Dark Angels 9th Edition

Supplement Adeptus Astartes: Dark Angels 9th edition was released on 02/06/21

Unit points throughout Time

UnitsBattlefield RoleChapter Approved 2020Forge World 2020Codex 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Supplement 2021
Dreadnought Drop PodDedicated Transport-80-70--
Drop PodDedicated Transport65-70---
ImpulsorDedicated Transport100-110---
Infernum Pattern RazorbackDedicated Transport-80----
Land Speeder StormDedicated Transport40-55---
RazorbackDedicated Transport80-110---
RhinoDedicated Transport75-80---
Terrax-pattern TermiteDedicated Transport-130180--
Aggressor SquadElites40---
Ancient in TerminatorElites90100--
ApothecaryElites5575--
Cataphractii Terminator SquadElites26-----
Cenobyte ServitorsElites6-20--
Centurion Assault SquadElites45-55---
Chapter AncientElites100----
Company AncientElites75-----
Company ChampionElites40-55---
Company VeteransElites17-20---
Contemptor DreadnoughtElites105-150---
DreadnoughtElites70-120---
Invictor Tactical WarsuitElites135-160---
Ironclad DreadnoughtElites70-135---
Primaris AncientElites80-80---
Primaris ApothecaryElites60-80---
Redemptor DreadnoughtElites125-175---
Reiver SquadElites18-----
ServitorsElites7-30---
Sternguard Veteran SquadElites17-20---
Tartaros Terminator SquadElites23-----
Terminator Assault SquadElites23-33---
Terminator SquadElites23-38---
Vanguard Veteran SquadElites17-19---
Venerable DreadnoughtElites85-135--
Bladeguard AncientElites85-----
Bladeguard Veteran SquadElites35-----
JudiciarElites85-----
Relic Contemptor DreadnoughtElites-105-140--
Siege DreadnoughtElites-80----
Scout SquadElites14-----
Veteran Intercessor SquadElites--22---
Relic Terminator SquadElites--34---
Asault Bike SquadFast Attack30-45---
Assault SquadFast Attack15-18---
Bike SquadFast Attack25-30---
Deathstrom Drop PodFast Attack-120----
Inceptor SquadFast Attack40---45-
Invader ATVFast Attack80-----
Javelin Attack SpeederFast Attack-70-125--
Land Speeder TempestFast Attack-60-115--
Land SpeedersFast Attack45-75---
Outrider SquadFast Attack45---50-
Scout Bike SquadFast Attack25-30--
Suppressor SquadFast Attack33100---
Storm Speeder HailstrikeFast Attack--150---
Storm HammerstrikeFast Attack--170---
Storm ThunderstrikeFast Attack--175---
Fire Raptor GunshipFlyer-280-340--
Storm Eagle Assault GunshipFlyer-230-335--
Storm Eagle Assault Gunship ROC PatternFlyer-245----
Stormhawk InterceptorFlyer115-185---
Stormraven GunshipFlyer240-310---
Stormtalon GunshipFlyer105-165---
Xiphon InterceptorFlyer-110-235--
RepulsorHeavy Support230-315---
Centurion Devastator SquadHeavy Support60-70---
Contemptor Mortis DreadnoughtHeavy Support-105----
Deimos Relic PredatorHeavy Support-90----
Deredeo DreadnoughtHeavy Support-150-190--
Devastator SquadHeavy Support15-18---
Eliminator SquadHeavy Support28-30---
Eradicator SquadHeavy Support40-40-45-
Firestrike Servo-turretHeavy Support90-90---
Hellblaster SquadHeavy Support33-----
HunterHeavy Support95-110--
Land RaiderHeavy Support175-285---
Land Raider AchillesHeavy Support-190-320--
Land Raider CrusaderHeavy Support215-285---
Land Raider HeliosHeavy Support-205----
Land Raider PrometheusHeavy Support-180----
Land Raider ProteusHeavy Support-210-225--
Land Raider RedeemerHeavy Support240-285---
Leviathan DreadnoughtHeavy Support-220----
Mortis DreadnoughtHeavy Support-70----
PredatorHeavy Support90-----
Rapier Weapons BatteryHeavy Support-20-85--
Repulsor ExecutionerHeavy Support250-355---
Sicaran ArcusHeavy Support-175-155--
Sicaran Battle TankHeavy Support-200-165--
Sicaran PunisherHeavy Support-180-155--
Sicaran VenatorHeavy Support-200-170--
Space Marine GunnersHeavy Support-15----
StalkerHeavy Support95-115---
Tarantula Sentry BatteryHeavy Support-70-40--
Techmarine GunnerHeavy Support45-----
Thunderfire CannonHeavy Support85-120---
VindicatorHeavy Support130-130---
Vindicator Laser DestroyerHeavy Support-200-175--
WhirlwindHeavy Support125-125---
Whirlwind ScorpiusHeavy Support-195-170--
Gladiator LancerHeavy Support--200---
Gladiator ReaperHeavy Support--230---
Gladiator ValiantHeavy Support--250---
Predator AnnihilatorHeavy Support--130---
Predator DestructorHeavy Support--140---
CaptainHQ80-85---
Captain in CataphractiiHQ95-----
Captain in Gravis ArmourHQ105-115---
Captain in PhobosHQ93-95---
Captain in Terminator ArmorHQ95-100--
Captain on BikeHQ100-----
ChaplainHQ80-----
Damocles Command RhinoHQ-120-90--
LibrarianHQ90-----
Librarian in PhobosHQ98-100---
Librarian in TerminatorHQ105-----
LieutenantHQ65-70---
Lieutenant in PhobosHQ78-80---
Primaris CaptainHQ85-90---
Primaris ChaplainHQ85-----
Primaris Chaplain on BikeHQ130-115---
Primaris LibrarianHQ95-----
Primaris LieutenantHQ70-75---
TechmarineHQ40-70---
AstraeusLord of War-500-675--
CerberusLord of War-680-400--
FalchionLord of War-790-600--
FellbladeLord of War-690-600--
MastodonLord of War-915-800--
Sokar Pattern StormbirdLord of War-2000-1000--
SpartanLord of War-320-460--
Thunderhawk GunshipLord of War-1350-800--
TyphonLord of War-720-350--
Assault Intercessor SquadTroops19-----
Incursor SquadTroops21-----
Infiltrator Helix AdeptTroops34-----
Infiltrator SquadTroops24-----
Intercessor SquadTroops20-----
Tactical SquadTroops15-18---
Heavy Intercessor SquadTroops--28---
Rites of Initiation: CaptainUpgrade----20-
Rites of Initiation: Primaris LieutenantUpgrade----15-
Rites of Initiation: DreadnoughtUpgrade----15-
Rites of Initiation: Land RaiderUpgrade----10-
Rites of Initiation: ReplusorUpgrade----10-
Rites of Initiation: Stormraven GunshipUpgrade----10-
Rites of Initiation: Terminator TransportsUpgrade----10-
Deathwing AncientElites75---100-
Deathwing ApothecaryElites75---100-
Deathwing Cataphractii Terminator SquadElites26-----
Deathwing ChampionElites95---80-
Deathwing KnightsElites41---47-
Deathwing Terminator SquadElites23---33-
Deathwing Tartaros Terminator SquadElites23-----
Ravenwing AncientElites85---100-
Ravenwing ApothecaryElites65---100-
Ravenwing ChampionElites80---70-
Ravenwing Attack Bike SquadFast Attack30-----
Ravenwing Bike SquadFast Attack25-----
Ravenwing Black KnightsElites40-----
Ravenwing DarkshroudFast Attack120---130-
Ravenwing Land SpeedersFast Attack45-----
Ravenwing Land Speeder VengeanceFast Attack105---120-
Nephalim JetfighterFlyer105---190-
Ravenwing Dark TalonFlyer185---210-
Interrogator-ChaplainHQ85-----
Interrogator-Chaplain in TerminatorHQ105---100-
Interrogator-Chaplain with Jump PackHQ110-----
MasterHQ80-----
Master with Jump packHQ105-----
Master in CataphractiiHQ95-----
Master in GravisHQ105-----
Master in PhobosHQ93-----
Master in Terminator ArmorHQ95-----
Primaris MasterHQ85-----
Ravenwing TalonmasterHQ105---160-
AsmodaiHQ115---130-
AzraelHQ160---170-
BelialHQ125---140-
EzekielHQ115---125-
Master LazarusHQ110-----
Sammael in SableclawHQ210-----
Sammael on CorvexHQ140---150-
Deathwing StrikemasterHQ----95-
UnitsBattlefield RoleChapter Approved 2020Forge World 2020Codex 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Supplement 2021

