New Roster (Warhammer 40,000 9th Edition) [120 PL, 6CP, 1,989pts]
Arks of Omen Detachment (Imperium - Adeptus Astartes - Dark Angels) [120 PL,
6CP, 1,989pts]
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
Configuration [6CP]
**Chapter Selector**
Selections: Dark Angels
Categories: PC: DA, CONFIGURATION
Arks of Omen Compulsory Type
Selections: Heavy Support
Categories: CONFIGURATION
Battle Size [6CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]
Categories: CONFIGURATION
Detachment Command Cost
Categories: CONFIGURATION
Game Type
Selections: 5. Chapter Approved: Arks of Omen
Categories: CONFIGURATION
HQ [23 PL, 1CP, 365pts]
Azrael [9 PL, 2CP, 140pts]
Selections: 1. Brilliant Strategist, Bolt pistol, Frag & Krak grenades, Sword of Secrets, Warlord
Categories: FACTION: ADEPTUS ASTARTES, AZRAEL, FACTION: DARK ANGELS, FACTION: IMPERIUM, INFANTRY,
CHARACTER, FACTION: DEATHWING, HQ, INNER CIRCLE, CHAPTER MASTER, WARLORD
Rules: Angels of Death, Inner Circle
Abilities: 1. Brilliant Strategist, Chapter Master, Iron Halo, Lion Helm (Aura), Rites of Battle (Aura),
Supreme Tactician, Watcher in the Dark, Unit: Azrael, Weapon: Bolt pistol, Frag grenades, Krak
grenades, Sword of Secrets
Lion's Wrath
Selections: Lion's Wrath - Master-crafted boltgun, Lion's Wrath - Master-crafted Plasma gun
Weapon: Lion's Wrath - Master-crafted boltgun, Lion's Wrath - Master-crafted Plasma gun
Abilities Description Ref
In your Command phase, you can select one friendly DARK ANGELS unit within
6" of this WARLORD. Until the start of your next Command phase:
1. • Each time a model in that unit makes an attack, if the Tactical Doctrine is active
Brilliant for your army, then the Devastator Doctrine is considered to be active for that
Strategist attack instead.
• Each time a model in that unit makes an attack, if the Assault Doctrine is active
for your army, then the Tactical Doctrine is considered to be active for that attack
instead.
In your Command phase, select one friendly DARK ANGELS CORE or DARK
Chapter ANGELS CHARACTER unit within 6" of this model. Until the start of your next
Master Command phase, each time a model in that unit makes an attack, you can re-roll
the hit roll.
Iron Halo This model has a 4+ invulnerable save.
Lion While a friendly DARK ANGELS INFANTRY or DARK ANGELS BIKER unit is
Helm within 6" of this model, models in that unit have a 4+ invulnerable save against
(Aura) ranged attacks
Rites of
While a friendly DARK ANGELS CORE unit is within 6" of this model, each time
Battle
a model in that unit makes an attack, re-roll a hit roll of 1.
(Aura)
Supreme If your army is Battle-forged and this model is your WARLORD, you receive an
Tactician additional 2 Command points.
Watcher Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER.
in the If the model attempting to manifest the psychic power is a CHAOS PSYKER, you
Dark can re-roll that Deny the Witch test.
Unit M WS BS S T W A Ld Save Ref
Azrael 6" 2+ 2+ 4 4 6 5 9 2+
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Before selecting targets, select one or both of
Lion's Wrath
the profiles below to make attacks with. If you
- Master- Rapid
24" 4 -1 2 select both, then each time an attack is made
crafted fire 1
with this weapon this phase, subtract 1 from
boltgun
the hit roll.
Before selecting targets, select one or both of
Lion's Wrath
the profiles below to make attacks with. If you
- Master- Rapid
24" 8 -4 2 select both, then each time an attack is made
crafted fire 1
with this weapon this phase, subtract 1 from
Plasma gun
the hit roll.
Each time an attack is made with this
Sword of weapon, an unmodified wound roll of 6
Melee Melee +2 -4 2
Secrets inflicts 1 mortal wound on the target in
addition to the normal damage.
