Codex: Dark Angels V.0.1: Army Special Rules
Codex: Dark Angels V.0.1: Army Special Rules
Codex: Dark Angels V.0.1: Army Special Rules
1
Army Special Rules:
Inner Circle:
A model with this special rule has the Fearless and Preferred Enemy: Chaos Space Marines
special rules.
Deathwing Vehicle:
A vehicle with this special rule has the Preferred Enemy: Chaos Space Marines special rule, and if
a Deathwing Vehicle suffers a Penetrating Hit you can force your opponent to re-roll the result on
the Vehicle Damage table. You must accept the result of the second roll even if it is worse than
the first.
Combat Squads:
See Codex: Space Marines.
Grim Resolve:
A model with a Grim Resolve special rule has the Stubborn special rule.
In addition, a unit containing at least one model with the Grim Resolve specal rule can never
choose to automatically fail a Morale check.
Relic Technology:
Models with this special rule may re-roll failed To Hit rolls of '1' when using Plasma Pistols,
Plasma Guns or the Plasma Gun element of a Combi-Weapon. They may also re-roll failed Gets
Hot! rolls when using Plasma Cannons.
Warlord Traits:
Rapid Maneouvre:
Warlord and unit roll 2 dice when they Run, using the highest, or add D6'' to their Turbo-Boost
The Hunt:
If your Warlord has this Warlord Trait, you gain an additional Victory Point if your Warlord was
within 6" of the enemy Warlord when the enemy Warlord was removed as a casualty. This Victory
Point is separate to the one conferred by the Slay the Warlord secondary objective.
Unwavering Resolve:
The Warlord and all friendly units within 12" may re-roll any failed Morale check or Pinning Test.
Brilliant Planning:
While the Warlord is alive, any model arriving from Reserves using the Deep Strike special rule
only scatters D6" when Deep Striking.
Hold at All Costs:
The Warlord and his unit have the Feel No Pain special rule whilst they are within 3" of an
objective.
Tenacious Defense:
The Warlord and his unit may fire Overwatch at full Ballistic Skill if they are within 3" of an
objective.
RANGED WEAPONS
Avenger Mega-Bolter:
Range: 36"
Str: 5
AP: 3
Type: Heavy 6
Blacksword Missiles:
Range: 36"
Str: 7
AP: 4
Type: Heavy 1, Missile Lock. One Use Only
Plasma Storm Battery:
Burst mode:
Range: 36"
Str: 7
AP: 2
Type: Heavy 3, Blast
Charged mode:
Range: 36"
Str: 7
AP: 2
Type: Heavy 1, Large Blast, Blind, Gets Hot!
Plasma Talon:
Range: 18"
Str: 7
AP: 2
Type: Rapid Fire, Gets Hot!, Twin-Linked
Ravenwing Grenade Launcher:
Frag Shell:
Range: 24"
Str: 3
AP: 6
Type: Rapid Fire, Blast
Krak Shell:
Range: 24"
Str: 6
AP: 4
Type: Rapid Fire
Rad Shell:
Range: 12"
Str: 3
AP: Type: Assault 1, Blast, Rad Charge
Stasis Shell:
Range: 12"
Str: 2
AP: Type: Assault 1, Blast, Stasis Anomaly
Rad Charge: Every model in a unit struck by a weapon with this special rules suffers a -1 penalty
to their Toughness value until the end of their next turn.
Stasis Anomaly: Every model in 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.
Rift Cannon:
Range: 18"
Str: 8
AP: 2
Type: Heavy 1, Blast
Stasis Bomb:
Range: Str: 3
AP: Type: Heavy 1, Bomb, Large Blast, One Use Only, Vast Stasis Anomaly
Vast Stasis Anomaly: Every model in a unit hit by one or more weapons with this special rule
suffers a -3 penalty to its Weapon Skill and Initiative, to a minimum of 1, until the end of the
turn. This replaces any penalty inflicted on a target by a Stasis Anomaly.
MELEE WEAPONS:
Blade of Caliban:
Range: Str: +1
AP: 3
Type: Melee, Specialist Weapon
Corvus Hammer:
Range: Str: +1
AP: Type: Melee, Rending
Flail of the Unforgiven:
Range: Str: User
AP: 3
Type: Melee, Concussive, Bane of the Traitor
Bane of the Traitor: When a weapon with this special rule is used to attack a unit containing one
or more models from Codex: Chaos Space Marines, the weapons AP value is improved by 1 (to a
minimum of 1).