 

Dark Angels Special Rules

An ADEPTUS ASTARTES Detachment is one that only includes models with the ADEPTUS ASTARTES keyword. ADEPTUS ASTARTES Detachments gain the Company Command ability. ADEPTUS ASTARTES units the ADEPTUS ASTARTES Detachments gain the Chapter Tactics ability. Troops units in ADEPTUS ASTARTES Detachments gain the Objective Secured ability.

Chapter Tactics: All ADEPTUS ASTARTES units with this ability, and all the models in them, gain a Chapter Tactic so long as every unit in their Detachment is from the same Chapter. The tactic gained depends upon which Chapter they are from. If your Chapter does not have an associated Chapter Tactic, you must instead select Successor Tactics for them.

Angels of Death: This unit has the following abilities: And They Shall No Fear, Bolter Discipline, Shock Assault, and Combat Doctrines.

And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

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 (excluding Centurion models) and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR or BIKER. 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 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.

Combat Doctrines: If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and Unaligned units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows: During the first battle round, the Devastator Doctrine is active for your army. During the second battle round, the Tactical Doctrine is active for your army. At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army. During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army. Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).’

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.

Speed of the Raven: Add 3″ to the Move characteristic of Ravenwing models from your army. Ravenwing units from your army are eligible to shoot in a turn in which they Advanced. Each time a model in that unit makes a ranged attack in a turn in which it has Advanced, that attack suffers the penalty incurred to the hit roll as if firing an Assault weapon.

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.

Fire Discipline: While the Tactical Doctrine is active for your army, INFANTRY models from your army (excluding Deathwing models) can make attacks with Rapid Fire and Assault weapons (excluding Blast weapons) while within Engagement Range of enemy units, but must target enemy unit that is within Engagement Range of its own unit. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit, and while it is making such an attack, it has a Ballistic Skill characteristic of 5+ 

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.

