The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.
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.
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.
Whilst the Devastator doctrine is active, the range characteristic of all Heavy and Rapid Fire weapons equipped on DARK ANGELS units with this ability is increased by 6", and the range characteristic of all
Assault and Pistol weapons equipped on DARK ANGELS units with this ability is increased by 3".
6"
3+
3+
4
4
5
4
8
3+
<CHAPTER> units within 6" of any friendly <CHAPTER> ANCIENTS add 1 to their Leadership. In addition, roll a D6 each time a <CHAPTER> INFANTRY model is destroyed within 6" of any friendly <CHAPTER> ANCIENTS, before removing the model as a casualty. On a 4+, that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.
6"
2+
3+
4
4
4
3
8
3+
6"
2+
2+
4
4
5
4
9
3+
During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
5"
2+
2+
4
4
6
4
9
2+
5"
2+
2+
4
5
7
5
9
3+
6"
3+
3+
4
4
4
3
9
3+
2
1
his model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Interromancy discipline
5"
3+
3+
4
4
5
3
9
2+
2
1
his model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Interromancy discipline
14"
3+
3+
4
5
5
3
9
3+
2
1
It knows the Smite power and two psychic powers from the Interromancy disipline.
*
6+
*
6
7
10
*
8
3+
This model can tranport 10 <CHAPTER> INFANTRY models. It cannot transport JUMP PACK, TERMINATOR or PRIMARIS models.
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
6"
3+
2+
4
4
4
3
8
2+
6"
2+
3+
4
4
4
3
9
3+
If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly DARK ANGELS units whilst their unit is within 6" of this model.
14"
2+
3+
4
5
5
3
9
3+
6"
3+
3+
4
4
4
3
8
3+
6"
2+
3+
4
4
5
4
8
3+
6"
3+
3+
4
4
4
3
8
3+
6"
3+
3+
4
4
1
3
9
3+
6"
3+
3+
4
4
1
2
8
3+
6"
3+
3+
4
4
1
1
7
4+
6"
3+
3+
4
4
1
2
8
4+
6"
3+
3+
4
4
2
2
7
3+
6"
3+
3+
4
4
2
3
8
3+
6"
3+
3+
4
4
4
3
8
3+
6"
3+
3+
6
7
8
4
8
3+
D6
6"
D6
6"
2+
2+
6
7
8
4
8
3+
10"
3+
3+
4
5
3
2
7
3+
10"
3+
3+
4
5
3
3
8
3+
*
6+
*
6
7
10
*
8
3+
This model can transport 6 CHAPTER INFANTRY model. It cannot transport JUMP PACK, PRIMARIS, TERMINATOR, or CENTRION models.
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2+
3"
5+
1
In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a Character. On a 4+, the unit being rolled for suffers D3 mortal wounds.
6"
6+
-
2
4
1
1
3
6+
Once per game, after a model in this unit has fired, an Armorium Cherub can reload that model's weapons. When it does so, remove the ARmorium Cherub and that model can immediately shoot again. The remove of an Armorium Cherub (for any reason) is ignored for the purposes of morale.
0"
-
3+
6
6
8
0
8
3+
This model can transport 10 <CHAPTER> INFANTRY models. It cannot transport JUMP PACK, TERMINATOR or PRIMARIS models.
During deployment, you can set up this model, along with any units embarked within it, in orbit instead of deploying it on the battlefield. At the end of any of your movement phases this unit can perform a drop pod assault - set it up on the battlefield anywhere that is more than 9" away from enemy models. Any models inside must immediately disembark, but they must be set up more than 9" from any enemy models. Any model that cannot be set up because there is not enough room is slain.
Matched Play: This model and any units embarked aboard it are exempt from the Tactical Reserves matched play rule, except that if it and any units embarked aboard it have not arrived on the battlefield by the end of the third battle round, they count as having been destroyed.
After this model has been set up on the battlefield, it cannot move for any reasons and no models can embark on it.
Matched Play: This model and any units embarked aboard it are exempt from the Tactical Reserves matched play rule.
12"
Assualt D6
5
0
1
-
6"
3+
3+
4
4
2
2
7
3+
6"
3+
3+
4
4
2
3
8
3+
This model can transport 10 <CHAPTER> INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of 2 other models. It cannot transport PRIMARIS models.
Once per game, a model equipped with smoke launchers can use them instead of shooting any weapons in the Shooting phase; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
This model can transport 16 <CHAPTER> INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of 2 other models. It cannot transport PRIMARIS models.
This model can transport 12 <CHAPTER> INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of 2 other models. It cannot transport PRIMARIS models.
This model can transport 10 <CHAPTER> INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of 2 other models. It cannot transport PRIMARIS models.
This model has a 5+ invulnerable save.
hen resolving an attack made with a ranged weapon by this model, if it is within 24" of any friendly Dark Angels Rhino Primaris models, add 1 to the hit roll.
24"
Rapid Fire 1
8
-3
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
M
BS
A
6-11+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
*
6+
*
6
7
11
*
8
3+
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
M
BS
A
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
This model can transport 6 <CHAPTER> INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS or CENTURION models.