Halberd of Caliban:
Range: Str: +2
AP: 2
Type: Melee, Two-Handed, Bane of the Traitor
Mace of Absolution:
Range: Str: +2
AP: 4
Type: Melee, Concussive, Bane of the Traitor, Smite Mode
Smite Mode: At the start of any Fight sub-phase, a unit of Deathwing Knights may activate Smite
Mode. Their Maces of Absolution have the following statline until the end of the turn:
Range: Str: +6
AP: 2
Type: Melee, Concussive, Bane of the Traitor
Each unit of Deathwing Knights may only activate Smite Mode once per game.
Rosarius:
A Rosarius confers a 4+ Invulnerable save.
Servo-Harness:
A Servo-Harness gives the Techmarine an extra Servo-Arm, a Plasma Cutter and a Flamer. In the
Shooting Phase, the Techmarine can fire one additional weapon than would normally be allowed.
Plasma Cutter:
Range: 12"
Str: 7
AP: 2
Type: Assault 1, Gets Hot, Twin-Linked
Signum:
A model with a Signum may use it instead of shooting in the Shooting Phase. If he does so,
nominate one model in the bearer's unit. That model gains +1 Ballistic Skill for the remainder of
the shooting phase. Declare the use of a Signum before any dice are rolled To Hit.
Ravenwing Bike: 25pts
Changes the bearer's unit type to Bike. Ravenwing Bikes are equipped with a Twin-Linked Boltgun
and Teleport Homer. In addition, any model with the 'Independent Character' special rule
mounted on a Ravenwing Bike gains the Scout, Skilled Rider and Hit and Run special rules.
Storm Shield:
A Storm Shield confers a 3+ Invulnerable Save. A model with a Storm Shield can never gain the
additional attack for having two close combat weapons.
Teleport Homer:
Friendly units equipped entirely in Terminator Armour do not scatter when they Deep Strike, so
long as the first model is placed within 6" of the Teleport Homer. The Teleport Homer must have
been on the table at the start of the turn in order for it to be used.
ARMOUR
Artificer Armour:
Confers a 2+ Armour Save.
Power Armour:
Confers a 3+ Armour Save.
Scout Armour:
Confers a 4+ Armour Save.
Terminator Armour:
Confers a 2+ Armour Save and a 5+ Invulnerable Save. Terminator Armour includes a built-in
Auto-Targeter. Furthermore, models in Terminator Armour have the Relentless, Bulky and Deep
Strike special rules, but cannot make Sweeping Advances. Characters in Terminator Armour gain
the Deathwing Assault and Vengeful Strike special rules.
Vehicle Equipment
Sacred Standards:
Only one Sacred Standard (of any kind) may be taken in your army. They follow all normal rules
for banners and standards, as well as additional effects listed below:
Standard of Retribution: 60pts
All friendly models from Faction: Dark Angels within 12" of the Standard of Retribution gain the
Preferred Enemy special rule.
Standard of Devastation: 65pts
All friendly units from Faction: Dark Angels within 6" of the Standard of Devastation treat their
boltguns as Salvo 2/4 weapons.
Standard of Fortitude: 75pts
All friendly units from Faction: Dark Angels within 12" of the Standard of Fortitude have the Feel
No Pain special rule.
Armoury:
Ranged Weapons:
A model may replace his bolt pistol and/or close combat weapon with one of the following:
Boltgun for Free
Storm Bolter for 3pts
Combi-Grav or Melta for 10pts
Combi-flamer for 5pts
Combi-plasma for 7pts
Grav-pistol for 10 pts
Plasma Pistol for 10pts
Melee Weapons:
A model may replace one weapon with one of the following:
Chainsword for free
Lightning Claw for 10pts
Power Weapon for 10pts
Power Fist for 25pts
Thunder Hammer for 30pts
Terminator Weapons:
A model wearing Terminator Armour may replace one or both of his weapons for any of the
following:
Combi-melta for 10pts
Combi-flamer for 5pts
Combi-plasma for 7pts
Power Weapon for Free
Power Fist for 5pts
Chainfist or Thunder Hammer for 10pts
Chapter Relics:
Only on of each Relic can be taken per army.
