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- +++ Dark angels 500 pts (500pts) +++
- ++ Dark Angels: Codex (2015) (Combined Arms Detachment) (500pts) ++
- + HQ (95pts) +
- Librarian (95pts) [Psychic Hood]
- ····Rules: Deathwing, Fearless, Grim Resolve, Hatred (Chaos Space Marines), Independent Character
- ····Psyker [Level 1]
- ········Rules: Mastery Level 1
- ····Terminator Armour (30pts) [Force Axe, Storm Bolter (5pts)]
- ········Rules: Bulky, Deep Strike, Force, No sweeping advances, Relentless, Unwieldy, Vengeful Strike
- ····Profiles:
- ········Librarian: Unit Type:Infantry (Character)|WS:5|BS:4|S:4|T:4|W:2|I:4|A:2|Ld:10|Save:2+ / 5++|Codex: Dark Angels 2015 p104
- ········Psychic Hood: Description: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
- ········Terminator Armour: Description:2+/5++, have the Bulky, Deep Strike, Relentless, Deathwing Assault and Vengeful Strike special rules. May not make sweeping advances.|Codex: Dark Angels 2015 p154
- ········Force Axe: Range:-|Strength:User + 1|AP:2|Type:Melee, Force, Unwieldy|BRB 2014 p178
- ········Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|BRB 2014 p176
- + Troops (207pts) +
- Scout Squad (97pts) [Bolt pistol, Frag and Krak Grenades, Missile Launcher (15pts), 6x Scouts (66pts), 5x Sniper Rifle (5pts)]
- ····Rules: And They Shall Know No Fear, Combat Squads, Grim Resolve, Infiltrate, Move Through Cover, Scout
- ····Scout Sergeant (11pts) [Boltgun, Chainsword]
- ········Rules: Rapid Fire
- ····Profiles:
- ········Scout: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:4+|Codex: Dark Angels 2015 p111
- ········Scout Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:4+|Codex: Dark Angels 2015 p111
- ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|BRB 2014 p176
- ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|BRB 2014 p176
- ········Chainsword: Range:-|Strength:User|AP:-|Type:Melee|BRB 2014 p178
- ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through cover|BRB 2014 p180
- ········Krak Grenades: Range:8" (thrown)/-(Melee)|Strength:6|AP:4|Type:Assault 1(Thrown)/Only on Vehicles and MCs (Melee)|BRB 2014 p181
- ········Missile Launcher (Frag): Range:48"|Strength:4|AP:6|Type:Heavy 1, Blast|BRB 2014 p177
- ········Missile Launcher (Krak): Range:48"|Strength:8|AP:3|Type:Heavy 1|BRB 2014 p177
- ········Sniper Rifle: Range:36"|Strength:X|AP:6|Type:Heavy 1, Sniper
- Tactical Squad (110pts) [Bolt pistol, Boltgun, Flamer (5pts), Frag and Krak Grenades, Power Armor, 4x Tactical Marine (56pts)]
- ····Rules: And They Shall Know No Fear, Combat Squads, Grim Resolve
- ····Rhino (35pts) [Smoke Launchers and Searchlight, Storm Bolter]
- ········Rules: Repair
- ····Sergeant (14pts) [Boltgun, Chainsword]
- ········Rules: Rapid Fire
- ····Profiles:
- ········Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Dark Angels 2015
- ········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Dark Angels 2015 p110
- ········Rhino: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Tank, Transport (10 Models)|Codex: Dark Angels 2015 p120
- ········Searchlight: Description:During night fighting: after firing all weapons, may illuminate the unit it shot at and itself until the end of the following turn.|BRB 2014 p98
- ········Smoke Launchers: Description:Once per game, instead of shooting or moving flat out, may gain a 5+ cover save until the end of enemy's shooting phase.|BRB 2014 p98
- ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|BRB 2014 p176
- ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|BRB 2014 p176
- ········Chainsword: Range:-|Strength:User|AP:-|Type:Melee|BRB 2014 p178
- ········Flamer: Range:Template|Strength:4|AP:5|Type:Assault 1|BRB 2014 p176
- ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through cover|BRB 2014 p180
- ········Krak Grenades: Range:8" (thrown)/-(Melee)|Strength:6|AP:4|Type:Assault 1(Thrown)/Only on Vehicles and MCs (Melee)|BRB 2014 p181
