Company Support, Supreme Fire Discipline
9x Assault Space Marine (126pts), Bolt Pistol, Chainsword, Frag and Krak Grenades, Jump Pack (30pts), 2x Plasma Pistol (30pts), Power Armor
And They Shall Know No Fear, Assault Squad, Combat Squads, Gets Hot, Grim Resolve
Bolt Pistol, Power Fist (25pts), Veteran Sergeant (10pts)
Specialist Weapon, Unwieldy
Deathwing, Grim Resolve, Independent Character
(None), Bolt Pistol, Frag and Krak Grenades, Jump Infantry (15pts), Mace of Redemption (30pts)
Bane of the Traitor, Concussive
Armorium Cherub (5pts), Bolt Pistol, Frag and Krak Grenades, 4x Grav Cannon with Gravamp (140pts), Power Armor, 4x Space Marine (56pts)
And They Shall Know No Fear, Combat Squads, Concussive, Graviton, Grim Resolve
Boltgun, Chainsword, Signum
Rapid Fire
Bolt Pistol, Boltgun, Frag and Krak Grenades, Plasmagun (15pts), Power Armor, 4x Tactical Marine (56pts)
And They Shall Know No Fear, Combat Squads, Gets Hot, Grim Resolve
Boltgun, Chainsword
Rapid Fire
Bolt Pistol, Boltgun, Frag and Krak Grenades, Plasmagun (15pts), Power Armor, 4x Tactical Marine (56pts)
And They Shall Know No Fear, Combat Squads, Gets Hot, Grim Resolve
Boltgun, Chainsword
Rapid Fire
Bolt Pistol, Boltgun, Frag and Krak Grenades, Plasmagun (15pts), Power Armor, 4x Tactical Marine (56pts)
And They Shall Know No Fear, Combat Squads, Gets Hot, Grim Resolve
Boltgun, Chainsword
Rapid Fire
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Assault Space Marine | Jump Infantry | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Codex: Dark Angels 6th p35 |
Assault Space Marine Sergeant | Jump Infantry (Character) | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Codex: Dark Angels 6th p35 |
Company Master | Jump Infantry (Character) | 6 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 2+ / 4++ | Codex: Dark Angels 6th p29 |
Space Marine | Infantry | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Codex: Dark Angels 6th p35 |
Space Marine Sergeant | Infantry (Character) | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ |
Name | Description | |
---|---|---|
Armorium Cherub | One use only. One model may reroll all missed to-hit rolls. | |
Artificer Armour | Confers a 2+ Armour Save | Codex: Dark Angels 6th p98 |
Iron Halo | Convers 4++ | Codex: Dark Angels 6th p63 |
Jump Pack | Follows the rules for Jump Infantry in the BRB 2014 page 65 | Codex: Dark Angels 6th p63 |
Power Armor | Confers a 3+ armour save | Dark Angels Codex 6th p65 |
Signum | Forego shooting to grant one other model in his unit BS 5, declare before any rolls are made. | Codex: Dark Angels 6th p64 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Bolt Pistol | 12" | 4 | 5 | Pistol | BRB 2014 p176 |
Boltgun | 24" | 4 | 5 | Rapid Fire | BRB 2014 p176 |
Chainsword | - | User | - | Melee | BRB 2014 p178 |
Frag Grenades | 8" | 3 | - | Assault 1, Blast, Don't suffer Initiative penalty for charging through cover | BRB 2014 p180 |
Grav Cannon with Gravamp | 24" | * | 2 | Salvo 3/5, Concussive, Graviton | |
Krak Grenades | 8" (thrown)/-(Melee) | 6 | 4 | Assault 1(Thrown)/Only on Vehicles and MCs (Melee) | BRB 2014 p181 |
Mace of Redemption | - | +3 | 3 | Melee, Bane of The Traitor, Blind, Concussive | Codex: Dark Angels 6th p67 |
Plasma Pistol | 12 | 7 | 2 | Pistol, Gets Hot | BRB 2014 p177 |
Plasmagun | 24" | 7 | 2 | Rapid Fire, Gets Hot | BRB 2014 p177 |
Power Fist | - | x2 | 2 | Melee, Specialist Weapon, Unwieldy | BRB 2014 p179 |
Artificer Armour, Book of Salvation, Frag and Krak Grenades, Master Crafted Bolt Pistol, Master Crafted Force Sword, Psychic Hood
Deathwing, Grim Resolve, Independent Character, Mastery Level 3
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Ezekiel | Unique, Infantry (Character) | 5 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 2+ | Codex: Dark Angels 6th p54 |
Name | Description | Ref |
---|---|---|
Artificer Armour | Confers a 2+ Armour Save | Codex: Dark Angels 6th p98 |
Book of Salvation | Friendly Dark Angels within 6" add 1 to their A | Codex: Dark Angels 6th p54 |
Psychic Hood | Each Time a unit (or model) is targeted by an enemy psychic power and is within 12" of a friendly model with a Psychic Hood, the wearer may attempt to Deny the Witch as if he were in the unit. Does not extend beyond an embarked vehicle or building. | BRB 2014 p26 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Force Sword | - | User | 3 | Melee, Force | BRB 2014 p178 |
