Apocalypse
Apocalypse
Apocalypse
Arks of Omen Detachment (Imperium - Adeptus Astartes - Dark Angels) [374 PL,
8CP, 6,225pts]
Rules: 1st Company, 2nd Company, And They Shall Know No Fear, Angels of Death, Assault Doctrine,
Bolter Discipline, Combat Doctrines, Devastator Doctrine, Fire Discipline, Grim Resolve, Implacable,
Shock Assault, Speed of the Raven, Tactical Doctrine
Configuration [12CP]
**Chapter Selector**
Selections: Dark Angels
Categories: PC: DA, CONFIGURATION
Game Type
Categories: CONFIGURATION
This ability cannot be used with a Relic which replaces any of these
weapons.
Iron Halo This model has a 4+ invulnerable save.
Rites of While a friendly <CHAPTER> CORE unit is within 6" of this model, each time
Battle a model in that unit makes an attack, re-roll a hit roll of 1
- Defensive Parries: Add 1 to armour saving throws made for this model and
Blade
this model has a 4+ invulnerable save
Stance
- Behading Strikes: Add 1 to the strength characteristic of this model and each
time this model makes a melee attack, on an umodified roll to wound of 6, the
target suffers 1 mortal wound in addition to any normal damage
- Whirling Blade: Add 1 to the Attacks characteristic of this model and this
model fights first this phase
This model is eligible to perform a Heroic Intervention if it is within 6"
horizontally and 5" vertically of an enemy unit, instead of 3" horizontally and 5"
Honour
veritcally. Each time this model makes a Heroic Intervention move, so long as
or
it ends its move either closer to the closest enemy model or within
Death
Engagement range of an enemy CHARACTER unit, it can move up to 6". All
other rules of Heroic Intervention still apply.
Each time a saving throw is failed for this model against a ranged attack, if it
has any void shields, it does not suffer any damage. Instead, for each point of
damage inflicted, one of its void shields loses 1 shield point. Once a void
shield has lost a shield point, it must continue to lose shield points due to any
Void further damage inflicted until it collapses. Each time an attack causes a void
Shields shield to be reduced to 0 shield points, that void shield collapses: this model
loses that void shield and any excess damage inflicted by that attack is lost.
Void shields can never be used to prevent mortal wounds (each mortal wound
inflicted on a model with void shields causes that model to lose one wound as
normal)
At the start of your command phase, if this model has a void shield that has
fewer than 3 shield points remaining, that void shield is restored to 3 shield
points.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid
Fire type. ()
Combat Doctrines: (See page 125 of Codex Space Marines) ()
Devastator Doctrine: The Armour Penetration characteristic of Heavy and Grenade weapons this model is
equipped with is improved by 1 whilst this combat doctrine is active. (Psychic Awakening IV: Ritual of the
Damned p35)
Fire Discipline: While the Tactical Doctrine is active for your army, INFANTRY models from your army
(excluding DEATHWING models) can make attacks with Rapid Fire and Assault Weapons (excluding Blast
weapons) while within Engagement Range of enemy units, but must target an enemy unit that is within
Engagement Range of its own unit when they do so. In such circumstances, the model can target an enemy
unit even if other friendly units are within Engagement Range of the same enemy unit, and while it is making
such an attack, it has a Ballistic Skill characteristic of 5+. ()
Grim Resolve: Each time a model with this tactic makes an attack, unless that model's unit has moved this
turn (excluding pile-in and consolidation moves), add 1 to that attack's hit roll. Each time a Combat Attrition
test is taken for this unit, it is automatically passed. ()
Implacable: While the Assault Doctrine is active for your army, each time a DEATHWING INFANTRY or
DEATHWING DREADNOUGHT model from your army makes a melee attack against a CHARACTER unit
or unit that contains any models with a wounds characteristic if 8 or more, you can re-roll the wound roll. ()
Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic
Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this
unit. ()
Speed of the Raven: While the Devastator Doctrine is active for your army:
• Add 3" to the Move characteristic of RAVENWING models from your army.
• RAVENWING units from your army are eligible to shoot with in a turn in which they Advanced. Each time a
model in that unit makes a ranged attack in a turn in which it Advanced, that attack suffers the penalty
incurred to the hit roll as if firing an assault weapon. ()
Tactical Doctrine: The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is
equipped with is improved by 1 whilst this combat doctrine is active. (Psychic Awakening IV: Ritual of the
Damned p35)
Selection Rules
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline,
Shock Assault and Combat Doctrines. ()
Combat Squads: Before any models are deployed at the start of the game, this unit when containing its
maximum number of models, may be split into two units each containing an equal number of models. ()
Death from Above: During deployment, if every model in this unit has this ability, then you can set up this
unit high in the skies instead of setting it up on the battlefield. If you do, then 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" away
from enemy models. ()
Explodes (2D6"/D6): When this model is destroyed, roll one D6 before removing it from play. On a 6 it
explodes and each unit within 2D6" suffers D6 mortal wounds. ()
Explodes (3"/1): When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes
and each unit within 3" suffers 1 mortal wound. ()
Explodes (6"/1): When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes
and each unit within 6" suffers 1 mortal wound. ()
Explodes (6"/D3): When this model is destroyed, roll one D6 before removing it from play. On a 6 it
explodes and each unit within 6" suffers D3 mortal wounds. ()
Explodes (6"/D6): When this model is destroyed, roll one D6 before removing it from play. On a 6 it
explodes and each unit within 6" suffers D6 mortal wounds. ()
Inner Circle: If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch
Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:
• Each time a Morale test is taken for this unit, it is automatically passed.
• While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE
keyword, this unit cannot be selected to Fall Back.
• Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER
MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can
Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
• Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified
wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack
may have. ()
Jink: If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor
Tactic, and it is using the Chapter Tactic of the Dark Angels, then:
• Models in this unit have a 5+ invulnerable save against ranged attacks. In your Movement phase, if this
unit Remains Stationary, it loses this invulnerable save until the start of your next Movement phase.
• Each time this unit Advances, until the start of your next turn, models in this unit have a 4+ invulnerable
save against ranged attacks. ()
Martial Legacy: If your army is Battle-forged, then when this unit is included in a Detachment, increase that
Detachment's Command Cost by 1 CP ()
Outflank: During deployment, if every model in this unit has this ability, then you can set up this unit behind
enemy lines instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of
your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9"
away from any enemy models ()
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this models
can use its smoke launchers; if it does so, until your next Shooting phase your opponent must subtract 1
from any hit rolls that target it. ()
Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of
placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle -
set it up anywhere on the battlefield that is more than 9" away from any enemy models. ()