Dark Angels 8th Edition

Codex Adeptus Astartes: Dark Angels 8th edition was released on 12-16-17

Unit points throughout Time

Dark Angels

Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018VigilusErrata 2019Chapter Approved 2019
Infiltrator Helix AdeptTroops-------32-
Infiltrator SquadTroops-------22-
IntercessorsTroops20-1818-17---
Scouts SquadTroops11-11------
Incursor SquadTroops--------19
Tactical SquadTroops13-13-----12
AsmodaiHQ145-130-----110
AzraelHQ180-180-----150
BelialHQ150-150-----125
ChaplainHQ72-72------
Chaplain with Jump PackHQ90-90------
EzekielHQ145-135-----110
Interrogator-ChaplainHQ90-85--80---
Interrogator-Chaplain in Terminator ArmourHQ128-125--100---
Interrogator-Chaplain on BikeHQ117--------
Interrogator-Chaplain with Jump PackHQ101-103--95---
LibrarianHQ93-8888----80
Librarian In Terminator ArmourHQ145-120120----100
Librarian on BikeHQ119--------
Librarian with Jump PackHQ116-112112----108
LieutenantsHQ--60------
Lieutenants with Jump PacksHQ--78------
MasterHQ74-74------
Master in Cataphractii ArmourHQ--126--95---
Master in Gravis ArmourHQ102-102--90---
Master In Phobos ArmourHQ-------11090
Master in Terminator ArmourHQ122-105--95---
Primaris ChaplainHQ--85--77---
Primaris LibrarianHQ--93-----90
Primaris MasterHQ--87--78---
Ravenwing TalonmasterHQ--123------
Rhino PrimarisHQ100--------
Sammael in SableclawHQ216-216-----200
Sammael on CorvexHQ183-183-----140
TechmarineHQ58-45------
Techmarine on BikeHQ70--------
Librarian in Phobos ArmourHQ--------90
Master LazarusHQ--------105
Lieutenants in Phobos ArmourHQ--------75
Lieutenants in Phobos ArmourHQ--------75
Armorium CherubHeavy Support5-5------
Devastator SquadHeavy Support13-13------
Eliminator SquadHeavy Support-------18-
HellblastersHeavy Support20-1818-----
HunterHeavy Support--90--80--75
Land RaiderHeavy Support239-239--200--180
Land Raider CrusaderHeavy Support244-244--200---
Land Raider RedeemerHeavy Support244-244--180---
PredatorHeavy Support102-102--90--85
Primaris Repulsor ExecutionerHeavy Support-------185215
Ravenwing Land Speeder VengeanceHeavy Support122-122-----90
StalkerHeavy Support--75------
VindicatorHeavy Support160-125125-----
WhirlwindHeavy Support90-7070----65
Fortress of RedemptionFortification400--------
Nephilim JetfighterFlyer80-123-----90
Ravenwing Dark TalonFlyer180-140--180--165
Stormraven GunshipFlyer--192192-----
Assault SquadFast Attack13-13-----12
Assault Squad with Jump PacksFast Attack16-16--15---
Deathwing AncientFast Attack103-103-----65
InceptorsFast Attack--2525-----
Ravenwing Attack Bike SquadFast Attack45-35--25---
Ravenwing Bike SquadFast Attack32-25--21---
Ravenwing Black KnightsFast Attack92-46--38--34
Ravenwing DarkshroudFast Attack128-128------
Ravenwing Land SpeedersFast Attack85-70--50--45
Scout Bike SquadFast Attack--23--21--21
Suppressor SquadFast Attack-------18-
Invictor Tactical WarsuitElites--------90
AggressorsElite--2121-----
ApothecaryElite55-55-----50
Chapter AncientElite--85-----95
Company AncientElite72-63------
Company ChampionElite65-40------
Company VeteransElite16-16--14---
Contemptor DreadnoughtElite--98--88---
Deathwing ApothecaryElite75-75-----50
