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==Space Marine Armoury== ===Melee Weapons=== *'''Chainsword''' - Now actually has a use! Still the basic CCW profile, but allows for one extra attack. Cost nothing and good at clearing out hordes. *'''Power Weapons''' - Each type of Power Weapon has its own profile now, so pick the right one for the situation. All Power Weapons have a damage value of 1: **'''Power Maul/Power Lance:''' S+2, AP-1. This is the one you want to use against lightly armoured or high armour, high invuln units that rely on toughness to shrug off hits scuh as Orks and Custodes. **'''Power Sword:''' S User AP-3. No direct boosts to Strength, but good enough against SoBs and other T3 units with good armor saves. **'''Power Axe:''' S+1 AP-2. A good enough compromise between the Sword's armor negation and the Maul's brute force.Your best bet for dealing with MEQs and TEQs. ***Note: Power weapons, aside from the Power Fist and Thunder Hammer, are very cheap now, and with the ability to charge after firing, it isn't a bad idea to give Sergeants a melee weapon if they're going to be close to the front, e.g. a Tactical squad in a rhino, Ravenwing squad, etc. *'''Relic Blade''' - Available to Captains. A S+2 AP-3 weapon that deals d3 damage per attack, you can think of them as bare-bones Heavenfall Blades. Company Champions get superior Blades of Caliban ''(see below)'' but Captains can at least choose something else if they want to. Relic Blades fall somewhere between fists and claws in effectiveness as it's good at fighting both infantry and vehicles/monsters, though not to the point of weapons designed for that specific task. This weapon is notably best used with Challenger characters: It's solid combination of High-strength, High-rend, High-Damage with no penalty to swinging makes it outright deadly to characters that rely on large numbers of wounds to stay in combat. **'''Alternate Take:''' Your Captain/Lieutenant can just upgrade to a Heavenfall Blade for free or 1CP, and get the same profile with +1A at 4 points instead of 9. However, you can only take one Heavenfall in your entire army, as the rest are owned by named characters. *'''Blade of Caliban:''' Available to Company Champions and Ravenwing Champions in place of the Master Crafted Power Sword. Good, because these masterpiece weapons are S+3, AP-3 and d3 damage, making them superior to every basic power weapon and are better even than Relic Blades. While they are a little less reliable than the MC sword's flat 2 damage, but wound everything up to toughness six on a 3+. It keeps this edge up to T13 (still wounding on 5+), the cost of the blade is now free, and comes built in to the cost of the Champion. *'''Corvus Hammer:''' S+1 AP-1 damage 1. Equipped by Black Knights and Ravenwing officers. At first glance it looks like a poor man's Power Axe or Maul, slightly inferior to both, though remember that the whole unit gets access to this and now strikes at S5 and drop power armour saves back to 50%. Furthermore, if you roll a 6+ to wound then the wound becomes damage d3 instead of 1. For some strange reason now, the Ravenwing Apothecary/Ancient don't have this unlike the index rules, and the Black Knights can optionally take one (might as well as they cost absolutely nothing). Huh. *'''Lightning Claws:''' S User AP-2 D1. Allows you rerolls to wound and gain an extra attack if you have two of them. Needless to say, always bring them along in pairs. Which they won't because Deathwing players will take DW Knights for melee instead. Unless they're idiots and want to miss out on Cyclones and Plasma Cannons. [[Rage|As even Cataphractii will cost three points less than a Deathwing Knight.]] *'''Power Fist''' - Sx2 AP-3 d3 damage. Unwieldy has been replaced with a -1 penalty on to hit rolls, which can be annoying but does mean you're no longer screwed by being forced to attack last all the time. As with last edition bringing a lightning claw is still a viable option, using the claw for shredding lightly armoured units without the -1 to hit, however the -1 to hit is also the reason that this isn’t needed any more, as you aren’t screwed by attacking last any more. In short it’s a situational upgrade where you value quantity of hits over quality of hits. Which in this blob heavy edition is worth considering. *'''Thunder Hammer''' - Like a Power Fist, but deals 3 damage instead of d3. All the strengths ''(and the -1 to hit modifier)'' of the Power Fist, with none of the random damage but more points, damn it. Cheapskates will take Deathwing Knights for free