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DA-1k-LS&WW (Warhammer 40,000 8th Edition) [60 PL, 1000pts]

Battalion Detachment +5CP (Imperium - Dark Angels) [60 PL, 1000pts]


Rules: Defenders of Humanity, Grim Resolve

No Force Org Slot

Relics of the Rock (1 CP)


Categories: No Force Org Slot, No Force Org Slot

HQ [9 PL, 144pts]

Lieutenants [4 PL, 63pts]


Categories: Character, Infantry, Lieutenants, Adeptus Astartes, Faction: Dark Angels, 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

Abilities Description Ref

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

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+

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

Krak grenade 6" Grenade 1 6 -1 D3 -

Master-crafted Rapid Fire


24" 4 -1 2 -
boltgun 1

Master [5 PL, 81pts]


Selections: Heavenfall Blade [4pts], Master-crafted boltgun [3pts]
Categories: Character, HQ, Infantry, Master, Faction: Dark Angels, Adeptus Astartes, Faction: Deathwing
Rules: And They Shall Know No Fear
Abilities: Iron Halo, Rites of Battle, Unit: Master, Weapon: Bolt pistol, Frag grenade, Krak grenade, Master-crafted boltgun

Warlord
Selections: Brilliant Strategist
Categories: Warlord
Abilities: Brilliant Strategist

Abilities Description Ref

Once per battle, if your Warlord is on the battlefield you can re-roll a single hit roll, wound roll,
Brilliant
damage roll or saving throw. In addition, if your army is Battle-forged, roll a D6 each time you use a
Strategist
Stratagem; on a 5+ you gain 1 Command Point.
Iron Halo This model has a 4+ invulnerable save.

Rites of
You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
Battle

Unit M WS BS S T W A Ld Save Ref

Master 6" 2+ 2+ 4 4 5 4 9 3+

Weapon Range Type S AP D Abilities Ref

Bolt pistol 12" Pistol 1 4 0 1 -

Grenade
Frag grenade 6" 3 0 1 -
D6

Each time the bearer fights, it can make one additional


Heavenfall Blade Melee Melee +2 -3 D3
attack with this weapon.

Krak grenade 6" Grenade 1 6 -1 D3 -

Master-crafted Rapid Fire


24" 4 -1 2 -
boltgun 1

Troops [12 PL, 213pts]

Scout Squad [4 PL, 96pts]


Selections: Camo cloak [15pts]
Categories: Infantry, Scout, Scout Squad, Faction: Dark Angels, Adeptus Astartes, Troops
Rules: And They Shall Know No Fear
Abilities: Camo cloaks, Combat Squads, Concealed Positions, Unit: Scout, Scout Sergeant

Heavy Weapon Scout [21pts]


Selections: Heavy bolter [10pts]
Weapon: Bolt pistol, Frag grenade, Heavy bolter, Krak grenade

3x Scout (Sniper rifle) [45pts]


Selections: 3x Sniper rifle [12pts]
Weapon: Bolt pistol, Sniper rifle

Scout Sergeant [15pts]


Selections: Bolt pistol, Sniper rifle [4pts]
Weapon: Bolt pistol, Frag grenade, Krak grenade, Sniper rifle

Abilities Description Ref

If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the
Camo 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
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant

Weapon Range Type S AP D Abilities Ref

Bolt
12" Pistol 1 4 0 1 -
pistol

Frag Grenade
6" 3 0 1 -
grenade D6

Heavy
36" Heavy 3 5 -1 1 -
bolter
Krak Grenade
6" 6 -1 D3 -
grenade 1

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


Sniper
36" Heavy 1 4 0 1 enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a
rifle
mortal wound in addition to its normal damage.

Scout Squad [4 PL, 55pts]


Selections: 4x Scout (Combat Knife) [44pts]
Categories: Infantry, Scout, Scout Squad, Faction: Dark Angels, Adeptus Astartes, Troops
Rules: And They Shall Know No Fear
Abilities: Combat Squads, Concealed Positions, Unit: Scout, Scout Sergeant

Scout Sergeant [11pts]


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

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.

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

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.

Combat Each time the bearer fights, it can make 1 additional attack
Melee Melee User 0 1
knife with this weapon.