Deathwing Cataphractii TerminatorsElite--30--26---
Deathwing ChampionElite118-118-----90
Deathwing KnightsElite45-45--35--33
Deathwing Tartaros Terminator SquadElite--26--23---
Deathwing Terminator SquadElite26-26--23---
DreadnoughtElite70-70--60---
Imperial Space MarineElite60--------
Primaris AncientElite69-69------
Primaris ApothecaryElite--68-----60
Primaris LieutenantsElite70-70-----65
Ravenwing AncientElite117-112-----75
Ravenwing ApothecaryElite97-92-----60
Ravenwing ChampionElite106-106-----70
Redemptor DreadnoughtElite--140--105---
ReiversElite--18-----16
ServitorsElite2-2--5---
Venerable DreadnoughtElite90-90--80---
Drop PodDedicated Transport103-8383-63---
Land Speeder StormDedicated Transport--75-----55
RazorbackDedicated Transport65-7070-----
RepulsorDedicated Transport--210--185--215
RhinoDedicated Transport70-70------
ImpulsorDedicated Transport--------75
Relic Mastodon Super-heavy TransportLord of War-734-934-934---
Sokar Pattern StormbirdLord of War-651-2000-2000---
Thunderhawk GunshipLord of War-650-1330-1330---
Relic Falchion Super-heavy TankLord of War-640-840-840---
Relic Fellblade Super-heavy TankLord of War-540-740-740---
Castellum StrongholdFortification-530------550
Relic Typhon Heavy Siege TankLord of War-520-720-720---
Astraeus Super Heavy TankLord of War-500------400
Relic Cerberus Heavy Tank DestroyerLord of War-480-680-680---
Thunderhawk TransporterLord of War-420-1000-1000---
Relic Spartan Assault TankLord of War-320-------
Land Raider PrometheusHeavy Support-290---250--170
Land Raider AchillesHeavy Support-270---230--200
Relic Land Raider ProteusHeavy Support-264---225--200
Land Raider HeliosLord of War-252---215--195
Fire Raptor GunshipFlyer-250-190280280---
Relic Sicaran VenatorElite-245-170-170---
Caestus Assault RamFlyer-220-250-250---
Storm Eagle Assault GunshipFlyer-210-------
Deimos Vindicator Laser DestroyerHeavy Support-183-------
Relic Leviathan DreadnoughtHeavy Support-175-------
Relic Sicaran PunisherElite-175-155-155---
Relic Whirlwind ScorpiusElite-175-------
Deathstorm Drop PodFast Attack-160------120
Relic SicaranElite-155-155-----
Relic Contemptor DreadnoughtLord of War-135---110---
Relic Deredeo DreadnoughtElite-135---120---
Chaplain Venerable
Dreadnought
HQ-120------105
Damocles Command RhinoHQ-120------100
Lucius Dreadnought
Drop Pod
Dedicated Transport-120-80-80---
Land Speeder TempestFast Attack-109-95-95--45
Contemptor Mortis
Dreadnought
Heavy Support-106---88---
Deimos Relic PredatorElite-105-90-90--85
Relic Javelin Attack SpeederElite-103-110-110--58
Siege DreadnoughtHeavy Support-100-80-80--70
Terrax-pattern Termite Assault DrillDedicated Transport-92--130----
Whirlwind HyperiosHeavy Support-90------70
Xiphon InterceptorFlyer-80-110-110--130
Mortis DreadnoughtHeavy Support-75------60
Infernum Pattern RazorbackDedicated Transport-65-70-70---
Tarantula Air Defence BatteryFast Attack-60---70---
Rapier Weapons Battery CarrierHeavy Support-20-------
Space Marine GunnersHeavy Support-10-------
Tarantula Sentry GunFast Attack-10-20-20---
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018VigilusErrata 2019Chapter Approved 2019