Implacable: While the Assault Doctrine is active for your army, each time a DEATHWING INFANTRY or DEATHWING DREADNOUGHT model from your army makes a melee attack against a CHARACTER unit or unit that contains any models with a Wounds characteristic of 8 or more, you can re-roll the wound roll.

Abilities

1st Company:

If every unit in your army has the Dark Angels keyword, then Dark Angels Vanguard Detachments that only contain models with the DEATHWING and/or INNER CIRCLE keywords gain the 1st Company ability.

    • Deathwing Terminator Squad, Terminator Squad, Terminator Assault Squad and Relic Terminator Squad units in this Detachment again Objective Secured ability. 
    • If your WARLORD is part of this Detachment, this Detachment’s Command Benefits are changed to +3 Command points.

2nd Company: 

If every unit in your army has the Dark Angels keyword, then Dark Angels Outrider Detachments that only contain models with the RAVENWING keyword gain the 2nd Company ability.

    • Bike Squad and Outrider Squad units in this Detachment gain the Objective Secured ability.
    • If your WARLORD is part of this Detachment, this Detachment’s Command Benefits are changed to +3 Command points.

Inner Circle:

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

    • Each time a Morale test is taken for that it is automatically passed.
    • While this unit is within Engagement range of any enemy FALLEN units, unless that unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
    • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
    • Each time an attack is made against this unit. if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

Jink:

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

    • Models in this unit have a 5+ invulnerable save against ranged attacks. In your Movement phase, if this unit Remains Stationary, it loses this invulnerable save unit the start of your next Movement phase.
    • Each time this unit Advances, unit the start of your next turn, models in this unit have a 4+ invulnerable save against ranged attacks.

Rites of Initiation:

If your army is Battle-forged, when mustering your army, you can upgrade any of the following units in Dark Angels Detachments in your army to become members of the Deathwing:

    • Captain
    • Primaris Lieutenant with storm shield
    • Dreadnought
    • Land Raider
    • Repulsor
    • Stormraven Gunship
    • Transports that transport Terminator models.

Secondary Objectives

If every model in your army has the Blood Angels keyword, and your Warlord has the Dark Angels keyword you can select secondary objectives or select one of them to be from the Blood Angels secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives. 

Battlefield Supremacy 

Secondary Objective – Stubborn Defiance:
In your first Command phase, select one objective marker. At the end of each of your Command phases after the first if you control that objective marker with a Dark Angels unit from your army that has Objective Secured ability, score a number for victory points based on the consecutive number of your Command phases that you have controlled that objective marker with that unit as follows. 2 Turns: 2 VPs, 3 Turns: 3 VPs, 4 Turns: 5 VPs, 5 Turns: 5 Vps

No Mercy, No Respite

Secondary Objective – Death on the Wind:
Score 2 Victory points each time an enemy unit is destroyed by an attack made by a RAVENWING model from your army that moved 12″ or more during the Movement phase of that turn, or made a charge move that turn.

Purge the Enemy

Secondary Objective – Martial Interdiction:
If you select this objective, then after both sides have deployed, but before the first turn begins, your opponent must select one CHARACTER model from their army. If their army does not contain one CHARACTER model from their army. If their army does not contain any CHARACTER models, then they must select their WARLORD instead. Score victory points at the end of the battle as follows:

    • Score 6 victory points if the selected enemy model has destroyed by a melee attack made by a Dark Angels model from your army.
    • Score 3 additional victory points if the selected enemy model was destroyed by a melee attack made by an Inner Circle or Deathwing model from your army.
    • Score 6 additional victory points if the Dark Angels model’s unit that destroyed the selected enemy model has not itself been destroyed.

Dark Angels Stratagems

As of 05-18-2021 Dark Angel Stratagems groups are…

  • Core Stratagems
  • Space Marine Stratagems
  • Dark Angel 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.

Death of the Traitors: 1 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a HERETIC ASTARTES unit, you can re-roll the hit roll.

Honour the Chapter: 2 CP

Use this Stratagem at the end of the Fight phase. Select one ASSAULT INTERCESSOR SQUAD unit from your army that is within Engagement Range of any units; that unit can fight again.

Fury of the First: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES unit from your army is select to shoot, or in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a TERMINATOR model in that unit makes an attack, add 1 to that attack’s hit roll.

Transhuman Physiology: 1 / 2 CP

Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1 CP; otherwise, it costs 2CP.

Rapid Fire: 2 CP

Use this Stratagem at the end of your Shooting phase. Select one INTERCESSOR SQUAD or VETERAN INTERCESSOR SQUAD unit from your army; that unit can shoot again.

Gene-Wrought Might: 1 CP

Use this Stratagem in the Fight phase, when a PRIMARIS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

Unyielding in the Face of the Foe: 1 CP

Use this Stratagem in any phase, when a MK X GRAVIS unit from your army selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.

Only In Death Does Duty End: 2 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do no remove that model from play –  it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is when removed.

Armour of Contempt: 1 CP

Use this Stratagem in any phase, when an ADEPTUS ASTARTES VEHIVLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that would is not lost.

Power of the Machine Spirit: 2 CP

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES MACHINE SPIRIT Model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. 

Wisdom of the Ancients: 1 CP

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES DREADNOUGHT model from your army. Until that start of your next Command phase, that model gains either the Rites of Battle abilities or the Tactical Precision ability, as shown below: Rites of Battle: While a friendly <CHAPTER> CORE unit is within 6? of this model, each time a model in that unit makes an attack, re-roll a hit roll a 1. Tactical Precision: While a friendly <CHAPTER> CORE unit is within 6? of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.

