3rd Company
of the Dark Angels Chapter |
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| Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | Cost |
| Azrael, Keeper of the Truth | 1 | 5 | 5 | 4/6 | 4 | 4 | 5 | 4 | 10 | 3+ | 308 |
| Stubborn: Auto-pass morale checks, even if you would normally auto-fail. Cannot fall back voluntarily. Note that Command Squads led by the character must have a *total* of 4-9 models, including Sergeants.; As long as Azrael is on the table, all Dark Angels count as Stubborn.; In scenarios with a variable turn limit, you may re-roll the dice to see if the mission ends.; Powered Armour; Bolter-Plasma Rifle | |||||||||||
| #Frag Grenades | Fight simultaneosly with troops in cover. Models with Power Fists still go last. | [0] | |||||||||
| #Krak Grenades | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6. | [0] | |||||||||
| #Sword of Secrets | Bearer has S6. No armour save. | [0] | |||||||||
| #Lion Helm | The Lion Helm is carried by a Watcher. When the character moves, move the Watcher to within 2" of his final location. It cannot be harmed at all. Any friend or foe within 3" of the Watcher gains a 4+ Invulnerable save vs. shooting. | [0] | |||||||||
| Tactical Squad | 2 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | [95] |
| Bolter (x2) | |||||||||||
| Apothecary | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | [15] |
| Techmarine | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | [15] |
| Veteran Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | [35] |
| Bolter | |||||||||||
| Melta Bombs | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. | [5] | |||||||||
| Asmodai | 1 | 5 | 5 | 4 | 4 | 2 | 5 | 4 | 9 | 3+/4(I)+ | 110 |
| Stubborn: Auto-pass morale checks, even if you would normally auto-fail. Cannot fall back voluntarily; Asmodai gets 2D6 VP per prisoner when using the Blades of Reason, instead of just 1D6; Any enemy unit with a model within 16" of Asmodai suffers a -1 modifier to all morale checks; Independent Character.; Powered Armour; Power Weapon; Rosarius | |||||||||||
| #Blades of Reason | If the bearer of the Blades is alive at the end of the battle, roll a D6 for every dead enemy model - on a 6 you capture them, and you get +D6VP, unless they're a Tyranid or a Necron. | [0] | |||||||||
| Ezekiel | 1 | 5 | 5 | 4 | 4 | 3 | 5 | 4/5 | 9 | 3+ | 225 |
| Psychic Power: Weaken Resolve - use when an enemy unit within 12" of the Librarian takes a morale check. If the power suceeds, the unit must test on 3d6 rather than 2d6. The power can only be used once per turn (i.e., once in the dark angels turn, once in the enemy turn). Stubborn: Auto-pass morale checks, even if you would normally auto-fail. Cannot fall back voluntarily. Note that Command Squads led by the character must have a *total* of 4-9 models, including Sergeants.; Powered Armour; Bolt Pistol; Force Weapon | |||||||||||
| #Book of Salvation | +1 Attack bonus to all Space Marines within 2d6" once per battle. Lasts 1 turn. If the bearer is killed, place his body on it's side - when a Dark Angel moves into contact with the book it's turn ends. Until the book has been picked up, all Dark Angels are Stubborn, may ignore the Intractable rule, and gain +1WS - however, if the book is not recovered, the Dark Angels lose the game. | [0] | |||||||||
| #Psychic Hood | After an opponent has sucessfuly made a Psychic test, both players calculate Ld+1d6 (if you're trying to negate it). If the Librarian's score is higher, the power is nullified and not used. | [0] | |||||||||
| #Bionics | If the model is killed, roll a D6 at the start of next turn; if a 6 is rolled, he gets back up with one wound left. | [0] | |||||||||
| #Frag Grenades | Fight simultaneosly with troops in cover. Models with Power Fists still go last. | [0] | |||||||||
| #Krak Grenades | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6. | [0] | |||||||||
| Deathwing Terminators | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+/5(I)+ | 265 |
| Deep Strike if allowed. Stubborn: Auto-pass morale checks, even if you would normally auto-fail. Cannot fall back voluntarily. Lightning Claws must be taken as a pair (i.e., one left, one right), as do Thunder Hammers and Storm Shields.; Chainfist (x1); Power Fist (x3); Storm Bolter (x3); Thunder Hammer (x1) | |||||||||||
| Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+/5(I)+ | [52] |
| Power Weapon; Storm Bolter | |||||||||||
| Deathwing Terminators | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+/5(I)+ | 265 |