*
6+
*
6
7
10
*
8
3+
5"
5+
5+
3
3
1
1
6
4+
Servitors improve both their Weapon Skill and Ballistic Skill to 4, and their Leadership to 9, whilst they are within 6" of a friendly TECH-PRIEST.
M
BS
A
6-11+
10"
3+
3
3-5
5"
4+
D3
1-2
3"
5+
1
*
6+
*
6
8
11
*
8
3+
M
BS
A
6-11+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
*
6+
*
6
7
11
*
8
3+
6"
2+
2+
4
4
6
5
9
2+
You can re-roll failed hit rolls for <DARK ANGELS> units within 6" of Azrael.
If your army is battle-forged, you receive one additional command point if Azrael is your warlord.
Azrael is accompanied by a relic bearer who carries the Lion Helm, an artefact that generates a powerful force field. As a result, all friendly DARK ANGELS INFANTRY and DARK ANGELS BIKERmodels within 6" of Azrael have a 4+ invulnerable save. The relic bearer model must always remain as close to Azrael as possible, but is otherwise ignored for all gaming purposes. Remove the relic bearer if Azrael is slain.
Melee
Melee
+2
-3
D3
Each time you make a wound roll of 6+, the target suffers a mortal wound in addition to any other damage.
When attacking with this weapon, choose one or both of the profiles. If you choose both, subtract 1 from the hit roll for this weapon.
24"
Rapid fire 1
4
-1
2
24"
Rapid fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the strength and damage of this weapon by 1 for this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all the weapon's shots have been resolved.
5"
2+
2+
4
4
6
4
9
2+
You can re-roll failed hit rolls for friendly <DEATHWING> units within 6" of Belial.
Your opponent must subtract 1 from the hit rolls made during the Fight phase that attack Belial.
Melee
Melee
+1
-3
2
This weapon always wounds on 2+, unless the target is a VEHICLE.
This model has a 4+ invulnerable save.
14"
2+
2+
4
6
6
5
9
3+
When this model advances, add 2D6" to its move characteristic for this movement phase instead of rolling a dice.
24"
Rapid fire 4
4
0
1
16"
2+
2+
4
6
7
5
9
3+
Melee
Melee
+1
-3
2
This weapon has Strength x 2 if Sammael charged in the preceding Charge phase.
6"
2+
3+
4
4
5
3
9
3+
If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly DARK ANGELS units whilst their unit is within 6" of this model.
5"
2+
3+
4
4
6
3
9
2+
If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly DARK ANGELS units whilst their unit is within 6" of this model.
14"
2+
3+
4
5
6
3
9
3+
If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly DARK ANGELS units whilst their unit is within 6" of this model.
6"
2+
3+
4
4
5
3
9
3+
You can re-roll failed hit rolls during the Fight phase for friendly <CHAPTER> units that are within 6" of Asmodai. In addition, increase the Attacks statistics of friendly <CHAPTER> INFANTRY and BIKE units by 1 whilst they are within 6" of Asmodai.
Melee
Melee
User
0
D6
-
6"
2+
2+
4
4
5
3
9
2+
Ezekiel has a 4+ invulnerable save.
Any friendly <CHAPTER> INFANTRY or BIKE models within 6" of Ezekiel that are slain in the Fight phase may pile in and make a single close combat attack before being removed.
2
2
Smite, 3 from Interomancy
Melee
Melee
+1
-3
D3
Add 1 to this weapon's damage if the target is a PSYKER.
12"
Pistol 1
4
-1
2
-
5"
3+
3+
4
4
5
2
8
2+
5"
3+
3+
4
4
5
3
8
2+
Friendly DEATHWING units have +1 attack while they are within 6" of any Deathwing company banners
5"
2+
3+
4
4
5
3
8
2+
Melee
Melee
+3
-4
D3
Each time the bearer fights, it can make D3 extra attacks with this weapon if the target unit contains 5 or more models.
5"
3+
3+
4
4
2
2
8
2+
Melee
Melee
x2
-2
3
-
5"
3+
3+
4
4
2
3
9
2+
Melee
Melee
+2
-3
2
Excess damage from this weapon is not lost; instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
14"
3+
3+
4
5
5
3
8
3+
Melee
Melee
+1
-1
1
Each wound roll of 6 made with this weapon causes D3 Damage instead of 1.
18"
Assault 2
7
-3
1
-
18"
Assault 2
8
-3
2
On a hit roll of 1, the bearer is slain after all shots from this weapon have been resolved.
24"
Assault D6
3
0
1
-
24"
Assault 2
6
-1
D3
-
14"
3+
3+
4
5
5
3
8
3+
Friendly RAVENWING units have +1 Attack while they are within 6" of any sacred standards.
14"
2+
3+
4
5
5
3
8
3+
Before any models are deployed at the start of the game a Ravenwing Bike Squad containing 9 models may be split into 2 units, one of which has 4 models including the attack bike.
14"
3+
3+
4
5
2
1
7
3+
14"
3+
3+
4
5
2
2
8
3+
14"
3+
3+
4
5
4
2
7
3+
16"
3+
3+
4
5
6
2
7
3+
12"
3+
3+
4
6
9
3
8
3+
Your opponent must subtract 1 from any hit rolls they make for shooting attacks that target friendly <CHAPTER> units within 6" of any friendly Ravenwing Darkshrouds.