Maces of Absolution instead. *'''Chainfist''' - Like a Power Fist, but AP-4 and a fixed 2 damage. Better at punching through armour, and more damage against W2 models. You also pay a hefty tax for the extra reliability, because the Power Fists dropped to 12 points [[Fail|but the Chainfist didn't change in price at all]]. *'''Eviscerator''' - Unlike his baby brother, this heavy chainsaw sword is a two-handed chainfist: Sx2 ''(S8 for Marines)'' AP-4 D3 damage -1 to hit which actually makes it a less reliable but potentially more damaging Chainfist. Since the option in the Assault Squad states that any one in five models may equip it, you can give it to the Sergeant who has 2A to get better use from the expensive weapon. *'''Force Weapons''' - Librarians come with these. Identical to their Power Weapon counterparts (with Force Staves filling in for the Power Maul), but deal d3 damage instead of 1 damage. ===Ranged Weaponry=== *'''Boltgun''' - You know what a bolter is. S4 AP-0 Dmg 1 24" Rapid Fire 1. The loss of AP hurts, but if your opponent has a brain he'll be keeping his 5+/6+ units in cover anyway. *'''Bolt Pistol''' - It's a bolter pistol. Like other pistols, has a shorter range but can be fired when locked in close combat, so it's useful enough for choppy units. You can also fire it into close combat if you are not locked in one, but only if the target is the nearest unit out there. That is true for all the pistols, and something to remember, if you want to help out your engaged units with some additional firepower. *'''Combi-Weapon''' - Now infinite use, can be fired independently of the bolter or at the same time. Firing both the bolter and the special weapon causes a -1 to hit. Special mention to Combi-flamers, since the flamer part auto-hits. *'''Storm Bolter/Combi-Bolter''' - Cheap as chips Rapid Fire 2 boltgun. Typically seen on Terminators. The new change in weapon type means that a whole squad of these can fire a buttload of bullets at close range, nearly guaranteeing wounds somewhere. Characters should only take it if you don't want to spend the points on anything better. *'''Plasma Pistol''' - Fairly effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage but kills the user on a roll of 1 to hit. Cheaper and more effective than the Grav-Pistol against units with high toughness, but the warning about supercharging applies here too- you do ''not'' want to get your expensive character killed just because of one bad roll. That said, given that a Captain lets Marines around him, <u>including himself</u> reroll those bad 1s To Hit away, don't be too worried. 1/36 chance of killing yourself are acceptable odds. *'''Grav Pistol''' - 12" S5 AP-3, and deals d3 Damage instead of 1 against targets with an armor save of 3+ or higher. Slightly less useful than the Plasma pistol, since the latter usually wounds better and can reliably cause 2 damages with overcharge against any opponent (if you don't mind the risk of blowing up). *'''Plasma Talon''' - An Assault 2 Plasma gun with 18". Comes standard on the Ravenwing Black Knights as well as the Apothecary, Champion, and Ancient. You can still fire this thing after advancing (albeit at -1 to hit) and claim the 4++ invuln from jinking. ====Special Weapons==== *'''Flamer''' - An S4 AP-0 1 D Assault d6 weapon with 8" range which automatically passes rolls to hit. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. The changes to how Flamers work give them a bit of effectiveness against small, lightly armored units as well- the number of hits they can score means that a single unit can be hit more than once. [[Derp|They are a surprisingly decent AA option too]], given they auto-hit even ''Hard to Hit'' models. *'''Grav-gun''' S5 AP-3 1 D, with 18" range and Rapid Fire 1. Its short range and lower strength is usually a deal-breaker over the plasma gun. Just like all the grav weapons it does d3 damage when it wounds an enemy with an armor save of 3+ or higher so it can still be decent against heavy infantry. Use against vehicles only in times of need - S5 is usually not enough to reliably wound those targets which fly around in 3+ armor anyway. ** Grav-gun still has it's niche due to the fact it does D3 damage to 3+Sv and with the prevalence of MANY elite units coming with two wounds or more the D3 damage certainly works and without worrying of having to roll ones. Not game breaking as in 7th but still has it's use. *'''Meltagun''' - S8 AP-4 d6 Dam Assault 1 with 12" range, best used with Drop Pods. If within half its range (so 6" or closer) it rolls 2D6 for damage and selects