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Dark angels1500points (Warhammer 40,000 8th Edition) [102 PL, 9CP, 1,512pts]

Battalion Detachment +5CP (Imperium - Dark Angels) [62 PL, 8CP, 945pts]
Rules: And They Shall Know No Fear, Bolter Discipline, Combat Doctrines, Grim Resolve, Shock Assault

No Force Org Slot [8CP]

Battle-forged CP [3CP]
Categories: N F O S

Detachment CP [5CP]
Categories: N F O S

HQ [20 PL, 289pts]


Chaplain Venerable Dreadnought [11 PL, 139pts]
Categories: F :A A ,F :I ,V ,C ,D ,C V
D , HQ, <C >
Rules: Angels of Death
Abilities: Dreadnought Character, Icon of Hate, Reliquarius, Smoke Launchers, Unstoppable Fury, Unyielding Ancient,
Explosion: Explodes, Unit: Chaplain Dreadnought

Melee weapon [22pts]


Selections: Dreadnought combat weapon [20pts], Storm bolter [2pts]
Weapon: Dreadnought combat weapon, Storm bolter

Melee weapon [12pts]


Selections: Dreadnought combat weapon [10pts], Storm bolter [2pts]
Weapon: Dreadnought combat weapon, Storm bolter

Abilities Description Ref

Dreadnought
This model may not be given any relics.
Character

All friendly models with the <CHAPTER> keyword in combat with the same unit as a model with
Icon of Hate
this ability add +1 to their Strength characteristic for the duration of the Fight phase.

Reliquarius This model has a 5+ invulnerable save.

Once per game, instead of shooting any weapon in the Shooting phase, this model can use its
Smoke
smoke launchers. Until the controlling player's next Shooting phase, any enemy units targeting
Launchers
this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.

Unstoppable You can re-roll hit rolls of 1 for this model if it is equipped with two Dreadnought combat
Fury weapons.

Unyielding Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is
Ancient not lost.

Explosion Dice roll Distance Mortal wounds Ref

Explodes 6 6" D3

Unit M WS BS S T W A Ld Save Ref

Chaplain Dreadnought 6" 2+ 2+ 6 7 9 4 10 3+

Weapon Range Type S AP D Abilities Ref

Dreadnought combat weapon Melee Melee x2 -3 3 -

Storm bolter 24" Rapid Fire 2 4 0 1 -


Lieutenants [9 PL, 150pts]
Categories: C ,I ,L ,F :A A ,F :D A ,F :
I , HQ
Rules: And They Shall Know No Fear
Abilities: Company Heroes, Tactical Precision

Lieutenant [4 PL, 63pts]


Selections: Chainsword, Master-crafted boltgun [3pts]
Unit: Lieutenant, Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade, Master-crafted boltgun

Lieutenant [5 PL, 87pts]


Selections: Jump Pack [1 PL, 18pts], Plasma pistol [5pts], Power sword [4pts]
Categories: F , J P
Abilities: Jump Pack Assault, Unit: Lieutenant (Jump Pack), Weapon: Bolt pistol, Frag grenade, Krak grenade,
Plasma pistol, Standard, Plasma pistol, Supercharge, Power sword

Abilities Description Ref

During deployment, all models in this unit must be set up at the same time, though they do not
Company
need to be set up in unit coherency. From that point onwards, each Primaris Lieutenant is treated
Heroes
as a separate unit.

During deployment, if this model has a jump pack, you can set it up high in the skies instead of
Jump
placing it on the battlefield. At the end of any of your Movement phases this model can assault
Pack
from above - set it up anywhere on the battlefield that is more than 9" away from any enemy
Assault
models.

Tactical
You can re-roll wound rolls of 1 for friendly <CHAPTER> units that are within 6" of this model.
Precision

Unit M WS BS S T W A Ld Save Ref

Lieutenant 6" 2+ 3+ 4 4 4 3 8 3+

Lieutenant (Jump Pack) 12" 2+ 3+ 4 4 4 3 8 3+

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Each time the bearer fights, it can make 1 additional


Chainsword Melee Melee User 0 1
attack with this weapon.