*
6
*
6
6
10
3
8
3+
6-10
20"-50"
3+
3-5
20"-35"
4+
1-2
20"
5+
36"
Heavy 1
7
-3
2
-
36"
Heavy 10
6
-1
1
-
*
6
*
6
6
10
3
8
3+
6-10
20"-40"
3+
Rift vortex: 3+
3-5
20"-30"
4+
Rift vortex: 4+
1-2
20"
5+
Rift vortex: 5+
Before this model moves in your Movement phase, you can declare it will hover. It's Movement characteristic becomes 20" until the end of the phase and it looses Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
Once per game, this model can drop a stasis bomb as it flies over an enemy unit in its Movement phase. After the Ravenwing Dark Talon has moved, pick one enemy unit that it flew over. Then, roll a d6 for each model in the enemy unit (up to a maximum of 10 dice). For each roll of a 4+, the target unit suffers a mortal wound.
18"
Heavy D3
10
-3
3
If a unit suffers any damage from this weapon, roll a dice and consult the damage table. If the result equals or beats the number in the rift vortex column, the target suffers an additional D3 mortal wounds.
14"
3+
3+
4
5
2
2
8
3+
18"
Assault 2
7
-3
1
-
18"
Assault 2
8
-3
2
On a hit roll of 1, the bearer is slain after all shots from this weapon have been resolved.
14"
3+
3+
4
5
2
3
8
3+
14"
3+
3+
4
5
2
2
8
3+
24"
Assault D6
3
0
1
-
24"
Assault 2
6
-1
D3
-
12"
3+
3+
4
6
9
3
8
3+
36"
Heavy D6
7
-3
2
-
36"
Heavy D6
8
-3
3
If you make one or more hit rolls of 1, the bearer suffers 3 mortal wounds after all shots of this weapon have been resolved, and the plasma storm battery cannot be used for the rest of the battle.
14"
3+
2+
4
5
5
3
8
2+
18"
Assault D6
4
0
1
-
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit rolls.
8"
Assault 2d6
4
0
1
This weapon automatically hits its target.
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit rolls.
18"
Assault 6
4
0
1
-
When this unit fires Overwatch or is chosen to shoot with, models in this unit can shoot twice if this unit did not move this turn.
Models in this unit do not suffer the penalty to their hit rolls for Advancing and firing Assault Weapons.
5"
3+
3+
4
5
3
4
8
3+
5"
3+
3+
4
5
3
3
7
3+
6"
3+
3+
4
4
5
3
8
3+
3"
Pistol 1
4
-3
2
-
36"
Heavy 1
4
-2
3
-
6"
2+
3+
4
4
5
4
9
3+
16"
Pistol 1
5
-1
1
-
6"
3+
3+
4
4
5
4
9
3+
2
1
Smite, 2 Interromancy
-
30"
Heavy 12
5
-1
1
-
36"
Heavy D6
8
-4
1
-
36"
Heavy D6
9
-4
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
24"
Heavy 6
5
-1
1
-
24"
Heavy D3
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Melee
Melee
x2
-3
D6
-
*
*
*
7
7
13
4
8
3+
7-13+
8"
3+
3+
4-6
6"
4+
4+
1-3
4"
5+
5+
Whilst any Reiver units from your army are within 3" of any enemy units, subtract 1 from the Leadership characteristic of each of those enemy units for each Reiver unit from your army that is within 3" of that enemy unit (to a maximum of -3).
6"
3+
3+
4
4
2
3
8
3+
6"
3+
3+
4
4
2
2
7
3+
24"
Assault 2
4
0
1
-
When models with grapnel launchers move do not count any vertical distance they move against the total they can move that turn. In addition, during deployment you can set up this unit if it is equipped with grapnel launchers behing enemy lines instead of placing it on the battlefield. At the the end of your movement phase this unit can join the battle. Set it up within 6" of a battlefield edge of your choice and more than 9" away from any enemy models.
6"
Grenade D3
0
0
0
A shock greande doesn't inflict any damage. Instead, each time a shock grenade hits an enemy INFANTRY unit, it is stunned until the end of the turn - it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit. Second and subsequent hits from a shock grenade have no additional effect.
During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
*
6+
*
8
8
16
*
9
3+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
Distances and ranges are always measured to and from this model's hull even though it has a base.
Your opponent must subtract 2 from any charge rolls made for units that declare a charge against a Repulor.
This model can transport 10 <CHAPTER> PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models.
36"
Heavy 3
4
-1
1
-
36"
Heavy 3
4
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Instead of shooting any weapons in the Shooting phase, the vehicle can use its Auto Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
18"
Assault 1
6
-1
D3
-
24"
Assault 3
4
0
1
-
36"
Heavy 1
4
-2
2
-
If a model is armed with a auxiliary grenade launcher, increace the range of any Grenade weapons they have to 30"
18"
Assault D3
7
-3
1
-
18"
Assault D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
24"
Assault 2
6
-4
1
-
24"
Assault 2
7
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
36"
Heavy 1
8
-4
1
-
36"
Heavy 1
9
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
This model can transport 12 DARK ANGELS INFANTRY models and 1 DARK ANGELS DREADNOUGHT. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models. It cannot transport PRIMARIS models or REDEMPTOR DREADNOUGHTS.
