Dark Angels 8th Edition
Dark Angel Summary as of 12-17-17
The Dark Angel Traitor Legion… I mean Loyalist Chapter has been with Warhammer 40k since the earliest times, most famously associated with Space Hulk 1st edition. Since then the Dark Angels have grown from being often conflated with the Blood Angels to becoming an unique Space Marine forces. The Dark Angels are story revolves around a dark secret and everything about that secret explains informs us about them through models, rules, and fluff.
The Dark Angels in the game are built around three play styles; Ravenwing, Deathwing, and Greenwing. Traditionally, most Dark Angel player would pick a particular wing without concern of mixing with other elements. Games Workshop since 7th edition has tried to force players to diversify their Dark Angel armies. In 8th edition this tactic has continued, as it is virtually impossible to make a good list without using all three different styles. Moreover, Games Workshop has decided to fill the Dark Angels with units previous only found only in with Space Marine codex, diluting the uniqueness of the chapter.
Even with the new 8th edition Dark Angel codex, armies have kept one thing consistent: Plasma. Dark Angels have always been the master of plasma weapons and now they have a devastating Stratagem to prove it. 8th edition has also kept the focus for Dark Angels on the Fallen, as new fluff continues to focus heavily on the hunt for those traitors.
With plasma in mind, the Dark Angel’s most powerful units make great use of them. Primaris Hellblaster units being on top of the charts. It means Plasma Cannon Devastators are also fantastic. The Dark Angels have great support units like the Dark Shroud and a great character in Azrael. The Ravenwing Dark Talon is also unique and still fairly cheap for what you get. As for the Deathwing they still fall behind a bit, but the Deathwing Knights are by far the best of the bunch as their maces are a great all comers weapon. Thanks to a fantastic Stratagem the Ravenwing Black Knights have potential as well.
Overall, the new Dark Angel’s seem to be little bit all over the place, with very little synergy beyond Plasma spam. It will be interesting to see if the Dark Angels grow into an army where players can use all the three wings effectively, sadly though Games Workshop has killed the mono-wing builds of ages past.
Below you will find quick reference material for building Dark Angel armies.
As of 12-17-2017 Dark Angel Stratagems groups are…
- Universal Stratagems
- Space Marine Stratagems
- Dark Angel Stratagems
(See tabs for details)
As of 08-03-2017 Universal Stratagems are…
Command Re-Roll: 1 CP
You can re-roll any single dice.
Counter-Offensive: 2 CP
Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.
Insane Bravery: 2 CP
You can automatically pass a single Morale test and must be used before taking the test.
As of 12-17-2017 Space Marine Stratagems are…
Orbital Bombardment: 3 CP
Use once per battle, in the Shooting phase, if you have an Dark Angel Warlord that did not move during the Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6″ of that point. Subtract 1 from the result if the unit being rolled for is a Character. On a 4+, the unit being rolled for suffers D3 mortal wounds.
Honour The Chapter: 3 CP
Use at the end of the Fight Phase. Select an Dark Angel Infantry or Dark Angel Biker unit, that unit can immediately fight for a second time.
Auspex Scan: 2 CP
Use immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of one of your Dark Angel Infantry units. Your unit can immediately shoot at the enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.
Only in Death Does Duty End: 2 CP
Use when a Dark Angel Character is slain; that model can immediately shoot as if it were your Shooting Phase, or fight as if it were your Fight phase. This is not cumulative with the any Banner ability the Stratagem takes precedence.
Wisdom of the Ancients: 1 CP
Use at the start of any phase. Select a friendly Dark Angel Dreadnought. Unit the end of the phase, you can re-roll all hit rolls of 1 for Chapter units within 6″ of that Dreadnought.
Armour of Contempt: 1 CP
Use when an Dark Angel Vehicle suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase: on a 5+,that mortal wound is ignored and has no effect.
Flakk Missile: 1 CP
Use just before a friendly Dark Angel Infantry model attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; target suffers D3 mortal wounds.
Tactical Flexibility: 1 CP
Use at the start of any of your Movement phases. Select a friendly Dark Angel unit with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.
Linebreaker Bombardment: 1 CP
Use in your Shooting phase if a Vindicator is within 6″ of 2 other friendly Dark Angel Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24″ all three vehicles. Roll a dice for each unit (friend or foe) within 3″ of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On 4+ that unit suffers 3D3 mortal wounds.
Killshot: 1 CP
Use in your Shooting phase if a Predator is within 6″ of 2 other friendly Predators. If you do so, you can add 1 to the wound rolls and damage for all the Predators’ attacks that target Monsters or Vehicles this phase.
Cluster Mines: 1 CP
Use when a Scout Bike Squad Falls Back. Select one enemy unit that is within 1″ of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.
Empyric Channeling: 1 CP
Use at the start of Psychic phase if a Dark Angel Psyker is within 6″ of at least 2 other friendly Dark Angel Psykers. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.
Datalink Telemetry: 1 CP
Use in the Shooting phase just before the Whirlwind shoots. If that target of the shooting attacks are visible to a friendly Dark Angel Land Speeder unit that is within 12″ of the target unit, the Whirlwind’s attacks automatically hit.
Hellfire Shells: 1 CP
Use this just before an Dark Angel Infantry model attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.
As of 12-17-2017 Dark Angel Stratagems are…
Relics of the Rock: 1/3 CP
Use before the battle. Your army can have one extra Relics of Caliban for 1 CP, or two extra Relics of Caliban for 3 CPs. All the Relics of Caliban that you include must be different and be given to different Dark Angel Characters.
