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Outrider Detachment -3CP (Imperium - Adeptus Astartes - Dark Angels) [59 PL, -1CP,
998pts]
Rules: 1st Company, 2nd Company, And They Shall Know No Fear, Angels of Death, Assault Doctrine, Bolter Discipline, Combat
Doctrines, Devastator Doctrine, Fire Discipline, Grim Resolve, Implacable, Shock Assault, Speed of the Raven, Tactical Doctrine
Configuration []
**Chapter Selector**
Selections: Dark Angels
Categories: PC: DA, C
Rules: Forged in Battle
Gametype
Categories: C
Stratagems [-1CP]
HQ [8 PL, 160pts]
Lieutenant(s) [8 PL, 160pts]
Categories: HQ, F :D A
Force Rules
1st Company: If every unit in your army (except UNALIGNED units) has the DARK ANGELS keyword, then DARK ANGELS Vanguard
Detachments that only contain models with the DEATHWING and/or INNER CIRCLE keywords gain the 1st Company ability.
• Deathwing Terminator Squad, Terminator Squad, Terminator Assault Squad and Relic Terminator Squad units in this Detachment
gain the Objective Secured ability.
• If your WARLORD is part of this Detachment, this Detachment's Command Benefits are changed to '+3 Command points'. ()
2nd Company: If every unit in your army (except UNALIGNED units) has the DARK ANGELS Keyword, then DARK ANGELS Outrider
Detachments that only contain models with the RAVENWING keyword gain the 2nd Company ability.
• Bike Squad and Outrider Squad units in this Detachment gain the Objective Secured ability.
• If your WARLORD is part of this Detachment, this Detachment's Command Benefits are changed to '+3 Command points'. ()
And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers ()
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat
Doctrines. ()
Assault Doctrine: The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by
1 whilst this combat doctrine is active. (Psychic Awakening IV: Ritual of the Damned p35)
Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt
weapons make double the number of attacks if any of the following apply
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type. ()
Combat Doctrines: If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and
UNALIGNED units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
• During the first battle round, the Devastator Doctrine is active for your army.
• During the second battle round, the Tactical Doctrine is active for your army.
• At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the
doctrine you selected is active for your army.
• During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.Unless specified otherwise, this
bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of
Fire WARLORD Trait).
()
Devastator Doctrine: The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is
improved by 1 whilst this combat doctrine is active. (Psychic Awakening IV: Ritual of the Damned p35)
Fire Discipline: While the Tactical Doctrine is active for your army, INFANTRY models from your army (excluding DEATHWING
models) can make attacks with Rapid Fire and Assault Weapons (excluding Blast weapons) while withing Engagement Range of
enemy units, but must target an enemy unit that is within Engagement Range of its own unit when they do so. ()
Grim Resolve: Each time a model with this tactic makes an attack, unless that model's unit has moved this turn (excluding pile-in
and consolidation moves), add 1 to that attack's hit roll. Each time a Combat Attrition test is taken for this unit, it is automatically
passed. ()
Implacable: While the Assault Doctrine is active for your army, each time a DEATHWING INFANTRY or DEATHWING
DREADNOUGHT model from your army makes a melee attack against a CHARACTER unit or unit that contains any models with a
wounds characteristic if 8 or more, you can re-roll the wound roll. ()
Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic Intervention this turn, then
until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. ()
Speed of the Raven: While the Devastator Doctrine is active for your army:
• Add 3" to the Move characteristic of RAVENWING models from your army.
• RAVENWING units from your army are eligible to shoot with in a turn in which they Advanced. Each time a model in that unit
makes a ranged attack in a turn in which it Advanced, that attack suffers the penalty incurred to the hit roll as if firing an assault
weapon. ()
Tactical Doctrine: The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is
improved by 1 whilst this combat doctrine is active. (Psychic Awakening IV: Ritual of the Damned p35)
Selection Rules
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat
Doctrines. ()
Combat Squads: Before any models are deployed at the start of the game, this unit when containing its maximum number of
models, may be split into two units each containing an equal number of models. ()
Explodes (3"/1): When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 3"
suffers 1 mortal wound. ()
Forged in Battle: - Each time a unit with this tactic is selected to shoot or fight, you can re-roll one wound roll when resolving that
unit's attacks.
- Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this tactic, that attack has an
Armour Penetration characteristic of 0 instead. ()
Inner Circle: If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is
using the Chapter Tactic of the Dark Angels, then:
• Each time a Morale test is taken for this unit, it is automatically passed.
• While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit
cannot be selected to Fall Back.
• Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if
the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must
Remain Stationary instead.
• Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always
fails, irrespective of any abilities that the weapon or the model making that attack may have. ()
Jink: If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor Tactic, and it is using the
Chapter Tactic of the Dark Angels, then:
• Models in this unit have a 5+ invulnerable save against ranged attacks. In your Movement phase, if this unit Remains Stationary,
it loses this invulnerable save until the start of your next Movement phase.
• Each time this unit Advances, until the start of your next turn, models in this unit have a 4+ invulnerable save against ranged
attacks. ()
Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield.
At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more
than 9" away from any enemy models. ()