Frag Grenade
6" 3 0 1 -
grenade D6

Krak
6" Grenade 1 6 -1 D3 -
grenade

Scout Squad [4 PL, 62pts]


Selections: 4x Scout (Combat Knife) [44pts]
Categories: Infantry, Scout, Scout Squad, Faction: Dark Angels, Adeptus Astartes, Troops
Rules: And They Shall Know No Fear
Abilities: Combat Squads, Concealed Positions, Unit: Scout, Scout Sergeant

Scout Sergeant [18pts]


Selections: Chainsword, Plasma pistol [7pts]
Weapon: Chainsword, Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge

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.

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

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.

Each time the bearer fights, it can make 1


Combat knife Melee Melee User 0 1
additional attack with this weapon.

Grenade
Frag grenade 6" 3 0 1 -
D6

Krak grenade 6" Grenade 1 6 -1 D3 -

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

Elites [8 PL, 148pts]

Company Veterans [8 PL, 148pts]


Categories: Company Veterans, Infantry, Adeptus Astartes, Elites
Rules: And They Shall Know No Fear
Abilities: Command Squad Bodyguard

Space Marine Veteran [29pts]


Selections: Chainsword, Plasma gun [13pts]
Unit: Space Marine Veteran, Weapon: Chainsword, Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun,
Supercharge

Space Marine Veteran [29pts]


Selections: Chainsword, Plasma gun [13pts]
Unit: Space Marine Veteran, Weapon: Chainsword, Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun,
Supercharge

Space Marine Veteran [29pts]


Selections: Chainsword, Plasma gun [13pts]
Unit: Space Marine Veteran, Weapon: Chainsword, Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun,
Supercharge

Space Marine Veteran [29pts]


Selections: Chainsword, Plasma gun [13pts]
Unit: Space Marine Veteran, Weapon: Chainsword, Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun,
Supercharge

Veteran Sergeant [32pts]


Selections: Combat shield [4pts], Plasma pistol [7pts], Power axe [5pts]
Abilities: Combat shield, Unit: Veteran Sergreant, Weapon: Frag grenade, Krak grenade, Plasma pistol, Standard,
Plasma pistol, Supercharge, Power axe

Abilities Description Ref

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

Command Roll a dice each time a friendly <CHAPTER> CHARACTER loses a wound whilst they are
Squad within 3" of this unit; on a 2+ a model from this squad can intercept that hit - the character does
Bodyguard not lose a wound but this unit suffers a mortal wound.

Unit M WS BS S T W A Ld Save Ref

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

Veteran Sergreant 6" 3+ 3+ 4 4 1 3 9 3+


Weapon Range Type S AP D Abilities Ref

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

Krak grenade 6" Grenade 1 6 -1 D3 -

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.

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 axe Melee Melee +1 -2 1 -

Fast Attack [6 PL, 102pts]

Ravenwing Land Speeders [6 PL, 102pts]


Categories: Adeptus Astartes, Faction: Dark Angels, Fast Attack, Fly, Imperium, Faction: Ravenwing, Ravenwing Land
Speeder, Land Speeder, Vehicle
Rules: And They Shall Know No Fear
Abilities: Anti-grav Upwash, Explodes, Jink

Ravenwing Land Speeder [6 PL, 102pts]


Selections: Assault cannon [22pts], Heavy bolter [10pts]
Unit: Ravenwing Land Speeder, Weapon: Assault cannon, Heavy bolter

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

Weapon Range Type S AP D Abilities Ref

Assault
24" Heavy 6 6 -1 1 -
cannon

Heavy bolter 36" Heavy 3 5 -1 1 -

Heavy Support [21 PL, 319pts]

Devastators [8 PL, 112pts]


Selections: Armorium Cherub [5pts], 2x Space Marine [26pts]
Categories: Adeptus Astartes, Faction: Dark Angels, Heavy Support
Rules: And They Shall Know No Fear
Abilities: Armorium Cherub, Combat Squads, Unit: Armorium Cherub

2x Space Marine (Plasma Cannon) [68pts]


Selections: 2x Plasma cannon [42pts]
Unit: Space Marine, Weapon: Plasma cannon, Standard, Plasma cannon, Supercharge
Space Marine Sergeant [13pts]
Selections: Bolt pistol, Boltgun
Categories: Adeptus Astartes
Abilities: Signum (Devastators), Unit: Space Marine Sergeant, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak
grenade

Abilities Description Ref

Once per game, after a model in this unit has fired, an Armorium Cherub can reload that model's
Armorium weapons. When it does so, remove the ARmorium Cherub and that model can immediately
Cherub shoot again. The remove of an Armorium Cherub (for any reason) is ignored for the purposes of
morale.

