| Name |
# |
Grp |
WS |
BS |
S |
T |
Wo |
I |
A |
Ld |
Save |
Cost |
| HQ: Belial, Master of the Deathwing (1#, 130 Pts) |
| Belial, Master of the Deathwing |
1 |
HQ |
5 |
5 |
4 |
4 |
3 |
5 |
3/4 |
10 |
2+/5(i) |
130 |
| Infantry; Fearless; Independent Character; Rites of Battle (p36 C:DA); Lightning Claws (pair) |
| Terminator Armor |
1 |
2+ Armor Save, 5+ Invulnerable Save. See (C:DA, pg. 53). |
[0] |
| Troops: Belial's Deathwing Terminator Squad (5#, 275 Pts) |
| Belial's Deathwing Terminator Squad |
4 |
Troops |
4 |
4 |
4/8 |
4 |
1 |
4/1 |
3/4 |
9 |
2+/5(i) |
275 |
Infantry; Fearless; Deathwing Assault (C:DA, pg.28) ; Power Fist (x1); Terminator Armour; Lightning Claws (pair) (x3); Heavy Flamer |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Apothecary |
1 |
|
[0] |
| Narthecium |
1 |
Allows unit to ignore one failed Save per turn. See Codex for restrictions. (C:DA, pg. 25). |
[0] |
| Reductor |
1 |
Allows unit to ignore casualties for Morale test due to shooting. See Codex for details. (C:DA, pg. 25) |
[0] |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
3/4 |
9 |
2+/5(i) |
[43] |
| Terminator Armour; Lightning Claws (pair) |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Deathwing Company Banner |
1 |
Any Dark Angels unit within 12" may re-roll failed Morale and Pinning tests. All models in the same unit as the Standard Bearer's unit add +1 to their AT. See (C:DA, pg. 43). |
[0] |
| Troops: Deathwing Terminator Squad (5#, 220 Pts) |
| Deathwing Terminator Squad |
4 |
Troops |
4 |
4 |
4/8 |
4 |
1 |
4/1 |
2/3 |
9 |
2+/5(i) |
220 |
Infantry; Fearless; Deathwing Assault (C:DA, pg.28) ; Power Fist (x1); Terminator Armour; Lightning Claws (pair) (x3); Heavy Flamer |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+/5(i) |
[43] |
| Terminator Armour; Lightning Claws (pair) |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Troops: Deathwing Terminator Squad (5#, 245 Pts) |
| Deathwing Terminator Squad |
4 |
Troops |
4 |
4 |
4/8 |
4 |
1 |
4/1 |
2 |
9 |
2+/5(i) |
245 |
Infantry; Fearless; Deathwing Assault (C:DA, pg.28) ; Power Fist (x4); Storm Bolter (x3); Terminator Armour; Assault Cannon |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+/5(i) |
[43] |
| Terminator Armour; Lightning Claws (pair) |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Troops: Deathwing Terminator Squad (5#, 245 Pts) |
| Deathwing Terminator Squad |
4 |
Troops |
4 |
4 |
4/8 |
4 |
1 |
4/1 |
2 |
9 |
2+/5(i) |
245 |
Infantry; Fearless; Deathwing Assault (C:DA, pg.28) ; Power Fist (x4); Storm Bolter (x3); Terminator Armour; Assault Cannon |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Sergeant |
1 |
|
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
9 |
2+/5(i) |
[43] |
| Terminator Armour; Lightning Claws (pair) |
| Terminator Armour |
1 |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
[0] |
| Heavy Support: Land Raider Crusader (1#, 250 Pts) |
| Land Raider Crusader |
1 |
Grp: Heavy BS: 4 FA: 14 SA: 14 RA: 14 |
250 |
Vehicle (Tank); Sixteen Model Capacity; Assault Vehicle. ; Frag Assault Launchers; Multi-Melta; Power of the Machine Spirit; Searchlight; Smoke Launchers; Twin Linked Assault Cannon; Hurricane Bolter (x2) |
| Frag Assault Launchers |
1 |
See C:SM, pg. 82. |
[0] |
| Heavy Support: Land Raider Crusader (1#, 250 Pts) |
| Land Raider Crusader |
1 |
Grp: Heavy BS: 4 FA: 14 SA: 14 RA: 14 |
250 |
Vehicle (Tank); Sixteen Model Capacity; Assault Vehicle. ; Frag Assault Launchers; Multi-Melta; Power of the Machine Spirit; Searchlight; Smoke Launchers; Twin Linked Assault Cannon; Hurricane Bolter (x2) |
| Frag Assault Launchers |
1 |
See C:SM, pg. 82. |
[0] |
| HQ: Grey Knight Hero (1#, 81 Pts) |
| Grey Knight Hero [OM] |
0 |
Grp: HQ |
81 |
| Grey Knight special rules; Psyker; Independent Character (unless leading a retinue); Deep Strike; Brother Captain |
| Brother-Captain [OM] |
1 |
|
5 |
4 |
4 |
4 |
1 |
4 |
3 |
10 |