Commanding Oratory: 2 CP

Use this Stratagem at the start of any of your phases other than your Command phases. Select one ADEPTUS ASTARTES CHAPLAIN unit from your army that has not recited a litany this turn. That model can recite one litany that has not already been recited by a friendly model this turn. That litany is automatically inspiring and takes effect until the start of your next Command phase. 

Combat Revival: 1 CP

Use this Stratagem at the end of your Movement phase. Select <CHAPTER> APOTHECARY unit from your army and then select one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit that is not at its Starting Strength and is within 3? of that APOTHECARY. One of the selected unit’s destroyed models is returned to its unit with its full wounds remaining. 

Relic of the Chapter: 1 CP

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and give them one Chapter Relic. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a (twice) Strike Force battle or an (three) Onslaught battle. 

Hero of the Chapter: 1 CP

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and determined one Warlord Trait for it; that model is it only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a (twice) Strike Force battle or an (three) Onslaught battle.

Hit-and-Run Warfare: 1 CP 

Use this Stratagem before the battle, after nominating your Warlord. Select one Adeptus Astartes 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.

Hammer of Wrath: 2 CP

Use this Stratagem in your Charge phase, when an ADEPTUS ASTARTES JUMP PACK unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that JUMP PACK unit and roll one D6 for each model in that JUMP PACK that is within ENGAGEMENT RANGE of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.

Skilled Riders: 1 CP

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army that Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subject 1 from that attack’s hill roll.

Uncompromising Fire: 1 CP

Use this Stratagem in your Shooting phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is performing an action. That unit can shoot this phase without that action failing. 

Steady Advance: 1 CP

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.

Adaptive Strategy: 2 CP

Use this Stratagem in your Command phase, if a <CHAPTER> WARLORD from your army is on the battlefield and a combat doctrine is active for your army. Select one <CHAPTER> Core unit from your army that is on the battlefield. Until the start of your next Command phase, each time a model in that unit makes an attack, the Devastator, Tactical, Assault Doctrine are considered to be active for that attack. 

Suppression Fire: 1 CP

Use this Stratagem in your Shooting phase, when a WHIRLWIND model from your is select to shoot. Until the end of the phase, each time that model makes an attack with a weapon that has the Blast ability, if a hit is scored for that attack, then until the start of your next turn the target cannot fire Overwatch or Set to Defend, and cannot be selected to fight until all eligible units from your army have done so.

Terror Troops: 2 CP

Use this Stratagem in your Command phase. Select Reiver unit from your army. That units gains the following ability: Terror Troops: Until the start of your next Command phase, while an enemy unit is within 3? of that unit, it loses the Objective Secured ability and any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of that objective marker. Until the end of the turn, each time that REIVER unit ends a Normal Move, an Advance or charge move within 3? of an enemy unit that is performing an action, roll 2D6: if the total exceeds that enemy unit’s Leadership characteristic, the action the unit is attempting to perform immediately fails.

Guerilla Tactics: 1 CP

Use this Stratagem in your Movement phase, when a Phobos unit from your army that is more than 6? from any enemy models is selected to move. If the mission you are playing is using the Strategic Reserves rule, place that unit into Strategic Reserves.

Orbital Bombardment: 3 CP

Use this Stratagem in your Command phase, if an ADEPTUS ASTARTES WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6? of the centre of that marker, adding 1 if the unit being rolled for is within 3? of the centre of the marker and subtracting 1 if the unit being rolled for is a Character. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds, The marker is then removed. You can only use this Stratagem once.

Auspex Scan: 2 CP

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12? of their unit when doing so.

Termor Shells: 1 CP

Use this Stratagem in your SHooting phase, when selecting a target for a THUNDERFIRE CANNON model from your army. Until the end of the phase, each time that model makes a ranged attack, subtract 1 from the attack’s wound roll, and, if a hit is scored against a target that is not TITANIC and cannot FLY, then until the start of your next Movement phase, halve the Move characteristic of models in the target unit and sibtract 2 from Advance rolls and charge rolls made for that unit. 

Shock and Awe: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES SHOCK GRENADE or LAND SPEEDER STORM unit from your army is selected to shoot. Select one enemy unit within 6? of that unit. Until the start of your next turn: The selected unit cannot fire Overwatch or Set to Defend. Each time a model is the selected unit makes an attack subtract 1 from the attack’s hit roll.

Melta Bomb: 1 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES MELTA BOMB unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3 mortal wounds and the attack sequence ends. 

Grav Pulse: 1 CP

Use this Stratagem in either: Your movement phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot even though it Fell Back. Your opponent’s Charge phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that REPULSOR FIELD unit. 

Hellfire Shells: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter, hellstorm heavy bolter, or an ececutor heavy bolter. You can only make one attack with that weapon this phase, but if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends; if the hit is against a MONSTER unit that unit siffers 3 mortal wounds instaad.

Flakk Missile: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army targets and AIRCRAFT unit with a missile launcher. You can only make one attack with that weapon this phase, but add 1 to that attack’s hit roll. If a hit is scored, the target suffers 2D3 mortal wounds and the attack sequence ends. 

