Dark Angels 9th Edition

Codex Adeptus Astartes: Dark Angels 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
ChaplainHQ80
Chaplain with Jump PackHQ105
Interrogator-ChaplainHQ85
Interrogator-Chaplain in TerminatorHQ105
Interrogator-Chaplain with Jump PackHQ110
LibrarianHQ90
Librarian with Jump PackHQ115
Librarian in PhobosHQ98
Librarian in TerminatorHQ105
LieutenantHQ65
Lieutenant with Jump PackHQ90
Lieutenant in PhobosHQ78
MasterHQ80
Master w/ Jump packHQ105
Master in CataphractiiHQ95
Master in GravisHQ105
Master in PhobosHQ93
Master in Terminator ArmorHQ95
Primaris ChaplainHQ85
Primaris LibrarianHQ95
Primaris LieutenantHQ70
Primaris MasterHQ85
Ravenwing TalonmasterHQ105
TechmarineHQ50
Incursor SquadTroops21
Infiltrator SquadTroops24
Infiltrator Helix AdeptTroops34
Intercessor SquadTroops20
Scout SquadTroops14
Tactical SquadTroops15
Assault SquadFast Attack15
Assault Squad with Jump PacksFast Attack17
Inceptor SquadFast Attack40
Ravenwing Attack Bike SquadFast Attack30
Ravenwing Bike SquadFast Attack25
Ravenwing Black KnightsFast Attack40
Ravenwing DarkshroudFast Attack120
Ravenwing Land SpeedersFast Attack45
Ravenwing Land Speeder VengeanceFast Attack105
Scout Bike SquadFast Attack25
Supressor SquadFast Attack33
Nephalim JetfighterFlyer105
Ravenwing Dark TalonFlyer185
Stormraven GunshipFlyer240
Aggressor SquadElites40
ApothecaryElites55
Chapter AncientElites95
Company AncientElites75
Company ChampionElites40
Company VeteransElites17
Contemptor DreadnoughtElites105
Deathwing AncientElites75
Deathwing ApothecaryElites75
Deathwing Cataphractii Terminator SquadElites26
Deathwing ChampionElites95
Deathwing KnightsElites41
Deathwing Terminator SquadElites23
Deathwing Tartaros Terminator SquadElites23
DreadnoughtElites70
Invictor Tactical WarsuitElites135
Primaris AncientElites80
Primaris ApothecaryElites60
Ravenwing AncientElites85
Ravenwing ApothecaryElites65
Ravenwing ChampionElites80
Redemptor DreadnoughtElites125
Reiver SquadElites18
ServitorsElites7
Venerable DreadnoughtElites85
Drop PodDedicated Transport65
ImpulsorDedicated Transport100
Land Speeder StormDedicated Transport40
RazorbackDedicated Transport80
RepulsorDedicated Transport230
RhinoDedicated Transport75
Devastator SquadHeavy Support15
Armorium CherubHeavy Support5
Eliminator SquadHeavy Support28
Hellblaster SquadHeavy Support33
HunterHeavy Support95
Land RaiderHeavy Support175
Land Raider CrusaderHeavy Support215
Land Raider RedeemerHeavy Support245
PredatorHeavy Support90
Repulsor ExecutionerHeavy Support250
StalkerHeavy Support95
VindicatorHeavy Support130
WhirlwindHeavy Support125
AsmodaiHQ115
AzraelHQ160
BelialHQ125
EzekielHQ115
Master LazarusHQ110
Sammael in SableclawHQ210
Sammael on CorvexHQ140
Absolvor Bolt PistolHQ0
Accelerator AutocannonRanged0
Assault BolterRanged0
Assault CannonRanged15/20
Assault Plasma IncineratorRanged0
Astartes Grenade LauncherRanged0
Astartes ShotgunRanged0
Auto bolt rifleRanged0
Auto Boltstorm GauntletsRanged0
Avenger mega bolterRanged35
Bellicatus Missile ArrayRanged20
Blacksword Missile LauncherRanged0
Bolt carbineRanged0
bolt pistolRanged0
bolt rifleRanged0
bolt sniper rifleRanged0
boltgunRanged0
Boltstorm GauntletRanged0
Cerberus launcherRanged0
Combi-bolterRanged3
Combi-flamerRanged10
Combi-gravRanged10
Combi-meltaRanged10
Combi-plasmaRanged10
Cyclone missile launcherRanged25
Deathwind launcherRanged5
Demolisher cannonRanged0
FlamerRanged5
Flamstorm cannonRanged0
Flamestorm gauntletsRanged5
Frag grenadesRanged0
Fragstorm Grenade launcherRanged5
Grav-cannon and grav-ampRanged10/15
Grav-gunRanged10
Grav-pistolRanged5
Grenade harnessRanged5
Heavy bolt pistolRanged0
Heavy bolterRanged10/15