- ········Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|BRB 2014 p176
- + Fast Attack (40pts) +
- Rhino (40pts) [Smoke Launchers and Searchlight, Storm Bolter, Storm Bolter (5pts)]
- ····Rules: Repair
- ····Profiles:
- ········Rhino: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Tank, Transport (10 Models)|Codex: Dark Angels 2015 p120
- ········Searchlight: Description:During night fighting: after firing all weapons, may illuminate the unit it shot at and itself until the end of the following turn.|BRB 2014 p98
- ········Smoke Launchers: Description:Once per game, instead of shooting or moving flat out, may gain a 5+ cover save until the end of enemy's shooting phase.|BRB 2014 p98
- ········Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|BRB 2014 p176
- + Heavy Support (158pts) +
- Devastator Squad (158pts) [Bolt pistol, Boltgun, Frag and Krak Grenades, 2x Heavy Bolter (20pts), 2x Lascannon (40pts), Power Armor, 6x Space Marine (84pts)]
- ····Rules: And They Shall Know No Fear, Combat Squads, Grim Resolve
- ····Sergeant (14pts) [Boltgun, Chainsword, Signum]
- ········Rules: Rapid Fire
- ····Profiles:
- ········Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Dark Angels 2015
- ········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
- ········Signum: Description:Forego shooting to grant one other model in his unit BS 5, declare before any rolls are made.|Codex: Dark Angels 6th p64
- ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|BRB 2014 p176
- ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|BRB 2014 p176
- ········Chainsword: Range:-|Strength:User|AP:-|Type:Melee|BRB 2014 p178
- ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through cover|BRB 2014 p180
- ········Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|BRB 2014 p176
- ········Krak Grenades: Range:8" (thrown)/-(Melee)|Strength:6|AP:4|Type:Assault 1(Thrown)/Only on Vehicles and MCs (Melee)|BRB 2014 p181
- ········Lascannon: Range:48"|Strength:9|AP:2|Type:Heavy 1|BRB 2014 p177
- ++ 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)
- Bulky: Counts as two models for transport capacity. (BRB 2014 p159)
- 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)
- Deathwing: A model with this special rule has the Fearless and Hatred (Chaos Space Marines) special rules. (Codex: Dark Angels 2015 p148)
- Deep Strike: (Read the BRB, it's too complicated to explain in a small space.) (BRB 2014 p162)
- 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)
- 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)
- 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)
- Hatred (Chaos Space Marines): Reroll all misses in the first round of each close combat.
- 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)
- Infiltrate: Deployed after all other units anywhere > 12" away from enemy and outside their line of sight, or > 18" away within LoS. Cannot charge in first turn after deploying this way. Also has Outflank. (BRB 2014 p167)
- Mastery Level 1: Generate 1 Warp Charge per turn, choose 1 power from: Interromancy (Dark Angels p 156), Divination, Pyromancy, Telepathy, Telekinesis or and/or Demonology
- Move Through Cover: Roll an extra dice for determining distance traveled through cover (still take highest) and automatically pass danegerous terrain tests (BRB 2014 p168)
- No sweeping advances: This model or unit can never make sweeping advances.
- Rapid Fire: Has one extra attack while in/below half range. (BRB 2014 p42)
- Relentless: Counts as stationary for firing Heavy, Salvo, or Ordenance weapons. May charge after firing any type of weapon. (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)
- 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)
- Vengeful Strike: Weapons are Twin-Linked on the turn this Deathwing model deep strikes. (Codex: Dark Angels 2015 p154)
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