Death Company Marines with Boltguns and Jump Packs [Legends]

(Unit)
Type: unit
Category: Infantry
Categories: Infantry, Grenades, Imperium, Faction: Adeptus Astartes, Faction: Blood Angels, Death Company, Death Company Marines with Boltguns and Jump Packs
LinkId: 86aa-d4e6-fbbd-db05
Hidden: false
Costs: 140 pts

Constraints:

max(roster): 3
Options (2)
Crusade:
Death Company Marines:
Rules (3)
Feel No Pain
Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.
Oath of Moment
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
■ You can reroll the Hit roll
■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.
Deep Strike
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, 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" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.

Profiles:

Unit MTSVWLDOC
Death Company Marine

12"

4

3+

2

6+

1

Abilities
Beserk Fury:

You can re-roll Charge rolls made for this unit

Attached Leader:

If a Chaplain model from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs or an Assault Squad with Jump Packs, it can be attached to this unit instead.

If a Character unit from your army with the Leader ability can be attached to a Death Company Marines with Jump Packs unit, it can be attached to this unit instead.

Black Rage:

Each time a model in this unit makes a melee attack, you can re-roll the Hit roll. While this unit is not within 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and the Objective Control characteristic of models in this unit is 0.

Modifiers:

set hidden true
0 selections of Show Legends in force (recursive)
Used By (1)