Dark Angels 9th Edition
Codex Adeptus Astartes: Dark Angels 9th edition was released on TBD
Unit points throughout Time
Name | Battlefield Role | Chapter Approved 2020 | Forgeworld 2020 |
---|---|---|---|
Chaplain | HQ | 80 | |
Chaplain with Jump Pack | HQ | 105 | |
Interrogator-Chaplain | HQ | 85 | |
Interrogator-Chaplain in Terminator | HQ | 105 | |
Interrogator-Chaplain with Jump Pack | HQ | 110 | |
Librarian | HQ | 90 | |
Librarian with Jump Pack | HQ | 115 | |
Librarian in Phobos | HQ | 98 | |
Librarian in Terminator | HQ | 105 | |
Lieutenant | HQ | 65 | |
Lieutenant with Jump Pack | HQ | 90 | |
Lieutenant in Phobos | HQ | 78 | |
Master | HQ | 80 | |
Master w/ Jump pack | HQ | 105 | |
Master in Cataphractii | HQ | 95 | |
Master in Gravis | HQ | 105 | |
Master in Phobos | HQ | 93 | |
Master in Terminator Armor | HQ | 95 | |
Primaris Chaplain | HQ | 85 | |
Primaris Librarian | HQ | 95 | |
Primaris Lieutenant | HQ | 70 | |
Primaris Master | HQ | 85 | |
Ravenwing Talonmaster | HQ | 105 | |
Techmarine | HQ | 50 | |
Incursor Squad | Troops | 21 | |
Infiltrator Squad | Troops | 24 | |
Infiltrator Helix Adept | Troops | 34 | |
Intercessor Squad | Troops | 20 | |
Scout Squad | Troops | 14 | |
Tactical Squad | Troops | 15 | |
Assault Squad | Fast Attack | 15 | |
Assault Squad with Jump Packs | Fast Attack | 17 | |
Inceptor Squad | Fast Attack | 40 | |
Ravenwing Attack Bike Squad | Fast Attack | 30 | |
Ravenwing Bike Squad | Fast Attack | 25 | |
Ravenwing Black Knights | Fast Attack | 40 | |
Ravenwing Darkshroud | Fast Attack | 120 | |
Ravenwing Land Speeders | Fast Attack | 45 | |
Ravenwing Land Speeder Vengeance | Fast Attack | 105 | |
Scout Bike Squad | Fast Attack | 25 | |
Supressor Squad | Fast Attack | 33 | |
Nephalim Jetfighter | Flyer | 105 | |
Ravenwing Dark Talon | Flyer | 185 | |
Stormraven Gunship | Flyer | 240 | |
Aggressor Squad | Elites | 40 | |
Apothecary | Elites | 55 | |
Chapter Ancient | Elites | 95 | |
Company Ancient | Elites | 75 | |
Company Champion | Elites | 40 | |
Company Veterans | Elites | 17 | |
Contemptor Dreadnought | Elites | 105 | |
Deathwing Ancient | Elites | 75 | |
Deathwing Apothecary | Elites | 75 | |
Deathwing Cataphractii Terminator Squad | Elites | 26 | |
Deathwing Champion | Elites | 95 | |
Deathwing Knights | Elites | 41 | |
Deathwing Terminator Squad | Elites | 23 | |
Deathwing Tartaros Terminator Squad | Elites | 23 | |
Dreadnought | Elites | 70 | |
Invictor Tactical Warsuit | Elites | 135 | |
Primaris Ancient | Elites | 80 | |
Primaris Apothecary | Elites | 60 | |
Ravenwing Ancient | Elites | 85 | |
Ravenwing Apothecary | Elites | 65 | |
Ravenwing Champion | Elites | 80 | |
Redemptor Dreadnought | Elites | 125 | |
Reiver Squad | Elites | 18 | |
Servitors | Elites | 7 | |
Venerable Dreadnought | Elites | 85 | |
Drop Pod | Dedicated Transport | 65 | |
Impulsor | Dedicated Transport | 100 | |
