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====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 donβt, 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.
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