*
6+
*
6
7
14
*
9
3+
8-14+
20-45"
3+
3
4-7
20-30"
4+
D3
1-3
20"
5+
1
18"
3+
3+
4
5
7
2
7
4+
This model can transport 5 DARK ANGELS SCOUT INFANTRY model.
*
6"
*
6
8
11
*
8
3+
6-11+
10"
3+
3
3-5
5"
4+
D3
1-2
3"
5+
1
*
6"
*
6
8
11
*
8
3+
6-11+
10"
3+
3
3-5
5"
4+
D3
3-5
3"
5+
1
16"
3+
3+
4
5
2
2
8
4+
16"
3+
3+
4
5
2
1
7
4+
16"
3+
3+
4
5
2
1
7
4+
*
*
*
7
7
10
4
8
3+
6-10+
9"
2+
2+
3-5
6"
3+
3+
1-2
4"
4+
4+
Models in this unit have a 5+ invulnerable save.
6"
3+
3+
4
4
2
2
8
2+
6"
3+
3+
4
4
2
3
9
2+
Models in this unit have a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far the unit Advances.
4"
3+
3+
4
4
2
2
8
2+
4"
3+
3+
4
4
2
3
9
2+
16"
2+
3+
4
6
6
4
8
3+
Enemy units do not gain any bonuses to their saving throws for being in cover against shooting attacks made by friendly RAVENWINGunits that are within 6" of this model.
You can re-roll wound rolls of 1 for friendly DARK ANGELSunits within 6" of this model.
4"
2+
2+
4
4
6
4
9
2+
This model has a 3+ invulnerable save, but you must halve the result of the dice rolled when determining how far it Advances
6"
2+
2+
4
4
6
5
9
3+
6"
2+
3+
4
4
4
3
8
3+
6"
3+
3+
4
4
4
3
9
2+
DARK ANGELS INFANTRY models that are destroyed within 6" of any friendly DARK ANGELS CHAPTER ANCEINTS and subsequently musert one last surge of strength before succumbing to their wounds (see Astares Banner ability, above) always resolve their final attack as if they had a Ballistic Skill and a Weapon Skill characteristic of 2+.
24"
Assault 3
4
0
1
-
36"
Heavy 1
4
-2
2
-
Melee
Melee
+2
-3
D3
Each time the bearer fights, it can make one additional attack with this weapon.
This model can transport 11 <CHAPTER> INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of 2 other models. It cannot transport PRIMARIS models.
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
*
6+
*
8
8
16
*
9
2+
Use this stratagem when choosing your army. Pick a DARK ANGELS detachment from your army to be a Ravenwing Attack Squadron Specialist Detachment. RAVENWING units in that detachment gain the ATTACK SQUADRON keyword.
You can always choose to have your Warlord fight first in the Fight Phase, even if they didn't charge. If the enemy has units that have charged, or that have similar abilities, then alternate units to fight with, starting with the player whose turn is taking place.
Melee
Melee
+2
-3
D3
Add 1 to wound rolls targeting an enemy MONSTER or enemy VEHICLE
Melee
Melee
+3
-3
D3
Re-roll all failed wound rolls made for this weapon against HERETIC ASTARTESunits
18"
Assault 2
7
-3
1
When attacking with this weapon, you can shoot either the boltgun, the plasma blaster, or both. If you fire both, subtract 1 from all hit rolls made for this weapon. In either case, each time you fire the plasma blaster, choose either the standard or supercharge profile; if you roll any hit rolls of 1 when firing a supercharged plasma blaster, the bearer is slain after all the weapon’s shots have been resolved
18"
Assault 2
8
-3
2
When attacking with this weapon, you can shoot either the boltgun, the plasma blaster, or both. If you fire both, subtract 1 from all hit rolls made for this weapon. In either case, each time you fire the plasma blaster, choose either the standard or supercharge profile; if you roll any hit rolls of 1 when firing a supercharged plasma blaster, the bearer is slain after all the weapon’s shots have been resolved
Your opponent must subtract 1 from all hit rolls that target the bearer.
Enemy units within 3" of the bearer must subtract 1 from their Leadership characteristic. In addition, enemy CHARACTERSthat start the Fight phase within 3" of the bearer can only be chosen to fight after all other eligible units have made their attacks, even if they charged or have an ability that would allow them to fight first.
24"
Rapid Fire 2
4
-1
2
If this unit destroys any enemy models in your Shooting phase with its accelerator autocannons, the destroyed model's unit cannot fire Overwatch until the end of the turn.
12"
3+
3+
4
4
2
3
8
3+
Once per battle, instead of shooting any weapons in the Shooting phase, a Suppressor Sergeant can use its smoke launcher; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made with ranged weapons that target this unit.
