D Angels Vs Custodes 750 Indra - Yannos 2.html
D Angels Vs Custodes 750 Indra - Yannos 2.html
D Angels Vs Custodes 750 Indra - Yannos 2.html
New Roster (Warhammer 40,000 9th Edition) [41 PL, 2CP, 730pts]
Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Dark Angels) [41 PL, 2CP, 730pts]
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 [6CP]
**Chapter Selector**
Selections: Dark Angels
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Game Type
Selections: 5. Chapter Approved: Arks of Omen
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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: (See page 125 of Codex Space Marines) ()
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 within Engagement Range of
enemy units, but must target an enemy unit that is within Engagement Range of its own unit when they do so. In such
circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy
unit, and while it is making such an attack, it has a Ballistic Skill characteristic of 5+. ()
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. ()
Combi Weapon: When attacking with this weapon, choose one or both of the profiles. If you choose both, subtract 1 from all hit
rolls for this weapon. ()
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. ()
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. ()