Primaris Lieutenant [5 PL, 65pts]
Selections: Frag & Krak grenades
Categories: CHARACTER, FACTION: IMPERIUM, FACTION: ADEPTUS ASTARTES, PRIMARIS, INFANTRY, LIEUTENANT,
FACTION: DARK ANGELS, HQ
Rules: Angels of Death
Abilities: Company Heroes, Tactical Precision, Unit: Primaris Lieutenant, Weapon: Frag grenades,
Krak grenades
Neo-volkite pistol, Master-crafted power sword and Storm Shield [1 PL]
Selections: Master-crafted power sword, Neo-volkite pistol, Storm shield
Abilities: Storm shield, Weapon: Master-crafted power sword, Neo-volkite pistol
Abilities Description Ref
If your army is Battle-forged, then for each LIEUTENANT unit included in a
Company
Detachment, a second LIEUTENANT unit can be included in that Detachment
Heroes
without taking up an additional Battlefield Role slot.
Storm The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving
shield throws made for the bearer.
Tactical While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a
Precision 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
Primaris Lieutenant 6" 2+ 2+ 4 4 5 4 8 3+
Weapon Range Type S AP D Abilities Ref
Grenade
Frag grenades 6" 3 0 1 Blast.
D6
Grenade
Krak grenades 6" 6 -1 D3 -
1
Master-crafted
Melee Melee +1 -3 2 -
power sword
Each unmodified wound roll of 6 inflicts 1
Neo-volkite
15" Pistol 2 5 0 2 mortal wound on the target in addition to
pistol
any other damage
Ravenwing Talonmaster [9 PL, -1CP, 160pts]
Selections: Arbiter's Gaze, Power sword, Stratagem: Relic of the Chapter [-1CP], Twin assault
cannon, Twin heavy bolter
Categories: FACTION: ADEPTUS ASTARTES, FACTION: DARK ANGELS, FACTION: IMPERIUM, CHARACTER, LAND
SPEEDER, FLY, VEHICLE, INNER CIRCLE, LIEUTENANT, TALONMASTER, HQ
Rules: Angels of Death, Jink
Abilities: Arbiter's Gaze, Company Heroes, Explodes, No Escape (Aura), Tactical Precision (Aura),
Unit: Ravenwing Talonmaster, Weapon: Power sword, Twin assault cannon, Twin heavy bolter
Abilities Description Ref
• Each time the bearer makes an attack, a hit roll of 2+ is always successful
(including when firing Overwatch), irrespective of any modifiers or abilities the
Arbiter's
target may have.
Gaze
• Each time the bearer makes an attack, the target does not receive the benefits
of cover against that attack.
If your army is Battle-forged, then for each LIEUTENANT unit included in a
Company
Detachment, a second LIEUTENANT unit can be included in that Detachment
Heroes
without taking up an additional Battlefield Role slot.
When this model is destroyed, roll one D6 before removing it from play. On a 6 it
Explodes
explodes, and each unit within 3" suffers 1 mortal wound.
In your Command phase, you can select one enemy unit visible to this model.
No Until the start of your next Command phase, while a friendly DARK ANGELS
Escape RAVENWING CORE unit is within 6” of this model, each time a model in that
(Aura) RAVENWING unit makes an attack, that enemy unit does not receive the
benefits of cover to its saving throw against that attack.
Tactical
While a friendly DARK ANGELS CORE unit is within 6” of this model, each time a
Precision
model in that unit makes an attack, re-roll a wound roll of 1.