Smokesscreen: 1 CP

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS ASTARTES SMOKESCREEN unit from your army is selected the target of an attack. Unit the end of the phase, each time an attack is made against that unit, substract 1 from that attack’s hit roll.

If your army is Battle-forged and includes any DARK ANGELS Detachments (excluding Auxiliary 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.

Wrath of the Lion: 2 CP

Use this in your Command phase if a combat doctrine is active for your army. Unit the start of your next Command phase, each time a Dark ANgels model from your army makes an attack with a weapon specified by the active combat doctrine, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of the attack by 1. This is cumulative with the bonus from the active combat doctrine. You can only use this stratagem once.

Intractable: 2 CP

Use this in your Movement phase, when a Dark Angels unit from your army is selected to Fall Back. If that unit has the Inner Circle ability, you do not need to first roll 2D6 to see if it can Fall Back, it can automatically. Until the end of the turn, that unit is eligible to shoot.

Deathwing Assault: 1 CP

Use this in your Shooting phase, when a DEATHWING unit from your army is selected to shoot. Each time a model in that unit makes a ranged attack, if it was set up on the battlefield this turn as a result of a teleport homer or teleport strike, add 1 to the attack’s wound roll. 

Full Throttle: 1/2 CP

Use this in your Movement phase, after a RAVENWING unit from your army Advances. That unit immediately makes a Normal Move of up to 12″, but is not eligible to shoot or declare a charge in that turn. If that unit contains 5 or fewer models, it costs 1 CP, otherwise it costs 2 CP.

Line Unbreakable: 1 CP

Use this at the start of the Fight phase. Select one Dark Angel INFANTRY unit from your army. Until the end of the phase, that unit can only be selected as a target for melee attacks if the attacking model is within Engagement Range of it.

High-Speed Focus: 1 CP

Use this in your opponent’s Shooting phase, when you allocate a ranged attack to a Ravenwing Vehicle model from your army. Until the start of your next turn, that model has a 4+ invulnerable save against ranged attacks.

No Foe Too Great to Subdue: 2 CP

Use this in the Fight phase, when a DEATHWING KNIGHTS unit from your army is chose to fight. Until the end of the phase, each time a model in that DEATHWING KNIGHTS unit makes an attack with a mace of absolution against an enemy VEHICLE or MONSTER unit, add 1 to that attack’s wound roll and improve the Armour Penetration characteristic of that attack by 1. 

Marked for Command: 1 CP

Use this before the battle. Select one Dark Angels Ravenwing Huntmaster or Knight Master model or a Dark Angels model from your army that has the word “Sergeant” in the profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a Character: Master-crafted weapon; Digital Weapons; Atonement; Bolts of Judgement. Each Relic in your must be unique, and you cannot use this to give a model two relics. You can only use this Stratagem once. 

Paragon of the Chapter: 1 CP

Use this after nominating a Dark Angels CHARACTER model that is not a named character to be your WARLORD. Generate one additional Warlord Trait for them; this must be from the Dark Angels Warlord trait table. Each Warlord Trait in your army must be unique. You can only use this Stratagem once.

Honoured by the Rock: 1 CP

Use this after nominating a model drawn from a Dark Angels successor Chapter to be your WARLORD. You can give one Relic of the Rock 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 or a Chapter Relic from the Space Marine Codex. If you do, replace the Dark Angels keyword in all instances on that Relic with that model’s successor Chapter keyword. Youc an only use this Stratagem once. 

Tactical Appraisal: 1 CP

Use this in your Command phase. Select one Dark Angels unit from your army within 6″ of your Warlord, then select one combat doctrine. Until the start of your next Command phase, for the purposes of that unit, treat that combat doctrine as being active for your army instead of the active combat doctrine. You can only use this if every unit from your army has the Combat Doctrines ability. 

The Hunt: 2/3 CP

Use this at the start of the first battle round, before the first turn begins. Select one Ravenwing unit from your army. That unit can make a Normal Move as if it were your Movement phase, but must end that move 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 unit first. IF that unit contains 5 or fewer models, this costs 2CP; otherwise, it costs 3CP.

Targeting Guidance: 2 CP

Use this in your Shooting phase. Select one enemy unit with 18″ of ad visible to a Ravenwing Land Speeder or Ravenwing Storm Speeder unit from your army. Until the end of the phase, each time a model in a friendly Dark Angels unit makes a ranged attack against the selected enemy unit, add 1 to that attack’s hit roll.

Swift Strike: 2/3 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.

Secret Agenda: 1 CP

Use this after selecting secondary objectives or Agendas. Do not reveal one of your selections to your opponent. The first time you score victory points or experience points for it reveal it to your opponent. You an only use this Stratagem once.

Stasis Shell: 2 CP

Use this in your Shooting phase, when a RAVENWING model from your army shoots with an astartes grenade launcher. That model can only make one attack, with that weapon this phase. If a hit is scored, the target is caught in stasis until the start of your next turn and the attack sequence ends. While a unit excluding Vehicle and monster units is caught in stasis, it cannot fall back.

Weapons from the Dark Age: 2 CP

Use this Stratagem in your Shooting phase, when a Dark Angels unit from your army is selected to shoot. Until the end of the phase, add 1 to the Damage characteristic of plasma weapons models in that unit are equipped with.