Heavy flamerRanged10/15
Heavy laser destroyerRanged40
Heavy onslaught gatling cannonRanged30
Heavy plasma cannonRanged20
Heavy plasma incineratorRanged0
Hunter-killer missileRanged5
Hurricane bolterRanged15
Icarus Ironhail heavy stubberRanged5
Icarus rocket podRanged5
Icarus stormcannonRanged10
Instigator bolt carbineRanged0
Ironhail heavy stubberRanged5
Kheres-pattern assault cannonRanged25
Krak grenadesRanged0
Krakstorm grenade launcherRanged5
Las-talonRanged35
LascannonRanged15/20
Macro plasma incineratorRanged30
Marksman bolt carbineRanged0
Master-crafted auto bolt rifleRanged5
Master-crafted boltgunRanged5
Master-crafted instigator bolt carbineRanged0
Master-crafted occulus bolt carbineRanged0
Master-crafted stalker bolt rifleRanged5
Melta bombsRanged5
MeltagunRanged10
Missile launcherRanged15/20
Multi-meltaRanged20/25
Occulus bolt carbineRanged0
Onslaught gatling cannonRanged20
Plasma blasterRanged10
Plasma cannonRanged10
Plasma cutterRanged5
Plasma exterminatorRanged5
Plasma gunRanged10
Plasma IncineratorRanged0
Plasma pistolRanged5
Plasma storm batteryRanged0
Plasma talonRanged0
Predator autocannonRanged40
Ravenwing grenade launcherRanged0
Reaper autocannonRanged10
Reductor pistolRanged0
Rift cannonRanged0
Shock grenadesRanged0
Skyspear missile launcherRanged0
Sniper rifleRanged2
Stalker bolt rifleRanged0
Storm bolterRanged3
Stormstrike missile launcherRanged0
Twin assault cannonRanged40
Twin boltgunRanged0
Twin heavy bolterRanged30
Twin heay plasma cannonRanged40
Twin Icarus Ironhail heavy stubberRanged0
Twin ironhail autocannonRanged0
Twin lascannonRanged40
Twin multi-meltaRanged50
Typhoon missile launcherRanged40
Volkite chargerRanged5
Whirlwind castellan launcherRanged0
Whirlwind vengeance launcherRanged0
Wrist-mounted grenade launcherRanged0
Blade of CalibanMelee0
ChainfistMelee10
ChainswordMelee0
Combat knifeMelee0
Corvus hammerMelee0
Crozium arcanumMelee0
Dreadnought combat weaponMelee20
EvisceratorMelee10
Flail of the UnforgivenMelee0
Force axeMelee0
Force staveMelee0
Force swordMelee0
Halberd of CalibanMelee0
Invictor fistMelee0
Lightning claws singleMelee5
Lightning claws pairMelee10
Mace of AbsolutionMelee0
Master-crafted power swordMelee10
Paired combat bladesMelee0
Power axeMelee5
Power fistMelee10
Power maulMelee5
Power swordMelee5
Redemptor fistMelee0
Relic bladeMelee10
Servo-armMelee0
Thunder hammer (character)Melee40
Thunder hammer (other)Melee15
auto launchersWargear0
auxiliary grenade launcherWargear2
camo cloakWargear2
combat shieldWargear3
grapnel launcherWargear2
grav-chuteWargear2
haywire mineWargear10
shield domeWargear25
smoke grenadesWargear0
orbital comms arrayWargear20
Storm shield (character)Wargear10
storm shield (other)Wargear4
Watcher in the DarkWargear5
Air defense missilesRanged-0
Deathstrom cannon arrayRanged-0
Deathstrom missile arrayRanged-0
Dreadhammer siege cannonRanged-0
Fellblade accelerator cannonRanged-0
Heavy neutron pulse arrayRanged-0
Helios launcherRanged-0
Laser volley cannonRanged-0
Punisher rotary cannonRanged-0
ROC missile launcherRanged-0
Siege melta arrayRanged-0
Spectre pattern bolterRanged-0
Tempest salvo launcherRanged-0
Thunderhawk heavy cannonRanged-0
Turbo-laser destructorRanged-0
Twin accelerator autocannonRanged-0
Twin avenger bolt cannonRanged-0
Twin volcano cannonRanged-0
Crushing tracksMelee-0
Termite drillMelee-0
Enchanced repulsor fieldWargear-0
Plasma blastgunRanged-10
Twin volkite chargerRanged-10
Space Marine GunnersHeavy Support-15
Graviton blasterRanged-15
Rapier Weapons BatteryHeavy Support-20
Tarantula Sentry GunHeavy Support-20
C-beam cannonRanged-20
Castellum air defense missilesRanged-20
Las-ripperRanged-20
