+++ dark angels z sasem (1521pts) +++ +++ 1500pt Dark Angels 6th Ed (FAQ April 2013) Roster (Primary Detachment)) +++ Selections: Dark Angels 6th Ed (FAQ April 2013) (Primary Detachment) Selections: + (No Category) + (305pts) * Deathwing Command Squad (305pts) (Deathwing Assault, Split Fire, Vengeful Strike) Assault Cannon (20pts), Deathwing Apothecary (30pts), Deathwing Champion (5pts), 5x Deathwing Terminators (220pts), Inner Circle (Fearless, Preferred Enemy (Chaos Space Marines)), No Transport, Pair of Lightning Claws, Revered Standard (25pts), Thunder Hammer and Storm Shield (5pts) + HQ + (266pts) * Company Master (136pts) (Codex: Dark Angels 6th p29) (Independant Character) Inner Circle (Fearless, Preferred Enemy (Chaos Space Marines)), Iron Halo * Terminator Armour (46pts) (Deathwing Assault, Vengeful Strike) Combi-Plasma (6pts), Power Sword * Interrogator-Chaplain (130pts) (Codex: Dark Angels 6th p30) (Independant Character, Zealot) Inner Circle (Fearless, Preferred Enemy (Chaos Space Marines)), Rosarius * Power Armour (20pts) Bolt Pistol, Crozius Arcanum, Frag and Krak Grenades, Infantry, Lion's Roar (20pts), Power Armour + Elites + (630pts) * Deathwing Knights (245pts) (Deathwing Assault, Fortress of Shields, Hammer of Wrath, You Cannot Hide) Inner Circle (Fearless, Preferred Enemy (Chaos Space Marines)), No Transport, Perfidious Relic of the Unforgiven (10pts), Storm Shield, Terminator Armour * Deathwing Knights (46pts) Mace of Absolution * Deathwing Knights (46pts) Mace of Absolution * Deathwing Knights (46pts) Mace of Absolution * Deathwing Knights (46pts) Mace of Absolution * Knight Master (51pts) Flail of the Unforgiven * Deathwing Terminator Squad (220pts) (Deathwing Assault, Split Fire, Vengeful Strike) 4x Deathwing Terminators (176pts), Inner Circle (Fearless, Preferred Enemy (Chaos Space Marines)), No Transport * Deathwing Terminator Sgt (44pts) Storm Bolter and Power Sword * Dreadnought (165pts) Assault Cannon (20pts), Extra Armour (10pts), No Transport, Power Fist with Heavy Flamer (10pts), Smoke Launchers and Searchlight * Venerable Dreadnought (25pts) Deathwing Vehicle (*, Preferred Enemy (Chaos Space Marines)) + Troops + (240pts) * Tactical Squad (85pts) (And They Shall Know No Fear) Bolt Pistol, Boltgun, Frag and Krak Grenades, Grim Resolve (*, Stubborn), Missile Launcher (15pts), No Transport, Power Armour, 4x Tactical Marine (56pts) * Sergeant (14pts) Bolt Pistol, Boltgun * Tactical Squad (155pts) (And They Shall Know No Fear) Bolt Pistol, Boltgun, Frag and Krak Grenades, Grim Resolve (*, Stubborn), No Transport, Plasma Cannon (15pts), Power Armour, 9x Tactical Marine (126pts) * Sergeant (14pts) Bolt Pistol, Boltgun + Fast Attack + (80pts) * Ravenwing Attack Squadron (80pts) (And They Shall Know No Fear, Hit & Run, Ravenwing Combat Squads, Scouts) Bolt Pistol, Frag and Krak Grenades, Grim Resolve (*, Stubborn), Power Armour, 2x Ravenwing Biker (54pts), Teleport Homer, Twin-linked Boltgun * Ravenwing Sergeant (26pts) Bolt Pistol Profile Summary: Name Unit Type WS BS S T W I A LD Save Pg Ref Company Master Infantry (Character) 6 5 4 4 3 5 3 102+ / 4++ 29Codex: Dark Angels 6th p29 Deathwing Apothecary Infantry (Character) 4 4 4 4 1 4 2 92+ / 5++ Deathwing Champion Infantry (Character) 5 4 4 4 1 4 2 92+ / 5++ Deathwing Knights Infantry 5 4 4 4 1 4 2 92+ / 3++ Deathwing Terminator Infantry 4 4 4 4 1 4 2 92+ / 5++ Interrogator-Chaplain Infantry (Character) 5 5 4 4 3 5 3 103+ / 4++ 30Codex: Dark Angels 6th p30 Knight Master Infantry (Character) 5 4 4 4 1 4 2 92+ / 3++ Ravenwing Biker Bike 4 4 4 5 1 4 1 8 3+ Ravenwing Sergeant Bike (Character) 4 4 4 5 1 4 1 8 3+ Space Marine Infantry 4 4 4 4 1 4 1 8 3+ Space Marine Sergeant Infantry (Character) 4 4 4 4 1 4 1 8 3+ Name WS BS S Front Side Rear I A Type Pg HP Ref Venerable Dreadnought 5 5 6 12 12 10 4 2 3 Name Description Pg Ref Extra Armour Stunned counts as Shaken 87 BRB p87 Iron Halo 4++ 63Codex: Dark Angels 6th p63 Narthecium The Apothecary and his unit have Feel no Pain (5+) 63Codex: Dark Angels 6th p63 Perfidious Relic of the Unforgiven Grants the Adamantium Will and Fear rules 64Codex: Dark Angels 6th p64 Power Armour Standard Space Marine Power Armour. Confers a 3+ Sv Revered Standard All friendly Dark Angels within 12" re-roll failed morale and pinning tests, and all friendly Dark Angels within 6" have Crusader USR 66Codex: Dark Angels 6th p66 Rosarius 4++ 64Codex: Dark Angels 6th p64 Searchlight After firing all weapons can illuninate the unit it shot at and it's self during night fighting 87 BRB p87 Smoke Launchers Once per game, instead of shooting or moving flat out, may gain a 5+ cover save 87 BRB p87 Storm Shield 3++ but can never count as having 2 close combat weapons 64Codex: Dark Angels 6th p64 Teleport Homer Friendly Terminators do not scatter when placed within 6", model must have started the turn on the board 64Codex: Dark Angels 6th p64 Terminator Armour 2+/5++, have the Bulky, Deep Strike, Relentless, Deathwing Assault and Vengeful Strike special rules, and may not make sweeping advances. 65Codex: Dark Angels 6th p65 Name RangeStrength AP Type Pg Ref Assault Cannon 24" 6 4Heavy 4, Rending Bolt Pistol 12" 4 5 Pistol BRB p56 Boltgun 24" 4 5Rapid Fire 56 BRB p56 Combi Plasma 24"4 (Bolter)/ 7 (Plasma)5 (Bolter)/ 2 (Plasma)Rapid Fire (Both) / Gets Hot, One Shot (Plasma) 57 BRB p57 Crozius Arcanum - +2 4Melee, Concussive (replaces chain sword in the options) 61 BRB p61 Flail of the Unforgiven - +2 3Melee, Bane of the Traitor, Concussive Frag Grenades 8" 3 -Assault 1, Blast, Don't suffer Initive penalty for charging through cover 61 BRB p61 Halbred of Caliban - +2 2Melee, Bane of the Traitor, Two-Handed Heavy Flamer Template 5 4Assault 1 Krak Grenades 8" (thrown)/-(Melee) 6 4Assault 1(Thrown)/Only on Vehicles and MCs (Melee) 62 BRB p62 Lightning Claws - User 3Melee, Shred, Specialist Weapon 60 BRB p60 Lion's Roar 24"4 (Bolter) / 7 (Lion's Roar)5 (Bolter) / 2 (Lion's Roar)Rapid Fire (Bolter) / Assault 1, Blast, Gets Hot, Master Crafted, One Shot (Lion's Roar) 67Codex: Dark Angels 6th p67 Mace of Absolution (Normal) - +2 4Melee, Bane of the Traitor, Concussive Mace of Absolution (Smite Mode) - +6 2Melee, Bane of the Traitor, Concussive, One Use Only Missile Launcher (Frag) 48" 4 6Heavy 1, Blast Missile Launcher (Krak) 48" 8 3 Heavy 1 Plasma Cannon 36" 7 2Heavy 1, Blast, Gets Hot 57 BRB p57 Power Fist - x2 2Melee, Specialist Weapon, Unwieldly 60 BRB p60 Power Sword - User 3 Melee 61 BRB p61 Storm Bolter 24" 4 5Assault 2 56 BRB p56 Thunder Hammer - x2 2Melee, Concussive, Specialist Weapon, Unwieldy 61 BRB p61 Selection Rule Summary: * And They Shall Know No Fear: Automatically