(Aura)
Unit M WS BS S T W A Ld Save Ref
Ravenwing Talonmaster 18" 2+ 2+ 4 6 8 3 8 3+
Weapon Range Type S AP D Abilities Ref
Power sword Melee Melee +1 -3 1 -
Twin assault cannon 24" Heavy 12 6 -1 1 -
Twin heavy bolter 36" Heavy 6 5 -1 2 -
Elites [55 PL, -1CP, 959pts]
Bladeguard Ancient [5 PL, -1CP, 75pts]
Selections: Frag & Krak grenades, Heavy Bolt Pistol, Pennant of Remembrance, Stratagem: Relic
[-1CP]
Categories: FACTION: IMPERIUM, FACTION: ADEPTUS ASTARTES, INFANTRY, CHARACTER, PRIMARIS,
BLADEGUARD, BLADEGUARD ANCIENT, ANCIENT, ELITE CHARACTER, FACTION: DARK ANGELS, ELITES, INNER
CIRCLE, DEATHWING
Rules: Angels of Death, Inner Circle
Abilities: Astartes Banner [Aura], Deeds of Heroism [Aura], Pennant of Remembrance, Stratagem:
Relic, Unit: Bladeguard Ancient, Weapon: Frag grenades, Heavy Bolt Pistol, Krak grenades
Abilities Description Ref
While a friendly <CHAPTER> CORE unit is within 6" of this model,
add 1 to the leadership characteristic of models in that unit. In
addition, each time a model in such unit is destroyed by an attack
made by an enemy model, roll one D6. On a 4+, do not remove the
Astartes
destroyed model from play - it can, after the attacking model's unit
Banner [Aura]
has finished making its attacks, either shoot with one of its ranged
weapons as if it were your shooting phase or make one attack with
one of its melee weapons as if it were the fight phase. After
resolving these attacks, the destroyed model is then removed.
Deeds of
Add 1 to hit rolls for attacks made by friendly <CHAPTER>
Heroism
BLADEGUARD models whilst their unit is within 6" of this model.
[Aura]
In your Command phase, select one DEATHWING INFANTRY
CORE unit from your army within 6" of the bearer. Until the start of
Pennant of
your next Command phase, each time an attack is allocated to a
Remembrance
model in that unit, subtract 1 from the Damage characteristic of that
attack (to a minimum of 1).
Use this Stratagem before the battle, when you are mustering your
War Zone
army, after selecting your WARLORD. Select one CHARACTER
Stratagem: Nephilim:
model from your army that is not a named character; give that
Relic Grand
model one Relic (this must be a Relic they could have). You can
Tournament
only use this Stratagem once.
Unit M WS BS S T W A Ld Save Ref
Bladeguard Ancient 6" 3+ 3+ 4 4 5 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 -
Bladeguard Veteran Squad [10 PL, 210pts]
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
5x Bladeguard Veteran [175pts]
Selections: 5x Frag & Krak grenades, 5x Heavy Bolt Pistol, 5x Master-crafted power sword, 5x
Storm Shield
Abilities: Storm shield, Unit: Bladeguard Veteran, Weapon: Frag grenades, Heavy Bolt Pistol,
Krak grenades, Master-crafted power sword
Bladeguard Veteran Sergeant [35pts]
Selections: Frag & Krak grenades, Master-crafted power sword, Neo-volkite pistol, 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 The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving
shield 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
Grenade
Frag grenades 6" 3 0 1 Blast.
D6
Heavy Bolt
18" Pistol 1 4 -1 1 -
Pistol
Grenade
Krak grenades 6" 6 -1 D3 -
1
Master-crafted
Melee Melee +1 -3 2 -
power sword
Each unmodified wound roll of 6 inflicts 1
Neo-volkite
15" Pistol 2 5 0 2 mortal wound on the target in addition to
pistol
any other damage
Deathwing Knights [22 PL, 344pts]
Selections: Watcher in the Dark
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
Abilities: Watcher in the Dark
7x Deathwing Knight [301pts]
Selections: 7x Mace of Absolution, 7x Storm shield
Abilities: Storm shield, Unit: Deathwing Knight, Weapon: Mace of Absolution
Knight Master [43pts]
Selections: Flail of the Unforgiven, Storm shield
Abilities: Storm shield, Unit: Knight Master, Weapon: Flail of the Unforgiven
Abilities Description Ref
Storm The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws
shield made for the bearer.
Watcher Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If
in the the model attempting to manifest the psychic power is a CHAOS PSYKER, you
Dark can re-roll that Deny the Witch test.
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
Excess damage from this weapon is not lost;
Flail of the instead keep allocating damage to another model in
Melee Melee +2 -3 2
Unforgiven the target unit until either all the damage has been
allocated or the target unit is destroyed.