A model may replace one weapon with one of the following:
Foe-Smiter for 20pts
Lion's Roar for 20pts
Mace of Redemption for 30pts
Shroud of Heroes for 50pts (note - does not replace a weapon)
Monster Slayer of Caliban for 35pts
HQ
Company Master - 90pts
Unit Composition: 1 Company Master
Unit Type: Infantry (Character)
WS: 6
BS: 5
S: 4
T: 4
W: 3
I: 5
A: 3
Ld: 10
Sv: 3+
Wargear:
Power Armour, Bolt Pistol, Chainsword, Frag Grenades, Krak Grenades, Iron Halo
Special Rules:
Independant Character, Inner Circle, Relic Technology
Options:
May take a Storm Shield for 15pts
May replace Power Armour with Artificer Armour for 20pts
A Company Master in Power Armour or Artificer Armour may take items from the Melee Weapons,
Ranged Weapons, Special Issue Wargear and Chapter Relics sections of the wargear list.
May replace his Power Armour, Frag Grenades, Krak Grenades, Bolt Pistol and Chainsword for
Terminator Armour, Storm Bolter and Power Sword for 30pts
A Company Master in Terminator Armour may take items from the Terminator Weapons, Special
Issue Wargear and Chapter Relics sections of the wargear list.
Interrogator-Chaplain - 100pts
Unit Composition: 1 Interrogator-Chaplain
Unit Type: Infantry (Character)
WS: 5
BS: 5
S: 4
T: 4
W: 3
I: 5
A: 3
Ld: 10
Sv: 3+
Wargear:
Power Armour, Bolt Pistol, Power Maul, Frag Grenades, Krak Grenades, Rosarius
Special Rules:
Independant Character, Inner Circle, Zealot, Relic Technology
Options:
An Interrogator-Chaplain in Power Armour may take items from the Melee Weapons, Ranged
Weapons, Special Issue Wargear and Chapter Relics sections of the wargear list.
May replace his Power Armour, Frag Grenades, Krak Grenades and Bolt Pistol for Terminator
Armour and Storm Bolter for 30pts
An Interrogator-Chaplain in Terminator Armour may take items from the Terminator Weapons,
Special Issue Wargear and Chapter Relics sections of the wargear list.
Chaplain - 90pts
Unit Composition: 1 Chaplain
Unit Type: Infantry (Character)
WS: 5
BS: 4
S: 4
T: 4
W: 2
I: 4
A: 2
Ld: 10
Sv: 3+
Wargear:
Power Armour, Bolt Pistol, Power Maul, Frag Grenades, Krak Grenades, Rosarius
Special Rules:
Independant Character, Zealot, Relic Technology
Options:
May take items from the Melee Weapons, Ranged Weapons and Special Issue Wargear sections of
the wargear list.
Librarian: - 65pts
Unit Composition: 1 Librarian
Unit Type: Infantry (Character)
WS: 5
BS: 4
S: 4
T: 4
W: 2
I: 4
A: 2
Ld: 10
Sv: 3+
Wargear:
Power Armour, Bolt Pistol, Force Weapon, Frag Grenades, Krak Grenades, Psychic Hood
Special Rules:
Independant Character, Inner Circle, Psyker (Mastery Level 1), Relic Technology
Psyker:
A Librarian may generate powers from the Divination, Telepathy, Pyromancy, Telekinesis and
Sanctic Daemonology disciplines.
Options:
May upgrade to Mastery Level 2 for 25pts.
May take items from the Ranged Weapons,Chapter Relics and Special Issue Wargear sections of
the wargear list.
May replace his Power Armour, Frag Grenades, Krak Grenades and Bolt Pistol for Terminator
Armour and Storm Bolter for 25pts
A Libralian in Terminator Armour may take items from the Terminator Weapons, Special Issue
Wargear and Chapter Relics sections of the wargear list.
Techmarine: - 50pts
You may take one Techmarine for each HQ choice in your army (not counting Command Squads,
Apothecaries or other Techmarines). They do not take up a slot in the Force Organisation.
Unit Composition: 1 Techmarine
Unit Type: Infantry (Character)
WS: 4
BS: 4
S: 4
T: 4
W: 1
I: 4
A: 1
Ld: 8
Sv: 2+
Wargear:
Artificer Armour, Boltgun, Frag Grenades, Krak Grenades, Servo-Arm.
Special Rules:
Independant Character, And They Shall Know No Fear, Blessing of the Omnissiah, Bolster
Defences, Grim Resolve, Relic Technology
Options:
May upgrade Servo-Arm to Servo-Harness for 25pts
May take items from the Melee Weapons, Ranged Weapons and Special Issue Wargear sections of
the wargear list.