Grenade
Frag grenade 6" 3 0 1 -
D6

Grenade
Krak grenade 6" 6 -1 D3 -
1

Master-crafted Rapid
24" 4 -1 2 -
boltgun Fire 1

Plasma pistol,
12" Pistol 1 7 -3 1 -
Standard

Plasma pistol,
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Supercharge

Power sword Melee Melee User -3 1 -

Troops [22 PL, 288pts]


Scout Squad [4 PL, 78pts]
Selections: 5x Camo cloak [15pts]
Categories: I ,S ,S S ,F :D A ,F :A A ,F :I ,
T
Rules: And They Shall Know No Fear, Defenders of Humanity
Abilities: Camo cloaks, Combat Squads, Concealed Positions, Unit: Scout, Scout Sergeant

4x Scout (Sniper rifle) [52pts]


Selections: 4x Sniper rifle [8pts]
Weapon: Bolt pistol, Sniper rifle

Scout Sergeant [11pts]


Selections: Bolt pistol, Chainsword
Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade

Abilities Description Ref

Camo If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the
cloaks unit when they receive the benefits of cover, instead of 1.

Combat Before any models are deployed at the start of the game, this unit when containing its maximum
Squads number of models, may be split into two units each containing an equal number of models.

Concealed When you set up this unit during deployment, it can be set up anywhere on the battlefield that is
Positions more than 9" from the enemy deployment zone and any enemy models.

Unit M WS BS S T W A Ld Save Ref

Scout 6" 3+ 3+ 4 4 1 1 7 4+

Scout Sergeant 6" 3+ 3+ 4 4 1 2 8 4+

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Each time the bearer fights, it can make 1 additional attack


Chainsword Melee Melee User 0 1
with this weapon.

Frag Grenade
6" 3 0 1 -
grenade D6

Krak Grenade
6" 6 -1 D3 -
grenade 1

This weapon may target a CHARACTER even if it is not the


closest enemy unit. If you roll a wound roll of 6+ for this
Sniper rifle 36" Heavy 1 4 0 1
weapon, it inflicts a mortal wound in addition to its normal
damage.
Tactical Squad [9 PL, 105pts]
Selections: 6x Space Marine [78pts]
Categories: I ,T S ,F :A A ,F :D A ,F :I ,
T
Rules: And They Shall Know No Fear, Defenders of Humanity
Abilities: Combat Squads

Space Marine Sergeant [27pts]


Selections: Plasma pistol [5pts], Power fist [9pts]
Categories: F :A A
Unit: Space Marine Sergeant, Weapon: Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol,
Supercharge, Power fist

Abilities Description Ref

Combat Before any models are deployed at the start of the game, this unit when containing its maximum
Squads number of models, may be split into two units each containing an equal number of models.

Unit M WS BS S T W A Ld Save Ref

Space Marine 6" 3+ 3+ 4 4 1 1 7 3+

Space Marine Sergeant 6" 3+ 3+ 4 4 1 2 8 3+

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Rapid
Boltgun 24" 4 0 1 -
Fire 1

Grenade
Frag grenade 6" 3 0 1 -
D6

Grenade
Krak grenade 6" 6 -1 D3 -
1

Plasma pistol,
12" Pistol 1 7 -3 1 -
Standard

Plasma pistol,
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Supercharge

When attacking with this weapon, you must subtract


Power fist Melee Melee x2 -3 D3
1 from the hit roll.
Tactical Squad [9 PL, 105pts]
Selections: 6x Space Marine [78pts]
Categories: I ,T S ,F :A A ,F :D A ,F :I ,
T
Rules: And They Shall Know No Fear, Defenders of Humanity
Abilities: Combat Squads

Space Marine Sergeant [27pts]


Selections: Plasma pistol [5pts], Power fist [9pts]
Categories: F :A A
Unit: Space Marine Sergeant, Weapon: Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol,
Supercharge, Power fist

Abilities Description Ref

Combat Before any models are deployed at the start of the game, this unit when containing its maximum
Squads number of models, may be split into two units each containing an equal number of models.