 

Dark Angels Special Rules

Jink: If this unit Advances, it gains a 4+ invulnerable save against all shooting attacks until the start of your next Movement phase.

And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.

Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply: The firing model’s target is within half the weapon’s maximum range. The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR , BIKER, or DREADNOUGHT. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and and Relics that replace bolt weapons.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Inner Circle: This unit automatically passes Morale tests. In addition, you can re-roll failed hit rolls in the Fight phase for attacks by this unit that target a Fallen unit.

If your army is Battle-forged, Troops units in Dark Angels Detachments and Dark Angels successor Chapter Detachments (that is, any Detachment which includes only units from that successor Chapter) gain the Defenders of Humanity ability. In addition, INFANTRY, BIKER and DREADNOUGHT units (other than SERVITOR units) in Dark Angels Detachments and Dark Angels successor Chapter Detachments also gain the Grim Resolve ability

Defenders of Humanity: A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Grim Resolve: You can re-roll all hit rolls of 1 for this unit whenever it shoots (including when firing Overwatch) so long as it did not move in its prior Movement phase. In addition, this unit can never lose more than one model as the result of any single failed Morale test.

Relentless Hunt: Whilst the Devastator doctrine is active, the range characteristic of all Heavy and Rapid Fire weapons equipped on DARK ANGELS units with this ability is increased by 6″, and the range characteristic of all Assault and Pistol weapons equipped on DARK ANGELS units with this ability is increased by 3″.

Combat Doctrines

Models in this unit gain a bonus depending on which combat doctrine is active for your army (see below). If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units). This bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. Bolts of Judgement). At the start of the battle, the Devastator Doctrine is active. A combat doctrine remains active for the duration of the battle, though you can change which combat doctrine is active once at the start of each battle round after the first, as follows: If the Devastator Doctrine was active during the previous battle round, you can change it so that the Tactical Doctrine is now active. If the Tactical Doctrine was active during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine: The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine: The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine: The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Dark Angels Stratagems

As of 02-10-2020 Dark Angel Stratagems groups are…

  • Universal Stratagems
  • Dark Angel Stratagems
  • Vigilus Defiant Stratagems
  • Ritual of the Damned 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.

Prepared Positions: 2 CP

At the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem. 

If your army is Battle-forged and includes any DARK ANGELS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Dark Angels on the battlefield.

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.

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.

If your army is Battle-forged and includes any DARK ANGELS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Dark Angels on the battlefield.

Field Commander: 1 CP 

Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.

If your army includes any Ravenwing Attack Squadron Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:

Attack Squadron: 1 CP

Use this Stratagem when choosing your army. Pick a DARK ANGELS Detachment from your army to be a Ravenwing Attack Squadron Specialist Detachment. RAVENWING units in that Detachment gain the ATTACK SQUADRON keyword.

Swift Strike: 2 CP

Use this Stratagem in the Fight phase after an ATTACK SQUADRON unit from your army has fought. That unit can immediately make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1″ it can Fall Back instead.

Signal the Attack: 1 CP

Use this Stratagem after an ATTACK SQUADRON unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other ATTACK SQUADRON units from your army that target the same enemy unit this phase.

If your army is Battle-forged and includes any DARK ANGELS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Dark Angels on the battlefield.

Duty Eternal: 1 CP 

Use this Stratagem when a DARK ANGELS DREADNOUGHT model from your army is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that model, halve the damage inflicted (rounding up).

Boltstorm: 2 CP

Use this Stratagem at the start of your Shooting phase. Select one DARK ANGELS INTERCESSOR SQUAD unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.’

Hunter-Slayer Missile: 1 CP

Use this Stratagem in your Shooting phase. Select one DARK ANGELS REPULSOR model from your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48″ of that model that is not within 1″ of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each DARK ANGELS REPULSOR model can only be selected for this Stratagem once per battle.

Veteran Intercessors: 1/2 CP

Use this Stratagem before the battle. Select one DARK ANGELS INTERCESSOR SQUAD unit from your army that contains 5 models for 1 Command Point or one DARK ANGELS INTERCESSOR SQUAD unit from your army that contains 6 or more models for 2 Command Points. Add 1 to the Attacks and Leadership characteristics of models in that unit. Each DARK ANGELS INTERCESSOR SQUAD unit can only be selected for this Stratagem once per battle.

Rapid Fire: 1/2 CP

Use this Stratagem at the start of your Shooting phase. Select one DARK ANGELS INTERCESSOR SQUAD unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.

High-Speed Focus: 1 CP

Use this Stratagem when a RAVENWING unit from your army is chosen as a target for an attack made with a ranged weapon. Until the start of your next Movement phase, models in that unit benefit from the Jink ability even if they didn’t Advance.