Servitors: - 10pts
You may include one unit of Servitors for each Techmarine in your army.
Unit Composition: 1 Servitor
Unit Type: Infantry
WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 2
A: 1
Ld: 8
Sv: 4+
Wargear:
Servo-Arm
Special Rules:
Mindlock
Options:
May include up to 4 additional Servitors for 10pts each.
Up to 3 Servitors may replace their Servo-Arm with a:
Heavy Bolter for 5pts
Multi-Melta for 10pts
Plasma Cannon for 15pts
Apothecary: - 45pts
You may take one Apothecary for each HQ choice in your detachment (not counting Command
Squads, Techmarines or other Apothecaries). They do not take up a slot in the Force
Organisation. This character may only be attached to Tactical Squads, Assault Squads (requires
jump pack) Deathwing Terminator Squads (requires Terminator armour), Deathwing Command
Squads (requires Terminator armour) and Ravenwing Command Squads (requires bike)
Unit Composition: 1 Apothecary
Unit Type: Infantry (Character)
WS: 4
BS: 4
S: 4
T: 4
W: 1
I: 4
A: 2
Ld: 9
Sv: 3+
Wargear:
Power Armour , Boltgun, Frag Grenades, Krak Grenades, Narthecium.
Special Rules:
And They Shall Know No Fear, Grim Resolve, Relic Technology
Options:
May take items from the Ranged Weapons and Special Issue Wargear sections of the wargear
list.
May replace his Power Armour, Frag Grenades, Krak Grenades, and Bolt Pistol for Terminator
Armour and Storm Bolter for 25pts
An Apothecary in Terminator Armour may take items from the Terminator Weapons and Special
Issue Wargear* sections of the wargear list.
*May not take a Power Field Generator
The unit may select a Land Raider of any type as a Dedicated Transport. This vehicle must be
given the Deathwing Vehicle upgrade at cost.
TROOPS
Tactical Squad: - 70pts
Unit Composition: 4 Space Marines and one Space Marine Sergeant
Unit Type: Infantry (Space Marine Sergeant and Veteran Sergeant are Infantry (Character))
WS: 4 (4)
BS: 4 (4)
S: 4 (4)
T: 4 (4)
W: 1 (1)
I: 4 (4)
A: 1 (2)
Ld: 8 (9)
Sv: 3+
(Brackets are Veteran Sergeant)
Wargear:
Power Armour, Boltgun, Bolt Pistol, Frag Grenades, Krak Grenades
Special Rules:
And They Shall Know No Fear, Combat Squads, Grim Resolve, Relic Technology
Options:
May include up to five additional Space Marines for 14pts each
If the squad numbers fewer than ten models, one model may replace his boltgun with either a
Special Weapon or Heavy Weapon from the list below. If the squad numbers ten models, one
model may replace his boltgun with a Special Weapon and one may replace his boltgun with a
Heavy Weapon from the list below.
Special Weapons:
Flamer for 5pts
Meltagun for 10pts
Plasma Gun for 15pts
Grav-Gun for 15 pts
Heavy Weapons:
Heavy Bolter for 5pts
Multi-Melta for 10 pts
Missile Launcher with Frag and Krak Missiles for 10pts (Missile Launcher may also take Flakk
Missiles for 5pts)
Plasma Cannon for 15pts
Lascannon for 20pts
May upgrade the Space Marine Sergeant to a Veteran Sergeant for 5pts
The Space Marine Sergeant or Veteran Sergeant may take options from the Ranged Weapons or
Melee Weapons sections of the Wargear list.
May take meltabombs for 5 pts.
May select a Drop Pod, Rhino or Razorback as a Dedicated Transport.
ELITES
Company Veterans Squad: - 100pts
Unit Composition: 4 Company Veterans and one Veteran Sergeant
Unit Type: Infantry (Veteran Sergeant is Infantry (Character))
WS: 4
BS: 4
S: 4
T: 4
W: 1
I: 4
A: 2
Ld: 9
Sv: 3+
Wargear:
Power Armour, Boltgun, Bolt Pistol, Frag Grenades, Krak Grenades
Special Rules:
And They Shall Know No Fear, Combat Squads, Grim Resolve, Veteran Skills, Relic Technology
Veteran Skills:Before deployment, each unit of Company Veterans in your army may pick one
special rule from the list below:
Monster Hunter
Tank Hunters
Infiltrate
Slow and Purposeful
The whole unit gains the selected rule for the duration of the game.
