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DA v2 (Warhammer 40,000 8th Edition) (58 PL, 997pts) : Battalion Detachment +5CP (Imperium - Dark Angels) (58 PL, 997pts)
DA v2 (Warhammer 40,000 8th Edition) (58 PL, 997pts) : Battalion Detachment +5CP (Imperium - Dark Angels) (58 PL, 997pts)
DA v2 (Warhammer 40,000 8th Edition) (58 PL, 997pts) : Battalion Detachment +5CP (Imperium - Dark Angels) (58 PL, 997pts)
HQ [9 PL, 161pts]
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
Lieutenant 6" 2+ 3+ 4 4 4 3 8 3+
Grenade
Frag grenade 6" 3 0 1 -
D6
Warlord
Selections: Brilliant Strategist
Categories: Warlord
Abilities: Brilliant Strategist
Rites of
You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
Battle
Enemy units within 3" of the bearer must subtract 1 from their Leadership characteristic. In addition,
The Eye of enemy CHARACTERSthat start the Fight phase within 3" of the bearer can only be chosen to fight
the Unseen after all other eligible units have made their attacks, even if they charged or have an ability that
would allow them to fight first.
Master 6" 2+ 2+ 4 4 5 4 9 3+
Master-crafted
24" Rapid Fire 1 4 -1 2 -
boltgun
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.
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant
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
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.
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant
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
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.
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout
6" 3+ 3+ 4 4 1 2 8 4+
Sergeant
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Missile
launcher, Frag 48" Heavy D6 4 0 1 -
missile
Missile
launcher, Krak 48" Heavy 1 8 -2 D6 -
missile
Combat
This model has a 5+ invulnerable save.
Shield
Combat
A model with a combat shield has a 5+ invulnerable save.
shield
Honour or This model must make a Heroic Intervention if it is able to do so. In addition, you can re-roll any
Death failed hit rolls for this model in the Fight phase when targeting a CHARACTER.
Company
6" 2+ 3+ 4 4 4 3 8 3+
Champion
Blade of
Melee Melee +3 -3 D3 -
Caliban
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.
Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Veteran
Grenade
Frag grenade 6" 3 0 1 -
D6
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
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.
Ravenwing Land
16" 3+ 3+ 4 5 6 2 7 3+
Speeder
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.
Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Sergeant
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Grenade
Frag grenade 6" 3 0 1 -
D6
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.
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.
Space Marine
6" 3+ 3+ 4 4 1 2 8 3+
Sergeant
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Grenade
Frag grenade 6" 3 0 1 -
D6
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.
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.
This model can tranport 10 <CHAPTER> INFANTRY models. It cannot transport JUMP PACK,
Capacity
TERMINATOR or PRIMARIS models.
Rhino * 6+ * 6 7 10 * 8 3+
Storm
24" Rapid Fire 2 4 0 1 -
bolter
Wound
Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Track
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.