2+/5(i) |
[81] |
| Psychic Hood; Terminator Armour |
| Terminator Armour [OM] |
1 |
See C:DH, pg. 19 OR Wargear, pg. 61. |
[0] |
| Troops: Grey Knights (5#, 154 Pts) |
| Grey Knights [OM] |
4 |
Troops |
5 |
4 |
4/6 |
4 |
1 |
4 |
1/2 |
8 |
3+ |
154 |
| Grey Knight special rules; Nemesis and Storm bolter (x4); True Grit |
| Grey Knight Justicar [OM] |
1 |
- |
5 |
4 |
4/6 |
4 |
1 |
4 |
2/3 |
9 |
3+ |
[54] |
| Grey Knight special rules; Frag Grenades; Nemesis Force Weapon; Storm Bolter; True Grit Hero; Auspex; Targeter |
| Total Cost: |
1850 |
| Option Footnotes |
| Skills |
| True Grit |
See C:DH, pg. 8. |
| True Grit Hero |
See C:DH, pg. 8. |
| Wargear |
| Assault Cannon |
24" Range; S6; AP4; Heavy 4 Rending |
| Auspex |
If an enemy unit with the Infiltrate special rule sets up within 4D6" of a model with an auspex, then that model is allowed to take a "free" shot at them (or sound the alarm if sentries are being used). If the model is part of a unit then the whole unit may shoot. These shots are taken before the battle begins and may cause the infiltrators to fall back. Otherwise, the normal shooting rules apply. See C:WH, pg. 20, C:DH, pg 16, OR Wargear, pg. 38. |
| Frag Assault Launchers |
See C:SM, pg. 82. |
| Heavy Flamer |
Template; S5; AP4; Assault 1 |
| Lightning Claws (pair) |
Ignores armour saves in close combat. Re-roll failed 'to wound' rolls. +1 Attacks in close combat. |
| Multi-Melta |
24" Range; S8; AP1; Heavy 1; Melta. |
| Power Fist |
Ignores armour saves, increases strength in close combat. |
| Power of the Machine Spirit |
See Codex Space Marines, page 81. |
| Psychic Hood |
Declare that you'll use the psychic hood after an opponent has successfully made a Psychic test, but before they have used the power. Each player then rolls a D6 and adds their model's Ld value to the score. If the wearer beats the opposing model's score then the psychic power is nullified and may not be used that turn. If the opposing model's score is equal to or higher, it may use its psychic power as normal. The psychic hood can be used each time an enemy model uses a psychic power. See C:WH, pg. 22, C:DH, pg. 18 OR Wargear, pg. 55. |
| Searchlight |
Searchlights are only of use in missions where the Night Fighting special rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having fired at that unit, will illuminate it with the searchlight. For the rest of the Shooting phase any other friendly unit that fires at the illuminated target does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect as the enemy can see the searchlight. See Wargear, pg. 36. |
| Smoke Launchers |
Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire in the same turn it used its smoke launchers, but any penetrating hits score by the enemy in their next Shooting phase counts as glancing hits. After the enemy's next turn, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if it suffers a Crew Shaken or Crew Stunned result. See Wargear, pg. 36. |
| Storm Bolter |
24" Range; S4; AP5; Assault 2 |
| Targeter |
See C:DH, pg. 18 OR Wargear, pg. 61. |
| Terminator Armor |
2+ Armor Save, 5+ Invulnerable Save. See (C:DA, pg. 53). |
| Terminator Armour |
Relentless; Confers a 2+ Armour Save or a 5+ Invulnerable Save; May be Teleported onto the battlefield, may start the game in reserve and arrive via the Deep Strike rules even if it is not part of the mission being played; count as two models for transport capacity and may not embark on Rhinos or Razorbacks. |
| Twin Linked Assault Cannon |
24" Range; S6; AP4; Heavy 4 Rending Linked |
| Weapons |
| Frag Grenades |
Fight simultaneously with troops in cover (p36 WH40K 5E) |
| Hurricane Bolter |
Three weapons, each Range: 24"; S4; AP5; Rapid Fire, Twin Linked. |
| Nemesis and Storm bolter |
See C:DH, pg. 18. 24" Range; S4; AP5; Assault2.
|
| Nemesis Force Weapon |
See C:DH, pg. 18. |
| Storm Bolter |
24" Range; S4; AP5; Assault2. |