Options:
May include up to five additional Company Veterans for 20pts each
Any model may replace his Boltgun with one of the following:
Chainsword for free
Storm Bolter for 3pts
Combi-Grav or Melta for 10pts
Combi-flamer for 5pts
Combi-plasma for 7pts
Grav-pistol for 10 pts
Plasma Pistol for 10pts
Power Weapon or Lightning Claw for 10pts
Power Fist for 15pts
Thunder Hammer for 20pts
Any model may take:
Combat Shields for 5 pts
Meltabombs for 5pts
Storm Shields for 10pts
For every five models in the squad, one model may replace his Boltgun with one of the following
weapons:
Flamer for 5pts
Meltagun for 10pts
Plasma Gun for 15pts
Grav-Gun for 15 pts
One Company Veteran may replace his Boltgun with one of the following:
Heavy Bolter for 5pts
Multi-Melta or Missile Launcher with Frag and Krak Missiles for 10pts (Missile Launcher may also
take Flakk Missiles for 5pts)
Plasma Cannon for 15 pts
Lascannon for 20pts
May select a Drop Pod, Rhino or Razorback as a Dedicated Transport.
The unit may select a Land Raider of any type as a Dedicated Transport. This vehicle must be
given the Deathwing Vehicle upgrade at cost.
Dreadnought: - 100pts
Unit Composition: 1 Dreadnought
Unit Type: Vehicle (Walker)
WS: 4
BS: 4
AV: 12/12/10
I: 4
A: 2
HP: 3
Wargear:
Multi-Melta, Power Fist with built-in Storm Bolter, Searchlight and Smoke Launchers
Options:
May upgrade to a Venerable Dreadnought for 25pts. A Venerable Dreadnought has WS5, BS5 and
the Deathwing Vehicle special rule.
May replace it's Multi-Melta with one of the following:
Twin-Linked Heavy Bolter or Twin-Linked Heavy Flamer for 5 pts
Twin-Linked Autocannon for 5pts
Plasma Cannon for 10pts
Assault Cannon for 20pts
Twin-Linked Lascannon for 25pts
May replace Storm Bolter with either a Heavy Flamer or Plasma Talon for 10pts
May replace it's Power fist with one of following:
Missile Launcher for 10 pts
Twin-Linked Autocannon for 10 pts
May take Extra Armour for 10pt
May select a Drop Pod as a dedicated transport.
FAST ATTACK
Ravenwing Attack Squadron: - 75pts
Unit Composition: 2 Ravenwing Bikers and 1 Ravenwing Sergeant
Unit Type: Bikes (Ravenwing Sergeant and Veteran Sergeant is Infantry (Character))
WS: 4
BS: 4
S: 4
T: 5
W: 1
I: 4
A: 1 (2)
Ld: 8 (9)
Sv: 3+
(Brackets are Veteran Sergeant)
Wargear:
Power Armour, Bolt Pistol, Frag Grenades, Krak Grenades, Ravenwing Bike, Teleport Homer. In
addition, Attack Bikes have a Heavy Bolter.
Special Rules:
And They Shall Know No Fear, Ravenwing Combat Squads, Hit and Run, Scouts, Grim Resolve,
Relic Technology
Ravenwing Combat Squads: A full Ravenwing Attack Squadron follows all the rules for Combat
Squads; one group will be formed of five Ravenwing Bikers, and the other consists of three
Ravenwing Bikers and an Attack Bike.
Options:
May add up to 5 additional Ravenwing Bikers for 25pts each
Up to two models may replace their Bolt Pistol with one of the following:
Flamer for 5 pts
Meltagun for 10pts
Plasma Gun for 15pts
Grav-Gun for 15 pts
The Ravenwing Sergeant may be upgraded to a Veteran Sergeant for 10pts
The Ravenwing Sergeant or Veteran Sergeant may take items from the Ranged Wargear, or
Melee Wargear sections of the wargear list.