Mace of
Melee Melee x2 -2 3 -
Absolution
Deathwing Terminator Squad [18 PL, 330pts]
Selections: Watcher in the Dark
Categories: FACTION: ADEPTUS ASTARTES, ELITES, FACTION: DARK ANGELS, INFANTRY, TERMINATOR, FACTION:
IMPERIUM, INNER CIRCLE, DEATHWING, CORE
Rules: Angels of Death, Combat Squads, Inner Circle, Teleport Strike
Abilities: Crux Terminatus, Watcher in the Dark
Deathwing Sergeant [33pts]
Unit: Deathwing Sergeant
Thunder Hammer & Storm Shield
Selections: Storm shield, Thunder hammer
Abilities: Storm shield, Weapon: Thunder hammer
Deathwing Terminator [33pts]
Unit: Deathwing Terminator
Cyclone Missile Launcher, Storm Bolter, Chainfist
Selections: Chainfist, Cyclone missile launcher, Storm bolter
Weapon: Chainfist, Cyclone missile launcher, Frag missile, Cyclone missile launcher, Krak
missile, Storm bolter
Deathwing Terminator [33pts]
Unit: Deathwing Terminator
Cyclone Missile Launcher, Storm Bolter, Chainfist
Selections: Chainfist, Cyclone missile launcher, Storm bolter
Weapon: Chainfist, Cyclone missile launcher, Frag missile, Cyclone missile launcher, Krak
missile, Storm bolter
Deathwing Terminator [33pts]
Unit: Deathwing Terminator
Storm Bolter & Chainfist
Selections: Chainfist, Storm bolter
Weapon: Chainfist, Storm bolter
Deathwing Terminator [33pts]
Unit: Deathwing Terminator
Storm Bolter & Chainfist
Selections: Chainfist, Storm bolter
Weapon: Chainfist, Storm bolter
Deathwing Terminator [33pts]
Unit: Deathwing Terminator
Storm Bolter & Chainfist
Selections: Chainfist, Storm bolter
Weapon: Chainfist, Storm bolter
Deathwing Terminator [33pts]
Unit: Deathwing Terminator
Storm Bolter & Chainfist
Selections: Chainfist, Storm bolter
Weapon: Chainfist, Storm bolter
Deathwing Terminator [33pts]
Unit: Deathwing Terminator
Storm Bolter & Chainfist
Selections: Chainfist, Storm bolter
Weapon: Chainfist, Storm bolter
Deathwing Terminator [33pts]
Unit: Deathwing Terminator
Storm Bolter & Chainfist
Selections: Chainfist, Storm bolter
Weapon: Chainfist, Storm bolter
Deathwing Terminator [33pts]
Unit: Deathwing Terminator
Storm Bolter & Chainfist
Selections: Chainfist, Storm bolter
Weapon: Chainfist, Storm bolter
Abilities Description Ref
Crux
This model has a 5+ invulnerable save.
Terminatus
Storm The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving
shield throws made for the bearer.
Once per battle, this unit can attempt to Deny the Witch as if it were a
Watcher in
PSYKER. If the model attempting to manifest the psychic power is a CHAOS
the Dark
PSYKER, you can re-roll that Deny the Witch test.
Unit M WS BS S T W A Ld Save Ref
Deathwing Sergeant 5" 3+ 3+ 4 4 3 3 9 2+
Deathwing Terminator 5" 3+ 3+ 4 4 3 2 8 2+
Weapon Range Type S AP D Abilities Ref
Each time an attack is made with this weapon,
subtract 1 from that attack’s hit roll, and if that
Chainfist Melee Melee x2 -4 D3
attack is allocated to a VEHICLE model, that
attack has a Damage characteristic of 3.