| Deep Strike if allowed. Stubborn: Auto-pass morale checks, even if you would normally auto-fail. Cannot fall back voluntarily. Lightning Claws must be taken as a pair (i.e., one left, one right), as do Thunder Hammers and Storm Shields.; Chainfist (x1); Power Fist (x3); Storm Bolter (x3); Thunder Hammer (x1) | |||||||||||
| Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+/5(I)+ | [52] |
| Power Weapon; Storm Bolter | |||||||||||
| Tactical Squad | 9 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 214 |
| Bolter (x8); Flamer (x1) | |||||||||||
| Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | [15] |
| Bolter | |||||||||||
| Rhino APC | 1 | BS: 4 Front: 11 Side: 11 Rear: 10 | [58] | ||||||||
| Carries up to 10 Space Marines. Tank.; Storm Bolter | |||||||||||
| Extra Armour | Count 'Crew Stunned' results as 'Crew Shaken'. | [5] | |||||||||
| Smoke Launchers | Use instead of shooting- for one turn, penetrating hits count as glancing blows. | [3] | |||||||||
| Tactical Squad | 9 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 156 |
| Bolter (x8); Flamer (x1) | |||||||||||
| Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | [15] |
| Bolter | |||||||||||
| Devastator Squad | 9 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | 270 |
| Bolter (x5); Heavy Bolter (x1); Lascannon (x1); Multi-Melta (x1); Plasma Cannon (x1) | |||||||||||
| Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | [15] |
| Bolter | |||||||||||
| Assault Squad | 9 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2** | 8 | 3+ | 330 |
| Bolt Pistol & CCWep. (x7); Plasma P. & CC Wep. (x2); Frag Grenades; Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.; Jump Packs | |||||||||||
| Veteran Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 3+ | [59] |
| Frag Grenades; Melta-Bombs; When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6.; Jump Packs; Bolt Pistol; Plasma Pistol | |||||||||||
| Ravenwing Bike Squadron | 3 | 4 | 4 | 4 | 4/5 | 1 | 4 | 1 | 8 | 3+ | 180 |
| Move 12". If model enters difficult terrain, roll 2D6- on a 2 he crashes and is removed. Flee & Pursue 3d6". Ravenwing - 6+ Invulnerable save vs. shooting as long as they moved in the previous movement phase.; Twin Bolter; Bolt Pistol (x3) | |||||||||||
| Sergeant | 1 | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | [45] |
| Bolt Pistol | |||||||||||
| Ravenwing Bike Squadron | 2 | 4 | 4 | 4 | 4/5 | 1 | 4 | 1 | 8 | 3+ | 135 |
| Move 12". If model enters difficult terrain, roll 2D6- on a 2 he crashes and is removed. Flee & Pursue 3d6". Ravenwing - 6+ Invulnerable save vs. shooting as long as they moved in the previous movement phase.; Twin Bolter; Bolt Pistol (x2) | |||||||||||
| Sergeant | 1 | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | [45] |
| Bolt Pistol | |||||||||||
| Ravenwing Land Speeder Squadron | 2 | BS: 4 Front: 10 Side: 10 Rear: 10 | 120 | ||||||||
| Fast, Skimmer. Ravenwing - 6+ Invulnerable save vs. shooting as long as they moved in the previous movement phase.; Heavy Bolter | |||||||||||
| Predator 'Destructor' | 1 | BS: 4 Front: 13 Side: 11 Rear: 10 | 133 | ||||||||
| Tank.; 2 Sponson Lascannon; Turret Autocannon | |||||||||||
| Extra Armour | Count 'Crew Stunned' results as 'Crew Shaken'. | [5] | |||||||||
| Smoke Launchers | Use instead of shooting- for one turn, penetrating hits count as glancing blows. | [3] | |||||||||
| Scout Squad | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2* | 8 | 4+ | 152 |
| Infiltrate if allowed (as long as no Apothecary or Techmarine is present). Roll an extra D6 and pick the best when moving through difficult terrain.; Bolt Pistol & CCWep. (x2); Sniper Rifle (x1); Heavy Bolter (x1) | |||||||||||
| Veteran Sergeant Naaman | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 9 | 4+ | [80] |
| In Night Fights, enemy units trying to 'spot' Naaman's unit 'see' half as far as normal; Naaman's unit firing their Bolt Pistols does not raise the alarm; A sentry killed by Naaman's unit in close combat only raises the alarm on a '6', rather than a '4+'; The first hit scored against Naaman in every round of combat counts as a miss instead; Stubborn: Auto-pass morale checks, even if you would normally auto-fail.; Master-crafted Chainsword; Master-Crafted Bolt Pstl.; Frag Grenades | |||||||||||
| Melta Bombs | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. | [0] | |||||||||
