Switch Theme:

[1850] - Dark Angels - Angels of Calamity  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in pt
Stalwart Dark Angels Space Marine






+++ Angels of Calamity (Warhammer 40,000 7th Edition v2004) (1850pts) +++

++ Combined Arms Detachment (Dark Angels: Codex (2015) v2001) (1700pts) ++
Ideal Mission Commander, Objective Secured (Troops)

+ HQ (270pts) +

········Company Master (155pts) [Iron Halo]
········Deathwing, Fearless, Grim Resolve, Hatred (Chaos Space Marines), Independant Character
············Artificer Armour [Combi-Plasma, Frag and Krak Grenades, Infantry, Relic Blade, Shroud of Heroes]
············Feel No Pain, Gets Hot, Shrouded, Two-Handed
········Profiles:
················Company Master: Unit Type:Infantry (Character)|WS:6|BS:5|S:4|T:4|W:3|I:5|A:3|Ld:10|Save:2+ / 4++|Codex: Dark Angels 2015 p106
················Artificer Armour: Description:Confers a 2+ Armour Save|Codex: Dark Angels 2015 p154
················Iron Halo: Description:Confers a 4++|Codex: Dark Angels 2015 p152
················Shroud of Heroes: Description:Grants Feel No Pain (5+). In addition as long as the wearer is not in a unit gains Shrouded|Codex: Dark Angels 2015 p155
················Combi-Plasma: Range:24"|Strength:4 (Bolter)/ 7 (Plasma)|AP:5 (Bolter)/ 2 (Plasma)|Type:Rapid Fire (Both) / Gets Hot, One Shot (Plasma)|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"|Strength:6|AP:4|Type:Assault 1|BRB
················Relic Blade: Range:-|Strength:+2|AP:3|Type:Melee, Two-handed

········Librarian (115pts) [Psychic Hood]
········Deathwing, Fearless, Grim Resolve, Hatred (Chaos Space Marines), Independant Character
············Psyker [Level 2]
············Mastery Level 2
············Terminator Armour [(None), Force Stave]
············Bulky, Concussive, Deep Strike, Force, No sweeping advances, Relentless, 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 psycic power and is within 12" of a friendly model with a psychic hood, the wearer of the hood can attempt to Deny the Witch in their stead, as if he were in the target unit. If the Deny the Witch attempt is failed, the psychic power is resolved as norma, but effects only the initial target, not the wearer of the hood. If a model with a psychic hood is embarked in a vehicle or building, he can only use the hood to nullify powers targeting the vehicle or buildign he is embarked within.|BRB
················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 Stave: Range:-|Strength:+2|AP:4|Type:Melee, Force, Concussive|BRB

+ Elites (520pts) +

········Dreadnought Squadron (250pts)
············Dreadnought [Missile Launcher, Smoke Launchers and Searchlight, Twin-Linked Lascannon]
············Grim Resolve, Twin-Linked
············Dreadnought [Missile Launcher, Smoke Launchers and Searchlight, Twin-Linked Lascannon]
············Grim Resolve, Twin-Linked
········Profiles:
················Dreadnought: WS:4|BS:4|S:6|Front:12|Side:12|Rear:10|I:4|A:4|HP:3|Type:Vehicle (Walker)|Codex: Dark Angels 2015 p114
················Searchlight: Description:Night fighting only. It can illuminate a target it has fired at. Illuminates itself in the process (illuminated units lose Night Fighting benefits)|BRB
················Smoke Launchers: Description:Once per game, instead of shooting or flat out movements/running, the vehicle can activate smoke launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn. Unaffected by weapon destroyed, crew shaken and crew stunned results.|BRB
················Lascannon: Range:48"|Strength:9|AP:2|Type:Heavy 1|BRB
················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

········Venerable Dreadnought Squadron (270pts)
············Venerable Dreadnought [Assault Cannon, Smoke Launchers and Searchlight]
············Deathwing, Fearless, Grim Resolve, Hatred (Chaos Space Marines), Rending, Venerable
················Power Fist [Storm Bolter]
············Venerable Dreadnought [Assault Cannon, Smoke Launchers and Searchlight]
············Deathwing, Fearless, Grim Resolve, Hatred (Chaos Space Marines), Rending, Venerable
················Power Fist [Storm Bolter]
········Profiles:
················Venerable Dreadnought: WS:5|BS:5|S:6|Front:12|Side:12|Rear:10|I:4|A:4|HP:3|Type:Walker|Codex: Dark Angels 2015 p115
················Searchlight: Description:Night fighting only. It can illuminate a target it has fired at. Illuminates itself in the process (illuminated units lose Night Fighting benefits)|BRB
················Smoke Launchers: Description:Once per game, instead of shooting or flat out movements/running, the vehicle can activate smoke launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn. Unaffected by weapon destroyed, crew shaken and crew stunned results.|BRB
················Assault Cannon: Range:24"|Strength:6|AP:4|Type:Heavy 4, Rending|BRB
················Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldy|BRB
················Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|BRB