Frag Grenades | 8" | 3 | - | Assault 1, Blast, Don't suffer Initiative penalty for charging through cover | BRB 2014 p180 |
Krak Grenades | 8" (thrown)/-(Melee) | 6 | 4 | Assault 1(Thrown)/Only on Vehicles and MCs (Melee) | BRB 2014 p181 |
Master Crafted Bolt Pistol | 12" | 4 | 5 | Pistol, Master Crafted | Codex: Dark Angels 6th p54 |
Attack Squadron, Restrictions, Scouts
Bolt Pistol, Frag and Krak Grenades, 2x Grav Gun (30pts), Power Armor, 5x Ravenwing Biker (125pts), Teleport Homer, Twin-linked Boltgun
And They Shall Know No Fear, Grim Resolve, Hit & Run, Ravenwing, Ravenwing Combat Squads, Scouts
Frag and Krak Grenades, Multi-Melta (10pts), Power Armor, Teleport Homer, Twin Linked Boltgun
Melta, Ravenwing
Bolt Pistol
Multi-Melta (10pts), Multi-Melta (15pts)
Deep Strike, Melta
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Ravenwing Attack Bike | Bike | 4 | 4 | 4 | 5 | 2 | 4 | 2 | 8 | 3+ | Codex: Dark Angels 6th p47 |
Ravenwing Biker | Bike | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | Codex: Dark Angels 6th p47 |
Ravenwing Sergeant | Bike (Character) | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | Codex: Dark Angels 6th p47 |
Name | BS | Front | Side | Rear | HP | Type |
---|---|---|---|---|---|---|
Land Speeder | 4 | 10 | 10 | 10 | 2 | Fast, Skimmer |
Name | Description | Ref |
---|---|---|
Power Armor | Confers a 3+ armour save | Dark Angels Codex 6th p65 |
Teleport Homer | Friendly Terminators do not scatter when placed within 6", model must have started the turn on the board | Codex: Dark Angels 6th p64 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Bolt Pistol | 12" | 4 | 5 | Pistol | BRB 2014 p176 |
Boltgun | 24" | 4 | 5 | Rapid Fire | BRB 2014 p176 |
Frag Grenades | 8" | 3 | - | Assault 1, Blast, Don't suffer Initiative penalty for charging through cover | BRB 2014 p180 |
Krak Grenades | 8" (thrown)/-(Melee) | 6 | 4 | Assault 1(Thrown)/Only on Vehicles and MCs (Melee) | BRB 2014 p181 |
Multi-Melta | 24" | 8 | 1 | Heavy 1, Melta | BRB 2014 p177 |
Grim Resolve, Interceptor, Ravenshield, Strafing Run, Support squadron
Heavy Bolter, Plasma Storm Battery
Deep Strike, Ravenwing
Anti-grav Upwash
Assault Cannon (20pts), Heavy Bolter
Deep Strike
Assault Cannon (20pts), Heavy Bolter
Deep Strike
Assault Cannon (20pts), Heavy Bolter
Deep Strike
Name | BS | Front | Side | Rear | HP | Type |
---|---|---|---|---|---|---|
Land Speeder | 4 | 10 | 10 | 10 | 2 | Fast, Skimmer |
Landspeeder Vengance | 4 | 10 | 10 | 10 | 3 | Fast, Skimmer |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Assault Cannon | 24" | 6 | 4 | Heavy 4, Rending | BRB 2014 p176 |
Heavy Bolter | 36" | 5 | 4 | Heavy 3 | BRB 2014 p176 |
Plasma Storm Battery (Burst) | 36" | 7 | 2 | Heavy 3, Gets Hot | |
Plasma Storm Battery (Charged) | 36" | 7 | 2 | Heavy 1, Gets Hot, Large Blast |
Gun Emplacement with Quad-gun (50pts)
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Gun Emplacement | Gun Emplacement | - | - | - | 7 | 2 | - | - | - | 3+ | Stronghold Assault |
Name | Description | Ref |
---|---|---|
Aegis Defence Line | A model in cover behind a defence line has a 4+ cover save. If a unit Goes to Ground, then models from the unit gain +2 to the cover save from the defence line rather than +1. Models that are in base contact with a defence line are treated as being in base contact with any enemy models who are directly opposite them and in base contact with the other side of that defence line. Units charging an enemy that is behind a defence line count as charging through difficult terrain. | Warhammer 40k rulebook |
Gun Emplacement | A model in cover behind a gun emplacement has a 4+ cover save. One non-vehicle model in base contact with a gun emplacement can fire it instead of firing its own weapons. A model that fires a gun emplacement has the Relentless special rule for that shooting attack. A gun emplacement can be shot at and attacked in close combat. It is hit automatically in close combat. | Warhammer 40k rulebook |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Quad-gun | 48 | 7 | 4 | Heavy 4, Interceptor, Skyfire, Twin-linked | Stronghold Assault |
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)
Anti-grav Upwash: With at least 3 Ravewning Land Speeders, a Speeder can move an additional 6" when moving Flat Out.
