+++ 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|Type

istol|
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|Type

istol|
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|Type

istol|
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|Type

istol|
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|Type

istol|
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|Type

istol, 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)
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