| Auspex | If Infiltrators set up within 4d6" of a unit with an Auspex, the unit can fire once at the Infiltrators before the battle begins. | [0] | |||||||||
| Teleport Homer | Teleporting troops don't scatter if the template is placed in centred on a model with a Teleport Homer. | [0] | |||||||||
| Master-crafted Chainsword | +1A if used with another Pistol or Close Combat Weapon. | - | |||||||||
| Master-Crafted Bolt Pstl. | 12"R, S4, AP5, Pistol, Re-roll one 'miss' per turn. | - | |||||||||
| Option Footnotes: | |||||||||||
| Autocannon | 48"R, S7, AP4, Heavy 2. | ||||||||||
| Bolt Pistol | 12"R, S4, AP5, Pistol. | ||||||||||
| Bolter | 24"R, S4, AP5, Rapid Fire. | ||||||||||
| Bolter | 24"R, S4, AP5, Rapid Fire. | ||||||||||
| Bolter-Plasma Rifle | Bolter: 24"R, S4, AP5, Rapid Fire. Plasma Rifle: 24"R, S7, AP2, Rapid Fire, if you roll a '1' to hit and make a save or take a wound. May only fire Plasma Rifle once per battle. May not fire both weapons at once. | ||||||||||
| Chainfist | No armour save. Always goes last. AP 8+2d6. | ||||||||||
| Close Combat Weapon | +1A if used with another Pistol or Close Combat Weapon. | ||||||||||
| Flamer | Template, S4, AP5, Assault 1. | ||||||||||
| Force Weapon | No armour save. If a model takes a wound but is not killed, make a psychic test- if you pass, it dies. Use against one model per combat round. | ||||||||||
| Frag Grenades | When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. | ||||||||||
| Heavy Bolter | 36"R, S5, AP4, Heavy 3. | ||||||||||
| Jump Packs | Move 12", ignoring terrain. Deep Strike if allowed. If model ends in difficult terrain, roll a D6- on a 1 it crashes and is removed. Flee & pursue 3d6". | ||||||||||
| Lascannon | 48"R, S9, AP2, Heavy 1. | ||||||||||
| Melta-Bombs | When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 8+2D6. | ||||||||||
| Multi-Melta | 24"R, S8, AP1, Heavy 1, +D6 AP at 12". | ||||||||||
| Plasma Cannon | 36"R, S7, AP2, Heavy 1 Blast. Overheats- if you roll a '1' to hit, make a save or take a wound. | ||||||||||
| Plasma Pistol | 12" R, S7, AP2, Pistol. Overheats- if you roll a '1' to hit, make a save or take a wound. | ||||||||||
| Power Fist | Always go last. No armour save. Doubles srength. | ||||||||||
| Power Weapon | No armour save in close combat. | ||||||||||
| Powered Armour | 3+ armour save. | ||||||||||
| Sniper Rifle | 36"R, Wounds on 4+, AP6. Hits on 2+. | ||||||||||
| Storm Bolter | 24"R, S4, AP5, Assault 2. | ||||||||||
| Thunder Hammer | Doubles Strength, no armour save, always goes last. Models wounded may not attack again until the end of the next Assault phase. Vehicles hit suffer "Crew Shaken" in addition to other damage. | ||||||||||
| Twin Bolter | 24"R, S4, AP5, Rapid Fire, Linked. Always fires as if stationary. | ||||||||||
| Total Army Cost: 2863 Pts. |
| Notes: Dark Angels will never fight alongside non-human troops. They will only use human allies if you're playing a special scenario that requires them. Roll a D6 at the start of any mission not against Tyranids or Necrons. On a 6, randomly nominate any character in the opposing army - this character carries information about the Fallen. If this character is killed in Close Combat, the Dark Angel gains D6x10 victory points. If he is not, the enemy player gains the VP. If Cypher is present, do not use this rule. Any Fallen Angels captured are worth D6x10 VP - uncaptured Fallen give D6x10 VP to the enemy. In order to capture Cypher, he must be killed in Close Combat and fail his 4+ on 3D6 save. Fallen not captured give their VP to the enemy player. Intractable - roll a D6 for every Dark Angels non-Ravenwing unit, model or vehicle at the start of the turn, on a 1 they can't move, but count as Stubborn for the rest of the turn (auto-pass morale checks, even if they would auto-fail, cannot fall back voluntarily). Drop pods: At the start of a battle where the Deep Strike rules are allowed, you can declare that your Space Marines are all using Drop Pods to deploy. Any model in Powered, Terminator or Artificer armour, and Scouts, Dreadnoughts and Land Speeders must deploy using the Deep Strike rules. Any other models stay on board ship and are not used in the game. And They Shall Know No Fear: Space Marines always regroup if they fall back, even if they've taken 50% casualties. They may act normally on the turn after they rally. If pursued and caught, they auto-rally and the enemy is treated as making a Sweeping Advance into them. Models in Army: 74 |
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