+ Troops (625pts) +

········Tactical Squad (95pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades, Plasma Cannon, Power Armor, 4x Tactical Marine]
········And They Shall Know No Fear, Combat Squads, Gets Hot, Grim Resolve
············Sergeant [Boltgun, Chainsword, Veteran Sgt]
········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
················Veteran Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+|Codex: Dark Angels 2015 p110
················Bolt Pistol: Range:12"|Strength:4|AP:5|Typeistol|BRB
················Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|BRB
················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"|Strength:6|AP:4|Type:Assault 1|BRB
················Plasma Cannon: Range:36"|Strength:7|AP:2|Type:Heavy 1, Blast, Gets Hot|BRB

········Tactical Squad (175pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades, Plasmagun, Power Armor, 4x Tactical Marine]
········And They Shall Know No Fear, Combat Squads, Gets Hot, Grim Resolve
············Razorback [Smoke Launchers and Searchlight, Storm Bolter, Twin Linked Lascannon]
············Sergeant [Boltgun, Chainsword, Veteran Sgt]
········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
················Veteran Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+|Codex: Dark Angels 2015 p110
················Razorback: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Tank, Transport (6 Models)|Codex: Dark Angels 2015 p121
················Searchlight: Description:Night fighting only. It can illuminate a target it has fired at. Illuminates itself in the process (illuminated units lose Night Fighting benefits)|BRB
················Smoke Launchers: Description:Once per game, instead of shooting or flat out movements/running, the vehicle can activate smoke launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn. Unaffected by weapon destroyed, crew shaken and crew stunned results.|BRB
················Bolt Pistol: Range:12"|Strength:4|AP:5|Typeistol|BRB
················Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|BRB
················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"|Strength:6|AP:4|Type:Assault 1|BRB
················Lascannon: Range:48"|Strength:9|AP:2|Type:Heavy 1|BRB
················Plasma Gun: Range:24"|Strength:7|AP:2|Type:Rapid Fire, Gets Hot|BRB
················Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|BRB

········Tactical Squad (95pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades, Plasmagun, Power Armor, 4x Tactical Marine]
········And They Shall Know No Fear, Combat Squads, Gets Hot, Grim Resolve
············Sergeant [Boltgun, Chainsword, Veteran Sgt]
········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
················Veteran Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+|Codex: Dark Angels 2015 p110
················Bolt Pistol: Range:12"|Strength:4|AP:5|Typeistol|BRB
················Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|BRB
················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"|Strength:6|AP:4|Type:Assault 1|BRB
················Plasma Gun: Range:24"|Strength:7|AP:2|Type:Rapid Fire, Gets Hot|BRB

········Tactical Squad (170pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades, Meltagun, Power Armor, 4x Tactical Marine]
········And They Shall Know No Fear, Combat Squads, Grim Resolve, Melta
············Razorback [Smoke Launchers and Searchlight, Storm Bolter, Twin Linked Lascannon]
············Sergeant [Boltgun, Chainsword, Veteran Sgt]
········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
················Veteran Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+|Codex: Dark Angels 2015 p110
················Razorback: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Tank, Transport (6 Models)|Codex: Dark Angels 2015 p121
················Searchlight: Description:Night fighting only. It can illuminate a target it has fired at. Illuminates itself in the process (illuminated units lose Night Fighting benefits)|BRB
················Smoke Launchers: Description:Once per game, instead of shooting or flat out movements/running, the vehicle can activate smoke launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn. Unaffected by weapon destroyed, crew shaken and crew stunned results.|BRB
················Bolt Pistol: Range:12"|Strength:4|AP:5|Typeistol|BRB
················Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|BRB
················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"|Strength:6|AP:4|Type:Assault 1|BRB
················Lascannon: Range:48"|Strength:9|AP:2|Type:Heavy 1|BRB
················Meltagun: Range:12"|Strength:8|AP:1|Type:Assault 1, Melta|BRB
················Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|BRB