Assault Squad: Assault Squads may exchange their Jump Packs for a free Rhino or Drop Pod and therefore are not considered Jump Infantry anymore.
Attack Squadron: If Ravenwing Land Speeder or Vengeance from this formation scores one of more hit in the shooting phase againts an enemy unit. All model from this formation's Ravenwing Bike Squad, Ravenwing Attack Bike Squad add 1 to their BS when shooting at the same target for the rest of the phase.
Bane of the Traitor: When this weapon is used to attack a model of the Chaos Space Marine Faction, it's AP is improved to 1.
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.
(Codex: Dark Angels 6th p28)
Company Support: If The Lion's Blade includes 2 Demi Battle companys, whereas one includes a Company Master and the other a Chaplain, all Rhinos, Razorbacks and Drop Pods for units in a Demi Battle Company are free. Cost for upgrades still has to be paid.
Concussive: A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced to Initiative 1 until the end of the following Assault phase. (BRB 2014 p163)
Deathwing: Fearless, Hatred(CSM)
Deep Strike: (Read the BRB, it's too complicated to explain in a small space.) (BRB 2014 p162)
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)
Graviton: The roll needed To Wound when firing a grav-weapon is always equal to the armour save of the target, to a minimum of 6+. When resolving a hit against a vehicle, roll a D6 for each hit instead of rolling for armour penetration as normal. On a 1-5 nothing happens, but on a 6 the target suffers an lmmobilised result and loses a single Hull Point. Grav-weapons have no effect on buildings. (Codex: Space Marines 2013 p121)
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 6th p28)
Hit & Run: 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)
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)
Interceptor
Mastery Level 3: Generate 3 Warp Charges per turn, choose 3 powers from: Divination, Pyromancy, Telepathy,Telekinesis or and/or Demonology (BRB)
Melta: Within half range, add D6 to armor penetration against vehicles. (BRB 2014 p168)
Rapid Fire: Has one extra attack while in/below half range. (BRB 2014 p42)
Ravenshield: Units within 24" of the charged unit may also fire overwatch. To fire a template weapon, they must be within 6" of the charged friendly unit.
Ravenwing: Reroll failed cover saves when jinking.
Ravenwing Combat Squads: The Attack Bike and Land speeder are purchased as part of the Squadron but will always operate as an individual. Iif there are 6 bikers left after the Attack Bike and Land Speeder have split, then they operate as two squadrons of 3 bikers each. (Codex: Dark Angels 6th p47)
Restrictions: Land Speeder Unit may only consist of a single model.
Scouts:
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)
Specialist Weapon: A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon USR. (BRB 2014 p172)
Strafing Run: When shooting assault, heavy, rapid fire or salvo, gains pinning. Also if the target is Artillery, Beast, Bike, Cavalry, Infantry, Monstrous Creatures and non-flyer/non-skimmer vehicles gains +1 BS
Support squadron: All vehicles in this detachment form a single unit. If it is completely destroyed, it counts as 2 units for that purpose.
Supreme Fire Discipline: Unless jinking, all units in this formation with the Grim Resolve Special Rule fire Overwatch at full BS.
Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker. (BRB 2014 p174)
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