Unit M WS BS S T W A Ld Save Ref

Space Marine 6" 3+ 3+ 4 4 1 1 7 3+

Space Marine Sergeant 6" 3+ 3+ 4 4 1 2 8 3+

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Rapid
Boltgun 24" 4 0 1 -
Fire 1

Grenade
Frag grenade 6" 3 0 1 -
D6

Grenade
Krak grenade 6" 6 -1 D3 -
1

Plasma pistol,
12" Pistol 1 7 -3 1 -
Standard

Plasma pistol,
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Supercharge

When attacking with this weapon, you must subtract


Power fist Melee Melee x2 -3 D3
1 from the hit roll.

Elites [8 PL, 146pts]


Venerable Dreadnought [8 PL, 146pts]
Selections: Assault cannon [22pts]
Categories: D ,V ,V D ,F :A A ,F :D ,
F :I ,E
Abilities: Explodes, Smoke Launchers, Unyielding Ancient, Unit: Venerable Dreadnought, Weapon: Assault cannon

Dreadnought combat weapon w/Heavy Flamer [44pts]


Selections: Heavy flamer [14pts]
Weapon: Dreadnought combat weapon, Heavy flamer

Abilities Description Ref

If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from
Explodes
the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can Warhammer
Smoke
use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 40,000
Launchers
from all hit rolls for ranged weapons that target this vehicle. Rulebook

Unyielding Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that
Ancient wound is lost.

Unit M WS BS S T W A Ld Save Ref

Venerable Dreadnought 6" 2+ 2+ 6 7 8 4 8 3+

Weapon Range Type S AP D Abilities Ref

Assault cannon 24" Heavy 6 6 -1 1 -

Dreadnought combat weapon Melee Melee x2 -3 3 -

Heavy flamer 8" Heavy D6 5 -1 1 This weapon automatically hits its target

Heavy Support [8 PL, 155pts]


Devastator Squad [8 PL, 155pts]
Categories: F :A A ,F :D A ,H S ,F :I ,I ,
D S
Rules: And They Shall Know No Fear
Abilities: Combat Squads

2x Space Marine (Lascannon) [76pts]


Selections: 2x Lascannon [50pts]
Unit: Space Marine, Weapon: Lascannon

2x Space Marine (Missile launcher) [66pts]


Selections: 2x Missile launcher [40pts]
Unit: Space Marine, Weapon: Missile launcher, Frag missile, Missile launcher, Krak missile

Space Marine Sergeant [13pts]


Selections: Bolt pistol, Chainsword
Categories: F :A A
Abilities: Signum (Devastator Squad), Unit: Space Marine Sergeant, Weapon: Bolt pistol, Chainsword, Frag grenade,
Krak grenade

Abilities Description Ref

Before any models are deployed at the start of the game, this unit when containing its
Combat
maximum number of models, may be split into two units each containing an equal number of
Squads
models.

Signum Before this unit shoots in the Shooting phase, you can choose one model from this unit that is
(Devastator within 3" of its Sergeant; you can add 1 to hit rolls made for your chosen model's weapons this
Squad) phase.

Unit M WS BS S T W A Ld Save Ref

Space Marine 6" 3+ 3+ 4 4 1 1 7 3+

Space Marine Sergeant 6" 3+ 3+ 4 4 1 2 8 3+

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Each time the bearer fights, it can make 1


Chainsword Melee Melee User 0 1
additional attack with this weapon.