Never Forgive, Never Forget: 1 CP
Use when an Dark Angel unit is chose to attack in the Fight phase. Each time you roll a hit roll 6+ for a model in this unit during this phase, it can, if it was targeting a Heretic Astartes unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. If you use this on a Deathwing unit, these extra attacks are instead generated on rolls of 4+ when targeting Fallen units.
Deathwing Assault: 2/3 CP
Use this when a Deathwing unit from your army is set up on the board using Teleport Strike ability. Units of 5 or fewer models, this costs 2 CPs, other it costs 3 CPs. That unit can immediately make a shooting attach as if it were your Shooting phase. This does not prevent it from shooting again in the following Shooting phase.
Stasis Shell: 1 CP
Use this just before a Ravenwing model attacks an enemy Character with a Ravenwing Grenade Launcher. Make a single hit roll this phase, adding 1 to the result. If the shot hits, the target suffers D3 mortal wounds.
The Lion and Wolf: 1 CP
Use this before the battle if your army includes any Space Wolves Infantry. Choose one Dark Angel Infantry model and one Space Wolves Infantry model in your army. Roll a dice for each model; on a 4+ that model suffers a mortal wound. Each model that survives then increases its Strength, Attacks, Weapon Skill, and Leadership by 1. You can only use this once per battle.
Hunt the Fallen: 1 CP
Use this at the start of the battle. Select an Infantry Character in your opponent’s army increase the model’s Attacks by 1. Dark Angel units re-roll failed hit rolls in the Fight phase against that model. Deathwing and Ravenwing re-roll failed charge rolls for units that declare charge against that model.
Weapons from the Dark Age: 1CP
Use this just before a Dark Angel unit from your army attacks in your Shooting phase. Increase the Damage of that unit’s plasma weapons by 1 until the end of the phase.
Intractable: 2 CP
Use this after one of your Dark Angel units has Fallen Back. That unit can still shoot this turn.
Speed of the Raven: 1 CP
Use this when one of your Ravenwing units Advances. That unit can still shoot and charge this turn.
Fortress of Shields: 1 CP
Use this at the start of any Fight phase. Select a Deathwing unit from your army that contains at least three models equipped with storm shields. Your opponent must subtract 1 from all wound rolls made against that unit until the end of the phase.
Inner Circle: 1 CP
Use this before the battle. Select a Dark Angels Master, Dreadnought, or Land Raider from your army. That model against the Deathwing keyword and Inner Circle ability for the duration of the battle.
As of 12-17-2017 Dark Angel Unique Item groups are…
- Relics of Caliban
(See tabs for details)
If your army is led by a Dark Angel Warlord, you may give one Relic of Caliban to a Dark Angel Character in your army. Named characters cannot be given relics. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.
Models with a power sword or master-crafted power sword only. Replace the bearer’s power sword or master-crafted power sword with the following profile: Range Melee, Type Melee, S +2, AP-3, D D3. Each time the bearer fights, it can make one additional attack with this weapon.
Models with a storm bolter only. Replace the bearer’s storm bolter with the following profile: Range 24″, Type Rapid Fire 2, S4, AP-1, D 2
Shroud of Heroes
Your opponent must subtract 1 from all hit rolls that target the bearer.
Mace of Redemption:
Models with a power maul only. Replace the bearer’s power maul with the following profile: Range: Melee, Type: Melee S+3, AP-3, D D3. Re-roll all failed wound rolls made for this weapon against Heretic Astrates.
Models with a a combi-plasma only. Replace the bearer’s combi-plasma plasma part with the following profile: Range 18″, Type Assault 2, S7, AP-3, D2. Supercharge S8 D2. When attacking with this weapon, you can shoot either the boltgun, the plasma blaster or both. If you fire both, subtract 1 from all hit rolls made for this weapon. The bearer is slain like all other plasma weapons when firing in supercharge mode.
The Eye of the Unseen
Enemy units within 3″ of the bearer must subtract 1 from their Leadership characteristic. In addition, enemy Characters that start the fight phase within 3″ of the bearer can only be chosen to fight after all other units have made their attacks, even if they charged or have an ability that would allow them to fight first.
As of 12-17-2017 Dark Angel Warlord Trait groups are…
- Universal Warlord Traits
- Dark Angel Warlord Traits
(See tabs for details)
If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army
If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.
Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.
Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.
If the Warlord of your army is a Dark Angel Character, you can pick the Warlord Trait from the Dark Angel Warlord Traits Table.
Fury of the Lion:
If your Warlord charged, was charge or performed a Heroic Intervention this turn, friendly Dark Angels units within 6″ of him add 1 to their Strength in the Fight phase.
Courage of the First Legion:
Friendly Dark Angels units automatically pass Morale tests whilst they are within 12″ of your Warlord.
Once per battle, if your Warlord is on the battlefield, you can re-roll a single hit, wound, damage or saving throw roll. In addition, roll a D6 each time you use a Stratagem; on a 5+ you gain 1 Command Point.
Your Warlord can fire their Pistol, Assault, Rapid Fire, and Grenade weapons at enemy Chracters even if they are not the closest enemy model. In addition, whenever your Warlord piles in or performs a Heroic Intervention, they can move towards the closest enemy Character instead of the closest enemy model.
Master of Manoevre:
You can re-roll the dice used to determine how far friendly Dark Angel units Advance or charge if they are within 6″ of your Warlord.
Roll a dice each time your Warlord loses a wound. Add 1 to the result if your Warlord did not move during his last Movement phase. On a 6+ your Warlord does not lose the wound.
Dark Angels 8th edition was released on 12-16-17
Below are links to any buying guides, product reviews, or tactical articles related to the Dark Angels.