········Tactical Squad (90pts) [Bolt Pistol, Boltgun, Frag and Krak Grenades, Meltagun, Power Armor, 4x Tactical Marine]
········And They Shall Know No Fear, Combat Squads, Grim Resolve, Melta
············Sergeant [Boltgun, Chainsword, Veteran Sgt]
········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
················Veteran Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+|Codex: Dark Angels 2015 p110
················Bolt Pistol: Range:12"|Strength:4|AP:5|Typeistol|BRB
················Boltgun: Range:24|Strength:4|AP:5|Type:Rapid Fire|BRB
················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"|Strength:6|AP:4|Type:Assault 1|BRB
················Meltagun: Range:12"|Strength:8|AP:1|Type:Assault 1, Melta|BRB

+ Fast Attack (150pts) +

········Ravenwing Land Speeders (150pts)
········Anti-grav Upwash
············Ravenwing Land Speeder [Heavy Bolter, Typhoon Missile Launcher]
············Deep Strike, Jink, Ravenwing
············Ravenwing Land Speeder [Heavy Bolter, Typhoon Missile Launcher]
············Deep Strike, Jink, Ravenwing
········Profiles:
················Ravenwing Land Speeder: BS:4|Front:10|Side:10|Rear:10|HP:2|Type:Fast, Skimmer|Codex: Dark Angels 2015 p126
················Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|BRB
················Typhoon Missile Launcher (Frag): Range:48"|Strength:4|AP:6|Type:Heavy 2, Blast|Codex: Dark Angels 2015 p150
················Typhoon Missile Launcher (Krak): Range:48"|Strength:8|AP:3|Type:Heavy 2|Codex: Dark Angels 2015 p150

+ Heavy Support (135pts) +

········Ravenwing Land Speeder Vengance (135pts) [Assault Cannon, Plasma Storm Battery]
········Deep Strike, Gets Hot, Jink, Ravenwing
········Profiles:
················Landspeeder Vengance: BS:4|Front:10|Side:10|Rear:10|HP:3|Type:Fast, Skimmer|Codex: Dark Angels 2015 p131
················Assault Cannon: Range:24"|Strength:6|AP:4|Type:Heavy 4, Rending|BRB
················Plasma Storm Battery (Burst): Range:36"|Strength:7|AP:2|Type:Heavy 3, Gets Hot|Codex: Dark Angels 2015 p149
················Plasma Storm Battery (Charged): Range:36"|Strength:7|AP:2|Type:Heavy 1, Gets Hot, Large Blast|Codex: Dark Angels 2015 p149

++ Officio Assassinorum Detachment (Officio Assassinorum: Dataslate (2014) v2000) (150pts) ++
Operation Assassinate

+ Elites (150pts) +

········Vindicare Assassin (150pts) [Blind Grenades, Close Combat Weapon, Exitus Pistol, Exitus Rifle, Spy Mask]
········Blind, Deadshot, Exitus Ammo, Fearless, Independent Operative, Infiltrate, Lightning Reflexes, Move Through Cover, No Escape, Precision Shots, Sniper, Stealth
········Profiles:
················Vindicare Assassin: Unit Type:Infantry (Character)|WS:8|BS:8|S:4|T:4|W:3|I:7|A:4|Ld:10|Save:4++|Codex: Officio Assassinorum
················Spy Mask: Description:All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Ignores Cover special rule.|Codex: Officio Assassinorum
················Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|BRB
················Defensive Grenade: Range:8"|Strength:1|AP:-|Type:Assault 1, Blast, Blind|BRB
················Exitus Pistol: Range:12"|Strength:X|AP:2|Typeistol, Sniper, Exitus Ammo|Codex: Officio Assassinorum
················Exitus Rifle: Range:72"|Strength:X|AP:2|Type:Heavy 1, Sniper, Exitus Ammo|Codex: Officio Assassinorum

++ Roster Rules ++

Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table. (BRB)
Objective Secured (Troops): A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule. (BRB)
Operation Assassinate: If the mission you are playing uses Victory Points, you receive one bonus Victory Point at the end of the game if the enemy's Warlord was removed as a casualty as a result of a Wound inflicted by a model with this special rule. (Codex: Officio Assassinorum)