Cyclone
missile Heavy
36" 4 0 1 Blast.
launcher, 2D6
Frag missile
Cyclone
missile Heavy
36" 8 -2 D6 -
launcher, 2
Krak missile
Rapid
Storm bolter 24" 4 0 1 -
Fire 2
Thunder Each time an attack roll is made with this
Melee Melee x2 -2 3
hammer weapon, subtract 1 from the attack's hit roll
Heavy Support [42 PL, 665pts]
Devastator Squad [8 PL, 115pts]
Categories: FACTION: ADEPTUS ASTARTES, DEVASTATOR SQUAD, FACTION: IMPERIUM, INFANTRY, CORE, HEAVY
SUPPORT, FACTION: DARK ANGELS
Rules: Angels of Death, Combat Squads
Abilities: Signum, Unit: Devastator Marine, Devastator Marine Sergeant
Devastator Marine Sergeant [23pts]
Selections: Combi-melta, Frag & Krak grenades, Power sword
Rules: Combi Weapon
Weapon: Boltgun, Frag grenades, Krak grenades, Meltagun, Power sword
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Plasma cannon
Weapon: Bolt pistol, Frag grenades, Krak grenades, Plasma cannon, Standard, Plasma cannon,
Supercharge
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Plasma cannon
Weapon: Bolt pistol, Frag grenades, Krak grenades, Plasma cannon, Standard, Plasma cannon,
Supercharge
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Plasma cannon
Weapon: Bolt pistol, Frag grenades, Krak grenades, Plasma cannon, Standard, Plasma cannon,
Supercharge
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Plasma cannon
Weapon: Bolt pistol, Frag grenades, Krak grenades, Plasma cannon, Standard, Plasma cannon,
Supercharge
Abilities Description Ref
In your Shooting phase, each time this unit shoots, if it contains a Devastator
Signum Marine Sergeant, you can select one model in this unit. Until the end of the phase,
that model has a Ballistic Skill characteristic of 2+.
Unit M WS BS S T W A Ld Save Ref
Devastator Marine 6" 3+ 3+ 4 4 2 1 7 3+
Devastator Marine Sergeant 6" 3+ 3+ 4 4 2 2 8 3+
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Each time an attack made with this weapon
Assault
Meltagun 12" 8 -4 D6 targets a unit within half range, that attack
1
has a Damage characteristic of D6+2.
Plasma
Heavy
cannon, 36" 7 -3 1 Blast.
D3
Standard
Blast. If any unmodified hit rolls of 1 are made
Plasma
Heavy for attacks with this weapon profile, the
cannon, 36" 8 -3 2
D3 bearer is destroyed after shooting with this
Supercharge
weapon.
Power
Melee Melee +1 -3 1 -
sword
Devastator Squad [8 PL, 115pts]
Categories: FACTION: ADEPTUS ASTARTES, DEVASTATOR SQUAD, FACTION: IMPERIUM, INFANTRY, CORE, HEAVY
SUPPORT, FACTION: DARK ANGELS
Rules: Angels of Death, Combat Squads
Abilities: Signum, Unit: Devastator Marine, Devastator Marine Sergeant
Devastator Marine Sergeant [23pts]
Selections: Astartes Chainsword, Combi-melta, Frag & Krak grenades
Rules: Combi Weapon
Weapon: Astartes Chainsword, Boltgun, Frag grenades, Krak grenades, Meltagun
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Missile launcher
Weapon: Bolt pistol, Frag grenades, Krak grenades, Missile launcher, Frag missile, Missile
launcher, Krak missile
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Missile launcher
Weapon: Bolt pistol, Frag grenades, Krak grenades, Missile launcher, Frag missile, Missile
launcher, Krak missile
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Missile launcher
Weapon: Bolt pistol, Frag grenades, Krak grenades, Missile launcher, Frag missile, Missile
launcher, Krak missile
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Plasma cannon
Weapon: Bolt pistol, Frag grenades, Krak grenades, Plasma cannon, Standard, Plasma cannon,
Supercharge
Abilities Description Ref
In your Shooting phase, each time this unit shoots, if it contains a Devastator
Signum Marine Sergeant, you can select one model in this unit. Until the end of the phase,
that model has a Ballistic Skill characteristic of 2+.
Unit M WS BS S T W A Ld Save Ref
Devastator Marine 6" 3+ 3+ 4 4 2 1 7 3+
Devastator Marine Sergeant 6" 3+ 3+ 4 4 2 2 8 3+
Weapon Range Type S AP D Abilities Ref
Astartes When the bearer fights, it makes 1
Melee Melee User -1 1
Chainsword additional attack with this weapon.
