Terminator Squad

(Unit)
Type: unit
Category: Elites
Categories: Elites, Blood Angel, Death Company
LinkId: 7b7d-a9d2-2b13-ceb4
Hidden: false
Options (5)
Rules (7)
And They Shall Know No Fear
Automatically regroup when falling back even when at less than 50%. Enemy advances are treated as a new Assault (enemy striking +1A the following turn). If the enemy does not advance, the Space Marines can move, shoot, and assault as normal in their following turn.
Terminator Honors
Gain +1 Attack (Already included for Veteran Sergeants and Space Marines wearing Terminator Armour)
Deep Strike
May deploy anywhere on the table. Place the center of an Ordnance blast marker at the unit's destination and roll a Scatter Die and 2D6. On a "hit", the unit lands on-target. On an arrow, they land off-target 2D6 inches of the direction shown. Units may not move or assault in the same turn they arrive in.
Ignore Injury
If a Death Company Space Marine loses a wound, roll a dice. On a 4+ the injury is ignored and the model continues fighting. This cannot be used against weapons which inflict instant death or against close combat weapons that allow no save.
Death Company
All units add +1 A and +1 L. All characters gain +1 A.
The Black Rage
All Death Company models gain +1 Strength and +1 Initiative in the turn in which they charge into close combat, or make a sweeping advance into an enemy unit. A Blood Angels unit that breaks or wipes out an enemy in hand-to-hand combat must advance if it could normally do so.
Additionally, at the start of every Death Company turn  the unit moves D6" forwards towards the enemy. This move does not affect the unit's movement in the movement or assault phase, but does mean the unit counts as moving for the purposes of using ranged weapons.
Fearless
Automatically passes any Morale checks
Used By (8)
White Scars (2002)(Catalogue)