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.

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

Unit M WS BS S T W A Ld Save Ref

Armorium Cherub 6" 6+ - 2 4 1 1 3 6+

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

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

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

Krak grenade 6" Grenade 1 6 -1 D3 -

Plasma cannon,
36" Heavy D3 7 -3 1 -
Standard

Plasma cannon, On a hit roll of 1, the bearer is slain after all of this
36" Heavy D3 8 -3 2
Supercharge weapon's shots have been resolved.

Devastators [8 PL, 112pts]


Selections: Armorium Cherub [5pts], 2x Space Marine [26pts]
Categories: Adeptus Astartes, Faction: Dark Angels, Heavy Support
Rules: And They Shall Know No Fear
Abilities: Armorium Cherub, Combat Squads, Unit: Armorium Cherub

2x Space Marine (Plasma Cannon) [68pts]


Selections: 2x Plasma cannon [42pts]
Unit: Space Marine, Weapon: Plasma cannon, Standard, Plasma cannon, Supercharge

Space Marine Sergeant [13pts]


Selections: Bolt pistol, Boltgun
Categories: Adeptus Astartes
Abilities: Signum (Devastators), Unit: Space Marine Sergeant, Weapon: Bolt pistol, Boltgun, Frag grenade, Krak
grenade

Abilities Description Ref

Once per game, after a model in this unit has fired, an Armorium Cherub can reload that model's
Armorium weapons. When it does so, remove the ARmorium Cherub and that model can immediately
Cherub shoot again. The remove of an Armorium Cherub (for any reason) is ignored for the purposes of
morale.

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

Unit M WS BS S T W A Ld Save Ref

Armorium Cherub 6" 6+ - 2 4 1 1 3 6+

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

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

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

Krak grenade 6" Grenade 1 6 -1 D3 -

Plasma cannon,
36" Heavy D3 7 -3 1 -
Standard

Plasma cannon, On a hit roll of 1, the bearer is slain after all of this
36" Heavy D3 8 -3 2
Supercharge weapon's shots have been resolved.

Whirlwind [5 PL, 95pts]


Selections: Whirlwind castellan launcher [25pts]
Categories: Adeptus Astartes, Heavy Support
Abilities: Explodes, Smoke Launchers, Unit: Whirlwind, Weapon: Whirlwind castellan launcher, Wound Track: Whirlwind,
Whirlwind 1, Whirlwind 2, Whirlwind 3

Abilities Description Ref

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 6" suffers D3 mortal wounds.

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

Unit M WS BS S T W A Ld Save Ref

Whirlwind * 6+ * 6 7 11 * 8 3+

Weapon Range Type S AP D Abilities Ref

Whirlwind castellan Heavy This weapon can target units that are not visible to the
72" 6 0 1
launcher 2D6 firing model.

Wound
Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Track

Whirlwind M BS A

Whirlwind 1 6-11+ 12" 3+ 3

Whirlwind 2 3-5 6" 4+ D3

Whirlwind 3 1-2 3" 5+ 1

Dedicated Transport [4 PL, 74pts]

Rhino [4 PL, 74pts]


Selections: Storm bolter [2pts], Storm bolter [2pts]
Categories: Vehicle, Transport, Rhino, Faction: Dark Angels, Dedicated Transport, Adeptus Astartes
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 the
Explodes
battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

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

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

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
24" Rapid Fire 2 4 0 1 -
bolter

Wound
Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Track

Rhino 1 6-10+ 12" 3+ 3

Rhino 2 3-5 6" 4+ D3

Rhino 3 1-2 3" 5+ 1

Force Rules
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.
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.

Selection Rules
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.

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