Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Angels(7E)

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With the shrinking in scale of Heralds of Ruin, the two tools which made the Dark Angels stand out the most among the other marine codices (the Deathwing and Ravenwing armies) became a lot less special as now everyone can have a Terminator or Bike army with the proper set of equipment. However, what they still have over the other forces is a great wealth of plasma weaponry, which becomes a major threat in such a small-scale game.

Rules

  • Special & Heavy Weapons: For sake of convenience, the Special and Heavy Weapons lists are the same as the ones placed in the Tactical Squad entry in the Codex.
  • Fortress of Shields: Now only two models need to be in base contact to get +1T. Pretty fierce stuff.
  • Deathwing Terminators: Deathwing can Deep-Strike as normally. This makes for a terrifying team as it allows for a couple Deathwing models to drop in whenever and destroy anything they set their eyes on with TL guns when they Deep-Strike.

Wargear

  • Team Standard: A single Veteran, Honour Guard, or non-core Termie can grab this standard to help with combat and grant anyone within 12" re-rolls on morale. A good alternative to the Sergeant's Sacred Standard, if you really need to take another leader.
  • Master-Crafted Weapon: It's an MC weapon. It'll help with melee.
  • Overcharged Weapon: Gives a single gun +1S but also Gets Hot, which makes it a bit risky. It's especially worse on Plasma weapons, as they now explode on a 1 or 2. This is especially an issue for Dark Angels, as the massive amounts of plasma available makes for greater odds of explosion.
  • Suspensors: A rather nice upgrade, this allows a Heavy weapon to fire at full BS even if the model moved, but only at half-range.
  • Smoke Grenade: A harmless grenade that gives you a Large Blast worth of temporary 5+ cover until the next turn. If you ever felt like playing Cyrus, roll it.
  • Auxiliary Grenade Launcher: Allows a gun to fire a grenade as well as fire, this won't get much use unless you have a strict idea.
  • Auspex: See codex; spend a shooting turn to drop an enemy's cover save by 1.
  • Bionics: A cheap way to grab a 6+ FNP. A good idea on anything, but especially basic footsloggers, as you'll be hit the most.
  • Targeter: If you don't move for a turn, you can re-roll 1s for shooting. For 5 points, this is nifty.

Leaders Only

  • Watcher in the Dark: You get yourself a little minion that gives models within 12" of the buyer Deny on a 3+. Definitely a nice take against psykers with threatening powers.
  • Refractor Field: 5++ Invul. Always a good take.
  • Lion Crest: A nice defensive tool, this makes a model immune to Pinning, Strikedown, and Concussive.

Sergeant Only

  • Needle of Truth: A weapon out of The Deathwatch RPG, this is an MC Power Sword that has 2+ Poisoned against models with Daemon or Champion of Chaos. Always a smart buy, if a costly one, against Daemon and CSM armies.
  • Heavenfall Blade: So you too can have a special sword like the big bosses of the Dark Angels. It's an AP2 Power Sword. The 20 Point price tag does make it seem a bit of a risk as it's money that could have been spent on a better weapon for someone else or for another body.
  • Plasma Blaster: The bastard child of a Plasma Gun and a Storm Bolter, it's an 18" Plasma Gun with Assault 2 instead of Rapid Fire. A little better, but not by much unless you plan to go full shooty. This is a good buy, as the mobility will definitely pay off over the Rapid Fire of normal Plasma Guns.
  • Signum: Like from the codex, but it gives a model within 6" BS5 for a turn in exchange for shooty. If you aren't going to load up heavy, then keep near someone who can to make the best of this weapon.

Lexicanium Only

  • Staff of Hellfire: Despite the curiously heretical name, this weapon is basically a Heavy Flamer. Enjoy messing with people by incinerating them.

Warden Only

  • Blades of Reason: Curiously taken from Asmodai's armory, this is a bonus instead of a weapon. You get one bonus attack at I1 that wounds on a 2+ with AP-. Relatively iffy, but since it's not a weapon, taking it can help bring a bonus painful punch to your combat.

Apothecary Only

  • Laurel of Endurance: Pricy, but it gives the Apothecary FNP (3+). Just remember that nobody else gets this, so don't try to suicidally charge someone with a whole team and think they'll make it.
  • Purification Vials: A one-use grenade that's S1 AP- and Poisoned (2+). Really not an advisable idea unless you're seeing hordes, and even then, you're practically within charging range.

Terminator Only

  • Auto-Launcher: Gives a Termie infinite Assault Grenades, but they can't be thrown as weapons. Deathwing especially get good use of these things to the point that it might as well become auto-takes.
  • Cataphractii-Pattern Terminator Armour: Gives a 4++, but exchanges Relentless with S&P. Beware using this, because you're giving up the option to Overwatch for a better Invul.
  • Tartaros-Pattern Terminator Armour: Grants the wearer Sweeping Advances. Definitely a more advisable choice over the Cataphractii, as this is cheaper and offers more mobility.
  • Teleporter: A Termie gives up assaulting for a turn and gets a 2d6" shunt wherever he wants. Good for setting up traps.

Techmarine Only

  • Photon Beam: If you want an alpha-strike from an unexpected source, this is it. A 36" Assault 1 blinding shot that causes no damage, but blinding opens them up to other assaults.