Big Guns Never Tire: 1 CP

Use this Stratagem in your Shooting phase, when a DARK ANGELS VEHICLE unit from your army is chosen to shoot with. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.

Vengeance of the Machine Spirit: 2 CP

Use this Stratagem when a DARK ANGELS LAND RAIDER model, DARK ANGELS REPULSOR model or DARK ANGELS STORMRAVEN GUNSHIP model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).

Targed Sighted: 3 CP

Use this Stratagem at the start of your Shooting phase. Select one DARK ANGELS INTERCESSOR SQUAD unit from your army. Until the end of that phase, stalker bolt rifles that models in that unit are equipped with gain the following ability: ‘This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.’

Fury of the First: 1 CP

Use this Stratagem in any phase. Select one DEATHWING TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.

Steady Advance: 1 CP

Use this Stratagem in your Shooting phase, when a DARK ANGELS INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.

Hero of the Chapter: 1 CP

Use this Stratagem before the battle, after nominating your Warlord. Select one DARK ANGELS CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Gene-Wrought Might: 1 CP

Use this Stratagem in the Fight phase, when a DARK ANGELS PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

Stand Firm: 1 CP

Use this Stratagem when a DEATHWING TERMINATOR unit from your army is chosen as a target of an attack. Until the end of the phase, increase the Toughness characteristic of models in that unit by 1.

Targeting Guidance: 1 CP

Use this Stratagem at the start of your Shooting phase. Select one enemy unit within 12″ of and visible to a RAVENWING LAND SPEEDER unit from your army. Until the end of that phase, when resolving an attack made by a model in a friendly DARK ANGELS unit against that unit, you can reroll the hit roll.

Full Throttle: 1 CP

Use this Stratagem in your Movement phase, after moving a RAVENWING unit from your army. You can make a second move with that unit this phase; that unit can Advance as part of that move if it has not already Advanced this phase. That unit cannot shoot or charge this turn.

Combined Assault: 2 CP

Use this Stratagem at the end of your Movement phase when you set up a DEATHWING unit from your army using the Teleport Strike ability. You can set up that unit wholly within 6″ of a friendly RAVENWING BIKER unit that has not Advanced this turn, and more than 6″ from any enemy models. Any models that cannot be set up in this way are destroyed.

Transhuman Physiology: 2 CP

Use this Stratagem when a DARK ANGELS unit from your army that is not a VEHICLE or a SERVITOR is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

Adaptive Strategy: 1 CP

Use this Stratagem at the start of the battle round if there are any DARK ANGELS CHARACTER models from your army on the battlefield, before you change which combat doctrine is active. If the Assault Doctrine is currently active, you can change it so that the Tactical Doctrine is now active. Alternatively, if the Tactical Doctrine is currently active, you can change it so that the Devastator Doctrine is now active. You can only use this Stratagem once per battle.

Evasive Assault: 1 CP

Use this Stratagem in the Fight phase, when a RAVENWING BIKER unit from your army that made a charge move or was charged this turn is chosen as the target for an attack. Until the end of that phase, models in that unit have a 5+ invulnerable save.

Outnumbered but Never Outmatched: 1 CP

Use this Stratagem in the Fight phase, when a DEATHWING unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Attacks characteristic of models in that unit if that unit targets any enemy units containing 10 or more models.

Honoured by the Rock: 1 CP

Use this Stratagem after nominating a model drawn from a Dark Angels successor Chapter to be your Warlord. You can give one Relic of Caliban (see page 57 and Codex: Dark Angels) to a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter instead of giving them a Special-issue Wargear Relic (pg 58). If you do, replace the DARK ANGELS keyword in all instances on that Relic (if any) with that model’s successor Chapter keyword. You can only use this Stratagem once per battle.

Dark Angels Unique Items

  As of 02-10-2020 Dark Angel Unique Item groups are…

  • Relics of Caliban
  • Vigilus Defiant Relics
  • Ritual of the Damned Relics
  • Special-Issue Wargear

(See tabs for details)

 

If your army is led by a DARK ANGELS Warlord, you can give one of the following Relics of Caliban to a DARK ANGELS CHARACTER model from your army instead of giving them a Relic from Codex: Dark Angels. Named characters (such as Master Lazarus) cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Havenfall Blade

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.

