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Moje

The document describes a 985 point Dark Angels army list for Warhammer 40k featuring Azrael, Belial, a tactical squad, and three units of Deathwing terminators and Deathwing knights. The list summary provides the units, points costs, and equipment.

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Polski Zwierzu
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0% found this document useful (0 votes)
24 views

Moje

The document describes a 985 point Dark Angels army list for Warhammer 40k featuring Azrael, Belial, a tactical squad, and three units of Deathwing terminators and Deathwing knights. The list summary provides the units, points costs, and equipment.

Uploaded by

Polski Zwierzu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Imperium - Adeptus Astartes - Dark Angels - Moje - (985 pts)

Army Roster (Imperium - Adeptus Astartes - Dark Angels) (985 pts)

Configuration
Battle Size Incursion (1000 Point limit)

Detachment 1st Company Task Force

Abilities: 1st Company Task Force

Show/Hide Options Titans are visible, Agents of the Imperium are visible, Imperial Knights are visible, Unaligned Fortifications are
visible, Unaligned Forces are visible, Legends are visible

Epic Hero (190 pts)


Azrael (1) Rules: Anti-, Devastating Wounds, Rapid Fire
(105 pts) Unit: Azrael
Abilities: Invulnerable save, Leader[1], Masterful Tactician, Supreme Grand Master, The Lion Helm
Ranged Weapons: Lion's Wrath
Melee Weapons: The Sword of Secrets

Belial (1) Warlord


(85 pts)
Rules: Precision, Rapid Fire
Unit: Belial
Abilities: Grand Master of the Deathwing, Invulnerable Save[1], Leader[2], Strikes of Retribution
Ranged Weapons: Master-crafted storm bolter
Melee Weapons: The Sword of Silence

Battleline (160 pts)


Tactical Squad (10) • 7x Tactical Marine
(160 pts) • Tactical Marine Sergeant: Power Weapon, Plasma Pistol
• Tactical Marine w/Special Weapon: Plasma Gun
• Tactical Marine w/Heavy or Special Weapon: Missile Launcher

Rules: Oath of Moment, Pistol, Hazardous, Rapid Fire, Heavy, Blast


Unit: Tactical Squad
Abilities: Combat Squads
Ranged Weapons: Missile Launcher - Frag, Missile Launcher - Krak, Plasma Gun - Standard, Plasma Gun
- Supercharge, Plasma Pistol - Standard, Plasma Pistol - Supercharge, Bolt Pistol, Boltgun
Melee Weapons: Close Combat Weapon, Power Weapon[1]

Infantry (635 pts)


Deathwing Knights (5) Watcher in the Dark
(235 pts) • 4x Deathwing Knight
• Knight Master

Rules: Deep Strike


Abilities: Attached Unit, Inner Circle, Invulnerable Save[1], Watcher in the Dark
Unit: Deathwing Knight, Knight Master
Melee Weapons: Flail of the Unforgiven, Mace of absolution

Deathwing Terminator Squad (5) Watcher in the Dark


(200 pts) • Deathwing Sergeant
• 4x Deathwing Terminator

Rules: Deep Strike


Abilities: Attached Unit, Deathwing, Invulnerable Save[2], Watcher in the Dark
Unit: Deathwing Sergeant, Deathwing Terminator
Ranged Weapons: Storm Bolter[1], Storm Bolter[2]
Melee Weapons: Power Fist, Power Weapon[2]

Deathwing Terminator Squad (5) Watcher in the Dark


(200 pts) • Deathwing Sergeant
• 4x Deathwing Terminator

Rules: Deep Strike


Abilities: Attached Unit, Deathwing, Invulnerable Save[2], Watcher in the Dark
Unit: Deathwing Sergeant, Deathwing Terminator
Ranged Weapons: Storm Bolter[1], Storm Bolter[2]
Melee Weapons: Power Fist, Power Weapon[2]
Rules:

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that
attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the
attacking unit have been allocated and resolved

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Oath of Moment If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army.
Until the start of your next Command phase, each time a model from your army with this ability makes an attack that targets
that enemy unit, you can re-roll the Hit roll.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one
Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one
model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a
Character, Monster or Vehicle, in which case it suffers 3 mortal wounds instead. Note that if you selected a Character model in
an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit
that has lost one or more wounds or has had attacks allocated to it this phase.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
Abilities

1st Company Task Force

Once per battle, in your Command phase, you can use this ability. If you do, until the start of your next Command phase, each time a model from your army
with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll as well.