the higher number, so it's good against Monsters as well as vehicles now. It's worth noting that Drop Pods and its passengers cannot disembark closer than 9" from an enemy, so you won't be in Melta range on the drop. Try Multimeltas for that. *'''Plasma gun''' - It now has two firing profiles, both Rapid Fire 1 and a 24" range. In its normal mode, it's S7 AP-3 1 that does a good job of taking out MEQs and TEQs. In its supercharged mode, it has one extra point of Strength and Damage that lets it one-shot Terminators. But be careful: firing the supercharged mode kills a model on a to hit roll of 1. It's not a wound, or a point of damage; you'll flat-out remove the model, be it a single-wound Tactical marine, or your W5 Terminator Librarian. Your chapter tactics somewhat mitigates these mishaps if you don't move, but still, only fire the supercharged mode when the boosts are worth the risk of killing the user on the spot. ====Heavy Weapons==== *'''Heavy Bolter'''- S5 AP-1 Dam 1 with Heavy 3 and 36" range. Good against hordes at long range due to its high number of shots, and not too bad against lighter vehicles either. Your heavy-bolter armed infantry may also get access to the Hellfire Shells strategem if you need to throw around more Mortal Wounds. *'''Heavy Flamer'''- A flamer with an extra point of Strength and AP -1. While being a Heavy weapon the -1 to-hit penalty is irrelevant since it always hits, it just can't be used after advancing like its smaller brother can. Though with its better profile it will generate more damage. **Best used on land speeders thanks to their large movement distance so you can get them where they need to be, whereas Terminators will have to teleport outside of its range on top of moving a slower so it will be all but useless for them other than overwatch protection. *'''Assault Cannon:''' like a bigger meaner Heavy Bolter but a 24" range. Fires six shots at S6 AP-1 dam 1. It synergises well with Terminator Storm Bolters but can be used for plinking wounds off of vehicles thanks to its high rate of fire. *'''Grav-cannon with grav-amp'''- Identical to the Grav-gun's profile, but with Heavy 4 and 24" range. Its role is heavily contested by other choices, like the lascannon's and missile launcher's superior strength and range, but its rate of fire is higher than any of them. If you expect lots of LOS blocking terrain with shorter firing corridors and/or a fast enemy with good armor save, the grav-cannon may have place in your army. **Most reliable DA heavy weapon option for moving fire. *'''Lascannon'''- S9 AP-3 d6 D, with Heavy 1 and a range of 48". Your primary anti-vehicle / anti-monster weapon. *'''Missile Launcher'''- Can fire either Frag Missiles that act like d6 bolter shots, or a Krak Missile with S8 AP-2 d6 D. Not quite as good as a heavy bolter or a lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. With its D6 damage and AP-2 it can still make a nasty surprise for a HQ caught in the open. Also, the Flakk missile strategem can put a dent reliably into flying models, and between the +1 to hit and your chapter tactics, it becomes some of the more reliable AA guns if you did not move. *'''Multi-Melta'''- A meltagun, but with Heavy 1 and 24" range. Cooks vehicles and monsters from a slightly safer range than the regular meltagun, but unlike the meltagun you can't advance and then shoot with this unless it's on an attack bike and you use the Speed of the Raven strategem. The Multi-melta can fulfill a role previously filled by the Meltagun: Drop Pod threat removal due to the new 9" arrival restriction. Thanks to the Multi-Melts's 12" Melta range, your D6 damage dice will be more reliable on the turn you come in, at the price of a 16% decrease in accuracy. To offset that you have the Armorium Cherub and the Sergeant's Signum. *'''Plasma cannon'''- Identical to the Plasma gun, but has a 36" range and is Heavy d3. The larger number of shots it has the potential to fire make it more useful against larger groups of enemies than other heavy weapons like missile launchers or Lascannons, while remaining effective against harder targets thanks to its high strength and armour penetration. Bear in mind the -1 on to-hit rolls if you move prior to firing heavy weapons, meaning you will suffer instant death on a 1 or 2 when you overcharge plasma. ** In Rapid fire range, the plasma cannon has only potentially 1 more shot than a plasmagun, and potentially less shots. ** Though Terminators can take this, you are almost always better served by taking a Cyclone Missile Launcher, since the two S8 shots plus