1000 Pts - Dark Angels Army
Unit Name ## WS BS St To Wo In At Ld Save Cost
Belial, Master of the Deathwin 1 5 5 4/8 4 3 5 3 10 2+/5++ 130
Fearless; Independent Character; Rites of Battle;
#Terminator Armour; Thunder Hammer & Storm Shield
Deathwing Terminator Squad (Tr 5 4 4 4 4 1 4 2/3* 9 2+/5++ 300
Fearless; Deathwing Assault; #Terminator Armour;
Sergeant Terminator; Lightning Claw (x1); Power
Fist (x3); Power Weapon; Assault Cannon;
Lightning Claw 2 (x1); Storm Bolter (x3);
Apothecary Terminator; Terminator Standard Bearer
Apothecary Terminator Ignore casualties with 6" for purposes of morale -
checks. Ignore one failed armour save per round.
May not be used if the Apothecary is in
base-to-base contact with an enemy model. Cannot
negate instant kill hits and wounds from power
weapons.
Terminator Standard Bearer Units with a model within 12" can reroll failed -
Morale and Pinning tests and the Standard
Bearer's unit gets +1A.
Tactical Squad (Troops) 4 4 4 4 4 1 4 1 8 3+ 230
Bolt Pistol (x4); Bolter (x2); Missile Launcher;
Plasma Gun; Frag Grenades; Krak Grenades
Space Marines 5 4 4 4 4 1 4 1 8 3+ [75]
Bolt Pistol (x5); Bolter (x5); Frag Grenades;
Krak Grenades
Veteran Sergeant 1 4 4 4/8 4 1 4 2 9 3+ [70]
Plasma Pistol; Power Fist; Frag Grenades; Krak
Grenades
Mortis Dreadnought (Elites) 1 WS: 4 BS: 4 S: 6 I: 4 A: 2 115
Front Armour: 12; Side Armour: 12; Rear Armour:
10; TL Missile Launcher
Company Veterans Squad (Elites 5 4 4 4/8 4 1 4 2/3* 9 3+ 225
Veteran Sergeant; Power Fist (x2); Power Weapon
(x2); Bolt Pistol (x5); Meltagun; Frag Grenades;
Krak Grenades
Rhino 1 BS: 4 Front: 11 Side: 11 Rear: 10 [35]
Tank; Carries up to 10 Space Marines, no
Terminators; If immobilised, can attempt to
repair instead of shooting - this succeeds on the
roll of a 6. Two firing points; #Searchlight;
#Smoke Launchers; Storm Bolter
Option Footnotes:
Assault Cannon 24"R, S6, AP4, Heavy 4, Rending.
Bolt Pistol 12"R, S4, AP5, Pistol.
Bolter 24"R, S4, AP5, Rapid Fire.
Frag Grenades When attacking troops in cover, both sides go
simultaneosly. Power Fists still go last.
Krak Grenades May be used against vehicles and immobile
Dreadnoughts. One attack per model, 6+D6 AP.
Lightning Claw(s) No armour save; re-roll failed "to wound" rolls.
Lightning Claws do not give bonus attacks for 2
weapons unless 2 Claws are used together.
Meltagun 12"R, S8, AP1, +D6 AP at 6".
Missile Launcher 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1,
Blast).
Plasma Gun 24"R, S7, AP2, Rapid Fire. 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 Strikes at I1. No armour save. Doubles strength.
Power Weapon +1A if used with another Pistol or Close Combat
Weapon. No armour save in close combat.
Searchlight Allows one enemy unit to be fired at by any
friendly unit in range and with line of sight.
Smoke Launchers Use instead of shooting- for one turn, pentrating
hits become glancing hits instead.
Storm Bolter 24"R, S4, AP5, Assault 2.
Storm Shield 4+ Invulnerable save vs. hand to hand attacks.
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.
Total Army Cost: 1000
Notes:
And They Shall Know No Fear and Combat Squad rules apply to all Space Marines.
Updated for Codex: Dark Angels (2007) and 5th Ed. by Homer S, v2.1d
Models in Army: 23
Validation Results:
Roster satisfies all enforced validation rules
Roster created with Army Builder - Copyright © 1998-2001 by Lone Wolf Development, Inc.
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