with no need to roll for deep strike reserves. (Codex: Dark Angels 6th
p44)
Inner Circle (Fearless, Preferred Enemy (CSM)): Fearless: never fail
Pinning, Fear, Regroup, or Morale checks, and cannot Go To Ground
(BRB p163)
and Preferred Enemy (Chaos Space Marines): Re-roll failed results of
1 for To Hit and To Wound rolls, in both close combat and shooting
(BRB p169) (Codex: Dark Angels 6th p28)
Split Fire: A single model may fire at a different target before the rest
of the unit. (BRB 2014 p172)
Vengeful Strike: When a model with this rule arrives from Deep Strike,
it treats all ranged weapons as having Twin Linked until end of turn.
(Codex: Dark Angels 6th p44)
Scout Squad (78pts)
And They Shall Know No Fear, Combat Squads, Infiltrate, Move
Through Cover, Scouts
5x Camo Cloaks (10pts), Frag and Krak Grenades, Heavy Bolter
(8pts), 4x Scouts (48pts), 3x Sniper Rifle, Squad has Camo
Cloaks
Scout Sergeant (12pts)
Bolt pistol, Boltgun
Name Unit Type WS BS S T W I A Ld Save Ref
Scout Infantry 3 3 4 4 1 4 1 8 4+
Scout
Sergeant
Infantry
(Character)
4 4 4 4 1 4 1 8 4+
Name Range Strength AP Type Ref
Bolt
pistol
12" 4 5 Pistol
BRB
2014
p176
Boltgun 24" 4 5 Rapid Fire
BRB
2014
p176
Frag
Grenades
8" 3 -
Assault 1, Blast, Don't
suffer Initive penalty for
charging through cover
BRB
p61
Heavy
Bolter
36" 5 4 Heavy 3
BRB
p56
Krak
Grenades
8"
(thrown)/-
(Melee)
6 4
Assault 1(Thrown)/Only
on Vehicles and MCs
(Melee)
BRB
p62
Sniper
Rifle
36" X 6 Heavy 1, Sniper
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 2014 p157)
Combat Squads: A 10-man unit with this rule can break down into two
5-man units.
You must decide which units are splitting into combat squads, and
which models go into which combat squad BEFORE deployment, for all
pourposes they are two seperate units.
Note: two combat squads split from the same unit may share tansport
space in the same transport vehicle. (Codex: Dark Angels 6th p28)
Infiltrate: Deployed after all other units anywhere > 12" away from
enemy and outside their line of sight, or > 18" away within LoS. Cannot
charge in first turn after deploying this way. Also has Outflank. (BRB
2014 p167)
Move Through Cover: Roll an extra dice for determining distance
traveled through cover (still take highest) and automatically pass
danegerous terrain tests (BRB 2014 p168)
Scouts: After all deployment but before first turn a unit with this rule
may redeploy, if it is Infantry, Artillery, Walker or a Monstrous Creature
it may redeploy anywhere within 6", all other unit types may redelpoy
anywhere within 12", and all must remain 12" away from enemy units.
Any unit that redelpoys with this rule may not charge on the first turn.
If held in reserve, the unit gains outflank. (BRB 2014 p171)
Tactical Squad (245pts)
And They Shall Know No Fear, Combat Squads, Grim Resolve
(Stubborn)
Bolt Pistol, Boltgun, Frag and Krak Grenades, Plasma Cannon
(15pts) (Gets Hot), Plasmagun (15pts) (Gets Hot), Power Armour,
9x Tactical Marine (126pts)
Drop Pod (60pts)
Drop Pod Assault, Immobile, Inertial Guidance System
Deathwind Launcher (15pts), Locator Beacon (10pts)
Name Unit Type WS BS S T W I A Ld Save Ref
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 BS Front Side Rear HP Type Ref
Open-Topped, Transport