Champion — 53 points Interrogator Chaplain — 84 points Master Chaplain — 140 points 


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Champion — 53 points Interrogator Chaplain — 84 points Master Chaplain — 140 points



Troop Type M WS BS S T W I A Ld
Champion 4 5 5 4 4 1 5 1 9
Interrogator 4 6 6 5 5 2 6 2 9
Mighty Hero 4 7 7 5 5 3 7 3 10

All Chaplains wear Power Armour (3+ save), wield a Bolt Pistol (240) and Frag (256) grenades, have a Crozius

Arcanum (230) and a Rosarius (integrated Conversion Field: 208, 4+ save). Any friendly Space Marines within 8" may re-roll any failed Break test (47) once. Interrogator and Master Chaplains are members of the  Deathwing (165) and thus immune to psychology (47).

Options

May pick items from the Armour (150), Assault (149), Special (149), and Grenade (149) lists. May have up to 2

Wargear Cards (14). May ride a bike (156) for +20 points.


 

 

Librarians

Lexicanium (Level 1) — 53 points

Codicier (Level 2) — 97 points

Epistolary (Level 3) — 152 points Chief Librarian (Level 4) — 210 points

Troop Type M WS BS S T W I A Ld
Lexicanium 4 4 4 4 5 1 5 1 8
Codicier 4 5 5 5 5 2 5 1 8
Epistolary 4 6 6 5 5 3 6 2 8
Chief 4 7 7 5 5 4 7 3 9

All Librarians wear Power Armour (3+ save), wield a Bolt Pistol (240) and Frag (256) grenades. Are Psykers

with a Mastery Level (36) as listed; may select powers from the Librarian (43), Adeptus (38) and/or Inquisition

(42) lists. Members of the Deathwing (165) and thus immune to psychology (47).

Options

May pick items from the Armour (150), Assault (149), Special (149), and Grenade (149) lists. May have up to 1

Wargear Card (14) per level. May ride a bike (156) for +20 points.

 

Unique Characters

 

Commander Azrael, Supreme Grand Master of the Dark Angels

Points; 185 points including special wargear (0-1x)

Troop Type M WS BS S T W I A Ld
Azrael 4 7 7 5 5 4 8 4 10

Wears Power Armour (3+ save). Armed with a Bolt Pistol (240), Frag (256) and Krak (256) grenades. Any

Dark Angels within 12” may use his Leadership for their Break tests (47). Member of the Deathwing (165) and thus immune to psychology (47). Must be the army‘s commander is present. Provides a Strategy Rating (8) of 6.

Options

May have up to 3 Wargear Cards (14); these will be the Lion Helm (215), the Sword of Secrets (221) and a

Combi-Weapon (208): Boltgun (224) and Plasma Gun (228).

 

Ezekiel, Grand Master of Librarians

Points; 250 points including special wargear (0-1x)

Troop Type M WS BS S T W I A Ld
Ezekiel 4 7 7 5 5 4 7 3 9

Wears Power Armour (3+ save), and is armed with a Force Sword (251, +10 points), Bolt Pistol (240) and Frag

and Krak (256) grenades. Psyker with a Mastery Level (36) 4; select from the Librarian (43), Adeptus (38) and/or Inquisition (42) lists. Member of Deathwing (165) — immune to psychology (47).

Options

May carry up to 4 Wargear Cards (14); these will always be a Force Sword (212), the Book of Salvation (207), a Psychic Hood (217), and a Bionic Eye (206).

 

Brother Bethor, Bearer of the Sacred Standard

35 points + Wargear Card (0-1x)

Troop Type M WS BS S T W I A Ld
Veteran Marine 4 5 5 4 4 1 5 1 9

Wears Power Armour (3+ save). Armed with a Bolt Pistol (240), Frag and Krak (256) grenades. Member of the

Deathwing (165) and thus immune to psychology (47). Any Dark Angels within 12" may re-roll any failed

break tests (47) once.

Options

May purchase from the Grenades (149), Assault (149) and Special (149) weapons lists. May carry 1 Wargear  Card (14) which will always be one of the following: the Standard of Retribution (220), the Standard of  Fortitude (220) or the Standard of Devastation (220).


 

 

Sapphon, Grand Master of Chaplains

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Mighty Hero 4 7 7 5 5 3 7 3 10

Wears Power Armour (3+ save). Carries a Rosarius (Conversion Field (208), 4+ unmod save). Armed with a

Crozius Arcanum (230), Power Sword (232), Bolt Pistol (240), Frag and Krak (256) grenades. Member of the

Deathwing (165) and thus immune to psychology (47). Dark Angels within 8" may re-roll any failed break tests

(47) once.

Options

May have up to 3 Wargear Cards (14).