Grenade
Frag grenade 6" 3 0 1 -
D6

Grenade
Krak grenade 6" 6 -1 D3 -
1

Lascannon 48" Heavy 1 9 -3 D6 -

Missile launcher, Heavy


48" 4 0 1 -
Frag missile D6

Missile launcher,
48" Heavy 1 8 -2 D6 -
Krak missile

Dedicated Transport [4 PL, 67pts]


Rhino [4 PL, 67pts]
Selections: Storm bolter [2pts]
Categories: V ,T ,R ,F :D A ,D T ,F :A A ,
F :I
Abilities: Explodes, Self-repair, Smoke Launchers, Transport: Capacity, Unit: Rhino, Weapon: Storm bolter, Wound Track:
Rhino 1, Rhino 2, Rhino 3

Abilities Description Ref

If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from
Explodes
the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Self-
Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound.
repair

Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can Warhammer
Smoke
use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 40,000
Launchers
from all hit rolls for ranged weapons that target this vehicle. Rulebook

Transport Capacity Ref

This model can tranport 10 <CHAPTER> INFANTRY models. It cannot transport JUMP PACK,
Capacity
TERMINATOR or PRIMARIS models.

Unit M WS BS S T W A Ld Save Ref

Rhino * 6+ * 6 7 10 * 8 3+

Weapon Range Type S AP D Abilities Ref

Storm bolter 24" Rapid Fire 2 4 0 1 -

Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref

Rhino 1 6-10+ 12" 3+ 3

Rhino 2 3-5 6" 4+ D3

Rhino 3 1-2 3" 5+ 1

Outrider Detachment +1CP (Imperium - Dark Angels) [40 PL, 1CP, 567pts]
Rules: And They Shall Know No Fear, Bolter Discipline, Combat Doctrines, Grim Resolve, Shock Assault

No Force Org Slot [1CP]

Detachment CP [1CP]
Categories: N F O S

HQ [6 PL, 100pts]
Interrogator-Chaplain [6 PL, 100pts]
Selections: Jump Pack [1 PL, 15pts], Plasma pistol [5pts]
Categories: C ,I ,F :D A ,F :A A ,I -C , HQ,
F :D ,F :I ,C ,F ,J P
Abilities: Aura of Dread, Inner Circle, Jump Pack Assault, Litanies of Hate, Rosarius, Spiritual Leaders, Unit: Interrogator-
Chaplain (Jump Pack), Weapon: Crozius arcanum, Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol,
Supercharge

Abilities Description Ref

Aura of Units within 6" of any enemy Interrogator-Chaplains must subtract 1 from their Leadership
Dread characteristic.

Inner This unit automatically passes Morale tests. In addition, you can re-roll failed hit rolls in the Fight
Circle phase for attacks by this unit that target a FALLEN unit.

During deployment, if this model has a jump pack, you can set it up high in the skies instead of
Jump
placing it on the battlefield. At the end of any of your Movement phases this model can assault
Pack
from above - set it up anywhere on the battlefield that is more than 9" away from any enemy
Assault
models.

Litanies You can re-roll failed hit rolls in the Fight phase for friendly <CHAPTER> units within 6" of this
of Hate model.

Rosarius This model has a 4+ invulnerable save.

Spiritual All friendly <CHAPTER> units within 6" of this model can use the Chaplain's Leadership instead of
Leaders their own.

Unit M WS BS S T W A Ld Save Ref

Interrogator-Chaplain (Jump Pack) 12" 2+ 3+ 4 4 5 3 9 3+

Weapon Range Type S AP D Abilities Ref

Crozius arcanum Melee Melee +1 -1 2 -

Frag grenade 6" Grenade D6 3 0 1 -

Krak grenade 6" Grenade 1 6 -1 D3 -

Plasma pistol, Standard 12" Pistol 1 7 -3 1 -

Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.

