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====HQs==== *'''[[Cypher]]''': Yes, this most loyal servant of The Emperor and oldest living Dark Angel can now be fielded with a Dark Angel army. While not sharing the Dark Angel keyword, he does have the Imperium faction keyword so no reason not to take him for massive amounts of [[Rage|RAGE]] and [[Skub|fun]]. Just so you know. Take him with a squad of [[Fallen|ANCIENT LOST DARK ANGELS WHOSE LOYALTY WAS NEVER IN QUESTION]] for [[Extra Heresy|extra heresy]], he gives them re-rolls To Hit of 1 anyways. He can shoot 5 pistol shots per turn; 3 are AP-1 Bolt Pistol shots and 2 are plasma that is always overcharged with no risk of blowing up on a 1, and combined with his brand new Agent of Discord rule, he's really encouraged to lead a pack of Fallen from the front. 5 shots coming out of 1 dude is scary, especially when he most likely will not miss. He lacks a melee weapon, but throwing him into combat with stuff that likely won't kill him can tie them up without issue, as he can fall back with no penalty anyway. Then when/if he dies, laugh as he grants no victory points (in the cases where that is relevant). Quick reminder that despite being a {{W40Kkeyword|CHAOS CHARACTER}}, he specifically cannot use '''Daemonic Ritual'''. And while he's almost certainly going to be your Warlord if you are playing a pure Fallen list, remember that he specifically cannot take a Warlord trait, though between Agent of Discord and Mysterious Protection, you can be forgiven for not noticing. If you are running a pure Fallen list, however, you may wish to look to the next entry if you are hankering for a trait. *'''[[Sorcerer]]''': A fresh face to the roster, giving the Fallen a boost in the form of Psyker support. Functionally identical to a Librarian, except for his wargear. He is forced to take a Force Weapon of some kind (Sword is the default if you want your crumby free relic, but if you want an Axe or Stave then it's no real loss), but notably his Bolt Pistol can not only be dropped for the usual Plasma Pistol or Combi-weapon, but also a Chainsword, Chainaxe or any Power Weapon (which notably grants access to the murder sword and black mace) , including a Thunder Hammer! Thanks, Index! He can even take a Jump Pack, if that's something you want to do. He can also be your warlord if you so choose, <s>but since he lacks the {{W40Kkeyword|HERETIC ASTARTES}} keyword, he'll only be able to select from the stock 3 Warlord Traits</s> The Chaos Space Marine codex states "In the rules described in this section we often refer to ‘Chaos Space Marine units’. This is shorthand for any unit that has one of the following Faction keywords: {{W40Kkeyword|LEGION}}, {{W40Kkeyword|BLACK LEGION}}, {{W40Kkeyword|WORD BEARERS}}, {{W40Kkeyword|IRON WARRIORS}}, {{W40Kkeyword|ALPHA LEGION}}, {{W40Kkeyword|NIGHT LORDS}}, {{W40Kkeyword|WORLD EATERS}}, {{W40Kkeyword|EMPEROR'S CHILDREN}}, {{W40Kkeyword|FALLEN}} or {{W40Kkeyword|RED CORSAIRS}}. A Chaos Space Marine Detachment is therefore one which only includes units with one of these keywords." With that being said, this means that you can (when applicable) take any relics/warlord traits/use stratagems from the codex etc, as long as all of the other prerequisites for using said features are met. With all of that opening the door for the Fallen sorcerer, the best warlord traits for him are with the "daemonkin" codex in shadowspear. Warp lord and Daemon-Bound Power are probably the best bets; making the Steel Blade of Caliban slightly better with the former and just making a better sorcerer with the latter. Sadly the Vigilus Ablaze FAQ no longer allows you to take the Fallen sorcerer with imperials, because the fallen aren't already the abused step-children of space marine rules. **'''Infernal Gaze''' (Warp Charge 5): Pick an enemy unit within 18" and roll 3 dice; any results of a 4+ cause a mortal wound. This will probably be your Power of choice most of the time, alongside Smite. It's easy to cast and can target a {{W40Kkeyword|CHARACTER}} hiding behind a blob. And honestly, there's nothing wrong with then having this guy be a Mortal Wound spewer. **'''Death Hex''' (Warp Charge 8): Target an enemy unit within 12"; they cannot take invulnerable saves. A bit difficult to get off, but considering that you'll be running a pile of Plasma as the Fallen, this can be a death knell for units that rely on their invuln saves. Eat shit, Knights of Absolution! We don't give a fuck about your storm shields! **'''Gift of Chaos''' (Warp Charge 6): Target an enemy unit within 6" and roll a D6. If you roll higher than the unit's highest toughness, it suffers d3+3 mortal wounds. If a Character is slain, add a Chaos gribbly to your army. A bit of an odd one, especially since its a little hazy if Imperial armies can even reserve points for the beasties (25 each, if you were wondering). Can be devastating against GEQs, but very swingly, since even then its a 50% chance to do fuck all. Not a bad choice if you're running against an army with few good targets for Death Hex. **'''Daemonic Ritual''': While Cypher may not summon Daemons, this guy has no such stipulations. If you didn't move your loyal-ish heretic this turn, you may roll up to 3D6 and summon that many Power Levels worth of daemons, limited by your points reserve. Rolling doubles deals a Mortal Wound to the summoner, rolling triples deals D3 of them. A pretty solid option if you're playing straight Fallen; a small squad of Bloodletters or a couple of Fiends of Slaanesh can provide a useful burst of utility to tie up troublesome squads. If you are running an Imperial Soup mix, however, this might cause... [[HERESY|issues.]] Check with your opponent on this and be very, ''very'' careful about bringing such madness to something more competitive. Be very cautious with rolling all 3 dice if your sorcerer is your only character capable of using Daemons, since there is no way to heal him.
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