 

Asmodai, Interrogator Chaplain

Points; 109 points with special wargear (0-1x)

Troop Type M WS BS S T W I A Ld
Hero 4 6 6 5 5 2 6 2 9

Wears Power Armour (3+ save). Carries a Rosarius (Conversion Field (208), 4+ unmod save). Armed with a

Crozius Arcanum (230), Power Sword (232), Bolt Pistol (240), Frag and Krak (256) grenades. Member of the  Deathwing (165) and thus immune to psychology (47). Any Dark Angels within 8" may re-roll any failed break  tests (47) once.

Options

May purchase from the Armour (150), Grenades (149), Assault (149) and Special (149) weapons lists. May carry up to 2 Wargear Cards (14), one of which will be the Blades of Reason (207).

 

Squads                                                                                                                                    25%+

 

Deathwing Squad

Points

Troop Type M WS BS S T W I A Ld
Terminator 4 5 5 4 4 1 5 1 9

Includes 4 Terminator Space Marines and 1 Terminator Space Marine Sergeant, all of whom share the above

stats. Each Terminator wears Terminator Armour (222, 3+ save on 2D6) and a Power Fist (231) and a  StormBolter (229). Note that amongst other things, the Armour incorporates a Targeter (221, +1 to hit). Dark Angels Terminators are part of the Deathwing (165) and thus immune to psychology (47).

Options

Up to 1 Terminator may replace his StormBolter with a Terminator Heavy Weapon (150). Any models may replace their Power Fist with a Terminator Assault Weapon (150). The entire squad may be teleported into  battle (24) for an additional 50% of their total cost.

 

Ravenwing Land Speeder Squadron

Points/Land Speeder (1-3x)

Skimmer (26). The Land Speeder has a crew (13) of 1 driver and 1 gunner, and carries a Heavy Bolter (234)

with a 180° arc of fire to the front, and an Assault Cannon (233) with a 45° arc of fire to the front. Note that both crew wear Power Armour (3+ save), and carry Bolt Pistols (240). Either crew may carry Assault (149) or  Special (149) weapons. Both crew are part of the Ravenwing (165).

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast
6

D6

-3

10‖

20‖ 30‖
 

 

Armour

 

D6

Location

Front

Side/Rear

1-2

Crew

-

-

3-6

LandSpeeder

10

12

D6

Land Speeder Damage Table

1

Heavy Bolter is destroyed.

2

Assault Cannon is destroyed.

                   

 

 

3 Controls are damaged; roll D6 at the start of each of your subsequent movement phases (23); on a 4+, you may move and fire with the land speeder as normal; otherwise, the land speeder moves out of control (26) for that turn.
4 Engine cuts out; crashes to the ground 2D6” away in a random direction. Anything under the land speeder when it lands takes D3 S6 hits with a –2 save modifier. The crew are able to leap to the ground (26) before it crashes, but will suffer damage for high-speed dismounts as normal.
5 Engine blows up, killing the crew. The wreck plummets to the ground 2D6” away in a random direction; anything under the speeder when it lands takes D3 S6 hits with a –2 save modifier.
6 Fuel explodes, killing crew. The wreck crashes 2D6” away in a random direction; anything under the speeder or within 3” takes D3 S8 hits with a –3 save modifier.
  Crew Damage Table
  Hit the crew nearest to the attacker, or randomize if it is unclear. Roll to see if the crewman is slain as normal. If the driver is slain, then the land speeder will move out of control for the remainder of the game or until the gunner takes over.

 

Ravenwing Bike Squadron

Points/Bike (3-5x)

Treat this exactly like a normal Space Marine Bike Squadron (154), except that the drivers of the bikes are members of the Ravenwing (165).

 

Ravenwing Attack Bike Squadron

Points/Bike (1-3x)

Treat this exactly like a normal Space Marine Bike Squadron (154), except that the bikes are all Attack Bikes

(157) and the drivers of the bikes are members of the Ravenwing (165).

 

 

Support                                                                                                                                   <50%

 

Dark Angels have the same support (155) options as other Chapters, except as noted below.

 

Allies

Because of their dislike of alien races, you may only choose Allied support from other Space Marine (152) Chapters

[Blood Angels (163), Space Wolves (176), Ultramarines (182), Legion of the Damned (170)], any of the Imperial

Agents (96) [Inquisition (97), Adeptus Arbites (101), Sisters of Battle (142)] or the Imperial Guard (109). Of course, any Imperial army may include an Assassin (103).


 

 

Legion of the Damned Rules

The Legion of the Damned are a unique Chapter of Space Marines (148). The following rules are in addition to all other rules which normally apply to other Space Marines, and apply only to the Legion.

 

Leadership

The Legion of the Damned are immune to psychology (47) and automatically pass any break tests (47).

 

Fear

All Legion of the Damned characters and squads cause Fear (47).

 

Where They Come From Nobody Knows…

The Legion have a reputation for appearing suddenly and disappearing after the battle. To represent this, any Legion

units and characters other than vehicles (or models on vehicles/bikes) may teleport (24) into battle. This must be done on the first turn of the battle, or not at all. Legion units may teleport away from the battle as well, but if one does so all must do so – it‘s all or none.


 

 



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