++ Selection Rules ++

And They Shall Know No Fear: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead. (BRB)
Anti-grav Upwash: While the unit has at least 3 Ravenwing Land Speeders, each Speeder can move an additional 6" when moving Flat Out. (Codex: Dark Angels 2015 p126)
Blind: Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current phase. If the test is passed, all is well – a shouted warning has caused the warriors to avert their gaze. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test. Any model that does not have an Initiative characteristic (for example, non-Walker vehicles, buildings etc.) is unaffected by this special rule. (BRB)
Bulky: Bulky models count as two models for the purposes of Transport Capacity. (BRB)
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)
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)
Deadshot: All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Precision Shots special rule. (Codex: Officio Assassinorum)
Deathwing: A model with this special rule has the Fearless and Hatred (Chaos Space Marines) special rules. (Codex: Dark Angels 2015 p148)
Deep Strike: Deep Strike Mishap Table: D6 Roll

1: Terrible Accident! - The entire unit is destroyed!

2-3: Misplaced - Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal.

4-6: Delayed - The unit is placed in Ongoing Reserves. (BRB)
Exitus Ammo: Each time a Vindicare Assassin fires a weapon with this special rule, choose one of the three following types of ammunition and apply the chosen ammunition’s rules to that shot:

• Shield-breaker: Invulnerable saves cannot be taken against Wounds, glancing hits, or penetrating hits from a shield-breaker round.

• Turbo-penetrator: Against vehicles, shots from a turbo-penetrator round count as Strength 10. Against all other targets, shots from a turbo-penetrator round inflict D3 Wounds, rather than just 1.

• Hellfire: Shots from a hellfire round always wound on a 2+ (Codex: Officio Assassinorum)
Fearless: Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled. (BRB)
Feel No Pain: When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw and so can be used against attacks that state that ‘no saves of any kind are allowed’, for example those inflicted by Perils of the Warp).

Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved Wound is discounted – treat it as having been saved.

If a unit has the Feel No Pain special rule with a number in brackets afterwards –Feel No Pain (6+), for example – then the number in brackets is the D6 result needed to discount the Wound. (BRB)
Force: Any Psyker that has one or more weapons with this special rule knows the Force psychic power in addition to any other powers they know.

Force - Warp Charge 1
Force is a blessing psychic power that targets the Psyker and his unit. All of the targets' weapons that have the Force special rule gain the Instant Death special rule until the start of your next Psychic phase. (BRB)
Gets Hot: When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (armour or invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a glancing hit.

Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately suffers a single Wound (armour saves or invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead suffers a glancing hit on a further roll of a 1, 2 or 3.

If a model has the ability to re-roll its rolls To Hit (including because of BS6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is also a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit. (BRB)
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.
Independant Character: Independent characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit! Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25% remaining.

Full details in BRB. Rule too long to copy verbatim. (BRB)
Independent Operative: A model with this special rule can never be joined by another character. If a model with this special rule is your army’s Warlord, it never has a Warlord Trait. (Codex: Officio Assassinorum)
Infiltrate: Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units.

Infiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building, as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, they may Infiltrate along with their Transport.

A unit that deploys using these rules cannot charge in their first turn. Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.

If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule. (BRB)
Jink: When a unit with any models with the Jink special rule is selected as a target for a shooting attack, you may declare that it will Jink. The decision must be made before any To Hit rolls have been made. If the unit Jinks, all models in the unit with this special rule gain a 4+ cover save until the start of their next Movement phase, but they can only fire Snap Shots until the end of their next turn. (BRB)
Lightning Reflexes: A model with this special rule has a 4+ invulnerable save. In addition, they do not suffer the penalty to their Initiative for charging enemies through difficult terrain. (Codex: Officio Assassinorum)
Mastery Level 2: Generate 2 Warp Charges per turn, choose 2 powers from: Interromancy (Dark Angels p 156), Divination, Pyromancy, Telepathy, Telekinesis or and/or Demonology
Melta: Ranged weapons with this special rule roll an additional D6 when rolling to penetrate a vehicle’s armour at half range or less. If the weapon is more than half its maximum range away, it rolls to penetrate as normal.

If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the blast marker after it has scattered. If this is half the weapon’s range or less, all hits caused by the blast marker roll an addition D6 when rolling to penetrate a vehicle’s armour. If the centre of the blast marker is more than half the weapon’s maximum range away after scatter, roll to penetrate as normal. (BRB)
Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. (BRB)
No Escape: Enemy characters suffer a -2 penalty to their Look Out, Sir tests against any Wounds inflicted by a model with this special rule. (Codex: Officio Assassinorum)
No sweeping advances: This model or unit can never make sweeping advances.
Precision Shots: If a model with this special rule rolls a 6 To Hit with a shooting weapon, that shot is a ‘Precision Shot’.

Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll.

Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots. (BRB)
Ravenwing: Reroll failed cover saves when jinking. (Codex: Dark Angels 2015 p148)
Relentless: Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons. (BRB)
Rending: If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are resolved at AP2.

Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 Wounds automatically, regardless of Toughness, and is resolved at AP2.

In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value. (BRB)
Shrouded: A unit that contains at least one model with this special rule counts its cover save as being 2 points better than normal. Note that this means a model with the Shrouded special rule always has a cover save of at least 5+, even if it’s in the open.

Cover save bonuses from the Shrouded and Stealth special rules are cumulative (to a maximum of a 2+ cover save). (BRB)
Sniper: If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, and rolls a 6 To Hit, that shot is a ‘Precision Shot’. Wounds from Precision Shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll. Note that Snap Shots can never be Precision Shots.

If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To Wound roll of 4+, regardless of the victim’s Toughness. In addition, any To Wound roll of a 6 is resolved at AP2.

Against vehicles, shooting attacks from weapons and models with the Sniper special rule count as Strength 4. (BRB)
Stealth: A unit that contains at least one model with this special rule counts its cover saves as being 1 point better than normal. Note that this means that a model with the Stealth special rule always has a cover save of at least 6+, even if it is in the open. This rule is often presented as Stealth (X) where X indicates a specific type of terrain, such as Stealth (Woods) or Stealth (Ruins). If this is the case, the unit only gains the benefit whilst it is in terrain of the specified type. Cover save bonuses from the Shrouded and Stealth special rules are cumulative (to amaximum of a 2+ cover save). (BRB)
Twin-Linked: If a shooting weapon has the twin-linked special rule, or is described in a model’s wargear entry as twin-linked, it re-rolls all failed To Hit rolls.

For a Blast weapon, if the scatter dice does not roll a hit, you can choose to re-roll the dice with a Twin-linked Blast weapon. If you choose to do so, you must re-roll both the 2D6 and the scatter dice.

Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and armour penetration rolls. (BRB)
Two-Handed: A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons. (BRB)
Venerable: May reroll vehicle damage table. Second result is final, even if worse.
Vengeful Strike: Weapons are Twin-Linked on the turn this Deathwing model deep strikes. (Codex: Dark Angels 2015 p154)

Created with BattleScribe

This message was edited 1 time. Last update was at 2016/11/14 22:36:23


 
   
Made in us
Longtime Dakkanaut






Dakka policy forbids point values of upgrades and other specifics in your HTML upload.

In Battlescribe's view, select Root Points only and BBCode output then just copy/paste here.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in gb
Executing Exarch






I'm just going to cut your list down to the information we actually need...
Angels of Calamity (1850pts)

Combined Arms Detachment (1700pts)

HQ

Company Master (155pts)
-Artificer Armour, Combi-Plasma, Relic Blade, Shroud of Heroes

Librarian (115pts)
-Mastery Level 2, Terminator Armour, Force Stave

Elites

Dreadnought Squadron (250pts)
-Dreadnought (Missile Launcher, Twin-Linked Lascannon)
-Dreadnought (Missile Launcher, Twin-Linked Lascannon)

Venerable Dreadnought Squadron (270pts)
-Venerable Dreadnought (Assault Cannon, Power Fist & Storm Bolter)
-Venerable Dreadnought (Assault Cannon, Power Fist & Storm Bolter)

Troops

Tactical Squad (5 Marines) (95pts)
-Plasma Cannon, Veteran Sgt

Tactical Squad (5 Marines) (175pts)
-Plasmagun, Veteran Sgt, Razorback(Storm Bolter, Twin Linked Lascannon)

Tactical Squad (5 Marines) (95pts)
-Plasmagun, Veteran Sgt

Tactical Squad (5 Marines) (170pts)
-Meltagun, Veteran Sgt, Razorback (Storm Bolter, Twin Linked Lascannon)

Tactical Squad (5 Marines) (90pts)
-Meltagun, Veteran Sgt

Fast Attack

Ravenwing Land Speeders (150pts)
-Ravenwing Land Speeder (Heavy Bolter, Typhoon Missile Launcher)
-Ravenwing Land Speeder (Heavy Bolter, Typhoon Missile Launcher)

Heavy Support

Ravenwing Land Speeder Vengance (135pts)
-Assault Cannon

Officio Assassinorum Detachment (150pts)

Vindicare Assassin (150pts)
Right, so now I can actually get down to giving advice:
When selecting HQ's consider the roles that they will actually be doing on the battlefield - what unit are they going to join?

