Editing
Warhammer 40,000/6th Edition Tactics/Dark Angels
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Special Issue Wargear=== *'''Auspex:''' It's a scanner array thing that allows the user to lower one enemy unit's cover save by one (also, it can be a different enemy unit than that rest of the unit shoots at). For 5 points, this sounds nice, but there's a couple problems. First off, it doesn't stack, so it's usually not a huge benefit. Secondly, it only has a 12" range. Finally (and most problematically), it's largely only available to HQ units, which usually have better things to be doing. If it could be taken by Sergeants, it would be amazing; as it is, it's only useful if you ''need'' to take something out and you're willing to devote large amounts of firepower to do it, to make the most of the cover save reduction. *'''Combat Shield''' - As of this edition and last, 6+ invuln. *'''Infravisor:''' Five points for Night Vision on the equipped model. Problem is, the ''whole'' unit counts as Initiative 1 for the purposes of Blind tests. It's only really useful when you ''know'' you'll have Night Fighting, but not incredibly useful otherwise. Don't combine with the Conversion Field. *'''Meltabombs:''' They're meltabombs. You know them, you love them. Dark Angels don't have many dedicated assault units that would benefit from taking them, so only take them if you have points to spare and think you might get close enough to an enemy vehicle. *'''Digital Weapons:''' - As before. *'''Porta-rack:''' Huh, thought I was playing Dark ''Angels,'' not Dark ''Eldar.'' In any case, this is (fluffwise) a portable torture kit that lets you torture tactical information out of an enemy sergeant on the spot (which is rather unnerving to watch). Upon killing a character in CC, the user gains Preferred Enemy and Fear. You also [[Just as planned|gain access to all the opponent's teleport homers and locator beacons]]. It's probably not that good. Killing a character is easy (what with challenges and sergeants counting as characters), but Fear is "meh" as it only consistently works with a few armies, and though Preferred Enemy is nice, your character won't exactly be slaughtering any easier, but it does confer onto any unit he joins. Also, using enemy teleport homers isn't that useful because a.) most armies don't have them and b.) by the time the Porta-rack actually activates, most of your Deep Striking units have already arrived. Still, it's only 10 points, so if you have a few extra points, it's decent, but far from a must-take. *'''Conversion Field:''' A neat little piece of gear that gives a 4++ invulnerable save... for 15 points. Yep, the Chaos Marines should be slavering in envy. In addition to that awesomeness, whenever the bearer passes an Invulnerable save, all units within D6" (friend or foe) basically get Blind (and friendly units can reroll the Initiative test for it). This won't activate all that often (you have Power or Terminator Armour, after all), but when it will, it's a bit of a crapshoot whether you'll take the brunt or your opponent. Still, even if you get messed up... it's a 15 point 4++ Invulnerable save! *'''Jump pack''' - As before. *'''Space Marine Bike:''' It's a bike. It comes with a twin-linked bolter (with Relentless), an extra point of Toughness, Hit & Run, and Hammer of Wrath. Note that Company Masters can't take one, but Techmarines can. Use it to hang out with Ravenwing Command Squads or Black Knights. *'''Displacer field''' - 3+ invuln. At the end of the phase that saves of this type were taken, the user is teleported D6", scattered. *'''Power field generator''' - 4+ invuln. for everyone (friend or foe) within 3" of the bearer, which offers protection from good AP weaponry (like [[Heldrake]]s) which would otherwise erase your squads. A perfect reason to take more techmarines. Inside a transport it only affects the units embarked on that transport, making it essentially useless in that situation unless you crash a Storm Eagle, or a drop pod. *** That is no longer True as of the new Errata, you can now pretty much put your tech marine back into the landraider and it gets a 4++ with max servitors that repair it every turn if you choose so.....and or take imperial guard allies and add three tech priests to that squad and you will have a land raider that will never die.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information