The Espousal of Shadows (5000) (4997pts)

Dark Angels: Codex (2013) (Combined Arms Detachment) (3010pts)

Adepta Sororitas: Codex (2013) (Allied Detachment) (1117pts)

Imperial Knights: Codex (2014) (Imperial Knight Detachment) (750pts)

Fortifications and Stronghold Assault (2013) (Fortification Detachment) (120pts)

Selection Rules

Act of Faith: A unit with the Act of Faith special rule can attempt to use its Act of Faith immediately before it acts during a phase; i.e. immediately before the unit moves in the Movement phase, shoots (or runs) in the Shooting phase, or before any blows are stuck (either by friend or foe) in the Assault phase. To do so the unit must take a Leadership test. If the test is failed, nothing happens and that unit cannot attempt to use that Act of Faith again for the rest of the battle. If the test is passed, the Act of Faith is successful; unless stated otherwise, all models in the unit will immediately gain a special rule until the end of the current phase. The special rule gained will be listed in that unit’s Act of Faith entry, along with which phase(s) the Act of Faith can be attempted in. Unless stated otherwise, a unit can only attempt to use an Act of Faith once per game and a unit cannot attempt to use more than one Act of Faith in the same phase. A unit can only attempt to use an Act of Faith if it is entirely comprised of models with either the Act of Faith or War Hymns special rules.

And They Shall Know No Fear: Automatically regroups, can act normally on the turn it regroups. Not killed by Sweeping Advances. Immune to effects of Fear. (BRB 2014 p157)

Angelic Visage: Models with this special rule re-roll failed invulnerable saves granted by the Shield of Faith special rule. (Codex: Adpeta Sororitas)

Armourbane: Roll an additional D6 for armor penetration against vehicles only. (BRB 2014 p157)

Deathwing Assault: Units composed entirely composed of models with this rule and wearing Terminator Armour can choose to make a Deathwing Assault. Immediatly after determining Warlord Traits, tell your opponent which units are making a Deathwing Assault, and make a secret note on weather it happens during turn 1 or turn 2. All units chosen arrive then with no need to roll for deep strike reserves. (Codex: Dark Angels 6th p44)

Drop Pod Assault: At the beginning of your first turn, half (rounding up) of your drop pods come in via Deep Strike. Remaining drop pods Deep Strike as normal. (Codex: Dark Angels 6th p42)

Fear: At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear – all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear.

Fearless

Fleet

Grand Master of the Deathwing: In a CAD that contains Belial, Deathwing Terminator Squads are troop choices instead of elites. (Codex: Dark Angels 6th p92)

Grim Resolve: A model with this rule has Stubborn. In addition they may never choose to fail a morale check. (Codex: Dark Angels 6th p28)

Hammer of Wrath: If a model with this special rule ends its charge move in base or hull contact with an enemy model, it makes one additional Attack that hits automatically and is resolved at the model’s unmodified Strength with AP-. This Attack does not benefit from any of the model’s special rules (such as Furious Charge, Rending etc.). This Attack is resolved during the Fight sub-phase at the Initiative 10 step, but does not grant the model an additional Pile In move. If a model with this special rule charges a building or vehicle, the hit is resolved against the Armour Value of the facing the charging model is touching. If a model with this special rule charges a building or vehicle that is a Transport or a Chariot, the hit is resolved against the building or vehicle, not the occupants or the rider.

Hit & Run: (40k BRB)

Hover Strike: At the start of its Movement phase, a model with this special rule can declare that it is making a special Hover Strike this turn. If it does so, its unit type changes to Skimmer until the start of its next Movement phase. It gains the Strafing Run special rule but cannot move, except to pivot on the spot.

Immobile: After arriving, Drop Pods can never move. (Codex: Dark Angels 6th p42)

Improved Arcs of Fire: (Stronghold Assault)

Independent Character: Independent Characters can join and leave other units that do not contain vehicles or Monstrous Creatures. Independent Characters may join with other Independent Characters to form a powerful multi-character unit. An Independent Character counts as having joined a unit if he ends his move within 2" of them, if he is within 2" of more than one unit you must declare which unit he is joining. An Independent Character may leave his unit and join another one in the same movement phase, but he may not join a unit in any other phase. An Independent Character cannot join or leave a unit that is locked in combat or falling back, he also may not leave a unit that has gone to ground. Look out Sir is taken on a 2+. If a unit with an Independent Character in it has fallen to below 25% strength they test as if they had 25% remaining. When an Independent Character joins a unit he looses all special rules that the unit does not have unless the rule says it applies to the unit (e.g. Stubborn) and vice versa. If the unit is suffering from ongoing effects (eg blind, soul blaze) and the Independent Character leaves the unit, he is still suffering from those effects as well, but they to not transfer to a new unit he joins. (BRB 2014 p166)