Librarians are flexible in this regard, able to fill different roles by changing power selection, but due to the terminator armour he won't be able to embark into either of the two Razorbacks (and probably wouldn't want to anyway, as psykers are limited on what they can cast when embarked). This leaves him in one of the foot-slogging tactical squads, where he can tank hits (stand at the front and make use of his 2+ armour save) or buff the unit as required. Small unit sizes make the buffs less efficient, but can't aim for any short-ranged psychic shooting as will have to foot-slog everywhere...
The Company Master is able to ride in a transport, and should probably join the plasma gun + Razor squad, so he can make best use of his combi-plasma. But after that the tactical squad doesn't really want to be charging, so the relic blade is more for deterrence and defence against units that charge you (making use of Grim Resolve).

Overall, I think you'll struggle, your list is quite slow - you don't want to have to hold objectives with fragile land speeders, but your tactical squads are mostly without transport. You've got a fair number of twin-lascannons, which will probably end up as your go-to anti-air (which is not ideal, but could be worse).

List is probably fine for casual games.
   
Made in us
Perfect Shot Dark Angels Predator Pilot





Eastern CT

Is this list models you already own, or are you looking for feedback to decide what you should and shouldn't buy?

Company Master (155pts)
-Artificer Armour, Combi-Plasma, Relic Blade, Shroud of Heroes

Librarian (115pts)
-Mastery Level 2, Terminator Armour, Force Stave


The Company Master is a pretty reasonable gearing up of the Dark Vengeance Company Master, which I gather is the mini you're using.

The Librarian is okay. His main failing is not having a likely unit to put him in.

I find Librarians are best fielded on bikes. That way, they can use the entirety of their powers all the time, and you can put them in a Ravenwing Bike Squad or a Black Knight Squad.

Elites

Dreadnought Squadron (250pts)
-Dreadnought (Missile Launcher, Twin-Linked Lascannon)
-Dreadnought (Missile Launcher, Twin-Linked Lascannon)

Venerable Dreadnought Squadron (270pts)
-Venerable Dreadnought (Assault Cannon, Power Fist & Storm Bolter)
-Venerable Dreadnought (Assault Cannon, Power Fist & Storm Bolter)


You have a lot of points tied up in Dreadnoughts, and sadly Dreadnoughts aren't very good in this edition. I'd say at most use one. Twin-linked heavy flamer and heavy flamer upgrade for the power fist, deliver via drop pod.

Elites in general is kind of a weak category in Codex: Dark Angels at the moment. The exceptions are the Command Squad, Company Veterans, and Ravenwing Command Squads. The first two make good alpha strike drop pod units. The latter are Ravenwing Knights with access to an Apothecary, which is an excellent upgrade.

Troops

Tactical Squad (5 Marines) (95pts)
-Plasma Cannon, Veteran Sgt

Tactical Squad (5 Marines) (175pts)
-Plasmagun, Veteran Sgt, Razorback(Storm Bolter, Twin Linked Lascannon)

Tactical Squad (5 Marines) (95pts)
-Plasmagun, Veteran Sgt

Tactical Squad (5 Marines) (170pts)
-Meltagun, Veteran Sgt, Razorback (Storm Bolter, Twin Linked Lascannon)

Tactical Squad (5 Marines) (90pts)
-Meltagun, Veteran Sgt


You have too many squads on foot. Also, the Veteran Sergeant upgrade is not generally worth the points. What is worth the points is giving the sergeant a combi-weapon that matches the special weapon in the squad. Particularly with meltaguns. When you get a chance to take that melta shot, you want to have that second shot to make a kill more likely.

Twin linked lascannon Razorbacks are expensive and fragile, and lack the firing point Rhinos have. They also make you likely to want to move more slowly so you can shoot the turret weapons. Rhinos are cheaper, and they won't tempt you to take it slow to shoot guns.

Fast Attack

Ravenwing Land Speeders (150pts)
-Ravenwing Land Speeder (Heavy Bolter, Typhoon Missile Launcher)
-Ravenwing Land Speeder (Heavy Bolter, Typhoon Missile Launcher)


Land Speeders are solid, and your loadout is sensible.

Fast Attack is where the real sex appeal of Codex: Dark Angels is. Ravenwing Bike Squads, Black Knight Squads, and the Dark Shroud are go-to units for us.