Dark Angels Unique Items

  As of 05-18-2021 Dark Angel Unique Item groups are…

  • Space Marine Relics
  • Relics of Caliban
  • Special-Issue Wargear

(See tabs for details)

 

If your army is led by a Space Marine Warlord, you may give one Chapter Relic to a Space Marine Character in your army. Named characters cannot be given relics. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Armour Indomitus

Add 1 to the Wounds characteristic of the bearer. The bearer has a save of 2+.Once per battle, before making a saving throw for the bearer, it can activate its armor’s force field. If it does, the until the end of the phase, the bearer has a 3+ invulnerable save.

The Shield Eternal

Model with a storm shield, relic shield, or combat shield only. This Relic replaces a storm shield, relic shield, or combat shield. The bearer has a 4+ invulnerable save. Add 1 to armor saving throws made for the bearer. Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

Standard of the Emperor Ascendant

Ancient model only. Add 3″ to the range of the bearer’s Astartes Banner ability Each time a Morale test is taken for a friendly <Chapter> Core unit within range of the bearer’s Astartes Banner ability, you can re-roll that test

Teeth of Terra:

Models with a Astartes chainsword only. Replace the bearer’s Astartes chainsword with the following profile: Range: Melee, Type: Melee S+1, AP-2, D2, Each time the bearer fights, it can make 3 additional attacks with this weapon.

The Primarch’s Wrath

Model equipped with a boltgun, master-crafted boltgun, or special issue bolt carbine only. This Relic replaces a boltgun, master-crafted boltgun, or special issue bolt carbine and has the following profile: Range 24″, Rapid Fire 2, S5, AP-1, D2.

The Burning Blade

Model equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile: Range Melee, Type Melee, S+3, AP-5, D2.

Reliquary of Gathalamor

Primaris model Only. The bearer has the following ability: `Reliquary of Gathalamor (Aura): When an enemy Psyker unit is within 18″ of the bearer, subtract 1 from Psychic tests taken for that unit, and each time a Psychic test is failed for that unit, roll one D6: on a 4+, that unit suffers D3 mortal wounds.

Tome of Malcador

Librarian model only. The bearer knows one additional psychic power from any discipline it has access to.

Ghostweave Cloak

Phobos model with a camp cloak only. Each time the bearer makes a Normal Move, Advances, or Falls Back, it can move across models as if they were not there. Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll.

The Honour Vehement

While a friendly <Chapter> Core unit is within 6″ of the bearer, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability.

The Vox Espiritum

Primaris model only. Add 3″ to the range of the bearer’s aura abilities (to a maximum of 9″). This does not increase the range of aura abilities that are psychic powers.

Purgatorus

Model equipped with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile: Purgatorus Range 18″, Pistol 2, S5. AP-3, D2

Bellicos Bolt Rifle

Model equipped with a master-crated auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile: Bellicos bolt rifle Range 24″, Assault 4, S5 AP-1, D2

Lament

Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile: Lament Range 36″, Heavy 1, S5 AP-2 D3. Abilities: Each time an attack is made with this weapon, if the attack successfully wounds the target, it inflicts 1 mortal wound on the target in addition to any normal damage.

Benediction of Fury

CHAPLAIN model only. This Relic replaces a Crozius Arcanum and has the following profile: Benediction of Fury Range Melee, S+2 AP-2 D3. Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

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

While an enemy unit is within 3″ of the bearer, each time an invulnerable saving throw is made for a model in that unit that has an invulnerable save of 4+ or better, the saving throw is only successful on an unmodified roll of 5+.

Foe-Smiter

Models with a storm bolter only. Replace the bearer’s storm bolter with the following profile: Range 24″, Type Assault 4, S5, AP-1, D2

Shroud of Heroes

Each time an attack is made against the bearer, subtract 1 from the attack’s hit roll.

Mace of Redemption:

Models with a power maul or crozius arcanum only. Replace the bearer’s power maul or crozius arcanum with the following profile: Range: Melee, Type: Melee Sx2, AP-3, D2. Each time an attack is made with this weapon against a FALLEN or HERETIC ASTARTES unit, an unmodified wound roll of 4+ inflicts 2 mortal wounds on the target and the attack sequence ends.

Cup of Retribution

Once per battle, the bearer can recite the Feast of Malediction litany instead of reciting a litany that it knows. If it does, do not roll to see if the litany is inspiring, it is automatically inspiring. While a friendly DARK ANGELS CORE unit is within 6″ of this PRIEST, add 1 to the Attacks characteristic of models in that unit.

The Eye of the Unseen

The bearer gains the following ability ‘Fear (Aura): While an enemy unit is within 6″ of the bearer, subtract 1 from the Leadership characteristic of models in that unit.’ At the start of the Fight phase, if an enemy CHARACTER unit is within Engagement Range of the bearer, that unit is not eligible to fight until all other eligible units from your army have done so. A RAVENWING TALONMASTER is eligible to be given this Relic, even though it is a VEHCILE.

Pennant of Remembrance

DEATHWING ANCIENT model only. In your Command phase, select one DEATHWING INFANTRY CORE unit from your army within 6″ of the bearer. Until the start of your next Command phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack. (to a minimum of 1)

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. A RAVENWING TALONMASTER Is eligible to be given this Relic, even though it is a VEHICLE.

Arbiter’s Gaze

Each time the bearer makes an attack, a hit roll of 2+ is always successful (including when firing Overwatch), irrespective of any modifiers or abilities the target may have. Each time the bearer makes an attack, the target does not receive the benefits of cover against that attack.