Inertial Guidance System: Reduce the amount of scatter by the minimum required to prevent landing on terrain or another model. If the Drop Pod scatters off the table, roll on the Deep Strike Mishap table. (Codex: Dark Angels 6th p42)

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 2014 p169) (Codex: Dark Angels 6th p28)

Invincible Behemoth: A Super-heavy vehicle is so large and strongly built that weapons which degrade the armour of smaller vehicles will not effect it. Because of this, any attack that says that the target model is destroyed, wrecked, Explodes! or is otherwise removed from play inflicts D3 Hull Points of damage on a Super-heavy vehicle instead. In addition, any attacks or special abilities that permanently lower the Armour Values of a target vehicle do not affect a Super-heavy vehicle. Note that attacks or abilities that count the Armour Value as being lower, but do not actually change it, work normally.

Marked for Retribution: Belial's shooting attacks are Precision Shots on a to hit roll of 5+ (Codex: Dark Angels 6th p56)

Martyrdom: If a model with the Martyrdom special rule is your Warlord, and that model is removed as a casualty during the battle, all friendly units wholly comprised of models with the Act of Faith special rule automatically pass all Leadership tests until the end of your next turn. (Codex: Adpeta Sororitas)

Mastery Level 3: Generate 3 Warp Charges per turn, choose 3 powers from: Divination, Pyromancy, Telepathy,Telekinesis or and/or Demonology (BRB)

Melta: Within half range, add D6 to armor penetration against vehicles. (BRB 2014 p168)

Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.

Neural Shock: Against non-vehicle units with a Leadership of 8 or less, a Neural Whip has the Shred special rule. If there are different Leadership values in the target unit, use the majority value. (Codex: Adepta Sororitas)

Precision Shots: Shooting rolls of 6 become Precision Shots and may be allocated to an engaged model of your choice within range and line of sight. (No snap shots; Look Out, Sir is still allowed.) (BRB 2014 p169)

Rage

Rapid Fire: Has one extra attack while in/below half range. (BRB 2014 p42)

Ravenwing Combat Squads: The Attack Bike and Land speeder are purchased as part of the Squadron but will always operate as an individual. Iif there are 6 bikers left after the Attack Bike and Land Speeder have split, then they operate as two squadrons of 3 bikers each. (Codex: Dark Angels 6th p47)

Relentless: Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.

Scouts: After all deployment but before first turn a unit with this rule may redeplo. If it is Infantry, Artillery, Walker or a Monstrous Creature it may redeploy anywhere within 6", all other unit types may redeploy anywhere within 12", and all must remain 12" away from enemy units. Any unit that redeploys with this rule may not charge on the first turn. If held in reserve, the unit gains Outflank. (BRB 2014 p171)

Shield of Faith: Models with the Shield of Faith special rule have a 6+ invulnerable save and the Adamantium Will special rule. (Codex: Adepta Sororitas)

Smash: All of the close combat attacks, except Hammer of Wrath attacks, of a model with this special rule are resolved at AP2 (unless it’s attacking with an AP1 weapon). Additionally, when it makes its close combat attacks, it can choose instead to make a single Smash Attack. If it does so, roll To Hit as normal, but resolve the Attack at double the model’s Strength (to a maximum of 10). Furthermore, a model making a Smash Attack can re-roll its armour penetration rolls, but must abide by the second result.

Specialist Weapon: A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon USR. (BRB 2014 p172)

Split Fire: A single model may fire at a different target than the rest of the unit. (BRB 2014 p172)

Stalwart Defence: (Stronghold Assault)

Strikedown: Any non-vehicle model that suffers one or more unsaved Wounds or passes one or more saving throws against an attack with the Strikedown special rule moves as if it is in difficult terrain until the end of its next turn. It is a good idea to mark affected models with counters or coins so that you remember.

Tactical Precision: Belial and any unit he has joined with Inner Circle rule do not scatter when Deep Striking. (Codex: Dark Angels 6th p56)

Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker. (BRB 2014 p174)

Vast Stasis Anomaly: Every model in a unit hit by one or more weapons with this special rule suffers a -3 penalty to its Weapon Skill and Initiative, to a minimum of 1, until the end of the turn. This replaces any penalty inflicted on a target by a Stasis Anomaly.

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)

Warlord Trait: Beacon of Faith: All friendly models that are within 12" of the Warlord use the Warlord’s Leadership value when taking Act of Faith or War Hymns Leadership tests, unless their own is higher.

Warlord Trait: The Hunt: If this model is chosen as your Warlord, it has the Warlord Trait "The Hunt": +1 Victory point if your Warlord or his unit kill enemy Warlord in the Assault phase. (Codex: Dark Angels 6th p28)


Created with BattleScribe