Foe-Smiter

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.

Lion’s Roar

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.

If your army includes any Specialist Detachment, you can give the following relics to a Character from the corresponding Specialist Detachment in your army

Ravenwing Attack Squadron: Monster Slayer of Caliban

Model with power sword only. The Monster Slayer of Caliban replaces the bearer’s power sword and has the following profile: Range Melee, Type Melee, S +2, AP-3, D D3. Add 1 to wound rolls for attacks that target an enemy MONSTER or enemy VEHICLE.

If your army is led by a DARK ANGELS Warlord, you can give one of the following Relics of Caliban to a DARK ANGELS CHARACTER model from your army instead of giving them a Relic from Codex: Dark Angels. Named characters (such as Master Lazarus) cannot be given the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Reliquary of the Repentant

RAVENWING BIKER model only. Worsen the invulnerable saves of enemy units by 1 (to a minimum of 6+) whilst they are within 3″ of a model with this Relic (e.g. an invulnerable save of 3+ becomes 4+).

Corvus Oculus

RAVENWING TALONMASTER model only. Add 6″ to the Range characteristic of ranged weapons a model with this Relic is equipped with. When resolving an attack made with a ranged weapon by a model with this Relic, add 1 to the hit roll.

Standard of the Unforgiving Hunt

RAVENWING ANCIENT model only. Add 1 to Advance rolls and charge rolls made for friendly RAVENWING units if they are within 6″ of a model with this Relic when the roll is made.

Reliquary of the Repentant

RAVENWING BIKER model only. Worsen the invulnerable saves of enemy units by 1 (to a minimum of 6+) whilst they are within 3″ of a model with this Relic (e.g. an invulnerable save of 3+ becomes 4+).

Blade of Burden

DEATHWING MASTER model with power sword only. This Relic replaces a power sword and has the following profile: Blade of Burden Melee S+2 AP-4 D2 Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target and the attack sequence ends.

Pennant of Remembrance

DEATHWING ANCIENT model only. When a friendly DEATHWING INFANTRY model within 6″ of a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

Key of Achabael

DEATHWING model only. Add 1 to the Strength and Attacks characteristics of a model with this Relic.

If your army is led by a DARK ANGELS Warlord or a Warlord drawn from a Dark Angels Successor Chapter you can give one of the following Special-issue Wargear Relics to a DARK ANGELS CHARACTER model from your army, or a CHARACTER model from your army that is drawn from a Dark Angels successor Chapter, instead of giving them a Relic from Codex: Dark Angels. These are considered to be Relics of Caliban for all rules purposes. Named characters and VEHICLES cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Adamantine Mantle

When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

Artificer Armour

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

Master-crafted Weapon

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

Digital Weapons

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 Rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

Arbiter’s Gaze

When resolving an attack made by a model with this Relic, ignore negative hit roll modifiers and Ballistic Skill modifiers. When firing Overwatch, the bearer successfully hits using their Ballistic Skill, rather than on a 6.

Angel’s Ambit

Increase the range of a model with this Relic’s aura abilities by 3″.

Bolts of Judgement

When you give a model this Relic, select one bolt weapon (pg 34) that model is equipped with. When that model shoots with that weapon, you can choose for it to fire a bolt of judgement. If you do, that model can only make one attack with that weapon, but the weapon has an Armour Penetration characteristic of -2 and a Damage characteristic of 3 for that attack. When resolving that attack, a wound roll of 6+ is successful if the target is a VEHICLE unit or MONSTER unit; otherwise a wound roll of 2+ is successful.

