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Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Angels(8E)
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==Armoury== ===Honoured Relics of the Chapter=== *'''Sword of Corswain''': An S+1 Power Sword won't sound like much, but one that always lets you hit on a 3+ is a big deal. *'''[[Naaman]]'s Silence''': Twice the firing rate and AP-2 makes this rifle a whole lot deadlier. Even if you don't score the MW on a marine, they're gonna be pressed to survive on a 5+. *'''Heavenfall Blade''': AP-4 and D2 on a Power Sword? By shit, you're making MEQs into paste. *'''Traitor's Doom''': This plasma pistol only has a bonus shot over the basic, but it does let you shoot up characters from any distance, even during Heroic Intervention. *'''Executioner's Voice''': This is pretty much a flat upgrade to a bolter, with a re-roll on one to-wound roll as extra topping. ===Additional Wargear=== *'''Armourium Cherub''': Co-opted from the Vanilla Codex. Allows your gunners to re-roll a bad hit. *'''Auspex''': If you find reinforcements, you bring one of these and make the team shoot the crap outta them. *'''Auxiliary Grenade Launcher''': If you really need to use your grenades, this will give you a hefty boost to the range. *'''Marksman's L:aurel''': Leader only. This lets your boss re-roll a 1 to hit on shooting if they didn't move, with no issues about plasma. However, this is only one die - unless you use a bolt weapon, were all 1s to wound are re-rolled. *'''Signum''': Leader only. Sacrifice one round of shooting to boost an ally's BS by +1. *'''Master-Crafted Weapon''': Adds +1 to one weapon's damage. This won't stack on anything already master-crafted, and won't stack on a relic. *'''Infravisor''': Lets your model remove any cover benefits from shooting if they stand still, which adds nicely to Grim Resolve. *'''Watcher in the Dark''': Your lil' hoodie pal allows for a single rejection of any power manifested around him. Take him if you lack a Librarian. *'''Teleporter''': Terminator only. Lets your termies shunt forward 2d6", replacing their jank advance and ignoring anything in the way. *'''Stasis Grenade''': Surprisingly lacking single-use despite being a 'nade. It's a nasty debuff, slapping -2 to hit as well as halving the target's M and A by half for the turn. *'''Refractor Field''': Enjoy a 5++ save if you didn't already. *'''Stasis Shell''': Only usable with Ravenwing Grenade Launchers (meaning only Black Knights), these add a single dangerous shot to your inventory. Key for removing the really annoying threats since it bypasses Toughness. *'''Power Field Generator''': Leader only. This thing gives quite a lot to protect from shooting, with a 4++ invuln and the ability to re-roll the hit die for auto-hit weapons. *'''Oath of the Crusader''': Damn cheap for such a major effect. Do yourself a favor and grab these babies. *'''Sacred Standard''': This gives you either a second source of IP or doubles the range of an existing one, both of which can be vital. If the bearer kicks it, anyone who was within its range gains a bonus attack, and the enemy gains a VP if your leader was the one who carried it. *'''Smoke Grenade''': It's a bit shorter range than a basic grenade, but it gives a 3" bubble that you can hide in to avoid gunfire for the turn. Do note that grenade launchers cannot work with this, so it won't matter who you give it to, and this isn't cover. *'''Turbo Maximus''': Bike or Jump Pack only. This is costly, but it'll pretty much guarantee you one vital charge. *'''Hypercharger''': You exchange 1 BS for 1 damage, which can make this an auto-buy for flamers and can give you the shot you need to wipe off an enemy if you can game the odds enough. ===Weapons of the Armoury=== *'''Photon Beam''': Tech-Adept only. This is a debuffing weapon, with one mode giving the debuff on top of a pretty nice gun (S5 AP-2 D1) while the other one just deals the debuff at a long range. *'''Purification Vials''': Apothecary only. You can grab multiples of this special poisoned grenade. It'll wound anyone it hits on a 2+, though it's useless on vehicles. *'''Teeth of the Legion''': Leader only. This chainsword's nicer than the basic build and it can deal a lot of damage if you score a 6 to hit. It's also quite cheap if you have a need to go to town. ===Oaths of the Unforgiven=== These act like the Rites for vanilla marines, with an overall similar availability among Leaders and Special choices. *'''By mine blade shalt thou perish''': Lets your model re-roll 1s to hit with any sort of sword weapon. *'''Only in death does duty end''': This kinda lets your model cheat death on a d6 roll of 5+, but doing so also costs your model their accuracy. Definitely save it for the costliest assets, not on some rando bike. *'''My armour is contempt''': Lets your model deny one power each turn, which lets them skirt by if they lack a librarian. *'''By the fires of vengeance shall I remain untouched''': Replaces the instadeath plasma guns have with just dealing a mortal wound. Again, more valuable on the costly ones than on a basic lineman. *'''Repent! For tomorrow you die!''': Re-roll to charge leaders, which would be fine if you don't designate them for The Hunt Begins. *'''Heresy begets retribution''': Lets your model shoot Leader and Special models regardless of range. Pretty much there for if you don't want Traitor's Doom or a sniper.
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