During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
12"
3+
3+
4
4
2
2
7
3+
During deployment, you can set up this unit in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
48"
Heavy 2
7
-2
2
-
Once per battle, instead of shooting any weapons in the Shooting phase, this unit can use its smoke grenades; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made with ranged weapons that target this unit.
6"
3+
3+
4
4
2
3
8
3+
Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly DARK ANGELS Phobos Master or DARK ANGELS Phobos Lieutenant models on the battlefield, this unit is always treated as being within range of those models’ Rites of Battle and Tactical Precision abilities
6"
3+
3+
4
4
2
2
7
3+
6"
3+
3+
4
4
2
2
7
3+
At the end of your Movement phase, an Infiltrator Helix Adept can attempt to heal or revive 1 model from its unit. If the Infiltrator Helix Adept's unit contains a wounded model, that model regains 1 lost wound. If its unit contains no wounded models, bot one or more of its models have been slain during the battle, roll a D6. On a 5+ one slain model is returned to the unit with 1 would remaining. If the Infiltrator Helix Adept fails to revive a model, he cannot shoot in your next Shooting phase as he recovers the gene-seed of the fallen warrior.
24"
Rapid Fire 1
4
0
1
Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack).
6"
2+
3+
4
4
5
4
8
3+
Re-roll wound rolls of 1 made for friendly DARK ANGELS units within 6" of this model.
Each unmodified hit roll of 6 made for attacks with this model's close combat weapon scores 2 hits instead of 1.
24"
Rapid Fire 1
4
0
2
Units do not receive the benefit of cover to their saving throws against attacks made with this weapon.
During deployment, you can set up this model in low altitude instead of placing it on the battlefield. At the end of any of your Movement phases this model can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
6"
3+
3+
4
4
5
4
9
3+
2
1
his model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Obscuration discipline or two psychic powers from the Interromancy discipline.
-
6"
2+
2+
4
4
6
5
9
3+
30"
Assault 1
4
-2
3
This weapon can target a CHARACTER even if it it not the closest enemy unit.
The first time this unit’s Eliminator Sergeant fires Overwatch with an instigator bolt carbine in your opponent’s turn, this unit can, after it has resolved its Overwatch, move as if it were your Movement phase (it cannot Advance as part of this move).
Instead of shooting in your Shooting phase, this unit’s Eliminator Sergeant can guide his squad’s aim. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in this unit, add 1 to the hit roll and wound roll.
6"
3+
3+
4
4
2
2
7
3+
6"
3+
3+
4
4
2
3
8
3+
-
-
-
-
-
This weapon can target a CHARACTER even if it is not the closest enemy unit. In addition, when attacking with this weapon, choose one of the profiles below.
36"
Heavy 1
5
-1
1
This weapon can target units that are not visible to the bearer, and can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
36"
Heavy 1
5
-2
D3
This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
36"
Heavy D3
5
0
1
This weapon can target a CHARACTER unit even if it is not the closest enemy unit.
72"
Heavy 2
10
-4
D6
Damage rolls of 1 or 2 made for an attack with this weapon count as 3 instead.
36"
Heavy 6
4
-1
1
Add 1 to hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls made for this weapon against all other targets.
If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characterisitc), it can shoot its heavy laser destroyer or macro plasma incinerator twice in the following Shooting phase (this weapon must target the same unit both times).
Distances and ranges are always measured to and from this model's hull even though it has a base.
Your opponent must subtract 2 from any charge rolls made for units that declare a charge against a Repulor.
D6
6"
D6
This model can transport 6 DARK ANGELS PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models.
*
6+
*
8
8
16
*
9
3+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
*
6+
*
7
7
11
*
8
3+
6-11+
14"
3+
3
3-5
7"
4+
D3
1-2
4"
5+
1
This model has a transport capacity of 6 DARK ANGELS PRIMARIS INFANTRY models. It cannot transport JUMP PACK or MK X GRAVIS models.
D6
6"
D3
A model with a shield dome has a 4+ invulnerable save.
In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.
48"
Heavy 1
8
-2
D6
-
48"
Heavy D6
4
0
1
-
48"
Heavy D3
7
-1
D3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with a ranged weapon by a model in this unit, ignore hit roll modifiers and Ballistic Skill modifiers.
Before any models are deployed at the start of the game, a Tactical Squad containing 10 models may be split into two units, each containing 5 models.
6"
3+
3+
4
4
2
3
8
3+
6"
3+
3+
4
4
2
2
7
3+
In your Movement phase, one model from your army with a haywire mine that has not been primed can prime it. At any point during that model’s move, place one Primed Haywire Mine within 1" of it, more than 3" away from any enemy models and more than 6" away from any other Primed Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed Haywire Mine is then removed from play. The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.
Once per battle, instead of shooting any weapons in the Shooting phase, this unit can use its smoke grenades; until your next Shooting phase, your opponent must subtract 1 from hit rolls for attacks made with ranged weapons that target this unit.
1-3
6"
5+
5+
Whilst this model is within 1" of any enemy units, its heavy bolter has a Type characteristic of Pistol 3
7-13+
10"
3+
3+
4-6
8"
4+
4+
*
*
*
7
6
13
4
8
3+
D6
6"
D6
Melee
Melee
x2
-3
3
48"
Heavy 6
7
-1
2
12"
Heavy 2D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
36"
Heavy 1
8
-3
3
-
30"
Heavy 1
4
-1
2
This weapon can target a CHARACTER even if it it not the closest enemy unit.
