Death Company

(Entry)
Type: unit
Categories: Blood Angel
EntryId: 7205-9c16-857d-ba53
Hidden: false
Options (1)
Movement Options:
Rules (4)
Elites
The Death Company is deployed as Elites in scenarios where this is relevant.
The Red Thirst
The only characters who may lead a Death Company unit are Blood Angels Chaplains or a Sanguinary High Priest (providing, of course, that he does not have an Honour Guard). A Death Company which is not lead by a Blood Angels Chaplain or Sanguinary High Priest must move towards the nearest enemy unit as fast as possible and must make an assault if it can do so.
Feel No Pain
Some warriors are so blood-frenzied that they can ignore injuries that would incapacitate even a battle-hardened Space Marine. If a model with this ability loses a wound, roll a dice. On a 1, 2 or 3, take the wound as normal, removing the model if it loses its final wound. On a 4, 5 or 6, the injury is ignored and the model continues fighting. This ability cannot be used against weapons that inflict Instant Death (those with a Strength double or more the model's Toughness) or against close combat weapons that allow no Armour Save (such as power fists, power swords, Dreadnought close combat weapons, rending attacks that roll a 6 to hit, etc).
Fearless
Fearless troops never have to fall back and are assumed to automatically pass any morale test they are required to take. They can never be pinned. This special rule is gained by any independent character joining a Fearless unit. Also, as long as a Fearless character stays inside a non-Fearless unit, he loses this special rule.

Profiles:

Unit Unit TypeWSBSSTWIALDSv
Death Company Marine

Infantry

4

4

4

4

1

4

2

9

3+

Weapon RangeStrengthAPTypeInfo
Bolt Pistol

12"

4

5

Pistol

Melee Weapon
Close Combat Weapon:

There is is a bewildering array of close combat weapons, all of which confer no bonus to the Strength of combatants. However, swords and pistols (or similar hand weapons) gain the wielder an additonal close combat attack. A plasma pistol can be used as a close combat weapon, though it confers no Strength bonus or particular armour penetration advantages.

Power Weapon:

Power weapons ignore Armour Saves, and some may give a Strength bonus or wound on a fixed dice score regardless of the enemy's Toughness characteristic (as detailed in the appropriate army Codex).

Power Fist:

Doubles user's base Strength (to a maximum of 10). Ignores Armour Saves. Attacks are made at Initiative 1, ignoring modifiers.

Used By (3)
Blood Angels (3E)(Catalogue)