Death Company

(Unit)
Type: unit
Category: Additional Units
Categories: Additional Units
EntryId: be2d-6f73-f5ee-415e
Hidden: false

Constraints:

min(force): 1
max(force): 1
Options (4)
Additional Death Company Marines :
Rules (6)
Black Rage
All close combat attacks made by members of the Death Company count as being Rending. In addition, unless there is a Blood Angels Chaplain (or Brother Corbulo) within 6" of the unit at the start of the Movement Phase, then the Death Company must move as far as it can toward the closest enemy unit.
Death Company
A Blood Angels army may include up to one Death Company unit. The Death Company does not use up any Force Organization Chart selections but is otherwise treated as a separate Elites unit. Note that the number of models in the unit is determined by the number of squads in the army, as described below. It does not matter how many models are in these squads; each allows you to take one Death Company Marine. You don’t have to take all (indeed any) of the Death Company you are entitled to if you don’t want to. Ten-man squads that split into Combat Squads entitle you to one Death Company model, not two.

You can have 1 Death Company model for each of the following units included in the army:
+ Honor Guard
+ Terminator Squad
+ Veteran Assault Squad
+ Assault Squad
+ Tactical Squad
+ Devastator Squad
Furious Charge
Models with this skill are known for the wild ferocity of their charges. In a player turn in which they charged into close combat they and +1 to both there Initiative and Strength characteristics. This ability does not affect sweeping advances.
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.
Rending
Any roll to hit of 6 with a rending weapon automatically causes a wound with no Armour Saving throw allowed. Against a vehicle, any Penetration roll of 6 allows a further D6 to be rolled and the result added to the total score. note that only one extra dice is ever rolled, even if the additional roll is also a 6; no further dice are added.