Heavy Support

Ravenwing Land Speeder Vengance (135pts)
-Assault Cannon


The Vengeance is a terrible choice. It's fragile, and too expensive for what it delivers. Giving it the assault cannon upgrade just makes it worse. Plus, it's a waste of a perfectly good Dark Shroud hull.

Officio Assassinorum Detachment (150pts)

Vindicare Assassin (150pts)


I have no opinion on the Vindicare one way or the other.

So, you seem to have made some of the choices you made to get lascannons. If you want lascannons, Predators are the way to go. You can get 6 lascannons for less than you paid for 2 Dreadnoughts and 2 Razorbacks. If Forge World vehicles are an option, I really like the Relic Sicarian, and the Vindicator Laser Destroyer is also worth a look.

Check out my brand new 40K/gaming blog: Crafting Cave Games 
   
Made in pt
Stalwart Dark Angels Space Marine






I whant the dreadnouts because I really like the models nothing else, by the way of the things listed in the list here are the ones I allready have:

Company Master
Librarian
2 Dreadnouts
5 tatical squads
2 razorbacks

everithing else Im planing on buying in the future.
The razorbacks are mostly to stay away from combat and provide cover fire, as are 2 of the dreadnouts.

The librarian is going to stay back using itromancy to give the squads re roll on firing or demenology to summon korn hell hounds if Im felling lucky

The Company Master is moltly to protect the squads agains charges

And the Sargents are only veterans because I had 50 points leaft and dint know what to do with them.

The land speeder vengeance feels like a good idea, the guys at my gaming club said for 120 points those batterys were more than worth it.


Automatically Appended Next Post:
I could replace the veteran sargents and landspeeders for terminators and put them in front of the tatical squads.

This message was edited 1 time. Last update was at 2016/11/16 00:24:26


 
   
Made in us
Perfect Shot Dark Angels Predator Pilot





Eastern CT

Everybody likes Dreadnoughts. That doesn't mean they're not terrible on the tabletop.

Well. I suppose terrible is a strong word. But they're definitely not good. Part of the problem is that vehicles are too fragile in this edition. Another part of the problem is that the edition has not been kind to the types of weapons you're indicating in your army list. Lascannons and missile launchers used to be pretty reliable anti-vehicle weapons, but that was two editions ago. These days, you either want to fire a bunch of middling-high strength shots, or you want something with Armorbane.

That said, 8th edition is coming out soon, and there's some reason to think GW might switch Dreadnoughts over to the Monstrous Creatures rules. Might be just wishful thinking, but it's worth keeping your fingers crossed.

Did you glue on everything? I ask this because I've found with Dreadnoughts, you don't need to glue the arms on. They fit snugly enough without, which means you can swap them out as you see fit. Also, with Rhino-hull vehicles, if you don't glue on the piece that goes on top, you can switch them out between being Rhinos and Razorbacks. Gravity holds the top piece in well enough. Order some Whirlwind turrets on eBay, and they can be those too. If you're good with magnets, you can even make Predators into interchangeable hulls.

You should also be aware that plasma has been made kind of meh this edition as well. You probably got at least some of your Tac Squads from the Dark Vengeance box set, and I know it comes with a plamsa gun and plasma cannon. Plasma used to be the bee's knees. These days, it's largely been supplanted by grav . About the only army you'd rather have plasma than grav against these days is Chaos Daemons. The only plasma left in my lists are the plasma talons on my Ravenwing Knights.

I'd advise you to buy a Dark Angels Veterans box set, because robed sergeants really give your army that First Legion flair. Plus, it comes with all kinds of amazing extra bitz to bling up your minis. The combi-weapons are a bit trickier to come by, but you can bitz-order them at reasonable prices on eBay. That's where I got most of mine - look for Sternguard combi-weapons. Bolt pistol+combi-weapon is what I did with most of my sergeants.

I'd also recommend a Devastator Squad box set for the heavy weapons. In particular, the two grav cannons you can get out of it. You'll also have enough bitz to make two other marines with heavy weapons. I'd say either do the multilmeltas or the lascannons. I suppose you could do 3 extra heavy weapons if you don't use the Sergeant for the mini's intended role. It also nets you another combi-weapon, and diverse other cool bitz.

Who ever told you the Land Speeder Vengeance was worth its points doesn't know what they're talking about. It's an AV10 hull with a weapon that's apt to inflict damage on it instead of your opponents. Now, the kit is worth getting, because the same kit lets you assemble a Dark Shroud, which is all kinds of worth its points - not in and of itself, but because of the buffs it gives other units. You really want more Ravenwing stuff to make it really shine, but it is worth noting that any unit that starts a charge from within 6" of the Dark Shroud cannot be Overwatched against - worth noting if you do field that Terminator Squad.

