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===Special Rules=== *'''Deathwing Assault''' - Any squads with this rule, deep strike on either turn one or turn two. You decide. There are two details people often miss about these bone-white marauders. Firstly, you '''CAN''' split units up. Not all Deathwing have to attempt a Deathwing Assault, you just have to notify your opponent which ones. This allows you to drop Belial and his homies (and homing beacon) turn one, then roll as normal to bring on your cyclone-missile terminators in turn two for a scatter-free strike. However you MUST write down the arrival turn somewhere before the game begins. Sounds like minutia, but it works in your favor as you don't need to tell the opponent which turn it is. Heavy-weapon armies will likely have to spend the first turn sticking close to their guns instead of pulling into better positions for fear of a terminator assault. *'''Fortress of Shields''' - Page 45 of ''Codex: Dark Angels'' (2014 GW) states: "Any model with the 'Inner Circle' special rule that is in base contact with two or more models with this special rule has +1 Toughness". So the Deathwing Knights who 'have' this rule - can effect adjacent (Independent) characters who join the unit who happen to have the 'Inner Circle' special rule. That includes ALL Masters, Librarians, Chaplains - and ALL HQ/s from Azrael to Sammael. So, once you get sayβ¦'two' Deathwing Knights 'touching' any 'two' inner circle - the 'two' inner circles have toughness '5'; thus, the WHOLE group has Majority Toughness 5. Since Sammael is 'Inner Circle' as well, even on his jet bike ''Corvex'', '''he''' gets TOUGHNESS 6 when touching 'two' 'Fortress of Shields' models! As would any other Bike-riding Inner Circle model. Might be able to get a smart, right squad UP to Toughness 6 that way. Which is handy when opponents try to hit you with attacks like Smite from Biomancy - a Strength 4 AP2 shooting attack!? Instead of getting a Wound '50%-of-the-time', that can now only wound Toughness 6 on a 6-roll - or 16.67%-of-the-time! AND: it does NOT require that the 'Inner Circle' model being 'touched' even be 'in' or joined to the Unit. 'Friendly' characters (even in different units) CAN be placed as 'close' as they like. *'''You Cannot Hide''' - Can deal Precision Strikes, just like characters. Given to Deafwing Knights. Perfect for removing that one jerk with a power fist or for heaping pain on an independent character. *'''Grim Resolve''' - Dark Angels' Chapter Tactics part 1. Grants Stubborn, but the unit loses the ability to choose to auto-fail a morale check. *'''Inner Circle''' - Dark Angels' Chapter Tactics part 2. Grants Fearless and Preferred Enemy (Chaos Space Marines). *'''Vengeful Strike''' - All ranged weapons are twin-linked on the same turn as the deep strike. This special rule is absolutely dazzling, for a shooting based army, it allows you to get into a good position and unleash some nasty dakka into a deadly close combat unit. Or it can help you gun down a dangerous looking tank in the rear armour. Coupled with. Belial you can get your now twin-linked assault cannon or cyclone missile launcher, with a horde of bolter shots, into someone's squishy armour 10 rear passage. It is also useful to ensure that you remove that one big threat with a shooty DW Assault. *'''Deathwing Vehicle:''' A Deathwing Vehicle gets Preferred Enemy (Chaos Space Marines) and can force a re-roll on the damage table for penetrating hits. It brings in everything other peoples' 'Venerable dreadnoughts' get, but you can put this on land raiders too.
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