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===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.
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