Attached Unit

If a Character unit from your army with the Leader ability can be attached to a Terminator Squad, it can be attached to this unit instead.

Combat Squads

At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models

Deathwing

Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or to the
Hit roll.
In addition, each time a model in this unit makes an attack that targets the enemy unit you selected at the start of your Command phase for the Oath of
Moment ability, add 1 to the Hit roll.

Grand Master of the Deathwing

While this model is leading a unit, each time a model in that unit makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability.

Inner Circle

Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack.

Invulnerable save

4+

Invulnerable Save[1]

4+

Invulnerable Save[2]

Models in this unit have a 4+ invulnerable save.

Leader[1]

This model can be attached to the following units:


% Assault Intercessor Squad
% Bladeguard Veteran Squad
% Hellblaster Squad
% Infernus Squad
% Intercessor Squad
% Sternguard Veteran Squad

Leader[2]

This unit can be attached to the following units:


% Deathwing Command Squad
% Deathwing Knights
% Deathwing Squad
% Relic Terminator Squad
% Terminator Assault Squad
% Terminator Squad

Masterful Tactician

At the start of your Command phase, if this model is on the battlefield, you gain 1CP.

Strikes of Retribution

Each time a melee attack is allocated to this model, after the attacking model’s unit has finished making its attacks, roll one D6 (to a maximum of six D6 per
attacking unit): for each 2+, the attacking unit suffers 1 mortal wound.

Supreme Grand Master

While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

The Lion Helm

Models in the bearer’s unit have a 4+ invulnerable save. In addition, once per battle, at any time, the bearer can summon a Watcher in the Dark. When it does,
until the end of the phase, models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds.
Watcher in the Dark

Once per battle, at any time, this unit can summon a Watcher in the Dark. When it does, until the end of the phase, models in this unit have the Feel No Pain
4+ ability against mortal wounds.

Unit M T SV W LD OC

Azrael 6" 4 2+ 6 6+ 1

Belial 5" 5 2+ 6 6+ 1

Deathwing Knight 5" 5 2+ 4 6+ 1

Deathwing Sergeant 5" 5 2+ 3 6+ 1

Deathwing Terminator 5" 5 2+ 3 6+ 1

Knight Master 5" 5 2+ 4 6+ 1

Tactical Squad 6" 4 3+ 2 6+ 2

Ranged Weapons Range A BS S AP D

Missile Launcher - Frag 48" D6 4+ 4 0 1

Blast, Heavy

Missile Launcher - Krak 48" 1 4+ 9 -2 D6

Heavy

Plasma Gun - Standard 24" 1 3+ 7 -2 1

Rapid Fire 1

Plasma Gun - Supercharge 24" 1 3+ 8 -3 2

Rapid Fire 1, Hazardous

Plasma Pistol - Standard 12" 1 3+ 7 -2 1

Pistol

Plasma Pistol - Supercharge 12" 1 3+ 8 -3 2

Hazardous, Pistol

Bolt Pistol 12" 1 3+ 4 0 1

Pistol

Boltgun 24" 2 3+ 4 0 1

Lion's Wrath 24" 2 2+ 8 -3 2

Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1

Master-crafted storm bolter 24" 2 2+ 4 0 2

Precision, Rapid Fire 1

Storm Bolter[1] 24" 2 3+ 4 0 1

Rapid Fire 2

Storm Bolter[2] 24" 2 3+ 4 0 1

Rapid Fire 1
Melee Weapons Range A WS S AP D Keywords

Close Combat Weapon Melee 3 3+ 4 0 1 -

Flail of the Unforgiven Melee 5 2+ 6 -2 2 Devastating Wounds, Sustained Hits 1

Mace of absolution Melee 4 2+ 6 -1 3 -

Power Fist Melee 3 3+ 8 -2 2 -

Power Weapon[1] Melee 3 3+ 5 -2 1 -

Power Weapon[2] Melee 4 3+ 5 -2 1 -

The Sword of Secrets Melee 6 2+ 6 -4 2 Devastating Wounds

The Sword of Silence Melee 6 2+ 6 -2 2 Precision

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