Dark Angels Psychic Powers

As of 02-10-2020 Dark Angels Litanies & Psychic powers groups are…

  • Interromancy Discipline
  • Obscuration Discipline
  • Litanies of Battle

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use the Interromancy discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have

Mind Worm: WC 6

If manifested, select an enemy unit within 12″ of the psyker that is visible to him. That unit suffers a mortal wound and may only be chosen to fight in the Fight phase after all other eligible units have fought, even if they charged or have an ability that would allow them to fight first.This effect lasts until the end of your turn

Aversion: WC 6

If manifested, select an enemy unit within 24″ of the psyker that is visible to him. Until your next Psychic phase, your opponent must subtract 1 from all hit rolls made for that unit.

Righteous Repugnance: WC 7

If manifested, pick a friendly DARK ANGELS unit within 12″ of the psyker (if your psyker is from a Dark Angels successor Chapter, pick a friendly unit from that Chapter instead). You can re-roll all failed hit rolls and wound rolls made for the unit’s Melee weapons until the start of your next Psychic phase.

Trephination: WC 7

If manifested, roll 2D6, adding 2 to the total if the psychic test was more than 10. The closest visible enemy unit within 18″ of the psyker suffers a mortal wound for each point that the total exceeds their highest Leadership characteristic.

Engulfing Fear: WC 6

If manifested, until the start of your next Psychic phase, your opponent must roll 2 dice and discard the lowest result when taking Morale tests for any unit that is within 6″ of the psyker.

Mind Wipe: WC 7

If manifested, choose an enemy model within 18″ of the psyker that is visible to him. Each player then rolls a D6 and adds their model’s Leadership characteristic to their result. If your opponent scores higher, or if the scores are drawn, nothing happens. If your score is higher, the enemy model reduces its Leadership, Ballistic Skill and Weapon Skill characteristics by 1 for the rest of the battle (e.g. a Ballistic Skill of 3+ is reduced to 4+).

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Obscuration Discipline by selecting the psychic powers you wish the psyker to have.

Shrouding: WC 6

If manifested, select a friendly Adeptus Astrates Phobos unit within 18″ of the psyker, Until the start of your next Psychic phase, enemy modls can only shoot this unit if is the closest target that is visible to them.

Scryer’s Gaze: WC 6

If manifested, select a friendly Adeptus Astrates Phobos unit within 18″ of the psyker. Until the start of your next Psychic phase, you can re-roll failed hit rolls for attacks made with that unit’s ranged weapons, and enemy models do not receive the benefit of cover to their savings throws against ranged attacks made by that unit.

Temporal Corridor: WC 6

If manifested, select a friendly Adeptus Astrates Phobos unit within 3″ of the psyker. That unit can immediately move as if it were its Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase.

Hallucination: WC 6

If manifested, select a enemy unit within 18″ and visible of the psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership characteristic. In addition, your opponent must roll 2D6 – if the result is greater than that unit’s Leadership characteristic, subtract 1 from hit rolls made for that unit unitl the start of your next Psychic phase.

Tenebrous Curse: WC 6

If manifested, select an enemy unit that cannot FLY and is visible to and within 18″ of the psyker. That unit suffers a mortal wound. In addition, unit the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance or Charge rolls made for it.

Mind Raid: WC 6

If manifested, select an enemy model within 18″ of and visible ot the psyker. That model’s unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a Character, you can then roll 3D6. If the result is equal to or higher than that model’s Leadership characteristic, you gain 1 Command Point.

Before the battle, generate the litanies for DARK ANGELS CHAPLAIN models that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows. In addition, if your army is Battle-forged, CHAPLAINS in DARK ANGELS Detachments know the Stoic Prosecution litany in addition to any others they know.

Dark Angels Only: Stoic Prosecution

If this litany is inspiring, then when a friendly DARK ANGELS INFANTRY unit that is within 6″ of this unit and did not Advance or Fall Back this turn is chosen to shoot with, models in that unit can shoot with ranged weapons as if their unit had remained stationary.

Litany of Faith:

If this litany is inspiring, then when a model in a friendly DARK ANGELS unit within 6″ of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Psychic Fortress psychic power).

Catechism of Fire: 

If this litany is inspiring, select one friendly DARK ANGELS unit within 6″ of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.

Exhortation of Rage: 

If this litany is inspiring, select one friendly DARK ANGELS unit within 6″ of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

Mantra of Strength: 

If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.

