New Roster (1750pts)

Codex Adeptus Astartes: Dark Angels (Ravenwing Strike Force) (815pts)

Codex Adeptus Astartes: Dark Angels (Formation Detachment) (310pts)

Codex Adeptus Astartes: Dark Angels (Deathwing Strike Force) (625pts)

Roster Rules

First Knight of Caliban (Deathwing Strike Force): May reroll your roll on the Warlord Traits table.

Summoned to War (Deathwing Strike Force): All units must be placed in Deep Strike Reserve. If your army contains either an Ravenwing Strike Force or Ravenwing Attack Squadron, you may choose to automatically fail or pass your reserve rolls for this units.

Take the Fight to the Enemy (Deathwing Strike Force): Units from this Formation can either shoot and then Run, or Run and then shoot, in the Shooting phase of the turn they arrive by Deep Strike.

Selection Rules

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)

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.

Deathwing: Fearless, Hatred(CSM)

Deep Strike: (Read the BRB, it's too complicated to explain in a small space.) (BRB 2014 p162)

Eternal Warrior: Immune to Instant Death (BRB p35)

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

Force: Psyker also has Force power: Warp Charge 1 Blessing, Psyker's unit's weapons with this rule gain Instant Death for a turn. (BRB 2014 p164)

Fortress of Shields: Any model equipped with a Storm Shield that is in base contact with at least two models with this rule gain +1 Toughness. (Codex: Dark Angels 6th p45)

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 6th p28)

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: Reroll all misses in the first round of each close combat. (BRB 2014 p165)

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)

Mastery Level 2: Generate 2 Warp Charges per turn, choose 2 powers from: Divination, Pyromancy, Telepathy,Telekinesis or and/or Demonology

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

No sweeping advances: Models with Terminator Armour may not perform Sweeping Advances.

Precision Strikes: Melee hit rolls of 6 become Precision Strikes and may be allocated to an engaged model of your choice. (Look Out, Sir is still allowed.) (BRB 2014 p169)

Rad Charge: On a to-wound roll of 6, two wounds are caused independent from the targets toughness.

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

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)

Reality Rift: If any doubles are rolled with this weapon, consider the rest of the attack to have the Warpfield SR

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)

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)

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

Split Fire: A single model may fire at a different target than the rest of the unit. (BRB 2014 p172)

Stasis Anomaly: Every model of a unit hit by one or more weapons with this special rule suffers a -1 penalty to their Weapon Skill and Initiative, to a minimum of 1, until the end of the turn.

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

Swift Vengeance: Sammael may fire up to two weapons.

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)

Vast Stasis Anomaly: Any unit hit by one or more weapons with this special rule reduces its Weapon Skill and Initiative by 3 (to a minimum of 1) until the end of the turn. Furthermore, if a model suffers one or more unsaved Wounds from this weapon, it must pass a separate initiative test for each Wound suffered or be removed from play as a casualty.

Vengeful Strike: Weapons are Twin-Linked on the turn the model deep strikes.

Warlord Trait: Rapid Manoeuvre: Your Warlord, and any unit he joins, can either roll 2 dice when they run, using the highest roll, or can add D6" to any Turbo-boost they make (or Flat Out move, in the case of Master Sammael on his Land Speeder). (Codex: Dark Angels 6th p58)

Warpfield


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