a storm bolter's four S4 shots are always there, whereas you'll have to rely on the dice to get that D3 S7 shots. With Deathwing Assault + the Weapons of the Dark Age strategems you can theoretically dish out the same damage level as the CML, but unless you take a CP farming detachment, you'll rarely have the extra command point to even the chances out. *'''Heavy Plasma Cannon''': Plasma cannon variant for dreadnoughts. Only difference over the regular Plasma Cannon is that the model isn't slain on 1s to hit, but instead suffers 1 mortal wound. **Notable that the FW faq gave Chappy dread access to the regular plasma cannon, not this one, so it slays itself on 1s. ====Primaris Weapons==== A category to themselves because as of right now unit that have them don't have any choice but to keep them, so there are no Special/Heavy distinctions. No other army ''(so far)'' has access to them either, so where there is no difference between a human-scaled Boltgun and a regular Astartes Boltgun; Primaris weapons are always improved in some way. *'''Bolt Rifle:''' the bigger brother to the standard Boltgun ''(or Bolter if you prefer)'', comes as standard on Intercessors. Has a 30" range, S4 and AP-1. Good all rounder and basically negates the cover bonus your enemy could have (unless they get some bonus for it from abilities or wargears like Camo Cloaks and so on). **'''Auto Bolt Rifle:''' 24" ranged Assault 3 bolter with AP0. For units that you want advancing. **'''Stalker Bolt Rifle:''' 36" Heavy 1 AP-2 now with D2 after the update. *'''Assault Bolter:''' Assault 3 -1 AP 18" so basically a hand held heavy bolter. Only guys who get this are Inceptor squads (who notably get 2x per model). They tear up hordes, plus as they are assault weapons on a 10" moving gun-platform unit, their threat range lags behind only slightly when compared to the standard heavy bolter. *'''Plasma Exterminator:''' Assault d3, S7/8 AP -3, D1/2.The Inceptor's alternative to the Assault Bolter, essentially a half-ranged plasma cannon, much fluffier than the bolter anyway but because it's on a fast unit, you aren't likely to gain much benefit from your built in rules. **2x per model and they are not heavy weapons, so if you want deep strike plasma for that weapons of the dark age stratagem, this is the best single unit option in the codex. 6x inceptors have 12x of these weapons and can deep strike. *'''Plasma Incinerator:''' 30" S7/8 '''-4AP''' Rapid Fire 1 Super duper plasma gun. Exclusive to Hellblaster squads, pretty much a half and half weapon. You move forwards? fire it in regular mode; if you stand still? OVERCHARGE. **'''Assault Plasma Incinerator:''' Shorter ranged 24" S6/7 Assault 2 version, probably of less use to Dark Angels because you'd rather have your gun-line standing still to gain the benefit of ''Grim Resolve'' and it will only wound MEQs on 3+ regardless of the mode. This one probably deserves a pass in Dark Angels lists, though with the Weapons of the Dark Age strategem you can dish out an unholy number of damage, once the enemy is in range. Like the Auto-bolt Rifle, its usefulness depends on how fast you want to be moving this unit. If you plan to advance them every turn, this is your gun choice. **'''Heavy Plasma Incinerator:''' 36" S8/9 Heavy 1 version. While it has half of the shots of the other two versions, it will always be wounding MEQs on a 2+ no matter what mode you fire it on. Because it's Heavy you really don't want to be moving it, which is fine because by standing still you get to reroll ones anyway, and with the longest range you have less need to move it. ***According to mathhammer you have no reason to take this unless you know you won't be getting your Hellblasters close enough. Even without overcharging, the second shot from an Assault version statistically deals more wounds. The Rapid Fire version fares even better but only within 15 inches. ***Following Ritual of the Damned this is due a second look. With the new bonuses in the Devastator Doctrine this thing now hits at 42" AP-5. Combine this with Weapons of the Dark Age to make this a serious threat against enemy armor pretty much anywhere on the table (especially if they lack an invulnerable save). *'''Las fusil''' The Eliminators lascannon. 36" range, S8 and flat 3 damage. It's cool, but you'll only get it in squads of 3 and it doens't have the damage potential of a lascannon. *'''Bolt Sniper Rifle''' Eliminators sniper rifles. 