Recitation of Focus: 

If this litany is inspiring, select one friendly DARK ANGELS unit within 6″ of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

Canticle of Hate:

If this litany is inspiring, add 2 to charge rolls made for friendly DARK ANGELS units whilst they are within 6″ of this model. When a friendly DARK ANGELS unit makes a pile-in or consolidate move within 6″ of this model, models in that unit can move up to an additional 3″. This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.

Dark Angels Warlord Traits

 

  As of 02-10-2020 Dark Angel Warlord Trait groups are…

  • Universal Warlord Traits
  • Vanguard Warlord Traits
  • Dark Angel Warlord Traits
  • Vigilus Defiant Warlord Traits
  • Deathwing Warlord Traits
  • Ravenwing 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

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If a <CHAPTER> PHOBOS CHARACTER model is your Warlord, you can use the Vanguard Warlord Traits table below to determine what Warlord Trait they have instead of the Warlord Traits table from Codex: Space Marines.

Shoot and Fade:

At the start of your Shooting phase, you can select one friendly <CHAPTER> PHOBOS unit within 6? of this Warlord. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase.

Lord of Deceit:

At the start of the first battle round, before the first turn begins, select up to three friendly <CHAPTER> PHOBOS units on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).

Master of the Vanguard: 

Add 1? to the Move characteristic of friendly <CHAPTER> PHOBOS units whilst they are within 6? of this Warlord. Add 1 to Advance rolls and charge rolls made for friendly <CHAPTER> PHOBOS units whilst they are within 6? of this Warlord.

Stealth Adept:

When resolving an attack made against this Warlord, subtract 1 from the hit roll.

Target Priority:

At the start of your Shooting phase, select one friendly <CHAPTER> PHOBOS unit within 3? of this Warlord; until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

Marksman’s Honours: 

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to Grenades or Relics.

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.

Brilliant Strategist: 

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.

Huntsman:

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 Maneuver:

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.

Stubborn Tenacity: 

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.

You can instead pick a Chapter Warlord Trait instead of the Space Marine Warlord Traits, but only if your Warlord is from the relevant Specialist Detachment.

Ravenwing Attack Squadron: Lightning-Fast Reactions

You can always choose your Warlord to fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have similar abilities, then alternate choosing units to fight with, starting with the player whose turn is taking place.

If a DEATHWING CHARACTER model is your Warlord, you can use the Deathwing Warlord Traits table to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one. If a RAVENWING CHARACTER model is your Warlord, you can instead use the Ravenwing Warlord Traits table to determine what Warlord Trait they have.

Lay Low the Mighty

You can re-roll wound rolls for attacks made with melee weapons against CHARACTER units, or units with a Wounds characteristic of 8 or more, by models in friendly DEATHWING units whilst their unit is within 6″ of this Warlord.

Inexorable

When resolving an attack made against this Warlord, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

Watched

Once per battle, in your opponent’s Psychic phase, this Warlord can attempt to resist one psychic power in the same manner as a PSYKER by taking a Deny the Witch test, even if your Warlord is not within 24″ of the enemy model manifesting that psychic power. When taking that Deny the Witch test, do not roll the dice; it is automatically passed.

If a DEATHWING CHARACTER model is your Warlord, you can use the Deathwing Warlord Traits table to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one. If a RAVENWING CHARACTER model is your Warlord, you can instead use the Ravenwing Warlord Traits table to determine what Warlord Trait they have.

Impeccable Mobility

Whilst they are within 6″ of this Warlord, models in RAVENWING units from your army do not suffer the penalty for moving and firing Heavy weapons or for Advancing and firing Assault weapons.

Tactically Flexible

Once per battle, at the start of the battle round, you can select a combat doctrine that is not currently active. Until the end of that battle round, when resolving an attack made by a model in a friendly RAVENWING unit within 6″ of this Warlord, you can treat the chosen doctrine as being active instead of the currently active doctrine.

Outrider

At the start of the first battle round, before the first turn begins, this Warlord and one other RAVENWING unit from your army can move up to 12″ as if it were your Movement phase; they cannot Advance as part of this move. Those units must end those moves more than 9″ away from any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first.