Fast Attack [34 PL, 467pts]


Assault Squad [11 PL, 125pts]
Selections: Jump Pack [2 PL, 18pts]
Categories: I ,F A ,A S ,F :D A ,F :A A ,F :
I ,F ,J P
Rules: And They Shall Know No Fear
Abilities: Combat Squads, Jump Pack Assault, Unit: Space Marine (Jump Pack), Space Marine Sergeant (Jump Pack)

Assault Marine Sergeant [35pts]


Selections: Combat shield [4pts], Melta bombs [5pts], Plasma pistol [5pts], Power fist [9pts]
Abilities: Combat shield, Weapon: Frag grenade, Krak grenade, Melta bomb, Plasma pistol, Standard, Plasma pistol,
Supercharge, Power fist

3x Space Marine (Bolt Pistol) [36pts]


Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade

2x Space Marine (Plasma pistol) [36pts]


Selections: 2x Plasma pistol [10pts]
Weapon: Chainsword, Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge

Abilities Description Ref

Combat
A model with a combat shield has a 5+ invulnerable save.
shield

Combat Before any models are deployed at the start of the game, this unit when containing its maximum
Squads number of models, may be split into two units each containing an equal number of models.

Jump During deployment, if this model has a jump pack, you can set it up high in the skies instead of
Pack placing it on the battlefield. At the end of any of your Movement phases this model can assault from
Assault above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.

Unit M WS BS S T W A Ld Save Ref

Space Marine (Jump Pack) 12" 3+ 3+ 4 4 1 1 7 3+

Space Marine Sergeant (Jump Pack) 12" 3+ 3+ 4 4 1 2 8 3+

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Each time the bearer fights, it can make 1 additional


Chainsword Melee Melee User 0 1
attack with this weapon.

Grenade
Frag grenade 6" 3 0 1 -
D6

Grenade
Krak grenade 6" 6 -1 D3 -
1

Grenade You can re-roll failed wound rolls for this weapon if
Melta bomb 4" 8 -4 D6
1 the target is a VEHICLE.

Plasma pistol,
12" Pistol 1 7 -3 1 -
Standard

Plasma pistol,
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Supercharge

When attacking with this weapon, you must


Power fist Melee Melee x2 -3 D3
subtract 1 from the hit roll.
Ravenwing Bike Squad [5 PL, 91pts]
Categories: F :A A ,B ,F A ,F :I ,F :R ,R
B S
Rules: And They Shall Know No Fear
Abilities: Combat Squad, Jink, Turbo-Boost

Ravenwing Biker [34pts]


Selections: Bolt pistol, Plasma gun [11pts]
Unit: Ravenwing Biker, Weapon: Bolt pistol, Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun,
Supercharge

Space Marine bike [2pts]


Selections: Twin boltgun [2pts]
Weapon: Twin boltgun

Ravenwing Biker [34pts]


Selections: Bolt pistol, Plasma gun [11pts]
Unit: Ravenwing Biker, Weapon: Bolt pistol, Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun,
Supercharge

Space Marine bike [2pts]


Selections: Twin boltgun [2pts]
Weapon: Twin boltgun

Ravenwing Sergeant [23pts]


Selections: Boltgun
Unit: Ravenwing Sergeant, Weapon: Boltgun, Frag grenade, Krak grenade

Space Marine bike [2pts]


Selections: Twin boltgun [2pts]
Weapon: Twin boltgun

Abilities Description Ref

Combat Before any models are deployed at the start of the game a Ravenwing Bike Squad containing 9
Squad models may be split into 2 units, one of which has 4 models including the attack bike.

If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of
Jink
your next Movement phase.

Turbo-
When this model advances, add 6" to its movement statistic for this phase instead of rolling a dice.
Boost

Unit M WS BS S T W A Ld Save Ref

Ravenwing Biker 14" 3+ 3+ 4 5 2 1 7 3+

Ravenwing Sergeant 14" 3+ 3+ 4 5 2 2 8 3+


Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Rapid
Boltgun 24" 4 0 1 -
Fire 1

Grenade
Frag grenade 6" 3 0 1 -
D6

Grenade
Krak grenade 6" 6 -1 D3 -
1

Plasma gun, Rapid


24" 7 -3 1 -
Standard Fire 1

Plasma gun, Rapid On a hit roll of 1, the bearer is slain after all of this
24" 8 -3 2
Supercharge Fire 1 weapon's shots have been resolved.