Bolts of Judgement

When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. Each time the bearer shoots with that weapon, you can choose for it to fire a bolt of judgement. If you do, you can only make one attack with that weapon, but that attack has an Armour Penetration characteristic of -2 and a Damage characteristic of 3. When making that attack, unless the target is a VEHICLE or MONSTER unit, a wound roll of 2+ is always successful.

Atonement

Model equipped with a plasma pistole only. This Relic replaces a plasma pistol and has the following profile: Range 18, Type Pistol 1, S9, AP-4, D3.

Heavenfall Blade

Model equipped with a power sword, master-crafted power sword, relic blade, or executioner’s relic blade only. This Relic replaces a power sword, master-crafted power sword, relic blade, or executioner’s relic blade and has the following profile: Range Melee, Type Melee, S+2, AP-4, D2. Abilities: Each time a bearer fights, it makes 1 additional attack with this weapon.

Dark Angels Psychic Powers

As of 05-18-2021 Dark Angels Litanies & Psychic powers groups are…

  • Librarius Discipline
  • Obscuration Discipline
  • Interromancy Discipline
  • Litanies of Battle

(See tabs for details)

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

Veil of Time: WC 6

If manifested, select one friendly <Chapter> nit within 18? of this Psyker.
– Until the start of your next Psychic phase, you can re-roll Advances rolls and charge rolls made for that unit.
– Until the start of your next Psychic phase, if that unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that phase.

Might of Heroes: WC 6

If manifested, select one friendly <Chapter> Core or <Chapter> Character model within 12? of this Psyker. Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness, and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic when resolving any rules).

Psychic Scourge: WC 6

If manifested, select one enemy unit within 18? of and visible to this Psyker. Then, roll one D6 and add this Psyker’s leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your opponent’s, the selected unit suffers D3 mortal wounds; if it is equal to your opponent’s total, the selected unit suffers 1 mortal wound; if it is less than your opponent’s total, nothing happens

Fury of the Ancients: WC 6

 If manifested, select one enemy model that is within 18? of and visible to this Psyker. Draw a line between any part of this Psyker’s base and any part of the selected model’s base (or hull); the selected model’s unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound.

Psychic Fortress: WC 6

 If manifested, then until the start of your next Psychic phase, while a friendly <Chapter> unit is within 6? of this Psyker, models in that nit have a 5+ invulnerable save.

Null Zone: WC 7

If manifested, then:
– Until the start of your next Psychic phase, while a unit is within 6? of this Psyker, each time an attack is made against that unit, invulnerable saving throws cannot be made against that attack.
– Until the start of your next Psychic phase, while an enemy Psyker unit is within 6? of this Psyker, halve the total of Psychic tests taken for that unit.

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 one friendly <Chapter> Phobos unit within 18? of this Psyker. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks.

Soul Sight: WC 6

If manifested, select one Friendly <Chapter> Phobos unit within 18? of this Psyker. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack.

Temporal Corridor: WC 5

If manifested, select one friendly <Chapter> Phobos unit within 6? of this Psyker.
– That unit cannot shoot or fight this turn.
– If that unit is not within Engagement Range of any enemy models, it can either make a Normal Move or it can Advance as if it were your Movement phase (if it Advances, do not make an Advance roll: instead, util the end of the phase, add 6? to the Move characteristic of models in that unit).

Hallucination: WC 6

 If manifested, select one enemy unit within 18? of and visible to this Psyker.
– Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit.
– Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

Tenebrous Curse: WC 7

If manifested, select one enemy unit that cannot Fly and is within 18? of and visible to this Psyker.
– That unit suffers 1 mortal wound.
– Malediction: Tenebrous Curse has a warp charge value halve that unit’s Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.

Mind Raid: WC 6

If manifested, select one enemy model within 18? of and visible to this Psyker.
– That model’s unit suffers 1 mortal wound.
– If that model is a Character, roll 3D6: if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point.

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 one enemy unit within 18″ of this PSYKER. That unit suffers 1 mortal wound. Until the start of your next Psychic phase, in the Fight phase, that unit is not eligible to fight until all other eligible units from your army have done so

Aversion: WC 6

If manifested, select one enemy unit within 24″ of this PSYKER. Until the start of your next Psychic phase: While that unit is within 6″ of this PSYKER, subtract 1 from the Attacks characteristic of models in that unit. Each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll..

Righteous Repugnance: WC 7

If manifested, select one friendly DARK ANGELS unit within 12″ of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll and you can re-roll the wound roll.

Trephination: WC 5

If manifested, the closest enemy unit within 18″ and visible to this PSYKER suffers D3 mortal wounds. If the result of the Psychic test was greater than the Leadership characteristic of the enemy unit, that enemy unit suffers 3 mortal wounds instead.

Engulfing Fear: WC 7

If manifested, select one enemy unit within 24″ of this PSYKER. Until the start of your next psychic phase: Subtract 1 from Leadership characteristic of models in that unit. That unit cannot use the Objective Secured ability or any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of an objective marker. If the result of the Psychic test was equal to or greater than that unit’s Leadership characteristic, that unit cannot perform actions (if that unit is currently performing an action, it immediately fails).