regroups, can act normally on the turn it regroups, not killed by sweeping advances and is immune to fear. (BRB p33) * Deathwing Assault: Units composed entirely composed of models with this rule and wearing Terminator Armour can choose to make a Deathwing Assault. Immediatly after determining Warlord Traits, tell your opponent which units are making a Deathwing Assault, and make a secret note on weather it happens during turn 1 or turn 2. All units chosen arrive then with no need to roll for deep strike reserves. (Codex: Dark Angels 6th p44) * Deathwing Vehicle: Preferred Enemy (Chaos Space Marines), you may make your opponent re-roll any vehicle damage result * Fearless: Automatically pass all LD tests but cannot go to ground or use the "Our Weapons Are Usless" rule. (BRB p35) * Fortress of Shields: Any model with the Inner Circle rule that is in base contact with a two models with this rule gain +1 Toughness * Grim Resolve: A model with this rule has Stubborn. In addition they may never choose to fail a morale check. (Codex: Dark Angels 6th p28) * Hammer of Wrath: On the turn this unit charges into combat they get an Initiative 10 hit at their unmodified Strength for each model with this rule. * Hit & Run: Take an Initiative test at the end of the assault phase, if succesful choose a direction and roll 3D6, move that far ignoring all models in base contact, if this would take you within 1" of another unit stop 1" away, treat all terrain as dangerous. The unit left makes an immediate D6" consolidation. (BRB p38) * Independant Character: Independent Characters can join and leave other non-vehicle non-'loner' units. Although Independent Characters may join with other Independent Characters to form a powerful multi-character unit. An Independent Character counts as having joined a unit if he ends his move within 2" of them, if he is within 2" of more than one unit you must declare which unit he is joining. An Independent Character may leave his unit and join another one in the same movement phase, but he may not join a unit in any other phase. An Independent Character cannot join or leave a unit that is locked in combat or falling back, he also may not leave a unit that has gone to ground. Look out Sir is taken on a 2+ If a unit with an Independent Character in it has fallen to below 25% they test as if they had 25% remaning When an Independent Character joins a unit he looses all special rules that the unit does not have unless the rule says it applys to the unit (eg Stubborn) and vice versa If the unit is suffering from ongoing effects (eg blind, soul blaze) and the Independent Character leaves the unit, he is still suffering from those effects as well, but they to not transfer to a new unit he joins. (BRB) * Preferred Enemy (Chaos Space Marines): Reroll all failed to hit and to wound rolls of 1 against the chosen enemy in both shooting and assault. (BRB p40) * Ravenwing Combat Squads: The Attack bike and Land speeder are purchased as part of the Squadron but will always operate as an individual, if there are 6 bikers left after the attack bike and land speeder have split, then they operate as two squadrons of 3 * Scouts: After all deployment but before first turn a unit with this rule may redeploy, if it is Infantry, Artillery, Walk
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