3 fire modes, all of which can target characters hiding behind units. The Mortis rounds make these a viable threat against characters with D3 damage and -2 AP with a bonus mortal wound on 6+ to wound. The very funny executioner rounds can target characters without line of sight for hilarity when picking on wounded characters out of bunkers. *'''Instigator bolt carbine''' Assault 1, range 24, strength 4, -1 AP and 2 damage is pretty cool, but it is expensive. You can only get one on your Eliminator sergeant if you don't give him a las fusil or bolt sniper rifle, but it does open up the ability to move after overwatching. The Phobos Master carries the mastercrafted version for damage 3. *'''Accelerator Autocannon''' It's a D2 autocannon. *'''Occulus bolt carbine''' Incursors have this. A boltgun that ignores cover. *'''Master-crafted occulus bolt carbine''' The damage 2 version of the occulus bolt carbine. *'''Marksman bolt carbine''' Infiltrators have this. A boltgun that auto-hits and auto-wounds on an unmodified 6 to hit. ===Relics & Special Issue Wargear=== 8e Relics have no points or power level cost. If your Warlord is Dark Angels, 1 relic is free for any Dark Angels Character (doesn't have to be the warlord). Up to 2 additional relics may be purchased via the Relics of the Rock Stratagem, which can be used even if your Warlord isn't a Dark Angel. Relics that replace weapons must have the weapons they replace be paid for as normal. *'''Lion's Roar'''- Replaces a Combi-Plasma. [[awesome|The rules state right out state it is a Combi-Plasma blaster]]. This turns the Plasma gun into an 18" Assault 2 weapon, giving up some of its max range and rapid fire synergy with the Bolter part for a higher number of shots in the 13-18" range and the ability to fire it while advancing. It's also a nice way to give a Ravenwing HQ an equivalent to the Plasma Talon. [[fail| As the biker HQs in the Index don't have them.]] However, its usefulness is debatable as it isn't too different from an original Combi-Plasma. This gun is only really useful if you plan to take the 'Huntmaster' warlord trait as this and a combi-melta are the only guns that can actually snipe enemy characters dead, and it's still not likely to succeed. **Lion's Roar stacks well with a Plasma Cutter on a Techmarine, as the two are both assault weapons. So you can advance and still hit on 3s. **Reminder that Bolter Discipline is now a thing. This means that of all the Combi-Plasmas, this is one of the few if not the only one to fully benefit from the increased range of the Bolter's double shot. Use it wisely! *'''Foe Smiter''' - Replaces a Storm Bolter. 24" S4 AP-1 D2 Rapid Fire 2. Straight upgrade from a Storm Bolter thanks to AP-1 and 2 damage. **The Lion's Roar and Foe Smiter have a bit of an overlap in their roles. Typically players would have the super Storm Bolter IC support a short ranged gunslinger squad, such as Heavy Flamer/Assault Cannon Deathwing, Melee Vets, or Ravenwing. The Lion's Roar, with it's somewhat longer range, will be better on a character buffing a Plasma squad, such as Devastators, Plasma Vets, Black Knights, Plasma Cannon Deathwing, or Tartaros. There is also nothing stopping you from using the "Relics of the Rock" Stratagem, taking both on different ICs and have them a share an LR Crusader with a six member Deathwing squad. You could also use them as "the 11+ squad members" to buff a Ravenwing or Deathwing unit. **DW Apothecary can notably take this weapon, which makes this support character a little more impressive. **Even better now that Bolter Discipline provides more opportunities for double shots. *'''Mace of Redemption''' - Replaces a Power Maul. S+3 AP-3 D1d3, re-roll all failed wounds against units with the {{W40kKeyword|Heretic Astartes}} keyword. Good on any Dark Angel's character that can give rerolls to hit. You can give it to Interrogator-Chaplain, Company Master, Lieutenant or Company/Chapter Ancient, since they are the only ones can swap their weapon to a Power Maul. Also, you must buy a power maul for the chaplains ''beside'' the stock Croesius Arcanum, as you are allowed to change only a maul, not the Croesius. **S7 base, becomes S8 with Fury of the Lion Warlord Trait (or Chappy Dread aura). At S8, it's a powerfist without any penalty to hit and for half the point cost. ** A funny thing about this weapon is that despite the fact it re-rolls all failed to-wound rolls against Heretic Astartes, [[Fail|this doesn't include Cypher and the Fallen]]. Fuck Me. **Not to mention the colossal stupidity of not giving the Mace for killing heretics to Deathwing leaders, since they're the ones up close and personal with the heretics ninety-odd percent of the time. *'''The Eye of the