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==={{W40Kkeyword|[[Dark Angels]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Dark_Angels_Chapter_Livery.jpg|100px|left|]]''In the grim darkness of the far future, there is no forgiveness''.<br> Thematically, the Dark Angels are a stoic and reclusive chapter, with specialist knightly orders furthering their hidden agendas. Resolute almost to the point of stubborness, they will stand their ground against all odds. Constantly on the hunt for their hated enemies though, they are known to abandon anything (even their own allies) in their relentless pursuit.<br> On the tabletop, these guys are like three armies as one, being able to call on the pursuit specialists of the Ravenwing, or the intractable killers of the Deathwing to complement your stoic core of green marines, but they also have rules to focus on their specialist orders if you want to center on them instead. Finally, they always have something going on in every doctrine, and they also have ways of modifying the doctrine progression.<br> ''If you want your SM army to be a powerful combined arms force made of '''elite specialists''', and you want to master all weapons and tactics, then play with lions of The First and make your enemies repent.''<br> <div class="mw-collapsible-content"> ====Special Rules==== Dark Angels have a bunch of rules that work differently based on whether the unit is Greenwing, Deathwing, or Ravenwing, in practice. *'''Chapter Tactics - Grim Resolve:''' **'''All wings:''' If they do not move at all during a turn (excluding any pile-ins and consolidation moves) they get +1 to the hit roll, and it doesn't differentiate between melee or shooting. This buff consolidates them as a defensive chapter, or at least one that ''stands their ground'', boosting their shooting when defending an objective, and even boosting their melee when charged, as you don't usually move in the enemy's turn. It also affects a second round of melee; basically as long as you aren't the one charging. ***Generally of no benefit on a BS/WS2+ model, though it does help them counter any -1s to hit that affect them, including the ones from power fists and combi-weapons in dual fire mode. ****It also boosts the utility of your captains (and Wisdom of the Ancients Dreadnoughts), as re-rolls of 1 at BS/WS2+ are akin to full re-rolls. **'''Greenwing:''' All units auto-pass their combat attrition checks, which is pretty cool. **'''{{W40Kkeyword|Deathwing}} and {{W40Kkeyword|Ravenwing}} (Inner Circle):''' Automatically pass morale checks (you technically retain the ability to auto-pass combat attrition, but it can no longer come up) and can't Fall Back if engaged with a unit with the {{W40Kkeyword|FALLEN}} keyword (unless your unit is a {{W40Kkeyword|Vehicle}}). The latter is ''fluffy but doesn't really come up''. ***'''{{W40Kkeyword|Deathwing}} (Inner Circle):''' Must roll its Ld or less on 2D6 in order to Fall Back from a non-{{W40Kkeyword|FALLEN}} unit (unless your unit has the {{W40Kkeyword|VEHICLE}}, {{W40Kkeyword|RAVENWING}}, or {{W40Kkeyword|CHAPTER MASTER}} keyword). ''Not really a problem''. If this unit has the {{W40Kkeyword|INFANTRY}} keyword, an unmodified wound roll of 1-3 always fails against them. This is pure gold, making Terminators and Bladeguard extremely resistant. This is the part of '''Inner Circle''' only Deathwing will ever qualify for. ***'''{{W40Kkeyword|Ravenwing}} (Jink):''' All of your Ravenwing get this. Gain a 4++ against ranged, as long as they advance in the movement phase. If they make any other move they get a 5++, but if they Remain Stationary, they get nothing (so there's no way to get both the invuln and the +1 to hit from the chapter tactic). Remember, you can still fire assault weapons after advancing at a -1 BS penalty. Good for meltaguns, flamers, and all bikes with plasma talons. *'''Combat Doctrine - Sons of the Lion:''' Unlike most other chapters, ''every'' doctrine is special for you. **'''Greenwing (Fire Discipline)<sup>Tactical</sup>:''' While the Tactical Doctrine is active, non-{{W40kKeyword|deathwing}} {{W40kKeyword|Infantry}} can fire their Rapid Fire and Assault weapons at an enemy they are engaged with, at BS5+ (i.e.: 4+ after your Chapter Tactic adds 1 to the hit roll). Nothing with Jink or Inner Circle has this, by definition. ***It's akin to letting your greenfantry use their guns as a pistol, which is a ''defensive measure if your enemy charges'' a unit and fails to destroy it that turn; now that unit can shoot before fighting next turn, and pistols can't be interrupted by Counter Attack. ***Noticeable on units with flamers, such as Aggressors. Once again, this would only apply when you are in an ongoing melee in your own turn; that's an enemy charge, not your own charge. ***'''{{W40Kkeyword|Deathwing}} (Intractable)<sup>Assault</sup>:''' While the Assault Doctrine is active, your {{W40kKeyword|Deathwing Infantry}} and {{W40kKeyword|Deathwing Dreadnought}} units can re-roll the wound roll when punching a {{W40kKeyword|character}} unit, or a unit containing at least one model with W8+. ''Read: kill valuable enemy models'' ****Deathwing with lightning claws won't benefit; keep those away from the big things. Deathwing Knight Flails won't trigger their special ability, but the rest of the unit is wielding better thunder hammers, so that's ok. ****Note that this means any non-Dreadnought {{W40Kkeyword|deathwing vehicle}} gets no doctrine bonus: deathwing locks it to this one and this one won't buff it. ***'''{{W40Kkeyword|Ravenwing}} (Speed of the Raven)<sup>Devastator</sup>:''' While the Devastator Doctrine is active, your {{W40Kkeyword|RAVENWING}} models add +3" to their movement and can shoot in any turn they advanced, though they are making these attacks at penalty as if they're firing assault weapons. Powerful mobility boost for your Bikers, and especially your Speeders which can now combine Jink with their rapid fire and heavy weapons. Ironically it doesn't affect the shooting of any biker that actually does have "Ravenwing" in the ''name'', all of whom are packing assault weapons on their bikes anyway. Still makes them faster, though. ****This will absolutely be useful in getting your bikes up close and laying on the hurt right off the bat. You can use the Brilliant Strategist WT or Tactical Appraisal/Adaptive strategy Strat to extend the time your units are affected by the Devastator Doctrine and thus keep a pack of Ravenwing at full speed (and at 4++). *'''Special Detachments''' **'''{{W40Kkeyword|Deathwing}} (1st Company):''' When using a Vanguard Detachment or Arks of Omen comprised entirely of {{W40kKeyword|Deathwing}} and/or {{W40kKeyword|Inner Circle}} units, Termies of the classic, assault, Deathwing, and Relic kind all count as having ObSec and you get +3 CP if your warlord's in the detachment. All you'll need to make them a worthwhile force. ***Because it's "And/Or", units that have {{W40Kkeyword|Inner Circle}} but lack {{W40Kkeyword|Deathwing}} still don't break the restriction. That means you can bring Sammael, Talonmasters, and pretty much any of the Elite Ravenwing. **'''{{W40Kkeyword|Ravenwing}} (Second Company):''' The return of specialized army lists! In an Outrider or Arks of Omen Detachment that's wholly composed of {{W40Kkeyword|RAVENWING}} units, your Bike and Outrider squads all gain ObSec and you get +3 CP if your warlord's in this detachment. Oh hell to the yes. *'''Rites of Initiation''' lets you add {{W40kKeyword|Deathwing}} (and thus gives them the '''Inner Circle ability''') to the following units for a points cost: ** {{W40kKeyword|CAPTAIN}}, meaning any Captain can gain Inner Circle, including the {{W40kKeyword|phobos}} one. Biker captains can have both {{W40kKeyword|Deathwing}} ''and'' {{W40kKeyword|Ravenwing}}, which matters for '''1st Company''' unit restrictions...but he can be wounded on a 3+, because that bit of the Inner Circle rule doesn't affect non-{{W40kKeyword|infantry}}. **{{W40kKeyword|PRIMARIS LIEUTENANT}} equipped with storm shield. Because Bladeguard. ''Weird how he can get {{W40kKeyword|deathwing}} & '''Inner Circle''', but not actually {{W40kKeyword|bladeguard}}.'' **{{W40kKeyword|DREADNOUGHT}}. **{{W40kKeyword|LAND RAIDER}}. The Inner Circle rule doesn't really benefit non-Dreadnought vehicles but does affect '''1st Company''' unit restrictions, which you can't do for 2nd Company detachments. **{{W40kKeyword|REPULSOR}} (including {{W40kKeyword|REPULSOR EXECUTIONER}}). **{{W40kKeyword|STORMRAVEN GUNSHIP}}. **Any {{W40kKeyword|TRANSPORT}} unit that can transport {{W40kKeyword|TERMINATOR}} models. That means no "deathwing impulsors" for Bladeguard, only Repulsors (or Repulsor Executioner). **Base and primaris chaplains can't get Inner Circle, meaning that you'll need Terminator/Interrogator-Chaplains if you want to make the most of it. **Likewise, there's no way to induct Techmarines into the first company and thereby grant them Inner Circle. ====Crusade Additions==== ====Secondary Objectives==== ====Stratagems==== <tabs> <tab name="Battle Tactics"> *'''Deathwing Assault (1CP):''' Used in the Shooting Phase on a {{W40kKeyword|Deathwing}} unit that was set up on the Battlefield on the same turn, add 1 to wound rolls with its attacks made with ranged weapons. *'''Full Throttle (1/2CP):''' Used in the Movement phase after a {{W40kKeyword|Ravenwing}} unit advances. It makes a Normal Move of up to 12" but cannot shoot or declare a charge that turn. Costs 1CP with a unit of 5 models or fewer, 2CP with 6+ models. *'''Intractable (2CP):''' Use this Stratagem in the Movement Phase when a {{W40kKeyword|Dark Angels}} unit is selected to fall back. Until the end of the turn, that unit is eligible to shoot. In addition, if they're Inner Circle they automatically pass the Ld test to fall back. *'''Line Unbreakable (1CP):''' Use this Stratagem at the start of the Fight Phase. Select one {{W40kKeyword|Dark Angels Infantry}} unit from your army. Until the end of that phase, that unit can only be selected as a target for melee attacks if the attacking model is within Engagement Range of the unit. This one's interesting. It forces only models in base contact to attack, you can't receive attacks from the second line of an assault. Use this to stymie hordes of Tyranids, Daemons, and Orks. *'''Wrath of the Lion (2CP):''' Used in the Command Phase if a combat doctrine's active in your army. Until your next Command Phase, each time a {{W40kKeyword|Dark Angels}} unit in your army makes an attack with a weapon specified by the active doctrine, unmodified wound rolls of 6 improve the AP characteristic of that weapon by 1 (for example, a 6 to wound makes a Bolt Rifle AP-3 in the Tactical Doctrine). </tab> <tab name="Epic Deed"> *'''High-Speed Focus (1CP):''' Use this Stratagem in your opponent's Shooting phase when you allocate a ranged attack to a {{W40kKeyword|Ravenwing Vehicle}} model in your army. Until the start of your next turn, that model has a 4++ against ranged attacks. *'''No Foe Too Great to Subdue (2CP):''' Use this Stratagem in the Fight phase, when a {{W40kKeyword|Deathwing Knights}} unit is chosen to fight. Add 1 to the attack's wound roll and improve the AP by 1 when targeting enemy vehicles or Monsters. </tab> <tab name="Requisition"> *'''Honoured by the Rock (1CP):''' Obligatory "give a Successor Chapter access to a Dark Angels relic" stratagem. Can only be used once. *'''Marked for Command (1CP):''' Use this Stratagem before the Battle. Select one Ravenwing Huntmaster or Knight Master model or a {{W40kKeyword|Dark Angels}} model in your army that has the word Sergeant in their profile. That model can have the Master-crafted Weapon, Digital Weapons, Atonement, or Bolts of Judgement relic. Each relic must be unique, and you cannot use this stratagem to give a model two relics. You can only use this Stratagem once. Give a Sergeant with a Power Fist Master-crafted Weapon for a "budget" Thunderhammer. Or, give a Knight Master's Flail of the Unforgiven flat 3 damage that can overspill. *'''Paragon of the chapter (1CP):''' Obligatory extra Warlord Trait stratagem for a single non-named character in your army, exclusively from the chapter's own WT table. This stratagem can only be used once. </tab> <tab name="Strategic Ploy"> *'''The Hunt (2/3CP):''' Use this Stratagem at the start of the first battle round, but before the first turn begins. Select one {{W40kKeyword|Ravenwing}} unit from your army. That unit can make a Normal move as if it were your Movement phase, but cannot end that move within 9" of an enemy unit. 2CP if the unit contains 5 or fewer models, 3CP for a unit of 6+ models. ''Aka <u>turn one charge''</u>. *'''Secret Agenda (1CP):''' Use this Stratagem after selecting Secondary Objectives or Agendas. Do not reveal one of your selections to your opponent. The first time you score VP or experience points for it, reveal it to your opponent. Note that you must still have a record of your objectives. *'''Swift Strike (2/3CP):''' Use this Stratagem in the Fight Phase after a {{W40kKeyword|Ravenwing}} unit from your army has fought. If that unit is within Engagement range of an enemy unit, it may immediately make a Fall Back move as if they were in the movement phase. Otherwise they make make a normal move as if it were the Movement phase. 2CP for a unit of 5 or fewer models, 3CP for a unit of 6+ models. **With this a unit can fight and escape retribution, especially if they manage to reach cover or a line of sight blocker. **You can use an enemy unit as a springboard. Charge them, do whatever, then "fall back" towards where you really want your unit to go. *'''Tactical Appraisal (1CP):''' Used in the Command Phase. Pick a single {{W40kKeyword|Dark Angels}} unit within 6" of your warlord. Change that unit's combat doctrine to any one of your choice for that turn. Cheaper than '''Adaptive Strategy''' and better than the similar effect of the '''Brilliant Strategist''' WT. *'''Targeting Guidance (2CP):''' Used in the shooting phase. Select a single enemy unit within 18" of a {{W40kKeyword|Ravenwing Land Speeder}} or {{W40kKeyword|Ravenwing Storm Speeder}} unit in your army. Until the end of the phase, friendly {{W40kKeyword|Dark Angels}} units in your army get +1 to hit rolls when targeting that unit. Similar to the Datalink Telemetry rule Land Speeders have, but benefitting all your army instead of just Whirlwinds. ''Strictly weaker than its past incarnation which let you re-roll hit rolls against it.'' </tab> <tab name="Wargear"> *'''Stasis Shell (2CP):''' Use this stratagem in the Shooting Phase when a {{W40kKeyword|Ravenwing}} model in your army shoots with its Ravenwing Grenade Launcher. You can only make 1 attack with that weapon. If it hits, the target is caught in stasis and until the start of your next turn. While a unit (excluding vehicle and Monster units) is caught in stasis, it ''cannot fall back''. This is critical for locking units in with your Deathwing. **It's best used by your Ravenwing characters, whom can all be armed with a Ravenwing grenade launcher instead of a plasma talon you would never supercharge in fear of accidentaly losing the character. *'''Weapons From The Dark Age (2CP):''' Use this stratagem in the shooting phase. Add 1 to the damage characteristic of a unit's plasma weapons. </tab> </tabs> ====Warlord Traits==== Stick to the central list if you're looking for supporting traits, the wing-specific ones tend to only buff your Warlord. <tabs> <tab name="All"> #'''Brilliant Strategist:''' During your command phase, select one {{W40kKeyword|DARK ANGELS}} unit within 6" of the warlord. Until your 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. #* Noticeable on {{W40kKeyword|Ravenwing}}, though it can also make a unit of Greenwing be able to fire in melee basically all game long. #* Azrael and Lazarus must take this one. #'''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 S characteristic of models in that unit. #* Asmodai must take this one. #'''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 not removed from play until the start of the next turn or the end of the battle, whichever comes first, at which point they are removed from play. During this time they can't lose wounds (and are at 0 wounds, just still in play). #* Ezekiel must take this one. Good for librarians, actually, since they can die in the psychic phase. Now they get to shoot, charge and fight. And THEN, since Perils MW happen "just before removing them", that's when they explode: locked in combat with the enemy. #'''Decisive Tactician (Aura):''' While a friendly {{W40kKeyword|DARK ANGELS CORE}} unit is within 6" of the warlord, add 1 to advance and charge rolls made for that unit. #*Remember, as always, when a unit turbo-boosts, it doesn't make an advance roll, so +1 to advance rolls won't affect it. #'''Honour of the First Legion:''' The Warlord may Heroically Intervene if it's within 6" horizontally and 5" vertically of an enemy unit, and may move 6" when it does so. </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, Grey Knights and Tyranids. The unlimited range allows you to deny crucial powers like miasma of pestilence on Mortarion. #'''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 must take this one. </tab> <tab name="Ravenwing"> #'''Lightning-Fast Reactions:''' Each time an attack is made against this Warlord, subtract 1 from that attack's hit roll. #'''Master of Manoeuvre:''' This Warlord is eligible to ''either'' shoot ''or'' charge the turn it falls back. #* Sammael must take this one. </tab> </tabs> ====Psychic Discipline: Interromancy==== Your Dark Angel and Successor specific psychic discipline. #'''Mind Worm (WC6):''' An enemy unit within 12" of the Psyker takes a mortal wound and is forced to fight last in the following Fight Phase and must wait until all other units have taken their turn. Not bad. #'''Aversion (WC6):''' An enemy unit within 24" must subtract 1 from all their To-Hit rolls until the next psychic phase. In addition, if that unit is within 6" of the psyker who cast this power, models in that unit also suffer -1 to their attacks characteristic. #*Arguably their best power before and it got buffed in the edition transition. Unfortunately, gone are the days of pairing this with the Darkshroud for a net -2 (they'll still stack, but the final modifier is capped at -1, so stacking is only useful to counter a +1 to be hit) but a -1 to hit on the opponent is never a bad thing. #'''Engulfing Fear (WC7):''' Be careful who you call ugly in middle school. Select one enemy unit within 24" of the Psyker. Until your next psychic phase, it takes -1 to its Leadership characteristic, loses any ObSec abilities it has, and if the result of the psychic test was equal to or above the unit's Leadership characteristic, it cannot perform actions and auto-fails any current actions it's performing. Way better than the total joke it was before and now actually has really good use for shutting down units in objective games #'''Mind Wipe (WC7):''' If manifested, select one enemy unit within 18" of the Psyker and select one aura ability that unit has. Until the start of your next psychic phase, that unit loses that ability. Great against units that heavily rely on their aura, especially defensive ones, giving you an easier time to deal with them later in your turn. #'''[https://en.wikipedia.org/wiki/Trepanning Trephination] (WC5):''' The closest enemy unit within 18" and line of sight of the Psyker suffers D3 mortal wounds. If the result of the psychic test was greater than the leadership of the enemy unit, that unit suffers 3 mortal wounds instead. Better Smite essentially. When you already get smite as a standard power, it does raise the question as to whether it's worth taking this over other really great powers although if you need a way to rack up mortal wounds, then this gets the job done. #'''Righteous Repugnance (WC7):''' Select a {{W40Kkeyword|DARK ANGELS}} unit within 12" of the psyker; they now re-roll ''all'' failed hits and wounds in melee. WOW. Deathwing Knights will love you for putting this on them. Anybody carrying simple power swords becomes ''far'' more deadly; especially in squads, say like veterans of some sort? Works wonderfully with the +1S warlord trait, and it lasts until your next psychic phase. ====Relics & Special-Issue Wargear==== <tabs> <tab name="Dark Angels Relics"> *'''Cup of Retribution:''' A new relic for 9th. Chaplain model only. Once per battle, the Chaplain can recite the Feast of Malediction Litany instead of reciting a Litany that it knows. Do not roll to see if it's inspiring, it is automatically inspiring. **'''Feast of Malediction:''' While a friendly {{W40kKeyword|DARK ANGELS CORE}} unit is within 6" of this {{W40kKeyword|PRIEST}}, add 1 to the Attacks characteristic of that unit. *'''Eye of the Unseen:''' Gives the unit the Fear (Aura) ability. Enemy units within 6" suffer -1 to their leadership characteristic. If an Enemy Character is within Engagement Range of the bearer, they always fight last. Talonmasters are eligible to take this relic. *'''Foe-Smiter:''' Replaces a Storm Bolter. 24" Assault 4 S5 AP-1 D2. While there are fewer units that can take Foe-Smiter, it's superior to the Primarch's Wrath because it doesn't need Bolter Discipline to do full damage at range. However, like all weapon relics it does benefit from Grim Resolve. Best used on Ravenwing or non-Inner Circle characters (for example, a Techmarine with Servo-Harness), as the former loves advancing and shooting while the latter can unload in melee during the Tactical Doctrine. Worst on Deathwing characters. *'''Mace of Redemption:''' Replaces a Power Maul or Crozius Arcanum. Sx2 AP-3 D2. Each time an attack is made against {{W40kKeyword|HERETICUS ASTARTES}} or {{W40kKeyword|FALLEN}} units, unmodified wound rolls of 4+ inflict 2 Mortal Wounds and the attack sequence ends. ** Now it can be taken on all Chaplains thanks to it being eligible to replace a Crozius. ** S9 with Fury of the Lion WLT or Mantra of Strength, S10 with both, due to multiplication coming before addition. *'''Pennant of Remembrance:''' {{W40kKeyword|Deathwing Ancient}} only. Subtract 1 from the Damage Characteristic of attacks allocated to friendly {{W40kKeyword|Deathwing Infantry}} within 6". **The loss of FNP is painful, but enemies will have to throw attacks that do 4 points of damage to reliably kill Deathwing Terminators. Throw in a Deathwing Chief Apothecary if you want some of the FNP shenanigans. *'''Reliquary of the Repentant:''' {{W40kKeyword|Ravenwing Biker}} only. An Aura ability that makes enemy units within 3" suffer -1 to their invulnerable saves (to a minimum of 6++). *'''Shroud of Heroes:''' All attacks against the bearer suffer -1 to hit rolls. Talonmasters are ''not'' eligible to take this relic. However, Biker Captains are legal in Ravenwing lists now. Go ahead, take this relic on him with a Power Sword and the Calibanite Knight warlord trait to make Captain MurderRavenwing. ** This doesn't usually stack with Ravenwing Darkshrouds. If you can afford a Darkshroud and are a Ravenwing main, use that instead. </tab> <tab name="Special-Issue Wargear/General"> If you have a Dark Angel Successor Chapter, these are the only Dark Angel "Relics" you have access to without the stratagem '''Honoured By The Rock''' that can't be accessed with the stratagem '''Marked For Command'''. *'''Adamantine Mantle:''' When this model loses a wound, roll a D6; on a 5+++, the wound isn’t lost. Not that great in an army with access to so many rolls to negate wounds. *'''Arbiter's Gaze:''' Bearer's attacks always hit on a 2+ and ignore cover, including overwatch (and melee - it's ''all'' attacks). Can be given to a Ravenwing Talonmaster, even though they're a Vehicle. Toss-up between this and the Heavenfall Blade above for the TM's best relic. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. This can allow your Characters to survive much more, especially Librarians which need to sacrifice a cast and a power slot to get a 5+ invulnerable. Best put on a model with a decent amount of wounds but no invulnerable (Librarians, Lieutenants, and Ancients). *'''Heavenfall Blade:''' Replaces a Power Sword, Master-Crafted Power Sword, Relic Blade, or Executioner Relic Blade with a +1A -1AP MC Power Sword - S+2 AP-4 D2, and models armed with the Heavenfall Blade can make an additional attack with the weapon Chainsword style. Talonmasters are eligible to take this relic, and honestly? They should probably take it. </tab> <tab name="Special-Issue Wargear/Sergeants"> These relics are available to Successors without needing the stratagem '''Honoured By The Rock''' and can be handed out with the '''Marked For Command''' stratagem. *'''Atonement:''' Replaces a Plasma Pistol. 18" S9 AP-4 D3. Doesn't overheat. You have better relic options. *'''Bolts of Judgement:''' The Dark Angel special bolt ammo. Make a single hit roll with a bolt weapon at AP-2 and D3, that wounds on a 2+ (6s required for vehicles and monsters). Can be given to a Ravenwing Talonmaster, even though they're a Vehicle. *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Absolutely terrible. Can be given to a Ravenwing Talonmaster, even though they're a Vehicle. *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4 or on weapons with variable damage (force weapons and chainfists) to guarantee at least D2. </tab> </tabs> ====Special Units==== *'''Unit Restrictions:''' Dark Angels and their successors cannot take Sternguard or Vanguard vets for any reason, mostly because they solve things with terminators rather than veterans. *You can take only one {{W40Kkeyword|DEATHWING}} captain and {{W40Kkeyword|RAVENWING}} captain each ''in an army''. This adding on to the universal Company Command restriction of "max. 1 Captain & 2 Lieutenants" ''per detachment''. *'''Options:''' **Primaris Captains have the option to get a special issue bolt carbine instead of the base bolt rifles. Why, you ask? Because this has the punch of the stalker carbine's AP-2 while still having the dakka of an auto bolt rifle. If you're looking for a shooty captain that can leave a mark on their enemy, then you can't do better. If you're just trying to stack all the bullshit, you can also buy a power fist for melee power. **Primaris Lieutenants can grab plasma pistols (but can no longer have both a bolt pistol and a plasma pistol as in 8E, ''sad'' as no more mini Cypher/Moritat for you). **Terminator Ancients can grab claws or hammer+shield so they can have some power in a fistfight. Remember, a Terminator Ancient doesn't take up an elites slot if you have a Deathwing command squad. **Company Veterans can grab combat shields instead of storm shields. *'''Keywords:''' Librarians, Bladeguard, and all units in terminator armor are {{W40kKeyword|Deathwing}}, though you can give this to more units via '''Rites of Initiation'''. All units on land/storm speeders (except Land speeder storms because those are SCOUT), bikes (excluding scout bikes), and Invader ATVs are {{W40kKeyword|Ravenwing}}. **Only non-Legends HQ on Bikes have Ravenwing: this is how a Primaris Chaplain on a bike has it, but not a Librarian on a bike. **'''The Inner Circle keyword cannot be handed out''' - the only way to have it is to have it on your character sheet (which only Dark Angels-exclusive units have). That said, anything with the {{W40kKeyword|deathwing}} ''keyword'' '''does''' gain the '''Inner Circle ability''', which is how the Terminator Ancient gets the "can only be wounded on 4+" ''ability'' despite not actually having {{W40kKeyword|Inner Circle}}. ***This ''would'' be noticeable for {{W40kKeyword|Ravenwing}} instead, where the DA exclusive units (RW Ancient, RW Apothecary, etc.) ''do'' have the '''Inner Circle''' ''ability'' and {{W40kKeyword|Inner circle}} ''keyword'' but the "generic" Ravenwing units (RW Outriders) do not get that ability, and cannot be given that ability...but all non-{{W40kKeyword|infantry inner circle}} get is passing morale tests and not being able to fall back from a faction nobody ever uses, so you don't really care. =====HQ===== *'''Keyword Changes:''' Several Dark Angel units gain additional Keywords. **{{W40kKeyword|Deathwing}}: Captain in Terminator Armour, Chaplain in Terminator Armour, all Librarians. ***You can apply Rites of Initiation to add, for points, this keyword to any other Captain, including the Ravenwing Captains, and to Primaris Lieutenants with Storm Shields. **{{W40kKeyword|Ravenwing}}: Captain on Bike, Primaris Chaplain on Bike. *'''Primaris Captain:''' Unique to the Dark Angels, your Primaris Captain has the option to swap their master-crafted auto bolt rifle for a special issue carbine (24", assault 2, S4, AP-2, D2), which is a great in-between of the MC auto bolter and the MC stalker bolter. You lose the optional master-crafted power sword (no you don’t, GWs retarded wording), but you can take a regular powerfist instead if you like. *'''Primaris Lieutenant:''' Another Dark Angel specific weapon option, you can replace his stock bolt pistol for a plasma pistol. Gives you a bit more oomph if you're going for the sword and sidearm gear, but why haven't you taken the MC power sword, storm shield, and volkite pistol? *'''[[Interrogator-Chaplain]]:''' Has all the usual Chaplain things; Rosarius, Crozius, Spiritual Leader, and Litanies. Costs 5pts more, but that gets you the Inner Circle and Deathwing Keywords and rules, A4, W5, and Aura of Dread (enemy units within 6" count as being below half strength). <tabs> <tab name="Interrogator-Chaplain"> Wargear-wise, you can swap your bolt pistol for a weapon on the pistol, combi-weapon, or melee weapon lists, AND take an additional powerfist. This really only sees merit if you're taking a relic (Teeth or Terra + Mantra of Strength). He can still take a Jump Pack, to give him a chance of keeping up with Ravenwing if you're in a game that doesn't allow Legends units for the Biker. </tab> <tab name="Terminator"> As above, but with Deep Strike, M5", W6, and Sv2+. Some of the rules-writers dribble got past their bib and their datasheet lists them as an Elites choice instead of a HQ like their points has them. This will be FAQ'd, so the rules are here to save them being copy-pasted from the Elite section at a later date. * Legends does allow this model to swap their storm bolter for a powerfist, lightning claw, thunder hammer, or storm shield. With storm shields now being +1 to armour saves and a 4++ invulnerable, this option is of dubious use considering you already have a 4++. Consider if the points cost are worth losing four bolter shots per turn for +1 to armour saves only. * Debatably the worst of all the chaplains, as with the new Litanies not working out of Deep Strike (for whatever stupid reason, why he can't just chant to the guys in the teleportarium next to him is anyone's guess) means that he can't do anything until round 3 by which point the guys you dropped him with have either charged or taken casualties making him much less effective than a power-armoured Jump Pack/Bike/Drop Pod version who can get into position turn 1 (or 2 at the latest) and still chant. </tab> <tab name="Biker (Legends)"> A beefy Biker Chaplain, and most useful if you want a Biker Deathwing Character. Standard fare is a twin boltgun, crozius, and bolt pistol. the bolt pistol can be swapped for a boltgun, combi-weapon, pistol, or melee weapon. They can also grab an additional powerfist; ''additional'', it does not replace one of their stock weapons. He doesn't have the 8.5 edition Litanies, and instead has the old Litany of Hate Aura, allowing Dark Angels within 6" to re-roll failed hit rolls with melee weapons. His Aura of Dread also makes enemy units within 6" suffer -1Ld. </tab> </tabs> *'''Deathwing Strikemaster:''' Deathwing Lieutenants, equipped with Terminator armour. Inner Circle, Tactical Precision (6" re-roll wound rolls of 1 aura), and Company Heroes as per the usual Lieutenant fare. Crux Terminatus gives them a 5++, making them one of the few Lieutenants with a built-in invulnerable. Weapons are a plain storm bolter and power sword (neither are master-crafted). Both are swappable for twin lightning claws, the bolter can be swapped for a master-crafted power sword, thunder hammer, or mace of absolution (Sx2 (8) AP-2 D3, pretty much renders the thunder hammer pointless), and the sword can be swapped for a storm shield (4++ and +1 to armour saves), chainfist, or storm bolter (one per model)... it's such a retarded way of wording the options. **Translated, skipping the stupid options you won't consider, like thunder hammer + chainfist, the legal options are a Storm Bolter + Any Melee, Storm Shield + Any Melee ''except'' for Chainfist, Storm Bolter + Storm Shield, and 2x Lightning Claws, where "Melee" is Master-Crafted Power Sword, Power Fist, Chainfist, Mace of Absolution, and Thunder Hammer. ***The Thunder Hammer is just a poor choice, as it's the Mace But Worse and costs the same. Likewise, the MC Power Sword is a bad idea - the Power Fist is the same cost, and the accuracy loss of *4/5 is generally less than you gain from going from S5 to S8. For example, against even GEQ, the Fist compared to the Sword is *4/5*5/4=*1, so the ''same'' output, and this ''improves'' against harder targets. The Twin Lightning Claws are cheap, but pointless - Storm Bolter + Power Fist is the same cost but better, and Mace + anything is more efficient melee if you want a melee beatstick. Likewise, the Chainfist has no actual point - you can either save points to keep things cheap with a Power Fist or invest in a Mace, and either way you've made a better decision. That means the only options you should consider are Storm Bolter + Storm Shield, Mace + Storm Shield, Storm Bolter + Mace, and Storm Bolter + Power Fist. ***The storm shield is not a bad choice for this model , effectively negating AP-1 and boosting the 5++ to a 4++. *'''Ravenwing Talonmaster:''' Ravenwing Lieutenants, equipped with a Land Speeder. Heavily-armed with a power sword, twin assault cannon, and twin heavy bolter. T6 W8 Sv3+ and Jink gives them good staying power. As for special rules, they have the Inner Circle keyword and rules, and have the typical Lieutenant friendly-<Chapter>-Core-units-within-6"-re-oll-wound-rolls-of-1 aura and Company Heroes to allow any two Lieutenants in one HQ slot. They also have the No Escape Aura, allowing you to pick one visible enemy unit and friendly Ravenwing units within 6" ignore light and heavy cover (but not dense cover) against that unit. ** Eighteen shots with BS2+ and AP-1 will put down most GEQ and MEQ squads in one turn. Heavy bolters being bumped to D2 makes them far more effective against Marines and Bikers, as well as light Vehicles and Monsters. ** Warlord Traits: A lot of good candidates. From the 9th edition Index, Impeccable Mobility lets your Ravenwing units within 6" advance and shoot assault weapons, Tactically Flexible lets your Ravenwing units within 6" choose which Doctrine to be in, and Outrider even has use in smaller games to let this model and one Ravenwing unit move 12" after deployment and before the first turn. ** Relics: As a Vehicle, you've only got a limited selection of Relics available to you. Heavenfall Blade and Eye of the Unseen are your best two bets. ======Special Characters====== <tabs> <tab name="Dark Angels"> *'''[[Azrael]]:''' Azzy is no slouch in melee and with Sv2+/4++ can slug it out with all but the best of the enemy combatants. WS2+ and A5 base with his Sword of Secrets (S+2 AP-4 D2, unmodified wound rolls of 6 inflict an additional MW) will put down a lot of Characters. Lion's Wrath is a master-crafted boltgun (24", rapid fire 1, S4, AP-1, D2) welded to a master-crafted plasma gun (24", rapid fire 1, S8, AP-3, D2, no overcharge). For support, he has the Captain's Rites of Battle aura (Dark Angel Core units within 6" re-roll hit rolls of 1) and the Chapter Masters rule (one Dark Angel Core or Character unit can re-roll all failed hit rolls). Supreme Tactician gives you +2CP if he's your Warlord and Watcher in the Dark means you can attempt to deny one enemy psychic power per game and you can re-roll the dice if it was a Chaos model. His most useful rule is the Lion Helm, which gives Dark Angel Infantry and Biker units within 6" a 4++ invulnerable save against ranged attacks. ** He can't Deep Strike with Deathwing or keep up with Ravenwing. He either pulls babysitting duty with Infantry gunlines (Eradicators and Hellblasters with their heavy versions of their guns are excellent ranged choices, otherwise their assault versions make for a good mobile death star), or pile him into a Drop Pod or Land Raider with an appropriate retinue. **'''[https://www.warhammer-community.com/wp-content/uploads/2023/03/fhIvGdlLYSlvi3jX.pdf Primaris Azrael]:''' Since he couldn't really stick with either Deathwing or Ravenwing due to his loadout, why not turn himself into a Primarine so he can at least hide with the Hellblasters or Desolators in their Repulsor? He's now set at A6 and his Sword of Secrets got buffed to S+3 AP-3 D3 so he can definitely hold his own in a fight. Other than that, he's pretty much identical to his original appearance in purpose, while the Lion's Roar is pretty much identical save for the plasma part being AP-4 now. *'''[[Belial]]:''' The Captain of the Deathwing still an excellent duellist; enemy melee attacks suffer -1 to their hit rolls against him and the Sword of Silence is S+2, AP-4, D3, and always wounds non-Vehicles on a 2+ (the non-Vehicle part is not a huge deal, as you wound T7 Vehicles on a 5+ anyway). He also comes with a master-crafted storm bolter (24", rapid fire 2, S4, AP-1, D2) which fires four shots at all ranges due to the Terminator and Bolter Discipline combination and a more specific Chapter Master ability that only affects Deathwing. To top him off, he also has Rites of Battle and an Iron Halo. ** His diet Chapter Master ability isn't limited to Dark Angel Deathwing units, only Deathwing. RAW, it also affects Dark Angel Successors as long as they're Deathwing. This is awesome and very fluffy. ** Legends gives Belial the option to swap his Sword of Silence and storm bolter for two lightning claws or a thunder hammer and storm shield. You should really only choose the lightning claws if he has no intention of fighting Characters and needs to focus on large groups, while the thunder hammer should be taken if you really need the +1Sv from the storm shield, since it even the sword beats the hammer for damage output. *'''[[Sammael]]:''' Worryingly only has one profile in the 9th ed. Index. One of the fastest and shootiest Characters in the Imperium, and a very comfortable melee combatant too. A plasma cannon and twin storm bolters (which always fire eight shots due to Biker + Bolter Discipline) means he can throw out the same firepower as a five man tactical squad all by himself. In melee, he gets A5 with the Raven Sword; S+2 (Sx2 if he charged), AP-4, D2. He gets an Iron Halo, Rites of Battle, and Turbo-Boost, on top of a Ravenwing-specific Chapter Master ability. T5, W8, Sv3+/4++ makes him very hardy as a cherry on top. ** Similar to Belial, his diet Chapter Master ability isn't limited to Dark Angel Ravenwing units, only Ravenwing. RAW, it also affects Dark Angel Successors as long as they're Ravenwing. Again, this is awesome and very fluffy. *'''Sammael on Sableclaw:''' 8th ed. Codex only. A bit more expensive than the Jetbike, but comes with a lot more dakka: a twin heavy bolter and twin assault cannon for 6/12 shots respectively. He also still fights just as well with the Raven Sword if he gets engaged. Enemies can no longer shoot at him even if he is not the closest target, as he has 7 wounds now, and still has the 4++ invulnerable save to protect himself with. The primary issue he has is that the weapons he fires are all Heavy, so if he moves he drops down to hitting on a re-rollable 3+ ''(and with the FAQ to re-rolls, he can't re-roll 2's to hit when moving)'', and he ''cannot'' advance and shoot (unless you use the Strategem), so he doesn't have the same reach as Corvex. **Sammael in either form grants a re-roll failed to-hit aura to any {{W40Kkeyword|RAVENWING}} unit within 6", and grants the ability to re-roll 1s to regular {{W40Kkeyword|DARK ANGELS}} within 6", too. Even if you don't take much Ravenwing, he puts out so much hurt by himself and is so comparatively resilient that it might be worth taking him in any army. **When compared to Kor'sarro Khan, Sammael is now ''slightly'' inferior in a straight up fight, due to Khan's double strength modifier allowing him to wound Sammael on a 3+, but Sammy's extra attack pulls him back up, so the difference between them adds up to a 0.16 wound/turn difference, assuming Khan rolls average damage. This is not a true test though, since Sammael has more than twice the shooting potential of Khan ''(and pretty much any other character in the game too)'', does better against the "average" mook, and can {{W40Kkeyword|FLY}}. ** Often overlooked but stated above, Sammael has the {{W40Kkeyword|FLY}} keyword, meaning he can cruise over enemy units and to get to weaker units and fuck up enemy flyers as nearly almost all of them are T7 and below. Not to mention to fall back and unload his range arsenal on some heretics. Thanks to him flying he has some great utility that is nearly always forgotten. *'''[[Asmodai]]:''' As an individual, the Master of Repentance still has problems finding his place. The Blades of Reason are still meh, making only one additional hit roll at SU, SP-1, D2d3. Rosarius, Crozius, and Spiritual Leader are his leftovers as a Chaplain, and he retains Aura of Dread, Inner Circle, and Deathwing from being an Interrogator-Chaplain. Exemplar of Hate turbo-boosts his Litany of Hate, being able to cast it on a 2+ and with a 9" range. *'''[[Ezekiel]]:''' The Dark Angels Chief Librarian now gains the Chief Librarian Keyword, with the ability to cast and deny two powers per turn and knows smite and three Librarius powers. He also comes with the Deathwing and Inner Circle Keywords, a Psychic Hood (+1 to Deny the Witch tests against powers cast within 12"), and +1 when casting an Interromancy power. His best ability is the Book of Salvation Aura, which grants Dark Angel Characters and Core units within 6" +1A; note that this explicitly does NOT stack with Shock Assault. Unlike other Librarians, he's more than happy to get stuck in with WS2+, BS2+, A5, and Sv2+/4++. For weapons, he has the bolt pistol The Deliverer (12", pistol 1, S4, AP-1, D2) and the force sword Traitors Bane (S+2, AP-2, Dd3, becomes D3 against Fallen or Heretic Astartes). *'''Master [[Lazarus]]:''' While his fluff is complete dog shite, his model is good and his rules are great against Psyker-heavy armies. Inner Circle, Iron Halo, and Rites of Battle are the standard affair. The Spiritshield Helm gives Dark Angel units within 6" a 5+ save against ''mortal wounds'' (it gives him a 4+ save) and Intractable Will lets him fight after he's been killed (does not stack with the Astartes Banner ability or Only In Death Stratagem). For weapons, he has a bolt pistol and Enmity's Edge (S+2, AP-4, D2, becomes D4 against Psykers). </tab> </tabs> =====Elites===== ======Deathwing====== Your Deathwing Characters have the Command Squad rule as well, meaning they don't take up a Battlefield Role (Force Organisation) Slot if you have at least one unit of Deathwing Command Squad. As usual, anything that gains the {{W40kKeyword|Deathwing}} keyword gains the Inner Circle rule ''but not'' the {{Inner Circle}} keyword. *'''Bladeguard Ancient:''' Gains the Deathwing keyword. *'''Bladeguard Veteran Squad:''' Gains the Deathwing Keyword. *'''Terminator Squad:''' Gains the Deathwing Keyword. **Never field this - it's a Deathwing Terminator Squad with fewer options. *'''Terminator Assault Squad:''' Gains the Deathwing Keyword. **Never field this - it's a Deathwing Terminator Squad with fewer options. *'''Relic Terminator Squad:''' Gains the Deathwing Keyword. **This has legitimately distinct options from a Deathwing Terminator Squad, is it any good? First off, there worse in melee, so were only compare shooting. Price wise there only 1 point more then Death Wing Terminators, 6 if you want power fists but you can switch them for Lighting claws that are free. The only heavy weapons are a bland heavy flamer, but spicy Reaper Autocannon, which has two less shots then an assault cannon but one more Ap and strength making it better against marines and light vehicles targets and 5 points cheaper. The Relic Terminators also get one "grenade harnesses" per five terminators which add a D6, 4 strength -1ap blast attack. Against large units that means a relic terminator can spit out 12 additional shots. Deathwings have the cyclone of course to add 24 shots if you get two but that's five times more expensive, Lacks AP and can't be in the same squad as heavy weapons: it is one of the heavy weapons. Relics can have the grenades and auto cannons or flamers. Over all there probably not quite as good normal death wing terminators, but there a little cheaper including there upgrades and not that much worse so they are probably worth some experimenting. *'''Terminator Ancient:''' Gains the Deathwing keyword. He has unique wargear options; comes standard with a storm bolter and powerfist, but the powerfist can be swapped for a chainfist or both weapons can be swapped for two lightning claws or a thunder hammer and storm shield so he can pull his weight in a fight. *'''Deathwing Champion:''' The 1st Company Champion is still here, but a wee bit schizophrenic. The typical Martial Superiority (fights first against Characters) and Honour or Death (6" heroic intervention towards Characters) is well and good, but their unique Halberd of Caliban wants to fight blobs; S+3, AP-3, D2, +3A against target units of 10+ models. Still, as a Company Champion, he has WS2+, A4, a 0-1 per-army limit, and he can still have the Chapter Champion upgrade but cannot have the Blade of Triumph. *'''Deathwing Apothecary:''' It's an Apothecary in Terminator armour, need more be said? Yes? Fine. Combat Restoratives heals one friendly Dark Angel Infantry or Biker unit up to d3 lost wounds and the Narthecium gives you a 6" ignores-lost-wounds-on-a-6 aura. Reviving one fallen model has been shunted to a stratagem, but he's still an Apothecary model and the Chief Apothecary upgrade is rather excellent. He comes with a storm bolter for four bolter shots at 24" range, but has no melee weapon meaning he really doesn't want to be there. **The challenge to viability is that he doesn't heal anymore than a regular Apothecary, yet costs more, and since the cost of the Apothecary limits your inclusion of other models (because you could buy them instead), he has to heal a lot more to justify himself. That cost does buy him more durability though since the 2+/5++ is way better than what a standard Apothecary has, in addition to more wounds. *'''[[Deathwing]] Terminators:''' Elite Terminators with Inner Circle and the ability to customize their loadout to suit your needs, all while being as expensive as assaults. Starts off with the standard Terminator wargear (storm bolter and sword for the Sergeant, fists for the Terminators). Any powerfist can be replaced with a chainfist (Sx2 (8) AP-4 Dd3, becomes D3 against Vehicles) ''for free'' (so you always should - the improved AP is more often a benefit than the D1d3 is a detriment) and 1 in 5 Terminators can swap their storm bolter for an assault cannon, heavy