Land Speeder Storm | Dedicated Transport | 40 | |
Razorback | Dedicated Transport | 80 | |
Repulsor | Dedicated Transport | 230 | |
Rhino | Dedicated Transport | 75 | |
Devastator Squad | Heavy Support | 15 | |
Armorium Cherub | Heavy Support | 5 | |
Eliminator Squad | Heavy Support | 28 | |
Hellblaster Squad | Heavy Support | 33 | |
Hunter | Heavy Support | 95 | |
Land Raider | Heavy Support | 175 | |
Land Raider Crusader | Heavy Support | 215 | |
Land Raider Redeemer | Heavy Support | 245 | |
Predator | Heavy Support | 90 | |
Repulsor Executioner | Heavy Support | 250 | |
Stalker | Heavy Support | 95 | |
Vindicator | Heavy Support | 130 | |
Whirlwind | Heavy Support | 125 | |
Asmodai | HQ | 115 | |
Azrael | HQ | 160 | |
Belial | HQ | 125 | |
Ezekiel | HQ | 115 | |
Master Lazarus | HQ | 110 | |
Sammael in Sableclaw | HQ | 210 | |
Sammael on Corvex | HQ | 140 | |
Absolvor Bolt Pistol | HQ | 0 | |
Accelerator Autocannon | Ranged | 0 | |
Assault Bolter | Ranged | 0 | |
Assault Cannon | Ranged | 15/20 | |
Assault Plasma Incinerator | Ranged | 0 | |
Astartes Grenade Launcher | Ranged | 0 | |
Astartes Shotgun | Ranged | 0 | |
Auto bolt rifle | Ranged | 0 | |
Auto Boltstorm Gauntlets | Ranged | 0 | |
Avenger mega bolter | Ranged | 35 | |
Bellicatus Missile Array | Ranged | 20 | |
Blacksword Missile Launcher | Ranged | 0 | |
Bolt carbine | Ranged | 0 | |
bolt pistol | Ranged | 0 | |
bolt rifle | Ranged | 0 | |
bolt sniper rifle | Ranged | 0 | |
boltgun | Ranged | 0 | |
Boltstorm Gauntlet | Ranged | 0 | |
Cerberus launcher | Ranged | 0 | |
Combi-bolter | Ranged | 3 | |
Combi-flamer | Ranged | 10 | |
Combi-grav | Ranged | 10 | |
Combi-melta | Ranged | 10 | |
Combi-plasma | Ranged | 10 | |
Cyclone missile launcher | Ranged | 25 | |
Deathwind launcher | Ranged | 5 | |
Demolisher cannon | Ranged | 0 | |
Flamer | Ranged | 5 | |
Flamstorm cannon | Ranged | 0 | |
Flamestorm gauntlets | Ranged | 5 | |
Frag grenades | Ranged | 0 | |
Fragstorm Grenade launcher | Ranged | 5 | |
Grav-cannon and grav-amp | Ranged | 10/15 | |
Grav-gun | Ranged | 10 | |
Grav-pistol | Ranged | 5 | |
Grenade harness | Ranged | 5 | |
Heavy bolt pistol | Ranged | 0 | |
Heavy bolter | Ranged | 10/15 | |
Heavy flamer | Ranged | 10/15 | |
Heavy laser destroyer | Ranged | 40 | |
Heavy onslaught gatling cannon | Ranged | 30 | |
Heavy plasma cannon | Ranged | 20 | |
Heavy plasma incinerator | Ranged | 0 | |
Hunter-killer missile | Ranged | 5 | |
Hurricane bolter | Ranged | 15 | |
Icarus Ironhail heavy stubber | Ranged | 5 | |
Icarus rocket pod | Ranged | 5 | |
Icarus stormcannon | Ranged | 10 | |
Instigator bolt carbine | Ranged | 0 | |
Ironhail heavy stubber | Ranged | 5 | |
Kheres-pattern assault cannon | Ranged | 25 | |
Krak grenades | Ranged | 0 | |
Krakstorm grenade launcher | Ranged | 5 | |
Las-talon | Ranged | 35 | |
Lascannon | Ranged | 15/20 | |
Macro plasma incinerator | Ranged | 30 | |
Marksman bolt carbine | Ranged | 0 | |
