Editing
Warhammer 40,000/8th Edition Tactics/Dark Angels
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Codex Space Marine copy-pastes=== *'''Armour of Contempt (1CP):''' used whenever a {{W40kKeyword|Dark Angels Vehicle}} suffers a mortal wound. Roll a D6 for that mortal wound, and any other mortal wounds suffered by that vehicle for the rest of the phase. Those wounds are ignored on a 5+. *'''Auspex Scan (2CP):''' Used when an enemy unit arrives from Tactical Reserves within 12" of one of your Infantry units. Your infantry unit may fire on the enemy unit that arrived with a -1 to-hit penalty. *'''Cluster Mines (1 CP):''' Use when a Scout Bike squad falls back. On a 2+, one unit you fell back from takes D3 mortal wounds. *'''Datalink Telemetry (1 CP):''' When shooting with a Whirlwind, if you have a Land Speeder within 12" of the target, the Whirlwind's shots automatically hit. Fluffy if fairly ineffective unless you have a Whirlwind Hyperios. **Dark Angels benefit from larger Land Speeder units, the darkshroud and land speeder vengeance, and 2 landspeeder characters that can make this stratagem a little more usable than for regular marines. *'''Empyric Channelling (1 CP):''' If you have a {{W40Kkeyword|Dark Angels Psyker}} within 6" of 2 other {{W40Kkeyword|Dark Angels Psykers}}), it can manifest an extra power and you can add 2 to the roll. **Interromancy powers cost a lot of WCs, so they can use the boosts to Psychic Tests. Also good for Spectacular Smite Spam, which requires a test score of 11+. *'''Flakk Missile (1CP):''' Used when a Dark Angels Infantry model with a Missile Launcher fires at an enemy unit with the Fly keyword. Add +1 to the hit roll, and if the target is hit, you deal D3 Mortal Wounds instead of the regular damage. *'''Hellfire Shells (1CP):''' Used when firing an Infantry modelโs Heavy Bolter. Instead of firing normally, fire one shot and on a successful hit you deal D3 Mortal Wounds to the target instead of the regular damage. Use this to get past tough units like Daemons, damaged vehicles, and units with a good Invuln save. Remember your Signum if you need to guarantee that hit. *'''Honour the Chapter (3CP):''' Used at the end of the fight phase. Select an Infantry or Biker unit that had already fought. That unit may fight a second time. Use this on Deathwing Knights sitting next to a DW Ancient and/or Asmodai to absolutely crush anything they're in close combat with. *'''Killshot (1 CP):''' Use in the shooting phase if you have a Predator within 6" of two other Predators. Add 1 to the wound and damage for all of the trio's attacks against Monsters and Vehicles. Split fire those 12 Lascannons away, and remember to buy those Hunter Killer missiles. Can also make autocannon/heavy bolter predators into surprisingly effective monsterhunters. ** Now only effects baseline Predators, not Deimos patterns. Apparently the crews are too full of themselves to coordinate fire anymore. *'''Linebreaker Bombardment (1 CP):''' Use in the shooting phase if you have a Vindicator within 6" of two other Vindicators. Instead of shooting their Demolisher Cannons, pick a spot within 24" of all three and roll a d6 for each unit within 3" of it (+1 if the unit has 10+ models, -1 if it's a {{W40Kkeyword|Character}}). On a 4+, the unit takes 3d3 mortal wounds. *'''Only in Death Does Duty End (2 CP):''' When one of your {{W40Kkeyword|Character}}s dies, it can shoot or fight again. Doesn't combo with the Banner abilities on Ancients. Does apply to Samael in land speeder getting another 5 attacks or 18 shots off, or Chaplain dreadnoughts. *'''Orbital Bombardment (3 CP):''' ''One use only''. If your warlord is a Space Marine (this could be your secondary detachment) and didn't move, you can use this stratagem in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield that the warlord can see, and roll a D6 for every unit within D6" of it (subtract 1 if it's rolling for a {{W40Kkeyword|Character}}). On a 4+, it takes D3 mortal wounds. *'''Tactical Flexibility (1 CP):''' At the start of your movement phase, pick a 10 model unit with the Combat Squads rule and split it into two 5 model units as if they had been deployed as two Combat Squads. *'''Wisdom of the Ancients (1 CP):''' At the start of any phase, pick a Dreadnought. Any Dark Angels units within 6" can re-roll hits of 1 that phase, including itself.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information