Bolt pistol 12" Pistol 1 4 0 1 -
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Each time an attack made with this weapon
Assault
Meltagun 12" 8 -4 D6 targets a unit within half range, that attack
1
has a Damage characteristic of D6+2.
Missile
Heavy
launcher, 48" 4 0 1 Blast.
D6
Frag missile
Missile
launcher, 48" Heavy 1 8 -2 D6 -
Krak missile
Plasma
Heavy
cannon, 36" 7 -3 1 Blast.
D3
Standard
Blast. If any unmodified hit rolls of 1 are
Plasma
Heavy made for attacks with this weapon profile,
cannon, 36" 8 -3 2
D3 the bearer is destroyed after shooting with
Supercharge
this weapon.
Devastator Squad [8 PL, 115pts]
Categories: FACTION: ADEPTUS ASTARTES, DEVASTATOR SQUAD, FACTION: IMPERIUM, INFANTRY, CORE, HEAVY
SUPPORT, FACTION: DARK ANGELS
Rules: Angels of Death, Combat Squads
Abilities: Signum, Unit: Devastator Marine, Devastator Marine Sergeant
Devastator Marine Sergeant [23pts]
Selections: Combi-plasma, Frag & Krak grenades, Power sword
Rules: Combi Weapon
Weapon: Boltgun, Frag grenades, Krak grenades, Plasma gun, Standard, Plasma gun,
Supercharge, Power sword
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Lascannon
Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Lascannon
Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Lascannon
Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon
Devastator Marine w/Heavy Weapon [23pts]
Selections: Bolt pistol, Frag & Krak grenades, Lascannon
Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon
Abilities Description Ref
In your Shooting phase, each time this unit shoots, if it contains a Devastator
Signum Marine Sergeant, you can select one model in this unit. Until the end of the phase,
that model has a Ballistic Skill characteristic of 2+.
Unit M WS BS S T W A Ld Save Ref
Devastator Marine 6" 3+ 3+ 4 4 2 1 7 3+
Devastator Marine Sergeant 6" 3+ 3+ 4 4 2 2 8 3+
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Lascannon 48" Heavy 1 9 -3 D6 -
Plasma gun, Rapid
24" 7 -3 1 -
Standard Fire 1
If any unmodified hit rolls of 1 are made for
Plasma gun, Rapid
24" 8 -3 2 attacks with this weapon profile, the bearer is
Supercharge Fire 1
destroyed after shooting with this weapon.
Power
Melee Melee +1 -3 1 -
sword
Eliminator Squad [4 PL, 75pts]
Selections: Bolt sniper rifle
Categories: FACTION: IMPERIUM, FACTION: ADEPTUS ASTARTES, INFANTRY, PHOBOS, PRIMARIS, ELIMINATOR
SQUAD, CORE, HEAVY SUPPORT, FACTION: DARK ANGELS
Rules: Angels of Death, Concealed Positions
Abilities: Covering Fire, Weapon: Bolt sniper rifle, Bolt sniper rifle - Executioner round, Bolt sniper
rifle - Hyperfrag round, Bolt sniper rifle - Mortis round
Eliminator Sergeant [25pts]
Selections: Bolt pistol, Bolt sniper rifle, Camo cloak, Frag & Krak grenades
Abilities: Camo cloak, Unit: Eliminator Sergeant, Weapon: Bolt pistol, Bolt sniper rifle, Bolt
sniper rifle - Executioner round, Bolt sniper rifle - Hyperfrag round, Bolt sniper rifle - Mortis round,
Frag grenades, Krak grenades
2x Eliminators [50pts]
Selections: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades
Abilities: Camo cloak, Unit: Eliminator, Weapon: Bolt pistol, Frag grenades, Krak grenades
Abilities Description Ref
Each time a ranged attack is allocated to a model in this unit while it is receiving
Camo
the benefits of cover, add an additional 1 to any armour saving throw made
cloak
against that attack
In your Shooting phase, after this unit has shot, if it is not within Engagement
Covering Range of any enemy units and contains an Eliminator Sergeant equipped with an
Fire instigator bolt carbine, it can make a Normal Move as if it were your Movement
phase.