Master-crafted auto bolt rifle | Ranged | 5 | |
Master-crafted boltgun | Ranged | 5 | |
Master-crafted instigator bolt carbine | Ranged | 0 | |
Master-crafted occulus bolt carbine | Ranged | 0 | |
Master-crafted stalker bolt rifle | Ranged | 5 | |
Melta bombs | Ranged | 5 | |
Meltagun | Ranged | 10 | |
Missile launcher | Ranged | 15/20 | |
Multi-melta | Ranged | 20/25 | |
Occulus bolt carbine | Ranged | 0 | |
Onslaught gatling cannon | Ranged | 20 | |
Plasma blaster | Ranged | 10 | |
Plasma cannon | Ranged | 10 | |
Plasma cutter | Ranged | 5 | |
Plasma exterminator | Ranged | 5 | |
Plasma gun | Ranged | 10 | |
Plasma Incinerator | Ranged | 0 | |
Plasma pistol | Ranged | 5 | |
Plasma storm battery | Ranged | 0 | |
Plasma talon | Ranged | 0 | |
Predator autocannon | Ranged | 40 | |
Ravenwing grenade launcher | Ranged | 0 | |
Reaper autocannon | Ranged | 10 | |
Reductor pistol | Ranged | 0 | |
Rift cannon | Ranged | 0 | |
Shock grenades | Ranged | 0 | |
Skyspear missile launcher | Ranged | 0 | |
Sniper rifle | Ranged | 2 | |
Stalker bolt rifle | Ranged | 0 | |
Storm bolter | Ranged | 3 | |
Stormstrike missile launcher | Ranged | 0 | |
Twin assault cannon | Ranged | 40 | |
Twin boltgun | Ranged | 0 | |
Twin heavy bolter | Ranged | 30 | |
Twin heay plasma cannon | Ranged | 40 | |
Twin Icarus Ironhail heavy stubber | Ranged | 0 | |
Twin ironhail autocannon | Ranged | 0 | |
Twin lascannon | Ranged | 40 | |
Twin multi-melta | Ranged | 50 | |
Typhoon missile launcher | Ranged | 40 | |
Volkite charger | Ranged | 5 | |
Whirlwind castellan launcher | Ranged | 0 | |
Whirlwind vengeance launcher | Ranged | 0 | |
Wrist-mounted grenade launcher | Ranged | 0 | |
Blade of Caliban | Melee | 0 | |
Chainfist | Melee | 10 | |
Chainsword | Melee | 0 | |
Combat knife | Melee | 0 | |
Corvus hammer | Melee | 0 | |
Crozium arcanum | Melee | 0 | |
Dreadnought combat weapon | Melee | 20 | |
Eviscerator | Melee | 10 | |
Flail of the Unforgiven | Melee | 0 | |
Force axe | Melee | 0 | |
Force stave | Melee | 0 | |
Force sword | Melee | 0 | |
Halberd of Caliban | Melee | 0 | |
Invictor fist | Melee | 0 | |
Lightning claws single | Melee | 5 | |
Lightning claws pair | Melee | 10 | |
Mace of Absolution | Melee | 0 | |
Master-crafted power sword | Melee | 10 | |
Paired combat blades | Melee | 0 | |
Power axe | Melee | 5 | |
Power fist | Melee | 10 | |
Power maul | Melee | 5 | |
Power sword | Melee | 5 | |
Redemptor fist | Melee | 0 | |
Relic blade | Melee | 10 | |
Servo-arm | Melee | 0 | |
Thunder hammer (character) | Melee | 40 | |
Thunder hammer (other) | Melee | 15 | |
auto launchers | Wargear | 0 | |
auxiliary grenade launcher | Wargear | 2 | |
camo cloak | Wargear | 2 | |
combat shield | Wargear | 3 | |
grapnel launcher | Wargear | 2 | |
grav-chute | Wargear | 2 | |
haywire mine | Wargear | 10 | |
shield dome | Wargear | 25 | |
smoke grenades | Wargear | 0 | |