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
6"
2+
2+
4
4
6
5
9
3+
When this model is destroyed within 1" of any enemy unity, it can immediately fight as if it were the Fight phase before being removed from play. This ability is not cumulative with the Astartes Banner ability or the Only in Death Does Duty End Stratagem.
When a model in a friendly DARK ANGELS unit whithin 6" of this model would lose a wound as a result of a mortal wound, roll one D6, adding 1 to the result if it is this model that would lose a wound; on a 5+ that wound is not lost.
Melee
Melee
+2
-4
D3
When resolving an attack made with this weapon against a PSYKER unit, you can re-roll the wound roll and you can re-roll the damage roll.
Worsen the invulnerable saves of enemy units by 1 (to a minimum of 6+) whilst they are within 3" f a model with this Relic.
Add 6" to the Range characteristic of ranged weapons a model with this Relic is equipped with. When resolving an attack made with a ranged weapon by a model with this Relic, add 1 to the hit roll.
Add 1 to Advance rolls and charge rolls made for friendly RAVENWING units if they are within 6" of a model with this Relic when the roll is made.
Melee
Melee
+2
-4
2
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target and the attack sequence ends.
When a friendly DEATHWING INFANTRY model within 6" of a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.
Add 1 to the Strength and Attacks characteristics of a model with this Relic.
When a model with this Relic would lose a wound, roll one D6; in a 5+ that wound is not lost.
A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.
When you give a model this Relic, select one weaopon that model is equippt with (this cannot be a weapon whose profile includes the word 'master crafted'). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.
When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. Wheln resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.
When resolving an attack made by a model with this Relic, ignore negative hit roll modifiers and Ballistic Skill modifiers. When firing Overwatch, the bearer successfully hits using their Balliostic Skill, rather than on a 6.
Increase the range of a model with this Relic's aura abilities by 3".
When you give a model this Relic, select one bolt weapon that model is equipped with. When that model shoots with that weapon, you can choose for it to fire a bolt o judgement. If you do, that model cna only make on attack with that weapon, but the weapon has an Armour Penetration characteristic of -2 and a Damage of characteristic of 3 for that attack. When resolving that attack, a wound roll of 6+ is successful if the target is a VEHICLE unit or a MONSTER unit, otherwise a wound roll of 2+ is successful.
6"
Pistol D6
3
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
24"
Assault 2
4
-2
1
-
6
12"
If manifested, select an enemy unit within 12" of the psyker that is visible to him. That unit suffers a mortal wound and may only be chosen to fight in the Fight phase after all other eligible units have fought, even if they charged or have an ability that would allow them to fight first. This effect lasts until the end of your turn.
6
24"
If manifested, select an enemy unit within 24" of the psyker that is visible to him. Until your next Psychic phase, your opponent must subtract 1 from all hit rolls made for that unit.
7
12
If manifested, pick a friendly DARK ANGELS unit within 12" of the psyker (if your psyker is from a Dark Angels successor Chapter, pick a friendly unit from that Chapter instead). You can re-roll all failed hit rolls and wound rolls made for the unit's Melee weapons until the start of your next Psychic phase.
7
18"
If manifested, roll 2D6, adding 2 to the total if the psychic test was more than 10. The closest visible enemy unit within 18" of the psyker suffers a mortal wound for each point the total exceeds their highest Leadership characteristic.
7
18"
If manifested, choose an enemy model within 18" of the psyker that is visible to him. Each player then rolls a D6 and adds their model's Leadership characteristic to their result. If your opponent scores higher, or if the scores are drawn, nothing happens. If your score is higher, the enemy model reduces its Leadership, Ballistic Skill and Weapon Skill characteristics by 1 for the rest of the battle.
6
-
If manifested, until the start of your next Psychic phase, your opponent must roll 2 dice and discard the lowest result when taking Morale tests for any unit that is within 6" of the psyker.
Once per battle, if your Warlord is on the battlefield you can re-roll a single hit roll, wound roll, damage roll or saving throw. In addition, if your army is Battle-forged, roll a D6 each time you use a Stratagem; on a 5+ you gain 1 Command Point.
Friendly DARK ANGEL units automatically pass Morale tests whilst they are within 12" of your warlord.
If your warlord charged, was charged or performed a Heroic Intervention this turn, friendly DARK ANGEL units within 6" add 1 to their Strength characteristic in the Fight phase.
Your Warlord can fire their Pistol, Rapid Fire and Grenade weapons at enemy CHARACTERS even if they are not the closest enemy model. In addition, whenever your Warlord piles in or performs a Heroic Intervention, they can move towards the closest enemy CHARACTER instead of the closest enemy model.
You can re-roll the dice used to determine how far friendly DARK ANGELS units Advance or charge if they are within 6" of your Warlord.
Roll a dice each time your Warlord loses a wound. Add 1 to the result if your Warlord did not move during his last Movement phase. On a 6+ your Warlord does not lose the wound.