So, the Terminators. Terminators have never really been worth their points. They're too expensive for the damage they put out, and they die to fast. Again, maybe an edition change will be kind to them, but I'm not holding my breath. If you've got Dark Vengeance, you've got them, and they're not terrible for casual games. I don't think I'd put them out in front, though. I'd either deep strike with them, or hold them back as a counterpunch unit. If you hold them back, you can put your Company Master with them as well as your Librarian, and that wouldn't be awful. If you deep strike them, the Company Master doesn't get to ride alone, but the Librarian can. What you do with them will depend on what kind of army you're facing off against. If it's an army that's coming to you (an assault army, for instance), hold them back. If it's an army that's going to castle up in its deployment zone, you'll probably need to deep strike them.

As for your Librarian, if you played against me and used Malefic Daemonology, I would razz you unmercifully. (Traitor fallen angel!) My go-to discipline is Telepathy. Invisibility is the obvious power one hopes to roll up, but there aren't too many bad powers in the discipline, and even if you get a bad roll, Psychic Shriek is a strong Primaris. Sometimes I'll go with Interromancy if I feel like dialing it down a notch, and I recently had reason to use Sanctic Daemonology. But, like I said, you can do worse than going with Telepathy all the time.

For future purchases, in addition to the previously mentioned Dark Angels Vets and Devastator kits, I'd advise you to buy towards making a Lion's Blade Detachment, which you're already off to a good start on, and Ravenwing Ravenwing Ravenwing! The sexiest unit in the codex is the Black Knights/Ravenwing Command Squad, which you'll want at least 2 of to make a decent sized squad. Don't skimp on the other Ravenwing units either, as with the exception of the Vengeance, they're all reliable workhorses.

As a point of comparison, here's the 1850pt list I took to a recent ITC event. I went 2-2 with a by with the list, so it's not terrible.

Spoiler:

Task Force Gideon[i]

Detachment 1: Lion's Blade Detachment

First Demi-Company
Company Master Gideon: Mace of Redemption, articifer armor, storm shield, jump pack

Assault Squad 1-1
4 Marines: jump packs
Sergeant: veteran, power axe, jump pack

Devastator Squad 1-1
4 Marines: 2 grav cannons
Sergeant
Rhino

Tac Squad 1-1
4 Marines: meltagun
Sergeant: combi-melta
Razorback

Tac Squad 1-2
4 Marines: meltagun
Sergeant: combi-melta
Razorback

Tac Squad 1-3
4 Marines: meltagn
Sergeant: combi-melta
Drop Pod

Second Demi-Company
Chaplain Gideon: Space Marine bike

Assault Squad 2-1
4 Marines: 2 flamers
Sergeant: 2 bolt pistols
Drop Pod

Devastator Squad 2-1
4 Marines: 2 lascannons
Sergeant
Rhino

Tac Squad 2-1
4 Marines: grav gun
Sergeant: combi-grav
Rhino

Tac Squad 2-2
4 Marines: flamer
Sergeant: combi-flamer
Razorback

Tac Squad 2-3
4 Marines: flamer
Sergeant: combi-flamer
Drop Pod

Auxiliary: 10th Company Support
Scout Squad
4 Scouts: bolters
Scout Sergeant: bolter

Ravenwing Strike Force
Librarian Revered Castiel: ML2, Space Marine Bike, auspex

Ravenwing Black Knights Squad
5 Black Knights: grenade launcher
Huntsmaster

Nephilim Jet Fighter: twin linked lascannons



Check out my brand new 40K/gaming blog: Crafting Cave Games 
   
Made in pt
Stalwart Dark Angels Space Marine






I dint glue anuthing that dint need glue, and somethings that did need it were magnetize, like the stormbolters and flamers on the powerfists.
   
Made in ca
Secretive Dark Angels Veteran




Canada

the battlescribe syntax seriously makes me want to vomit

DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in us
Perfect Shot Dark Angels Predator Pilot





Eastern CT

Pedro31 wrote:
I dint glue anuthing that dint need glue, and somethings that did need it were magnetize, like the stormbolters and flamers on the powerfists.


Well, you're smarter than I was when I first started.

Check out my brand new 40K/gaming blog: Crafting Cave Games 
   
 
Forum Index » 40K Army Lists
Go to: