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==Special Rules== * Troops gain '''Objective Secured'''. * '''Company Command:''' Can only have one {{W40kKeyword|Captain}} and two {{W40kKeyword|Lieutenant}} per Detachment. [[Matthew Ward|Aka fuck you to homebrew chapters that have a non-Codex organisation]] ...[[Derp|or even canon ones like the Space Wolves]]. ***The Supplement lists a separate rule that says you may only have one Deathwing Captain and one Ravenwing Captain from the same chapter. RAI, 2 captains - one from each - is the maximum. RAW, you have to pick one captain from one of the two, or the greenwing. *'''Chapter Command:''' Most non-named Characters (i.e. all except Lieutenants and Judiciars) can have a Chapter Command upgrade for PL and pts. Each <Chapter> Army can only have one Chapter Command model and some named Characters already have the relevant keyword. Crusade forces cannot start with a non-named Chapter Command model. ** A couple Dark Angel Characters already have Chapter Command Keywords; Azrael (Chapter Master) and Ezekiel (Chief Librarian). Deathwing and Ravenwing Command Squad Characters as well as the Interrogator Chaplain are all upgradeable. ** Using <Ultramarines> as an example, your army cannot have Marneus Calgar ''and'' an <Ultramarine> Captain upgraded to a Chapter Master in the same army. However, you can have an <Ultramarine> Chapter Master and a <Salamander> Chapter Master in the same army. * '''Combat Squads:''' Can split a single full-sized unit into two smaller units ''before'' deployment. Works just like it always has, but more unit types can do it (e.g. Centurions). While MSU is better, it does give Space Marines a unique way to circumvent the Rule of Three or Detachment Limits. Now they just need to have spammable units worth Combat Squadding. ** With the introduction of Shock Assault (See below), there is worth considering the use of some of the older tactics, back when a Tactical Marine was worth more than just a bolter. One such tactic was to put your guns in one squad and your melee in another, using the ranged weapons to soften up a target then the melee (basically a Sergeant either a power weapon or fist) to finish off or better yet to tie up the target unit and finish it off (hopefully) during the opponents turn, denying them a turn at shooting and forcing them to basically waste their melee on chaff. You can also put the Sergeant in the ranged unit with a combi-weapon for a total of three bolters and two special weapons in one squad, and a heavy weapon in the other for a makeshift Devastator Squad. *'''Angels of Death:''' A rule owned by all Space Marine whatever its colour, subdivided into four. Because GW likes to [[Derp|keep it simple]]. **'''And They Shall Know No Fear:''' When taking Combat Attrition Tests, ignore all modifiers. **'''Bolter Discipline:''' Models using a rapid fire bolt weapon can double their number of shots (i.e. ''rapid-fire'') if at least one of the following conditions is met. They don't stack, so no triple or quadruple shots if you meet more than one condition. The conditions are: *** The target is within the weapon's half range (normal rapid fire rules). *** The model is {{W40kKeyword|Infantry}} (excluding {{WH40Kkeyword|Centurion}}s) and every model of its unit remained stationary during the previous Movement Phase. ''If a Devastator's Heavy Weapon Marine moves, the Sergeant cannot use Bolter Discipline on his boltgun''. ****It gives your Marines the option to commit to those objectives instead of having to get close to the enemy. Factions like T'au may have long ranged small arms, but Space Marines can rapid fire from full range away. ***The firing model is a {{WH40Kkeyword|Terminator}} or {{WH40Kkeyword|Biker}}. ****This right here is the good shit. Footslogging Terminators now have a significantly improved threat capacity and Bikers are somehow even more deadly fast than they already were. **'''Shock Assault:''' If a unit with this rule charges, gets charged, or performs a Heroic Intervention, models in the unit gain +1A until the end of the turn (meaning +2A if they can fight twice like with a stratagem). *** Gives the generally lackluster melee of most Primaris Infantry and chainsword Assault Marines a little bit of a boost. Killer on units with power weapons like Terminators. Also means foes have to be a bit more careful about charging at Tacticals and such to tie them up, more so if you use larger units, and that they can assist in a melee in a pinch. *** Remember that this ability is not Infantry exclusive; Dreadnoughts really appreciate the extra attack and even your Transports can hit a little harder in the first round of combat (Space Marines bring a whole new meaning to road rage). **'''Combat Doctrine:''' Feel like it's 7th edition all over again. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the Devastator Doctrine, and then must move through each Doctrine. Once you switch there's no going back, so pay attention to the rhythm of the game. Your ''army'' gains this if ''all units in it'' have this rule, meaning taking a Guardsman Battalion would prevent the Marine detachment from getting this rule, but allied Marine detachments are okay even from a different <Chapter>. ***On top of that, Chapter Supplements give First Founding Chapters (and their descendants) a Specialist Doctrine that is a bonus active on top of the regular Doctrine. Bringing Chapters with different Specialist Doctrines prevents either Chapter from getting theirs, which encourages you to have a one-Chapter army. **#On Turn 1, your army will always start with the '''Devastator Doctrine''' turned on, giving all your heavy and grenade weapons the extra -1 AP so that you can soften entrenched Infantry and cripple enemy Vehicles from afar in preparation for your advance. Remember the first points of AP are the most important ones: AP-2 heavy bolters and assault cannons are more noticeable than AP-4 lascannons. Do keep in mind that the plethora of sniper rifles and heavy flamers (incendium/inferno/flamestorm cannons) are heavy weapons. **#On the 2nd turn you switch to '''Tactical Doctrine''', shifting the boost to your rapid fire and assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your Infantry. Storm bolters and auto bolt rifles work wonders here love this. **#On the 3rd or 4th turn you shift to '''Assault Doctrine''' (you MUST change to assault on the 4th turn) giving the extra AP to your pistol and melee attacks. Don't forget your pistol can be fired if you're in melee with an enemy unit. *'''Death From Above/Teleport Strike:''' Deep Strike in another name, most common on Jump Pack and Terminator models. Set them to side during deployment and set them up 9" from enemy models during the Reinforcement Step. *'''Concealed Positions:''' Infiltrate in another name, most common on Scout and Phobos models. Set them up anywhere on field 9" from enemy deployment zone or models during deployment. *'''Outflank:''' Like Deep Strike, but must be wholly within 6" of a board edge and 9" from enemy models during the Reinforcement Step. *'''Martial Legacy (FW):''' Relic unit rules for certain Forge World models. If your army is battle-forged, each unit with this rule increases the cost of a detachment that includes it by 1CP. Essentially you pay 1CP per Martial Legacy unit in your army. ===Chapter Tactics and Unique Rules=== *'''Grim Resolve (Chapter Tactics):''' Adds to your reputation as a stoic gunline army. If this unit doesn't move this turn (excluding Pile-in and Consolidation moves), add +1 to hit rolls for both shooting and melee attacks. In addition, units auto-pass Combat Attrition Tests. ** Way better than what it was before. Not that a re-roll of 1 is bad or anything, especially on an army that loves plasma so much, although the +1 to hit essentially makes it that everyone's shooting weapons hit on a 2+ if you don't move. Also, sticking some Company Masters or Named Characters near your guys to still get the re-roll of 1 meaning you basically can't miss any of your shots (unless you're really unlucky). *'''Sons of the Lion (Specialist Doctrine):''' We have not one, not two, but three Specialist Doctrines! **'''Speed of the Raven:''' While the Devastator Doctrine is active for your army, Ravenwing units get +3" to their move characteristic, and Ravenwing units can shoot after advancing. Naturally, they suffer the penalty as if they were advancing and firing Assault weapons (no word on Assault weapons ignoring -1 to hit unlike the previous versions of this ability). **'''Fire Discipline:''' While in the Tactical Doctrine, {{W40kKeyword|INFANTRY}} models from your army (excluding {{W40kKeyword|DEATHWING}} models) can make attacks with Rapid Fire and Assault weapons (excluding Blast Weapons) while within Engagement range of enemy units but must target an enemy unit that is within Engagement Range of its own unit when doing so. When they fire in this manner, their ballistic skill is 5+. Which of course is almost always 4+ because you won't have moved. **'''Implacable:''' While the Assault Doctrine is Active, each time a {{W40kKeyword|DEATHWING INFANTRY/DREADNOUGHT}} model from your army makes a melee attack against a {{W40kKeyword|CHARACTER}} unit or unit with a wound characteristic of 8 or more, you can re-roll the wound roll. *'''Inner Circle:''' Given to all units if the unit makes use of Grim Resolve. It gives several abilities, which have pros and cons. Pros include automatically passing Morale Tests and if this unit has the {{W40Kkeyword|Infantry}} keyword, a wound roll of 1, 2, or 3 always fails against them. Cons include units being unable to Fall Back if in combat with a unit with a {{W40Kkeyword|Fallen}} unit and in other cases this unit must do a Leadership test by rolling 2d6 in order to Fall Back (unless the unit has {{W40Kkeyword|Vehicle}}, {{W40Kkeyword|Ravenwing}} or {{W40Kkeyword|Chapter Master}} as a keyword). ** The con isn't a huge con. Very few players will use Fallen and you typically have good Ld anyway if you wanted to Fall Back. ** The new supplement gives '''all''' Deathwing units, including those outside of the Dark Angels codex, this ability; and characters, Dreadnoughts and Terminator-bearing vehicles can purchase this rule. Wasn't there a [[Bladeguard Veteran|particularly deadly close combat unit that was already surprisingly sturdy and brutal that was hyped up to be Deathwing?]] **''Rites of Initiation:'' For 1 CP/ some points, you can buy the {{W40Kkeyword|Deathwing}} keyword for a select few models: Captains, Primaris Lieutenants with Storm Shields, Dreadnoughts, Land Raiders, Repulsors, and any other vehicles capable of bearing Terminators.( For the most part, this is wasted on vehicles as they don't get anything from this unless you're using DW Vanguard.) The Captain and Lieutenant might only benefit from this if you also grab Azrael or another Chapter Master to buff them. ***Gravis armor Captains get the most out of this. As they can not only plink at enemy targets with their guns. They are now much harder to remove during assaults as ICs who have a Powerfist as their standard gear. I guess we now know where the Aggressor who was promoted to the Deathwing went. ***For the very low price of an additional 5 points. Storm Eagles, Spartans, [[Anal_Circumference|Leviathan Dreads]], Deredeo Dreadnaughts, [[Awesome|Thunderhawks]] and other Forge World vehicles can be taken in the 1st Company detachment without losing ''Battleforged''. Repulsors are next to worthless as a Deathwing vehicle. As Blade Guard don't benefit from the extra firepower as their a melee unit without any access to Sx2 weapons.(ie Powerfist variants). It might good for a Gravus Captain leading an Aggressor or Heavy Intercessor squad but otherwise don't bother. *'''Jink:''' '''ALL''' of your {{W40Kkeyword|[[Ravenwing]]}} units (Bikers, Speeders, and Aircraft) gains a 5++ invulnerable save if they were not stationary in the previous movement phase, rising to a 4++ invulnerable save if they Advance. ** Remember, you can still fire assault weapons after advancing at a -1BS penalty. Good for meltaguns, flamers, and all Bikes with plasma talons. **It is very important to note that although Jink is an ability that is listed on a units data sheet, it is now automatically bestowed to a unit that has the Ravenwing keyword as per the DA Codex. ===Specialist Detachments=== '''NOTE:''' This section should be reserved for casual play only, as the Monster Slayer of Caliban exists in the Supplement as a Crusade Relic. '''Attack Squadron:''' All Ravenwing units in a Dark Angel detachment gains the Attack Squadron keyword. *'''Stratagem - Swift Strike (2CP):''' Use this Stratagem in the Fight phase after an Attack Squadron unit from your army has fought. That unit can immediately make a move and advance as if it were the Movement Phase. If there are any enemy units within 1," it can Fall Back instead. *'''Stratagem - Signal the Attack (1CP):''' Use this Stratagem after an Attack Squadron unit from your army has attacked an enemy unit in the Shooting Phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other Attack Squadron units from your army that target the same enemy unit in this phase. *'''Warlord Trait - Lighting-Fast Reactions:''' You can always choose your Warlord to fight first in the Fight Phase, even if they didn't charge. If the enemy has units that have charged or that have similar abilities, then alternate choosing units to fight with, starting with the player whose turn is taking place. *'''Relic - Monster Slayer of Caliban:''' Replaces bearers power sword. S+2, AP-3, D2. +1 to wound rolls for attacks that target Monster or Vehicle units. Only a few units can take this, best nominations are a Ravenwing Captain or Talonmaster.
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