May take metalbombs for 5pts
The Squadron may include one Attack Bike for 45pts
The Attack Bike may replace it's Heavy Bolter for a Multi-Melta or Plasma Cannon for 10pts
HEAVY SUPPORT
Devastator Squad: - 70pts
Unit Composition: 4 Space Marines and one Space Marine Sergeant
Unit Type: Infantry (Space Marine Sergeant and Veteran Sergeant are Infantry (Character))
WS: 4 (4)
BS: 4 (4)
S: 4 (4)
T: 4 (4)
W: 1 (1)
I: 4 (4)
A: 1 (2)
Ld: 8 (9)
Sv: 3+
(Brackets are Veteran Sergeant)
Wargear:
Power Armour, Boltgun, Bolt Pistol, Frag Grenades, Krak Grenades. Sergeant has a Signum.
Special Rules:
And They Shall Know No Fear, Combat Squads, Grim Resolve, Relic Technology
Options:
May include up to five additional Space Marines for 14pts each
Up to four models may replace their Boltguns with one of the following:
Heavy Bolter for 5pts
Multi-Melta or Missile Launcher with Frag and Krak Missiles for 10pts (Missile Launcher may also
take Flakk Missiles for 5pts)
Plasma Cannon for 15pts
Lascannon for 20pts
May upgrade the Space Marine Sergeant to a Veteran Sergeant for 10pts
The Space Marine Sergeant or Veteran Sergeant may take options from the Ranged Weapons and
Melee Weapon sections of the Wargear list.
May select a Drop Pod, Rhino or Razorback as a Dedicated Transport.
Predator Battle Tank: - 75pts
Unit Composition: 1-3 Predator Battle Tanks
Unit Type: Vehicle (Tank)
BS: 4
AV: 13/11/10
HP: 3
Wargear:
Autocannon, Searchlight, Smoke Launchers
Options:
May take up to two Predator Battle Tanks for 75pts each.
Each model may replace Autocannon with a Twin-Linked Lascannon for 25pts
Each model may add a pair of side sponsons containing one of the following:
Heavy Bolters for 20pts
Lascannons for 40pts
Each model may take items from the Vehicle Equipment section of the Wargear list.
SPECIAL CHARACTERS
Azrael:- 250pts
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
WS: 6
BS: 5
S: 4
T: 4
W: 4
I: 5
A: 4
Ld: 10
Sv: 2+
Wargear:
Protector, Bolt Pistol, Sword of Secrets, Frag Grenades, Krak Grenades, The Lion Helm, Lion's
Wrath
Protector:This suit of Artificer Armour confers a 2+ Armour Save and the Feel No Pain special rule
to the bearer.
Sword of Secrets:
This 'one-and-a-half-handed' sword can be wielded comfortably with one or both hands. Declare
at the start of the Fight sub-phase which profile Azrael will use.
One-Handed:
Range: Str: User +1
AP: 3
Type: Melee, Master-Crafted
Two-Handed:
Range: Str: User +2
AP: 2
Type: Melee, Master-Crafted, Two-Handed
Lion's Wrath:
This is a Combi-Weapon with the Master-Crafted special rule, with a secondary Plasma Gun with
the following profile:
Range: 24"
S: 7
AP: 2
Type: Rapid Fire, Blind, Gets Hot, Master Crafted
The Lion Helm:
The Lion Helm confers a 4+ Invulnerable Save to Azrael and his unit.
Warlord Trait: Azrael may select any of the Warlord Traits from the Dark Angels Warlord Trait
Table.
Special Rules:
Independant Character, Inner Circle, Rites of Battle, Relic Technology Master of the Unforgiven
Rites of Battle:While Azrael is on the table, all models from Faction: Dark Angels may use his
Leadership for Morale, Pinning or Leadership tests.
Master of the Unforgiven:In a detachment containing Azrael, all Deathwing Terminator Squads
and Ravenwing Attack Squadrons are Troops choices.
Ezekiel: - 140pts
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
WS: 5
BS: 5
S: 4
T: 4
W: 3
I: 5
A: 3
Ld: 10
Sv: 2+
Wargear:
Artificer Armour, Master-Crafted Bolt Pistol, Traitor's Bane, Frag Grenades, Krak Grenades,
Psychic Hood, Book of Salvation
Traitor's Bane:
Range: S: User
AP: 3
Type: Melee, Force, Master-Crafted, Two-Handed, Bane of the Traitor (see Deathwing Weapons)
Book of Salvation:
So long as Ezekiel lives, all friendly units from Faction: Dark Angels within 6" of him gain the
Adamantium Will and Fearless special rules.