Immediately after making a shooting attack apart from when firing Overwatch your Warlord can move as if it were the Movement phase. If it does, it must Advance as part of this move.
If your Warlord has this trait, then at the start of the first battle round, but before the first turn has begun, pick up to three friendly DARK ANGELS infantry units that are on the battlefield. You can immediately remove these units from the battlefield and set them up again as described in the Deployment section of the mission you are playing (if both players have abilities that allow them to redeploy units, roll off and the winner chooses which player redeploys their units first)
Add 1" to the Movement characteristic of friendly DARK ANGELS units whilst they are within 6" of your Warlord. In addition, add 1 to advance and charge rolls for friendly DARK ANGELS units whilst they are within 6" of your warlord.
Substract 1 from hit rolls that target your Warlord.
At the start of your shooting phase, select one friendly DARK ANGELS PHOBOS unit within 3" of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.
Add 1 to the Damage characteristic of ranged weapons this warlord is equipped with. This does not apply to Grenades or Relics.
You can re-roll wound rolls for attacks made with melee weapons against CHARACTER units, or units with a Wounds charateristic of 8 or more, by models in friendly DEATHWING units whilst their unit is within 6" of this Warlord.
When resolving an attack made against this Warlord, an unmodified wound roll of 1-3 always fails, irrespective of any abilities the weapon or the model making that attack may have
Once per battle, in your opponent's Psy<chic phase, this Warlord can attempt to resist one psychic power in the same manner as a PSYKER by taking a Deny the Witch test, even if your Warlord is not within 24" of the enemy model manifesting that psychic power. When taking that Deny the Witch test, do not roll the dice, it automatically passed.
Whilst they are within 6" of this Warlord, models in RAVENWING units from your army do not suffer the penatly for moving and firing Heavy weapons or for Advanding and firing Assault weapons.
Once per battle, at the start of the battle round, you can select a combat doctrine that is not currently active. Until the end of that battle round, when resolving an attack made by a model in a friendly RAVENWING unit within 6" of this Warlord, you can treat the chosen doctrine as being active instead of the currently active doctrine.
At the start of the first battle round, before the first turn begins, this Warlord and one other RAVENWING unit from your army can move up to 12" as if it were your Movement phase; they cannot Advance as part of this move. Those units must end those moves more than 9" away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first.
6
18"
If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 18" of the psyker. Until the start of your next Psychic phase, enemy models can only shoot this unit if it is the closest target that is visible to them.
6
18"
If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll failed hit rolls for attacks made with that unit's ranged weapons, and enemy models do not receive the benefit of cover to their saving throws against ranged attacks made by that unit.
6
3"
If manifested, select a friendly ADEPTUS ASTARTES PHOBOS unit within 3" of the psyker. That unit can immediately move as if it were the Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase.
6
18"
If manifested, select an enemy unit within 18" of and visible to the psyker. Until the start of your next Psychic phase, subtract 1 from that unit's Leadership characteristic. In addition, your opponent must roll 2D6 - if the result is greate than that unit's Leadership characteristic, subtract 1 from hit rolls made for that unit until the start of your next Psychic phase.
6
18"
If manifested, select an enemy unit that cannot FLY and is visible to and within 18" of the psyker. That unit suffers a mortal wound. In addition, until the start of your next Psychic phase, halve that unit's Move characteristic and the result of any Advance or Charge rolls made for it.
6
18"
If manifested, select an enemy model within 18" of and visible to the psyker. That model's unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a CHARACTER, you can then roll 3D6. If the result is equal to or higher than that model's Leadership characteristic, you gain 1 Command Point.
If this litany is inspiring, then when a model in a friendly DARK ANGELS unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules.
If this litany is inspiring, select one friendly DARK ANGELS unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, at 1 to the wound roll.
If this litany is inspiring, select one friendly DARK ANGELS unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.
If this litany is inspiring, add 1 to this model's Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.
Iff this litany is inspiring, select one friendly DARK ANGELS unit within 6" of the model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.
If this litany is inspiring, add 2 to the charge rolls made for friendly DARL ANGELS units whilst they are within 6" of this model. When a friendly DARK ANGELS unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit's charge roll or increases the distance it can pile-in or consolidate.
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.
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.
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)
This model has a 4+ invulnerable save.
You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
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.
You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
This model has a 5+ invulnerable save.
At the end of your Movement phase this model can repair a single <CHAPTER> VEHICLE within 1". That model regains D3 lost wounds. A model can only be repaired once per turn.
All friendly <CHAPTER> units within 6" of this model can use the Chaplain's Leadership instead of their own.
This model has a 4+ invulnerable save.
At the end of any of your Movement phases, the Apothecary can attempt to heal or revive a single model. Select a friendly <CHAPTER> INFANTRY or BIKER unit within 3" of the Apothecary. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of it's models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If the Apothecary fails to revive a model he can do nothing else for the remainder of the turn (shoot, charge, fight, ect) as he recovers gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.
You can re-roll wound rolls of 1 for friendly <CHAPTER> units that are within 6" of this model.
During deployment, all models in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each Primaris Lieutenant is treated as a separate unit.