Unseen''' - Enemy units within 3" of the bearer subtract 1 from their Leadership value, and any enemy Characters within 3" of the bearer that are chosen to attack in the fight phase must fight after all other eligible units have fought, even if they charged in the Charge Phase. Basically slaps enemy Characters with Always Strikes last. They really want you to go character hunting. Good on an Interrogator chaplain, then combo with Ezekiel or a Librarian for all the negative leadership, then blow their minds up with Interromancy. **Can be put on Interogator Chappy to stack leadership debuff auras. *'''Shroud of Heroes''' - All attacks allocated against the bearer have -1 to-hit. Nice protection if your warlord's gonna get down and dirty in the fight phase, but if you're using this when the enemy's shooting at you, you've fucked up royally. However, combos well with Aversion (psychic power) and the Ravenwing Dark Shroud. **Can be taken by the Land Raider Excelsior...-1 to hit vs a land raider is pretty annoying, especially as the character already has too many wounds to be protected by other means. Stacks with smoke launchers. *'''Heavenfall Blade''' - Replaces a Power Sword or Master Crafted Power Sword with a S+2 AP-3 D1d3 weapon. Gives +1 attack like a Chainsword. The more versatile successor to the [[Skub|Monster Slayer of Caliban]]. (Now an artifact restricted to a detachment.) You could give it a Master in Powered Armor to represent their Inner Circle badge of office (note: 5th Company Master Balthazar died during the Indomitus Crusade and has been replaced by Lazarus) or a Jump Pack or Termi-Master to get into charge range. Rather it would be better served on a Ravening Talonmaster, to take advantage of his 16" movement, which is much cheaper than fielding Sableclaw. **Between the Heavenfall Blade and the Mace of Redemption. The Heavenfall is better on Ravenwing units and will be useful fighting just about everything. While the Mace works better against Chaos Marines. It's also easier to take the Heavenfall Blade as more units get a Power Sword compared to a Power Maul. *'''Key of Achrabael''': Deathwing only. Your guy now gets +1 to Strength and Attacks, which can make them quite the smashing beast, especially if you sprung your Interrogator-Chaplain with Mantra of Strength for double the splatting. *'''Blade of Burden''': Deathwing Master with a power sword only. Replaces your sword with S+2 Ap-4 D2 but a 6 to wound is 2 mortal wounds instead of normal damage. *'''Pennant of Remeberance''': Deathwing Ancient only, does not replace the normal banner, instead it adds another aura to it, 5+++ for Deathwing Infantry within 6" of the ancient. *'''Reliquary of the Repentant''': Ravenwing Biker only, worsen the invulnerable save of enemies within 3" of the bearer. Incredible on a ravenwing champion. *'''Corvus Oculus''': Talon Master only, add 6" to the range of all the talon master's guns and +1BS. *'''Standard of the Unforgiving Hunt''': Ravenwing Ancient only, add 1 to the advance and charge rolls for ravenwing within 6" of the bearer. Like the Pennant of Remeberance it does not replace the normal banner, it just adds another aura to the ancient. As of Ritual of the Damned, Dark Angels gained access to the second table of relics just like every single other chapter. Some of these are viable candidates for the extra relic stratagem. These cannot be given to named characters just like the regular relics but are also not allowed on VEHICLES. (AKA screw your Talonmaster.) # '''Adamantine Mantle:''' 5+ Feel No Pain. # '''Artificer Armour:''' 2+/5++. Useful on a character that does not have an Invulnerable save base, such as a Lieutenant or a Librarian. # '''Master-Crafted Weapon:''' Add 1 to the damage characteristic of a single weapon the relic caddy is equipped with. # '''Digital Weapons:''' 1 extra attack that does a mortal wound if it scores a successful hit. # '''Arbiter's Gaze:''' Model with this relic ignores negative hit roll and Ballistic Skill modifiers. In addition, the bearer fires overwatch at full ballistic skill. Now you can remember when Dark Angels were good and had this as an army-wide trait in 7th edition, before scarfing another tub of ice cream and bawling. # '''Angel's Gambit:''' Increase the range of aura abilities by 3". # '''Bolts of Judgement:''' Make a single shot with a bolt weapon at AP-2 and flat 3 damage that wounds on a 2+ (6s required for vehicles and monsters). I mean, you can combo this with the Hunt warlord trait to make a semi-decent sniper.
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