Warlord Trait: The Hunt
Special Rules:
Independant Character, Inner Circle, Psyker (Mastery Level 3), Psychic Interrogator
Psychic Interrogator:
Ezekiel does not benefit from the Psychic Focus special rule. Instead, he automatically knows the
following psychic power:
Mind Worm - Warp Charge 1
Mind Worm is a Focussed Witchfire power with the following profile:
Range: 12"
Str: 9
AP: 2
Type: Assault D3, Ignores Cover, Sap Will
Sap Will: Hits from Sap Will roll to Wound against the target's Leadership value rather than their
Toughness value. Note that this modifies their Instant Death threshold accordingly. For each
unsaved Wound a model suffers from Mind Worm, that model reduces their Weapon Skill, Ballistic
Skill, Initiative and Leadership by 3 (to a minimum of 1) for the remainder of the game.
Psyker:
Ezekiel may generate powers from the Divination, Telepathy, Pyromancy, Telekinesis and Sanctic
Daemonology disciplines.
Asmodai: - 145pts
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
WS: 5
BS: 5
S: 4
T: 4
W: 3
I: 5
A: 3
Ld: 10
Sv: 3+
Wargear:
Power Armour, Bolt Pistol, Power Maul, Frag Grenades, Krak Grenades, Rosarius, Blades of
Reason
Blades of Reason:
Range: Str: User
AP: Type: Melee, Instant Death, Rending, Unwieldy
Warlord Trait: The Hunt
Special Rules:
Independant Character, Inner Circle, Zealot, Unyielding Faith
Unyielding Faith: Asmodai is rigidly uncompromising in his devotion to the Emperor and fanatical
desire to bring death to His enemies. He and his unit have the Shred special rule in the first
round of combat.
Belial: - 165pts
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
WS: 6
BS: 6
S: 4
T: 4
W: 3
I: 5
A: 3
Ld: 10
Sv: 2+
Wargear:
Iron Halo, Storm Bolter, Terminator Armour, Sword of Silence, Teleport Homer
Sword of Silence:
Range: S: User
AP: 3
type: Melee, Fleshbane, Master-Crafted, Bane of the traitor
Warlord Trait: Brilliant Planning
Special Rules:
Deathwing Assault, Independent Character, Inner Circle, Vengeful Strike, Marked for Retribution,
Tactical Precision, Master of the Deathwing
Master of the Deathwing:In a detachment containing Belial, all Deathwing Terminator Squads are
Troops.
Marked for Retribution:All of Belial's shooting and melee attacks are Precision Shots/Precision
Strikes on a To Hit roll of 5+.
Tactical Precision:Belial (and any unit composed entirely of models with the Inner Circle special
rule that he has joined) do not scatter when arriving by Deep Strike.
Options:
May replace his Storm Bolter and the Sword of Silence for one of the following:
Pair of Master-Crafted Lightning Claws for free
Master-Crafted Thunder Hammer and Storm Shield for 5pts
Sammael: 200pts
Unit Composition: 1 (Unique)
Unit Type: Jetbike (Character)
WS: 6
BS: 5
S: 4
T: 5
W: 3
I: 5
A: 3
Ld: 10
Sv: 2+
Wargear:
Power Armour, Bolt Pistol, Frag Grenades, Krak Grenades, Teleport Homer, Adamantine Mantle,
Corvex, Night Halo and Raven Sword
Adamantine Mantle: Confers Eternal Warrior on the bearer.
Corvex: Corvex is a jetbike fitted with a Plasma Cannon and a Twin-Linked Storm Bolter.
Night Halo: The Night Halo grants Sammael a 4+ Invulnerable Save.
Raven Sword:
Range: S: User
AP: 2
Type: Melee, Master-Crafted
Warlord Trait: Rapid Manoeuvre
Special Rules: Hit and Run, Independent Character, Scouts, Skilled Rider, Master of the
Ravenwing
Master of the Ravenwing: In a detachment containing Sammael, all Ravenwing Attack Squadrons
are Troops.
Options:
May be mounted in his Land Speeder, Sableclaw. If so, he changes his unit type to Infantry
(Character) and his Toughness is reduced to 4.
Unit Composition: 1 (Unique)
Unit Type: Chariot (Fast, Skimmer)
BS: 4
AV: 13/13/10
HP: 3
Wargear:
Twin-Linked Heavy Bolter, Twin-Linked Assault Cannon, Teleport Homer, Night Halo