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==Warlord Traits== <tabs> <tab name="Supplement"> We now have six unique warlord traits. #'''Brilliant Strategist:''' During command phase, select one {{W40kKeyword|DARK ANGELS}} unit within 6" of the warlord. Until the next command phase, this unit now acts as if it's in the Devastator Doctrine (if you're in Tactical Doctrine) or the Tactical Doctrine (if you're in the Assault Doctrine) when making attacks. #'''Fury of the Lion (Aura):''' When a friendly {{W40kKeyword|DARK ANGELS}} unit within 6" of the Warlord makes a charge move, is charged, or heroically intervenes, add 1 to the strength characteristic of that unit. #'''Calibanite Knight:''' Each time the Warlord makes a melee attack against an {{W40kKeyword|INFANTRY}} or {{W40kKeyword|BIKER}} unit, an unmodified wound roll of 2+ is always successful. Move over Blood Angels, we got a new Smash Captain here. #'''Stubborn Tenacity:''' Once per battle if the warlord loses their final wound, they are immediately set back up with one wound until the start of the next turn or the end of the battle (whichever comes first). Any excess wounds they receive when they should have lost their final wound are lost. #'''Decisive Tactician (Aura):''' When a friendly {{W40kKeyword|DARK ANGELS CORE}} unit is within 6" of the warlord, add 1 to advance and charge rolls made for that unit. #'''Honour of the First Legion:''' The Warlord may Heroically Intervene if it's within 6" horizontally and 5" vertically of an enemy unit. </tab> <tab name="Deathwing"> #'''Watched:''' Once per battle in the psychic phase, the warlord can automatically deny a single enemy power regardless of whether or not he's in 24" denial range. Pretty good overall WT when facing psychic heavy armies like Chaos Daemons, Grey Knights and Tyranids. The unlimited range allows you to deny crucial powers like miasma of pestilence on Mortarion, or more critically delay the Psychic Ritual secondary objective. #'''Inexorable:''' Each time an attack is allocated to the Warlord, subtract 1 from the Damage characteristic (to a minimum of 1) for that attack. Belial starts with this one. [[Awesome|A warlord that can only be wounded on a 4+, subtracting 1 from the damage characteristic of attacks coming his way?]] Throw the shroud of heroes on a Terminator Captain with Relic Blade for a budget version of Belial the Unsmackable. </tab> <tab name="Ravenwing"> #'''Lightning-Fast Reactions:''' Each time an attack is made against this Warlord, subtract 1 from that attack's hit roll. Decent protection, but the Shroud of Heroes does the exact same thing. #'''Master of Manoeuvre:''' This Warlord is eligible to shoot OR charge the turn it falls back. Sammael starts with this one. Harsh downgrade from its 6th-8th edition incarnation that was a 6" re-roll run/advance and charge aura. Interestingly it lets Sammael pull off his old falling back and shooting trick that the Fly keyword granted him in 8th edition. </tab> <tab name="Space Marine"> #'''Fear Made Manifest (Aura):''' Enemy units within 6" suffer -1Ld and -1 to Combat Attrition Tests. #*Can be combined with other Ld debuffs to make a leadership bomb, but even on its own losing people on a 5+ Combat Attrition roll already means losing 1/3rd of the unit, or half of it when understrength. #'''The Imperium's Sword:''' What Smash Captains are made of. Warlord gains +1S and +1A when he charges or Heroically Intervenes, and rerolls failed charge rolls. The bonus attack stacks with Shock Assault. #'''Iron Resolve:''' What [[Smashfucker]]s are made of. Warlord gains +1W, and can ignore wounds on a 6. Not dying is nice, and it's better the more wounds your character has. #'''Champion of Humanity:''' Warlord gains +1A if an enemy {{W40Kkeyword|Character}} is within 1", and gains +1 to hit and wound rolls against Characters within 1". #*Remember, you don't have to attack the Character to gain +1A, you just need to be within 1". #''' Storm of Fire (Aura):''' Wound rolls of unmodified 6 made by and {{W40Kkeyword|<Chapter> Core}} unit within 6" gains an additional point of AP. This does not stack with Combat Doctrines. #*Since light weapons with high rates of fire are often cheaper than stronger, single-shot ones, this Warlord Trait can allow a detachment to pull its weight even at low point limits. Furthermore, it's easy for them to synergize with your Warlord because many are Infantry or Transports that can accompany him. While mechanized and Biker lists are shooty, Bolter Discipline means bolt-using units from this list are no longed forced to move into rapid fire range. #''' Rites of War (Aura): '''Friendly {{W40kKeyword|<CHAPTER> Core}} and {{W40kKeyword|<CHAPTER> Character}} units within 6" gain Objective Secured. </tab> <tab name="Vanguard"> Available only to {{W40kKeyword|Phobos characters}}, aka the tacticool Captain, Lieutenant, and Librarian found in the Shadowspear box. Chaplains can suck it because yelling catechisms isn't stealthy and Tech Marines haven't yet learned whatever trick the Helix Adepts are using to fix broken things quietly, so they can suck it, too. #'''Shoot and Fade:''' After one {{W40kKeyword|<chapter> phobos}} unit within 6" of the warlord shoots, They can move or advance but can't charge. #*Imperial stealthy Jump-Shoot-Jump baby! Break LoS and avoid retaliation. That way your Infiltrator/Incursor squads can keep up with your Eliminators, the first dashing in and out of LoS while the later shoot without visual contact with complete impunity. #'''Lord of Deceit:''' After both sides deploy, you can remove and redeploy up to 3 {{W40kKeyword|<Chapter> Phobos}} units present on the battlefield or put them into reserve for no CP. #*Results depend on the mental games you can play on your enemy - it's not going to be a surprise to your opponent, but being able to make corrections after your enemy's cemented his choice instead of being part of the simultaneous deployment process can be an amazing benefit, and one that Eldar pay 2CP for. #*Bear in mind, this trait now goes off after <i>deployment</i>, which means you haven't yet rolled off for first turn. #'''Master of the Vanguard (Aura):''' Friendly {{W40kKeyword|<chapter> phobos}} units within 6" of the Warlord gain +1" to their move, advance, fall back, and charge distances. Useful to Reivers or charging out of Deep Strike, pairs well with the Chapter Tactic Hungry for Battle as well as several characters. #'''Stealth Adept:''' Can't be targeted by ranged attacks unless he is the closest target. Protects from snipers or if you find yourself with just one of two guys from your accompanying squad left. Often get more mileage on your Phobos Librarian trying to get off their close range power. #'''Target Priority:''' Select a friendly {{W40kKeyword|<chapter> phobos}} unit within 6" in the Command phase. Until the start of your next Command phase, that unit gets +1 to hit. And he doesn't have to give up his shooting either. Now all those pointy finger models have found their worth! #*Less helpful for Eliminators now they have BS2+, but could be used to negate cover penalties. Doesn't affect Infiltrators' automatic wounds as they only happen on an ''unmodified'' 6. #'''Marksman Honours:''' +1D to ''all'' of the Warlord's guns, but not grenades or relics. Completely wasted on a Librarian or Lieutenant, but bumps the Phobos Captain's Instigator Bolt Carbine to an eye-watering D4. </tab> </tabs>
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