Polymorphine: When a Callidus Assassin is deployed using her Infiltrate special rule, she can be set up anywhere on the table that is more than 1" from any enemy unit, whether deployed enemy units can draw a line of sight to her or not. If a Callidus Assassin starts the game in Reserves, she can choose to move on from the enemy board edge when she arrives. In either case, during the first game turn, or during the game turn in which the Callidus Assassin arrives from Reserves, enemy units can only fire Snap Shots when targeting her.

Precision Strikes

Preferred Enemy (Psykers)

Preferred Enemy (Warlord)

Psi-shock: If a unit containing at least one Psyker (i.e. a model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule) is hit by a weapon with the Psi-shock special rule, one randomly determined Psyker model in that unit suffers Perils of the Warp in addition to any other damage.

Psychic Abomination: Psykers, friend or foe, within 12" of a Culexus Assassin have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning player’s Warp Charge Pool in the Psychic phase) and only harness Warp Charge points on a 6. A Culexus Assassin can never be targeted or affected by psychic powers – other units in the Culexus Assassin's vicinity that are hit by beam or nova powers, or by Witchfire powers that use templates, are hit/affected normally. Any blessing or malediction psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12" of a Culexus Assassin or vice versa.

Rapid Fire: Has one extra attack while in/below half range. (BRB 2014 p42)

Ravenwing: Reroll failed cover saves when jinking. (Codex: Dark Angels 2015 p148)

Reign of Confusion: If your army includes a Callidus Assassin, you can re-roll the dice when attempting to Seize the Initiative. In addition, your opponent suffers -3 to the first Reserve Roll he makes during the game.

Relentless: Counts as stationary for firing Heavy, Salvo, or Ordenance weapons. May charge after firing any type of weapon. (BRB 2014 p170)

Rending: Rolls of 6 to wound always wound at AP2, regardless of target's toughness. Rolls of 6 to penetrate vehicle armor add D3 to the penetration. (BRB 2014 p170)

Repair: If a Rhino is Immobilized, you may during the shooting phase roll a D6 instead of shooting; on a 6 the Rhino is no longer immobilized. (Codex: Dark Angels 6th p38)

Scout: After all deployment but before first turn a unit with this rule may redeploy. If it is Infantry, Artillery, Walker or a Monstrous Creature it may redeploy anywhere within 6", all other unit types may redeploy anywhere within 12", and all must remain 12" away from enemy units.
Any unit that redeploys with this rule may not charge on the first turn.
If held in reserve, the unit gains Outflank. (BRB 2014 p171)

Skilled Rider: Automatically passes Dangerous Terrain and receives +1 to Jink saves (BRB 2014 p171)

Stealth


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