orbital comms array | Wargear | 20 | |
Storm shield (character) | Wargear | 10 | |
storm shield (other) | Wargear | 4 | |
Watcher in the Dark | Wargear | 5 | |
Air defense missiles | Ranged | - | 0 |
Deathstrom cannon array | Ranged | - | 0 |
Deathstrom missile array | Ranged | - | 0 |
Dreadhammer siege cannon | Ranged | - | 0 |
Fellblade accelerator cannon | Ranged | - | 0 |
Heavy neutron pulse array | Ranged | - | 0 |
Helios launcher | Ranged | - | 0 |
Laser volley cannon | Ranged | - | 0 |
Punisher rotary cannon | Ranged | - | 0 |
ROC missile launcher | Ranged | - | 0 |
Siege melta array | Ranged | - | 0 |
Spectre pattern bolter | Ranged | - | 0 |
Tempest salvo launcher | Ranged | - | 0 |
Thunderhawk heavy cannon | Ranged | - | 0 |
Turbo-laser destructor | Ranged | - | 0 |
Twin accelerator autocannon | Ranged | - | 0 |
Twin avenger bolt cannon | Ranged | - | 0 |
Twin volcano cannon | Ranged | - | 0 |
Crushing tracks | Melee | - | 0 |
Termite drill | Melee | - | 0 |
Enchanced repulsor field | Wargear | - | 0 |
Plasma blastgun | Ranged | - | 10 |
Twin volkite charger | Ranged | - | 10 |
Space Marine Gunners | Heavy Support | - | 15 |
Graviton blaster | Ranged | - | 15 |
Rapier Weapons Battery | Heavy Support | - | 20 |
Tarantula Sentry Gun | Heavy Support | - | 20 |
C-beam cannon | Ranged | - | 20 |
Castellum air defense missiles | Ranged | - | 20 |
Las-ripper | Ranged | - | 20 |
Dreadnought combat weapon | Melee | - | 20/30 |
Leviathan siege claw | Melee | - | 20/30 |
Cyclone missile launcher | Ranged | - | 25 |
Dreadnought inferno cannon | Ranged | - | 25 |
Kheres assault cannon | Ranged | - | 25 |
Neutron pulse cannon | Ranged | - | 25 |
Plasma eradicator | Ranged | - | 25 |
Aiolos missile launcher | Ranged | - | 30 |
Xiphon missile battery | Ranged | - | 30 |
Dreadnought chainfist | Melee | - | 30/40 |
Leviathan siege drill | Melee | - | 30/40 |
Scorpius multi-launcher | Ranged | - | 40 |
Atomatic pavaise | Wargear | - | 40 |
Infernus cannon | Ranged | - | 45 |
Quad launcher | Ranged | - | 45 |
Skyreaper battery | Ranged | - | 45 |
Hellfire plasma carronade | Ranged | - | 50 |
Magna-melta cannon | Ranged | - | 50 |
Storm cannon array | Ranged | - | 50 |
Twin hellstrike launcher | Ranged | - | 50 |
Castellum battle cannon | Ranged | - | 55 |
Land Speeder Tempest | Fast Attack | - | 60 |
Cyclone melta lance | Ranged | - | 60 |
Hellstrike battery | Ranged | - | 60 |
Laser destroyer | Ranged | - | 60 |
Quad heavy bolter | Ranged | - | 60 |
Grav-flux bombard | Ranged | - | 65 |
Relic Javelin Attack Speeder | Fast Attack | - | 70 |
Tarantula Air Defense Battery | Heavy Support | - | 70 |
Mortis Dreadnought | Heavy Support | - | 70 |
Arachnus autocannon battery | Ranged | - | 70 |
Arachnus heavy lascannon battery | Ranged | - | 75 |
Siege Dreadnought | Elites | - | 80 |
Infernum Pattern Razorback | Dedicated Transport | - | 80 |