flamer, or plasma cannon, or take a cyclone missile launcher. Where they differ from the regular Terminator Squad is the ability for ''any'' number of models to swap their bolter and melee weapon for two lightning claws or a thunder hammer and storm shield (meaning you can have a TH/SS Sgt lead 3 Chainfist/SBs and a CML/SB/Chainfist). Finally, they can take a Watcher in the Dark to gain a once-per-battle Deny the Witch chance as if they were a Psyker. They do not have the Teleporter Homer available to vanilla Terminators, but their cost makes them an ideal competitor for troops. ** ''Never'' take normal or assault termis without a truly remarkable excuse. If you want ObSec termis, this unit is the end all be all. *** Assault Cannon vs Plasma Cannon vs Cyclone Missile Launcher: Both cannons now cost the same for Deathwing Termies. While cyclones are the most expensive option, they are better than either. Assault cannons will always have the same damage output regardless of how many targets they're shooting at, while plasma cannons only get their full three shots if they're used against squads of six-or-more. Frankly, plasma cannons are better used elsewhere in the army when you needn't spend CP to make them hit at full BS. Cyclones with their two profiles get the best of both; krak missiles are close enough to overcharged plasma cannons that you will hardly miss them, nor do you miss out on Bolter Discipline as they get to keep their storm bolters. *'''Deathwing Command Squad:''' Those same dudes written above, but with three main differences; unit size of one Sergeant and 1-4 Terminators, one squad can be taken without using an Elite slot if the detachment also has a Dark Angel Captain, and Dark Angel Characters with nine or less wounds (i.e. all of them) within 3" cannot be targeted by ranged attacks. They also cost 2 more points per dude. **This is a quite interesting unit, that with the new way of how Look Out, Sir! and Bodyguard work, they can help your Characters to survive longer, even just one single model of this squad can protect them in any possible case. And if you do not use Characters near them, it is still a possibility to add a small number of Terminators (they cost a little more, but obviously even a 4 man squad is cheaper than a 5 man squad, with a difference of just 2ppm). *'''Deathwing Knights:''' The premiere Terminator Assault Squad. One Master and 4-9 Knights all with storm shields and WS2+. The Master has the unique flail of the unforgiven (S+2 (6) AP-3 D2, any excess damage is carried over between models in the target unit). So rather than killing three W1 models at most, you can now go up to six. The Knight's mace of absolution is also brilliant (Sx2 (8) AP-2 D3). That's it. It's a thunder hammer sacrificing cost (Knights cost 5 points more than other termis with a TH/SS) in order to avoid the hit roll penalty, meaning Knights hit at their full 2+, not the 4+ of a normal Termi. The unit can also take a Watcher in the Dark, allowing you to attempt to deny a psychic power once per battle, and re-roll the Deny The Witch test if the caster is a Chaos model. ** These guys are great but do need some support from Characters. An Interrogator-Chaplain will make them even more deadly with his re-rolls (although this starts to hurt efficiency - DKs are TH/SS who pay points for accuracy, but with full re-rolls to hit, they go from being 5/3 (about 1.67x) as accurate to being 35/27 (about 1.30x) as accurate) and if you don't mind the investment, you could get a Deathwing Ancient to follow them too. All of the above can teleport in together, or you could fit them in a Land Raider Crusader/Redeemer or a Storm Raven for more mobility and firepower support. Once they're in combat, they're almost certain to kill anything in front of them, but getting there first can be a tad difficult by themselves. ** Consider running a Librarian with the Knights; Righteous Repugnance gives you re-roll to hit AND to wound. Just remember, casting isn't guaranteed to succeed (unlike the aura, which is always on) and even if you pass, your opponent can attempt to deny the power with a psyker of their own. ======Ravenwing====== For main guns, plasma talons will be the standard, with a profile of 18", assault 2, S7, AP-3, D1, may gain +1S and +1D but hit rolls of unmodified 1 kill the user. All of the Characters and 1 in 3 Black Knights can swap for a Ravenwing grenade launcher. Frag profile is 30", assault d6, S3, AP0, D1, blast, and krak profile is 30", assault 1, S6, AP-1, Dd3. It may be worth taking one model with a grenade launcher for the Stasis Shell stratagem, but otherwise the plasma talon will be your best weapon as the mid-range is offset by the long move and advance distance afforded to the Ravenwing. Your Ravenwing Characters have the Command Squad rule as well, meaning they don't take up a Battlefield Role (Force Organisation) Slot if you have at least one unit of Ravenwing Black Knights. *'''Ravenwing Apothecary:''' Hands down the best Apothecary available to any Space Marine army. M14" and an advance of 6" ensures he's always where he needs to be, and not being limited to one-per-army like the Champion means you can have plenty of these guys zipping around the field. T5, W5, Sv3+/5++ (4++ if he advanced), gives him plenty of staying power as well. New Narthecium rules provide an ignore-lost-wounds-on-a-6 aura and Combat Restoratives heals d3 lost wounds to one model (very useful to your W3 Ravenwing and Deathwing). Reviving a model has been moved to stratagem though. Being an Apothecary, they can still be upgraded to the awesome Chief Apothecary rules. He has no melee weapon though, so don't get fooled into getting him stuck in. *'''Ravenwing Champion:''' The do-it-all Champion. No longer gets a Blade of Caliban, instead having a master-crafted power sword (S+1, AP-3, D2) like all regular Champions get. No combat shield for a 2+/5++ though, so enjoy your 5++/4++ from moving/advancing while you can. Unlike your other Ravenwing Characters, he has WS2+ and A4. Like other Champions, he has Martial Superiority (always fights first against Characters) and Honour or Death (Heroically Intervene up to 6" towards Characters). The Chapter Champion upgrade has very good abilities, Warlord Trait, and Relic available to them. *'''Ravenwing Ancient:''' The Ravenwing version of the Deathwing Ancient. Astartes Banner gives Dark Angel Core models within 6" gain +1Ld and can make one shooting attack or one melee attack on a 4+ when they die. He has no melee weapon though, so don't get fooled into getting him stuck in. *'''Ravenwing Black Knights:''' Competes with Hellblasters for best Imperial plasma spammer. Moved to the Elites slot as of the 9th ed. Dark Angel Index. A maximum of ten T5, W3, Sv3+/5++ (or 4++ but suffer -1 to hit rolls) models with two plasma shots each are going to ruin someone's day. They have no special rules of their own, aside from Inner Circle, Jink, and Turbo-Boost. For 5pts each, they can all be equipped with corvus hammers (S+1, AP-1, D2) for beating in the now-W2 Fallen. The Huntmaster (Sergeant) also has the option for a power sword or power maul for the same points. Each of them also comes with a bolt pistol that can be fired in melee. They also have the Melta Bomb Keyword for some surprise mortal wounds. **While Inceptors might seem better than these guys due to their 2D3 blast plasma, the 4++ invuln you get from advancing and an actual melee weapon make these guy more likely to survive in the short ranges that their guns have. =====Fast Attack===== *'''Bike Squad:''' Gains the Ravenwing keyword. Gains Objective Secured with an all-Ravenwing Outrider Detachment. *'''Attack Bike Squad:''' Gains the Ravenwing keyword. *'''Land Speeders (all flavours):''' Gains the Ravenwing keyword. *'''Primaris Outrider Squad:''' Gains the Ravenwing keyword. Gains objective secured in an all-Ravenwing Outrider Detachment. *'''Invader ATV Squad:''' Gains the Ravenwing keyword. *'''Storm Speeders (all flavours):''' Gains the Ravenwing keyword. *'''Ravenwing Darkshroud:''' A souped-up Land Speeder, having +1T and +3W over the regular ones. Its main shlick is the Icon of old Caliban rule, that provides a -1 to-hit aura for Dark Angel units within 6" against shooting - including the Darkshroud itself. You'll pay minimum 138pts to get almost the same defensive bonus that several sub-factions get by default, but hey, it's still better than nothing. Plus it's damn fluffy. Not much in the way of offensive potential though; it comes with a stock heavy bolter, which is almost never worth to upgrade to an assault cannon. Most of the time you'll want to advance for the 4++ save anyway, and since its 12" speed makes it a tad bit slower than the RW bikers, Knights and Land Speeders it supposed to protect. Stacks nicely with other penalties of all kind (Shroud of Heroes, Aversion, Hard to Hit, advancing, moving with heavy weapons, etc), as well as other bubble-characters like Ezekiel and Asmodai for old-fashioned [[Derp|prefix-star]] [[That guy|shenanigans]]. The 'Icon of old Caliban' rule does not stack, so no -4 to-hit if you take 4 of these babies. Watch out for long range guns that hit on fix numbers (Dark Reapers), or those who get bonus against models with the FLY keyword (Onager Dunecrawlers with the Icarus array)- your Darkshroud will be a primary target for them. *'''Ravenwing [[Land Speeder Vengeance]]:'''This is Fast Attack now. At T6 and 9 wounds this is more survivable than the basic land speeder, as anti-infantry weapons only wound it on a 5+/6+. The plasma storm battery is a Heavy D6 Plasma cannon with 2 damage -3 with supercharge, and now only 1 mortal wound per overheat. So, now you only take a small penalty for a failed overcharge as opposed to having a near useless flying rock with only 2/3 of its base wounds. This is probably the one plasma weapon you want to overcharge regularly so getting some re-rolls nearby might be a good idea. Very good for hurting big multi-wound models. The Land Speeder Vengeance also lasts longer with the 8th edition vehicle changes, as its own weapon no longer has a good chance to kill itself (unless you move and supercharge it). But the Ravenwing Support Squadron shall be missed and mourned. =====Flyer===== *'''[[Nephilim Jetfighter]]:''' The Nephilim is still flying high after its much-needed buffs last edition, keeping most of its damage output against ground targets while gaining even more against enemy aircraft. Blacksword Missile Launchers fire a pair of S7 AP-3 D2 shots each turn, and count as D4 against enemy '''Aircraft'''. It swapped Strafing Run for Air Superiority, giving it +1 against aircraft. Of course as a member of the '''Ravenwing''' it has the ability to Jink, giving it a [[Awesome|5+ invuln every time it moves (it must always move)]] or 4+ if it advances. The Avenger Mega Bolter still chews up things with Heavy10 S5 AP-1 D2, or you could swap that for a Twin Lascannon for some vehicle hunting. All of this wrapped in a solid flyer statline with T6 and 11W with a 3+ save and Hard to Hit, which forces enemies to shoot with -1 to hit, means that the Nephilim is still a fine support unit with plenty of reach on the battlefield. **Additional note: The Darkshroud can add a further -1 to be hit, too bad those don't usually stack in 9th edition unless you're counting a +1 to be hit. *'''[[Dark Talon]]:''' The Dark Talon has been tweaked once again, and is still a great source of mortal wounds. Rift Cannon is now a Heavy D3 Blast S12 weapon. It has no AP or Damage, because the target instantly takes 3 mortal wounds per successful to-wound roll. Stasis Bomb has its damage nerfed to d3 mortal wounds, but prevents anything (except '''Vehicles''' or '''Monsters''') from falling back during its next turn. Great for screwing up T'au plans. The Dark Talon also has two [[Hurricane Bolters]] which means [[Awesome|24 SHOTS at close range]]!!! While just the standard Bolter profile they are still excellent for clearing out light infantry units, and are no longer useless against the vehicles the [[Dark Talon]] often hunts. The Hover Jet special rule will prevent the Dark Talon from flying off the board and entering reserves, allowing you to bring it back into the fight after flying off away from the fight. Now a total 210 points. =====Lord of War===== *'''[[Lion El'Jonson]]:''' The big surprise of the Arks of Omen Saga, the First Primarch returns to lead his wayward sons. While he's just as powerful as his brother in blue, it's clear that the Lion's role is singularly dedicated to combat aside from his 6" bubble that lets {{W40kKeyword|Dark Angels Core}} and {{W40kKeyword|Dark Angels Character}} units re-roll 1s to hit and to wound. He can fight anyone he wants in melee, and with his new sword Fealty giving either S+4 AP-5 D4 deathblows or AP-3 D2 sweeps with double the attacks, he's not playing around. His single gun, the Arma Luminus, is a Combi-Plasma that can never overload that's apparently small enough that he can use as a pistol, which gives him something to do if he can't charge. The Emperor's Shield gives him a nice 2+/4++ save with the added bonus of dealing a mortal wound if he rolls a 6 on a save in melee and he also has two Watchers in the Dark for two denies each game. **His WT is...a bit odd for him, as he lets a friendly unit within 9" gain the ability to perform Heroic Interventions, all while being someone hand-crafted for dueling big enemies. If you opt to deep-strike with his Forest-Walking powers, then this makes even less sense if you pop in on the enemy's flank for that re-roll on the charge. ====Tactics==== Of your three doctrine bonuses, your best one is the melee one; while +1 to hit when you don't move is a ranged tactic, you can instead regard it as mitigating the problem if you fail to Fall Back, in return for Inner Circle making you incredibly hard to wound. Your second best one is the devastator doctrine one, but ravenguard black knights ''suck'' for their cost even before you realize they don't benefit from it - instead, it's ''far'' better on everything else Ravenwing. Your chapter tactic for being immune to combat attrition or morale entirely just means you have even less reason than usual to field Chaplains, Ancients, or anything else that offers morale support; as a general rule, you still want to go MSU (for blast resistance, if nothing else). Here's an example list to get you started, which is 2000 points right now; you can also drop 9 of the Bladeguard Veterans ''and'' drop the Captain from a Hammer down to a Chainfist to afford a Deathwing Repulsor, which will have enough room in it for the remaining 9 BG vets and the Ancient, but bear in mind your Repulsor's ''only'' upgrade from your abilities is +1 to hit if it stands still, which it's unlikely to do, and you give up half of your Vets in order to make the other half faster (if you could field a Deathwing Impulsor, this list would be re-written to field them). The Terminators all Deep Strike in, and the Terminator units all have Objective Secured, while the BG also have ObSec from their Ancient. *Vanguard Detachment (+3 CP, down to +2 after relics) **HQ: ***Captain in Terminator Armor, Thunder Hammer, Storm Bolter ****Relic: The Honour Vehement ***Lieutenants: 2x Ravenwing Talonmaster (Talonmasters are ''brutally'' cost-efficient, even on their own.) ****Pick one to be a Warlord with Rites of War. **Elites: ***Deathwing Terminator Squad x2 ****Sergeant with Storm Bolter and Power Sword ****Dude with Storm Bolter and Chainfist x7 ****Dude with Missile Launcher, Storm Bolter, and Chainfist x2 ***Bladeguard Ancient ****Warlord Trait: Decisive Tactician ****Relic: Pennant of Remembrance ***Bladeguard Veteran Squad x3 ****Sergeant with Heavy Bolt Pistol ****Veteran x5 </div></div>
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