Rapid
Twin boltgun 24" 4 0 1 -
Fire 2

Ravenwing Land Speeders [18 PL, 251pts]


Categories: F :A A ,F :D A ,F A ,F ,F :I ,F :
R ,R L S ,L S ,V
Rules: And They Shall Know No Fear
Abilities: Anti-grav Upwash, Explodes, Jink

Ravenwing Land Speeder [6 PL, 81pts]


Selections: Heavy flamer [14pts], Multi-melta [22pts]
Unit: Ravenwing Land Speeder, Weapon: Heavy flamer, Multi-melta

Ravenwing Land Speeder [6 PL, 81pts]


Selections: Assault cannon [22pts], Heavy flamer [14pts]
Unit: Ravenwing Land Speeder, Weapon: Assault cannon, Heavy flamer

Ravenwing Land Speeder [6 PL, 89pts]


Selections: Assault cannon [22pts], Multi-melta [22pts]
Unit: Ravenwing Land Speeder, Weapon: Assault cannon, Multi-melta

Abilities Description Ref

Anti-grav
Models in this unit have a Move of 20", instead of 16", whilst the unit contains 3 models.
Upwash

If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the
Explodes
battlefield; on a 6 it explodes, and each unit within 3" suffer a mortal wounds.

If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of
Jink
your next Movement phase.

Unit M WS BS S T W A Ld Save Ref

Ravenwing Land Speeder 16" 3+ 3+ 4 5 6 2 7 3+

Weapon Range Type S AP D Abilities Ref

Assault Heavy
24" 6 -1 1 -
cannon 6

Heavy Heavy
8" 5 -1 1 This weapon automatically hits its target
flamer D6

Multi- Heavy If the target is within half range of this weapon, roll two dice when
24" 8 -4 D6
melta 1 inflicting damage with it and discard the lowest result.
Force Rules
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit. ()
Bolter Discipline: All ADEPTUS ASTARTES and HERETIC ASTARTES models gain this ability. Instead of following the normal rules for
Rapid Fire weapons, Rapid Fire bolt weapons used by models with this ability make double the number of attacks if any of the following
conditions apply: 1) The firing model's target is within half the weapon's maximum range. 2) The firing model is INFANTRY and every
model in its unit remained stationary in your previous Movement phase. 3) The firing model is a TERMINATOR, BIKER, CENTURION, or
DREADNOUGHT. For the purposes of this ability a Rapid Fire Bolt weapon is any weapon with the Rapid Fire type whose name includes
the word 'bolt' (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.) This also applies when firing the
boltgun profile of a combi-weapon (including the bolt weapon profile of Relics such as Blood Song and the Lion's Wrath) and when firing
relics that replace a Rapid Fire bolt weapon, so long as the relic is also a rapid-fire weapon (e.g. Primarch's Wrath, Fury of Deimos, etc)
The gauntlets of ultramar and the Talon of Horus are also considered Rapid Fire Bolt weapons, as is the guardian spear used by
Deathwatch Watch Masters. (White Dwarf Feb 2019)
Combat Doctrines: ()
Grim Resolve: You can re-roll all hit rolls of 1 for this unit whenever it shoots (including when firing Overwatch) so long as it did not
move in its prior Movement phase. In addition, this unit can never lose more than one model as the result of any single failed morale
test. ()
Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of
models in this unit until the end of the turn. ()

Selection Rules
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit. ()
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat
Doctrines.’ ()
Defenders of Humanity: A unit with this ability that is within range of an objective marker (as specified in the mission) controls the
objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same
objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as
normal. ()

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