Lucius Dreadnought Drop Pod | Dedicated Transport | - | 80 |
Quad lascannon | Ranged | - | 80 |
Armenneus Valthex | HQ | - | 90 |
Deimos Relic Predator | Heavy Support | - | 90 |
Chaplain Ivanus Enkomi | HQ | - | 100 |
Relic Contemptor Dreadnought | Elites | - | 105 |
Contemptor Mortis Dreadnought | Heavy Support | - | 105 |
Xiphon Interceptor | Flyer | - | 110 |
Damocles Command Rhino | HQ | - | 120 |
Deathstrom Drop Pod | Fast Attack | - | 120 |
Twin macro-accelerator cannon | Ranged | - | 120 |
Terrax-pattern Termite | Dedicated Transport | - | 130 |
Magister Servin Loth | HQ | - | 150 |
Relic Deredeo Dreadnought | Heavy Support | - | 150 |
Lord Asterion Moloc | HQ | - | 165 |
Lugft Huron | HQ | - | 170 |
Hecaton Aiakos | HQ | - | 175 |
Tyberos the Red Wake | HQ | - | 175 |
Relic Sicaran Arcus Strike Tank | Heavy Support | - | 175 |
Land Raider Prometheus | Heavy Support | - | 180 |
Relic Sicaran | Heavy Support | - | 180 |
Relic Sicaran Punisher | Heavy Support | - | 180 |
Casan Sabius | HQ | - | 185 |
Land Raider Achilles | Heavy Support | - | 190 |
Gabriel Angelos | HQ | - | 195 |
Relic Whirlwind Scorpius | Heavy Support | - | 195 |
Deimos Vindicator Laser Destroyer | Heavy Support | - | 200 |
Relic Sicaran Omega Tank Destroyer | Heavy Support | - | 200 |
Relic Sicaran Venator | Heavy Support | - | 200 |
Land Raider Helios | Heavy Support | - | 205 |
Relic Land Raider Proteus | Heavy Support | - | 210 |
Relic Leviathan Dreadnought | Heavy Support | - | 220 |
Storm Eagle Assault Gunship | Flyer | - | 230 |
Storm Eagle Assault Gunship ROC Pattern | Flyer | - | 245 |
Fire Raptor Gunship | Flyer | - | 280 |
Relic Spartan Assault Tank | Lord of War | - | 320 |
Bray'arth Ashmantle | HQ | - | 330 |
Carab Culln the Risen | HQ | - | 400 |
Astraeus Super-heavy Tank | Lord of War | - | 500 |
Relic Cerberus Heavy Tank Destroyer | Lord of War | - | 680 |
Relic Fellblade Super-heavy Tank | Lord of War | - | 690 |
Relic Typhon Heavy Siege Tank | Lord of War | - | 720 |
Relic Falchion Super-heavy Tank | Lord of War | - | 790 |
Relic Mastodon Super-heavy transport | Lord of War | - | 915 |
Thunderhawk Gunship | Lord of War | - | 1350 |
Sokar Pattern Stormbird | Lord of War | - | 2000 |
Unit | Battlefield Role | Chapter Approved 2020 | Forgeworld |
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
- Dark Angel Litanies & Psychic Powers
- Interromancy Discipline
- Obscuration Discipline
- Litanies of Battle
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
- Dark Angel Warlord Traits
- Universal Warlord Traits
- Vanguard Warlord Traits
- Dark Angel Warlord Traits
- Deathwing Warlord Traits
- Ravenwing 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.
Dark Angels Resources
FAQs
- Warhammer 40,000 Rulebook FAQ
- Dark Angels Codex FAQ
- Imperial Armour: Forces of the Adeptus Astartes FAQ
- Psychic Awakening: Ritual of the Damned FAQ
Winning Dark Angels Lists of 9th edition