Dreadnought combat weaponMelee-20/30
Leviathan siege clawMelee-20/30
Cyclone missile launcherRanged-25
Dreadnought inferno cannonRanged-25
Kheres assault cannonRanged-25
Neutron pulse cannonRanged-25
Plasma eradicatorRanged-25
Aiolos missile launcherRanged-30
Xiphon missile batteryRanged-30
Dreadnought chainfistMelee-30/40
Leviathan siege drillMelee-30/40
Scorpius multi-launcherRanged-40
Atomatic pavaiseWargear-40
Infernus cannonRanged-45
Quad launcherRanged-45
Skyreaper batteryRanged-45
Hellfire plasma carronadeRanged-50
Magna-melta cannonRanged-50
Storm cannon arrayRanged-50
Twin hellstrike launcherRanged-50
Castellum battle cannonRanged-55
Land Speeder TempestFast Attack-60
Cyclone melta lanceRanged-60
Hellstrike batteryRanged-60
Laser destroyerRanged-60
Quad heavy bolterRanged-60
Grav-flux bombardRanged-65
Relic Javelin Attack SpeederFast Attack-70
Tarantula Air Defense BatteryHeavy Support-70
Mortis DreadnoughtHeavy Support-70
Arachnus autocannon batteryRanged-70
Arachnus heavy lascannon batteryRanged-75
Siege DreadnoughtElites-80
Infernum Pattern RazorbackDedicated Transport-80
Lucius Dreadnought Drop PodDedicated Transport-80
Quad lascannonRanged-80
Armenneus ValthexHQ-90
Deimos Relic PredatorHeavy Support-90
Chaplain Ivanus EnkomiHQ-100
Relic Contemptor DreadnoughtElites-105
Contemptor Mortis DreadnoughtHeavy Support-105
Xiphon InterceptorFlyer-110
Damocles Command RhinoHQ-120
Deathstrom Drop PodFast Attack-120
Twin macro-accelerator cannonRanged-120
Terrax-pattern TermiteDedicated Transport-130
Magister Servin LothHQ-150
Relic Deredeo DreadnoughtHeavy Support-150
Lord Asterion MolocHQ-165
Lugft HuronHQ-170
Hecaton AiakosHQ-175
Tyberos the Red WakeHQ-175
Relic Sicaran Arcus Strike TankHeavy Support-175
Land Raider PrometheusHeavy Support-180
Relic SicaranHeavy Support-180
Relic Sicaran PunisherHeavy Support-180
Casan SabiusHQ-185
Land Raider AchillesHeavy Support-190
Gabriel AngelosHQ-195
Relic Whirlwind ScorpiusHeavy Support-195
Deimos Vindicator Laser DestroyerHeavy Support-200
Relic Sicaran Omega Tank DestroyerHeavy Support-200
Relic Sicaran VenatorHeavy Support-200
Land Raider HeliosHeavy Support-205
Relic Land Raider ProteusHeavy Support-210
Relic Leviathan DreadnoughtHeavy Support-220
Storm Eagle Assault GunshipFlyer-230
Storm Eagle Assault Gunship ROC PatternFlyer-245
Fire Raptor GunshipFlyer-280
Relic Spartan Assault TankLord of War-320
Bray'arth AshmantleHQ-330
Carab Culln the RisenHQ-400
Astraeus Super-heavy TankLord of War-500
Relic Cerberus Heavy Tank DestroyerLord of War-680
Relic Fellblade Super-heavy TankLord of War-690
Relic Typhon Heavy Siege TankLord of War-720
Relic Falchion Super-heavy TankLord of War-790
Relic Mastodon Super-heavy transportLord of War-915
Thunderhawk GunshipLord of War-1350
Sokar Pattern StormbirdLord of War-2000
UnitBattlefield RoleChapter Approved 2020Forgeworld

 

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 07-25-2020 Dark Angel Stratagems groups are…

  • Core Stratagems
  • Dark Angel Stratagems
  • Ritual of the Damned Stratagems

(See tabs for details)

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

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.

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 07-25-2020 Dark Angel Unique Item groups are…

  • Relics of Caliban
  • 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 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 07-25-2020 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 07-25-2020 Dark Angel Warlord Trait groups are…

  • Vanguard Warlord Traits
  • Dark Angel 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.

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.