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====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.
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