Mind Wipe: WC 7

If manifested, select one enemy unit within 18″ of this PSYKER, then select one aura ability that unit has. Until the start of your next psychic phase, that unit loses that aura ability.

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. 

Litany of Faith:

If this litany is inspiring, then when a model in a friendly BLOOD 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 Standard of Sacrifice Relic).

Catechism of Fire:

If this litany is inspiring, select one friendly BLOOD 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 BLOOD 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.

Recitation of Focus:

If this litany is inspiring, select one friendly BLOOD 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.

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.

Canticle of Hate:

If this litany is inspiring, add 2 to charge rolls made for friendly BLOOD ANGELS units whilst they are within 6″ of this model. In addition, when a friendly BLOOD 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.

Invocation of Destruction:

If this litany is inspiring, select one friendly BLOOD 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 wound roll of 6, that weapon has an Armour Penetration characteristic of -4 for that attack.

Dark Angels Warlord Traits

 

  As of 05-18-2021 Dark Angel Warlord Trait groups are…

  • Space Marine Warlord Traits
  • Vanguard Warlord Traits
  • Dark Angel Warlord Traits
  • Deathwing Warlord Traits
  • Ravenwing Warlord Traits

(See tabs for details)

 

If the Warlord of your army is an Adeptus Astartes Character, you can pick the Warlord Trait from the Space Marines Warlord Traits Table.

Fear made Manifest:

While an enemy unit within 6″ of this WARLORD. Subtract 1 from the Leadership characteristic of models in that unit. Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test

The Imperium’s Sword:

You can re-roll charge rolls made for this WARLORD. Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight phase is resolved, add 1 to its Strength and Attacks characteristics.

Iron Resolve: 

Add 1 to the Wounds characteristic of your warlord. Each time your warlord loses a wound, roll one D6, on a 6 that wound is not lost.

Storm of Fire:

While a friendly <CHAPTER> CORE is within 6″ of this WARLORD, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the armour penetration characteristic of that attack by 1.

Rites of War:

While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6″ of this WARLORD, that unit has the Objective Secured ability.

Champion of Humanity: 

Each time this WARLORD is within engagement range of any enemy CHARACTER units, then until that fight is resolved, add 1 to this WARLORD’s Attacks characteristic. Each time this WARLORD makes a melee attack against a CHARACTER unit, add 1 to that attacks hit roll and wound roll.

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:

Once per turn, in your shooting phase, after shooting with a <CHAPTER> PHOBOS unit within 6? of this WARLORD, that unit can make a Normal Move or it can Advance, in either case, if it does, that unit is not eligible to delcare a charge with this turn.

Lord of Deceit:

After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redploy them. If the mission uses Strategic Reserves, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilties that redeploy units, roll off, the winner chooses who redeploys their units first.

Master of the Vanguard: 

While a friendly <CHAPTER> PHOBOS unit is within 6? of this WARLORD. Add 1 to charge rolls made for that unit
Each time that unit is selected to make a Normal move, Advance or Fall Back add 1? to that unit’s Movement characteristic until the end of the turn

Stealth Adept:

Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks.

Target Priority:

In your Command phase you can select one friendly <CHAPTER> PHOBOS unit within 6? of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attacks hit roll.

Marksman’s Honours: 

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. (Excluding Grenades and 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:

While a friendly DARK ANGELS unit is within 6″ of this WARLORD, if this WARLORD has made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength Characteristic of models in that unit

Calibanite Knight:

Each time this WARLORD makes a melee attack against an INFANTRY or BIKER unit, an unmodified wound roll of 2+ is always successful

Brilliant Strategist: 

In your Command phase, you can select one friendly DARK ANGELS unit within 6″ of this WARLORD. Until the start of your next Command phase: Each time a model in that unit makes an attack, if the Tactical Doctrine is active for your army, then the Devastator Doctrine is considered to be active for that attack instead. Each time a model in that unit makes an attack, if the Assault Doctrine is active for your army, then the Tactical Doctrine is considered to be active for that attack instead

Decisive Tactician:

While a friendly DARK ANGELS CORE unit is within 6″ of this WARLORD, add 1 to Advance and charge rolls made for that unit.

Honour of the First Legion:

This WARLORD is eligible to perform a Heroic Intervention if it is within 6″ horizontally and 5″ vertically of an enemy unit. Each time this Warlord makes a Heroic Intervention move, so long as it ends that move closer to the closest enemy model, it can move up to 6”. All other rules for Heroic Interventions still apply.

Stubborn Tenacity: 

When this WARLORD is destroyed, if it does not explode, you can use this Warlord Trait instead of using any other abilities that take effect as a result of this model being destroyed (e.g. Astartes Banner). If you do, this WARLORD is not removed from play until the start of the next turn or the end of the battle (whichever comes first). Until that happens, it is still considered to be in play, but any further wounds this WARLORD would lose are not lost.

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 for one 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.

Watched

Once per battle, in your opponent’s Psychic phase, this WARLORD can attempt to resist one additional psychic power, even if it is not a PSYKER and even if it 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.

Inexorable

Each time an attack is allocated to this WARLORD, subtract 1 from that attack’s Damage characteristic (to a minimum of 1).

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 for one 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.

Lightning-fast Reactions

Each time an attack is made against this WARLORD, subtract 1 from the attack’s hit roll.

Master of Manoeuver

This WARLORD is eligible to either shoot and charge in a turn in which it Fell Back.