<CHAPTER> units within 6"of any friendly <CHAPTER> ANCIENTS add 1 to their Leadership. In addition, roll a D6 each time a <CHAPTER> INFANTRY model is destroyed within 6" of any friendly <CHAPTER> ANCIENTS, before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.
This model has a 5+ invulnerable save.
This model must make a Heroic Intervention if it is able to do so. In addition, you can re-roll any failed hit rolls for this model in the Fight phase when targeting a CHARACTER.
Roll a dice each time a friendly <CHAPTER> CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this squad can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound.
Roll a dice each time a friendly <CHAPTER> BIKER CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this squad can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound.
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.
Before any models are deployed at the start of the game, this unit containing 6 models may be split into two units, each containing 3 models. A unit containing 9 models may be split into three units, each containing 3 models.
Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit that includes an Omniscope.
6"
3+
3+
4
4
1
2
8
3+
6"
3+
3+
4
4
1
1
7
3+
6"
3+
3+
4
4
1
2
8
3+
6"
3+
3+
4
4
1
3
9
3+
Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is lost.
This model has a 5+ invulnerable save.
5"
3+
3+
4
4
2
2
8
2+
5"
3+
3+
4
4
2
3
9
2+
Roll a D6 each time a model from this unit finishes a charge move within 1" of an enemy unit; on a 6, the enemy unit suffers a mortal wound.’
During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use a meteoric descent - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
14"
3+
3+
4
5
2
4
7
3+
Models embarked on this vehicle can shoot in their Shooting phase. They measure ranged and draw line of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. Note that the passengers cannot shoot if this model Falls Back, even those this model itself can.
Models in this unit have a Move of 20", instead of 16", whilst the unit contains 3 models.
Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound.
In each of you shooting phases, choose one of the following effects: Targeting Data Skull: Add 1 to hit rolls made for a single friendly DARK ANGELS unit within 12" of this model until the end of the phase. Repair Skull: Choose a single DARK ANGELS VEHICLE within 12" of this model. That model regains 1 lost wound. Vox Skull: Subtract 1 from Morale tests taken for friendly DARK ANGELS units within 12" of this model until your next shooting phase.
If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
*
6+
*
8
8
16
*
9
2+
9-16
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
This model does not suffer the penalties for moving and firing heavy weapons.
Roll a D6 each time this model finishes a charge move within 1" of an enemy unit. On a 4+ that unit suffers D3 mortal wounds.
During deployment, you can setup this model/unit in a teleportarium chamber instead of placing him on the battlefield. At the end of any of your movement phases it can teleport into battle - set it up on the battlefield anywhere that is more than 9" away from any enemy models.
If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffer a mortal wounds.
Subtract 1 from the Leadership characteristic of enemy units whilst they are within 6" of any units from your army with this ability.
When this model advances, add 6" to its movement statistic for this phase instead of rolling a dice.
This model has an 5+ invulnerable save.
Models in this unit have an 5+ invulnerable save.
If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of your next Movement phase.
If this model is reduced to 0 wounds, roll a d6 before removing this model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.
You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that cannot FLY.
This model cannot charge, and can only be charged by units that FLY, and can only attacked or be attacked in the Fight phase by units that can FLY.
Your opponent must subtract 1 from to hit rolls for attacks that target this model in the Shooting phase.
Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
Once per game, if an enemy psychic power affects a unit that is accompanied by a Watcher in the Dark, roll a dice. On a 3+ the power has no effect on this unit (all other targets are affected normally). Remove the Watcher in the Dark model from play after this roll has been made, whether successful or not. The Watcher in the Dark model must always remain as close to this unit as possible, but is otherwise ignored for all other gaming purposes. Remove the Watcher in the Dark if this unit is slain.
Melee
Melee
+3
-3
D3
-
Before this unit shoots in the Shooting phase, you can choose one model from this unit that is within 3" of its Sergeant; you can add 1 to hit rolls made for your chosen model's weapons this phase.
You can re-roll failed hit rolls for friendly RAVENWING units within 6" of this model.
This unit automatically passes Morale tests. In addition, you can re-roll failed hit rolls in the Fight phase for attacks by this unit that target a FALLEN unit.
Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses Aireborne, Hard to Hit, and Supersonic abilitied until beginning of your next Movement Phase.
If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.
When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.
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.
When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.
12"
Pistol 1
4
-1
1
-
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
This model knows the Litany of Hate and one litany from the Litanies of Battle. At the start of your battle round, this model can recive one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6, on a 3+ the recited litany is inspiring and takes effect until the end of the battle round.
If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly DARK ANGELS units whilst their unit is within 6" of this model.
If this litany is inspiring, then when a friendly DARK ANGELS INFANTRY unit that is within 6" of this unit and did not Advance or Fall Back this turn is chosen to shoot with, models in that unit can shoot with ranged weapons as if their unit had remained stationary.
If any units with this ability are chosen as targets of a charge, subtract 2 from the charge roll.
After this model moves in your Movement phase, if this model did not Advance, any units embarked aboard it can disembark. Units that do so cannot be chosen to charge with that turn.
If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly DARK ANGELS units whilst their unit is within 6" of this model.