Unit M WS BS S T W A Ld Save Ref
Eliminator 6" 3+ 2+ 4 4 2 2 7 3+
Eliminator Sergeant 6" 3+ 2+ 4 4 2 3 8 3+
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
This weapon can target a CHARACTER even if
Bolt sniper it is not the closest enemy unit. In addition,
- - - - -
rifle when attacking with this weapon, choose one of
the profiles below.
Each time you select a target for this weapon,
Bolt sniper
you can ignore the Look Out, Sir rule. When
rifle -
36" Heavy 1 5 -1 1 resolving an attack made with this weapon, add
Executioner
1 to the hit roll, and the target does not receive
round
the benefit of cover to its saving throw.
Bolt sniper
rifle - Heavy
36" 5 0 1 Blast.
Hyperfrag D3
round
Each time you select a target for this weapon,
Bolt sniper you can ignore the Look Out, Sir rule. When
rifle - Mortis 36" Heavy 1 5 -2 2 resolving an attack made with this weapon, a
round wound roll of 6+ inflicts 1 mortal wound on the
target in addition to any other damage.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Land Raider Crusader [14 PL, 245pts]
Selections: Hunter-killer missile, 2x Hurricane bolter, Multi-melta, Storm bolter, Twin assault
cannon
Categories: FACTION: ADEPTUS ASTARTES, FACTION: IMPERIUM, LAND RAIDER, TRANSPORT, VEHICLE, LAND
RAIDER CRUSADER, MACHINE SPIRIT, ASSAULT LAUNCHERS, SMOKESCREEN, HEAVY SUPPORT, FACTION: DARK
ANGELS
Rules: Angels of Death, Explodes (6"/D6), Smoke Launchers
Transport: Transport, Unit: Land Raider Crusader [1] (9+ wounds remaining), Land Raider
Crusader [2] (5-8 wounds remaining), Land Raider Crusader [3] (1-4 wounds remaining), Weapon:
Hunter-killer missile, Hurricane bolter, Multi-melta, Storm bolter, Twin assault cannon
Transport Capacity Ref
This model can transport 16 CHAPTER INFANTRY models. Each JUMP PACK
or TERMINATOR model takes the space of two other infantry models and each
Transport
CENTURION takes the space of three other models. It cannot transport
PRIMARIS models.
Unit M WS BS S T W A Ld Save Ref
Land Raider Crusader [1] (9+ wounds
10" 6+ 3+ 8 8 16 6 9 2+
remaining)
Land Raider Crusader [2] (5-8 wounds
5" 6+ 4+ 8 8 N/A D6 9 2+
remaining)
Land Raider Crusader [3] (1-4 wounds
3" 6+ 5+ 8 8 N/A D3 9 2+
remaining)
Weapon Range Type S AP D Abilities Ref
Hunter-
Heavy The bearer can only shoot with each hunter-killer
killer 48" 10 -2 D6
1 missile it is equipped with once per battle.
missile
Hurricane Rapid
24" 4 0 1 -
bolter Fire 6
Each time an attack made with this weapon targets
Multi- Heavy
24" 8 -4 D6 a unit within half range, that attack has a Damage
melta 2
characteristic of D6+2.
Storm Rapid
24" 4 0 1 -
bolter Fire 2
Twin
Heavy
assault 24" 6 -1 1 -
12
cannon
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. ()
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 within Engagement Range of enemy units, but must target an enemy unit that is within
Engagement Range of its own unit when they do so. In such circumstances, the model can target an enemy unit
even if other friendly units are within Engagement Range of the same enemy unit, and while it is making such an
attack, it has a Ballistic Skill characteristic of 5+. ()
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
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. ()
Combi Weapon: When attacking with this weapon, choose one or both of the profiles. If you choose both,
subtract 1 from all hit rolls for this weapon. ()
Concealed Positions: During Deployment when you set up this unit, if every model in this unit has this ability
then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and
any enemy models ()
Explodes (6"/D6): When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes
and each unit within 6" suffers D6 mortal wounds. ()
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. ()
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this models can
use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1 from any hit
rolls that target it. ()
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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